Let's see, there's Hogwarts, Durmstrang, Beauxbatons... that's all I know. :giggle: This is what I think it is: Blue = Conjuration (healing usually) Green = Transmutation (haste, bull's strength,etc.) Orange = Abjuration (protection) Clear = Illusion (invisibility) Light Blue = Enchantment (Heroism) I know there's a few red, yellow and purple one's floating around, so they much match up with the 3 remaining schools. Purple = Necromancy? Yellow = Divination? Red = Evocation? Rudy, which potion graphics are you referring to? Would it be OK to use different graphics as long as the colors stayed true to the school? I miss the Bull's Strength potions all being in those olive green army canteen looking things.
I was referring to the inventory icon; the casting graphics are fine. I just personally dislike all abjuration potions, of which there are a lot (and there will be many more with what I am adding) looking the same when there are other icons that are little used. I'm going with red for fire, yellow for electricity, white for cold, purple for acid (the green may seem more appropriate, but there are a lot of green potions already). I'll follow the same for the resist energy potions. But, like I said, I'll include a version which makes all of them look the same, for those who prefer that. Actually, anyone have a clue how to begin editing inventory graphics? I wouldn't be opposed to taking the basic potion graphic for abjuration, and adding an icon indicating fire, for example.
Figured out the icon editing; I'll post a prototype for one of the edited ones here a bit later. Then, if Gaear or one of the other Co8 people thinks it's something they'd actually use, I'll do the others.
Me too. The powers that be won't like that, but for your own personal use, go for it. If you have Photoshop, it's pretty simple. Just open the items inventory icon, which is a TGA file, and edit the image as you wish. I can give you specifics if you want. But didn't you do all that for the colored cloaks? A new layer with an icon on it should do the trick, but the icon will kind of give away the potion before it's identified. Maybe something like this?
I have nothing but respect for "the powers that be". That being said, I choose what to do for my mod based on how I would like the game to be. I fully respect that they may not wish to incorporate everything I do into the official release. Thoughts on these images? I like them, so if the "powers that be" think they're alright, I'll just have the one version of my mod with these. Otherwise, I can do the alternate versions I mentioned.
Yeah those are great, and since all the potions themselves are still orange you retain the school-colors and make everyone happy. The only concern as I mentioned above is that you'll know the potion before reading magic.
I don't think that is a serious concern; by the time you see these potions, or can craft them, you have essentially limitless read magic. For immersion, it's a little annoying, I'll grant you, but I think it is worth the price personally.
Which size icon do you think looks better? Oh, and to answer a question from a few posts ago, my work on the cloaks was nothing more than utilizing existing colors and meshes; i didn't create any new art for that.
Well if you're up for some more work, here's an interesting idea. You can change the icon when the potion is identified in the Read Magic and Identify scripts, changing the obj_f_item_inv_aid flag which holds the inventory icon number. First have the generic orange icon set for each potion in the protos.tab. Then in Spell385 - Read Magic.py put in some code like this to change the icon during identification: Code: # Each pair is (Object Name of a potion, Inventory Number for the new icon from inventory.mes) potions = ( (8027,657), (8033,656), (8020,655) ) for p in potions: if target_item.obj.name == p[0]: target_item.obj.obj_set_int (obj_f_item_inv_aid, p[1])
That is potentially interesting... is there any easy way to spawn an unidentified version of a potion (for testing purposes)? Thanks; I think I've settled on the size I like; halfway in between the previous two. And changed electricity to the classic yellow.
[/CODE] To put potion 8027 on the ground near you: Code: game.obj_create( 8027, game.leader.location ) To make one in your inventory: Code: from utilities import * i = create_item_in_inventory( 8027, game.leader ) If you're going to be doing this a lot, putting a very short function into utilities.py like this will save you lots of time when you're typing it 500 times a day. Code: def cob(proto): create_item_in_inventory( proto, game.leader ) Then to add an item just type cob(8027), which is almost as easy as give 8027.
Ok, cool; no promises that it will work, but I will definitely give your idea a try; very clever. Thanks!
I couldn't stop myself from adding Sonic. Sure, it won't likely be useful... but how could I allow only four of the five energy types to exist? Wouldn't be right. Not sure purple is the best color for sonic; open to alternate suggestions, though it may be that sound doesn't have a color =D. Second image is the five potions available to brew. Next thing I'm going to work on is marc's read magic idea. It's also started percolating in my head a concept whereby you could use a similar effect to display the caster level of something in its icon. Still, shouldn't get ahead of myself.
Yep, you gotta have all 5 for completion. That's a lot of icons! But hey they don't take up much space. But that would be cool, especially with scrolls. But there may be some issues when they stack, like when you stack a 3rd level scroll with a 5th level scroll and they become 2 3rd level scrolls - hate that. BTW, I just tested the read magic, and it works, the identified version picked up the tga with the icon on it. This would also have to go into the Identify spell too. NOTE: I had some typos and an indentation error in the code I put in my post, but I fixed it and the one there should work now.