Conversation
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Hey Noah, thanks for the PR but you should have contacted me before you work on such a new system. |
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If you rewrite those system anyway could you consider some design choices to allow for more skills? When working on this I also noticed that all things that need to be done per skill are done in separate places (eg. Network sync, data loading, UI building). |
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I do agree that skills should be more flexible and would be awesome to be able to add them via a datapack - for example my server running levelZ contains lots of tech mods and I'd love to be able to lock them behind a "tech" skill. Same goes for some magic mods. Awesome mod though and thanks for all your work! I cannot stress well enough just how much my users have been enjoying this mod on my server :) |
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@noah1510 add me on discord Globox_Z |
This PR is related to #302.
I went over the code and removed as many hardcoded references to the skills as I found.
This means the following things are reworked:
The only drawback is that the new command implementation also requires you to pass a number to the get subcommand.
If anyone has an suggestion on how make that optional depending on the subcommand that would be appreciated.
Another change is that the order of skills in the inventory is different now.
This is done because before the skills where added column by column and now they are added row by row.
This could be changed by reordering the skills in the Skill class.
One thing that need to be done for this to be actually useful is making the SkillScreen is Scrollable.
Once that is done other mods can add as many skills as they want and everything will be updated as needed.
The buttons get added and work at the moment but they are outside of the window.
Also can someone explain why my IconsStitcher class only works with the main texture.
The correct Identifier gets passed to the draw function and also the correct coordinates but the texture does not appear in game.