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Interesting! That goes red/green depending on whether it is increased/decreased for any sort of reason then?I'd say this makes it even more clear for players what is happening.
So that is based then on the difference between the player skills and the ship skills?(this is because my master at arms has boarding level 3, so it shows very clearly now its boosted)
Sounds perfect. Then you get purely the effect of items (and your charmod) in F2>Characters and purely the effect of officers+fleet mali in F2>Ship and F2>Passengers.if its increased its shown green and if its decreased its shown red yes.
Its compared with the modded skill (so if a skill is increased by items etc it wont be shown green here)
Hope to do that today@Levis: Just a quick reminder that this should hopefully still be added to two more interfaces:
The Passengers one and the "Ransack>Assign Officers" one.
Shame, but so be it.wasn't able to do it yesterday or today so will be done on wednesday or somewhere this week.
Since you can reassign officers in the transfer interface, I can imagine it being a tricky one.Still need to do the ransack interface.
I believe this actually is the transfer interface. It's a nasty one And I don't know yet what I should mark and what not. Suggestions?
I will for now maybe after the public release, but first I want some feedback.Since you can reassign officers in the transfer interface, I can imagine it being a tricky one.
If it isn't so easy, perhaps you can just skip it.
for(n = 0; n <= 10; n++)
{
skill = GetAttributeName(GetAttributeN(skills, n));
int skillval = GetEffectiveSkill(chref,skill);
int modval = CalcCharacterSkill(chref,skill);
int color = COLOR_NORMAL;
skill = "skill"+skill;
GameInterface.strings.(skill) = modval;
if(skillVal >= modval) color = COLOR_GREEN;
if(skillVal < modval) color = COLOR_MONEY;
if(skillVal==0) color = COLOR_GRAY;
ChangeStringColor(skill,color);
}