Posted by: Grammarsalad
« on: May 03, 2020, 10:26:28 PM »Nice!
This is nice:QuoteExample of a minimalistic kit definition:Could you also show a kit definition without any omitted variables ? Similar like this.
It just helps a bit more, in the transition.
Example of a minimalistic kit definition:Could you also show a kit definition without any omitted variables ? Similar like this.
Incidentally, if you are going to include multiclass kits in this function, there is no real need to glue QDMulti into it - you could of course also simply implement your own solution to achieve the same results - specifically, the creation of kit menu tables, and the use of .eff files or something similar to apply multiclass kit abilities via the single-class unkitted CLAB tables.It would still make sense to use the same naming scheme for game resources to prevent compatibility issues if multiclass kits are installed by ADD_KIT_EX or the conventional way.
@subtledoctor: Btw, I've done a bit of cleaning and optimizing already (Project). I can create a PR if you want to use it as a basis for further bugfixing.
I've forked the project to see whether I can save you some effort by integrating them myself, so you can just review a pull request. Don't have a ton of time these days but it's roughly working already. I just need to:I've taken a closer look at QDMULTI and there seems to be a lot of potential for optimizing the code. With a bit of restructuring and fixing the aforementioned bugs I may be able to add most if not all of the functionality into ADD_KIT_EX.
- fix the aforementioned 206 bug
- fix another little bug so it reads all rows of the clab file
- figure out how your function populate the K_x_y.2da menu tables, to integrate the (possibly not-yet-existing) multiclass ones
- I suppose, add a fail warning if the modder neglects to specify the new single-class variable