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[MOD] Infinity UI++ v1.4

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  • PeccaPecca Member Posts: 2,321
    Yes that is engine limitation, that is why I introduced new inventory sprites that you can set in ui settings.
  • PeccaPecca Member Posts: 2,321
    Vaelar wrote: »
    The things I want to ask:
    • Would it be possible to make it modular? I love most things about it but I would rather have the original dream and chapter illustrations and the original main menu.
    • In case modularity is not an option, is it possible to get those things with other mods overwriting this one?

    It's not impossible, but I'm not going to do it. And UI mods are usually incompatible with each other, so it would likely end up in a mess, sorry.
  • keturiduketuridu Member Posts: 28
    edited November 2
    I've got spam messages in infinityloader.exe while in a game with less than 6 party members (and another separate - in inventory screen):
    INFO: [string "menu"]:115: attempt to index local 'name' (a nil value)
    stack traceback:
            return debug.traceback():1: in main chunk
            =[C]: in function '__index'
            menu:115: in function <[string "menu"]:107>
            (...tail calls...)
    
    INFO: [string "menu"]:158: attempt to index field '?' (a nil value)
    stack traceback:
            return debug.traceback():1: in main chunk
            =[C]: in function '__index'
            menu:158: in function 'rgShouldGreyOutInventory'
            function enabled00000000050D3350 () return rgShouldGreyOutInventory(charTable[6]) and rgInventoryMode == 0 end:1: in function <[string "function enabled00000000050D3350 () return rg..."]:1>
    

    AI's solution, that worked for me, sharing it here only for technical references:

    changed UI.MENU lines 26536–26555 and 10353–10355 (i guess they would differ between installs) with:
    function rgGetPcNames()
    	local result = ''
    	if #combatLog < 7 then
    		rgEmptyLog = 0
    	end
    	for i = 0, Infinity_GetNumCharacters() - 1, 1 do
    		local name = Infinity_GetPortraitTooltip(i)
    		if name ~= nil then
    			lines = {}
    			for s in name:gmatch("[^\r\n]+") do
    				table.insert(lines, s)
    			end
    			name = lines[1]
    			if name ~= nil then
    				result = result .. ' ' .. name
    			end
    		end
    	end
    	rgCharNames = result
    	return rgCharNames
    end
    
    function rgShouldGreyOutInventory(charid)
    	if charid == nil or characters[charid] == nil then return false end
    	return characters[charid].HP.current <= 0 or rgIsCharacterOrderable(charid) == false
    end
    
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