szef Posted October 16 Posted October 16 (edited) The solution to the problem may be useful not only to me. Nevertheless, I do not know whether this is even possible? I need guidance on the context menu of special abilities (thief, innate, etc.). The game has a closed integration (hardcoded) with other characters than the original ones. I need to unlock this for additional characters, especially for innate spell(s). button { area 248 0 45 85 bam "TACTBUTT" sequence 3 clickable lua "pst:SpecialAbilitiesContextClickable() and fullActionbarClickable()" tooltip "SPECIAL_ABILITIES_TOOLTIP" frame lua "getSpecialAbilityHighlightFrame()" action " actionbarResetState() showContextMenu(const.ACTIONBAR_STATE_SPECIAL_ABILITES) " } I was told that it's possible to remove the pst:SpecialAbilitiesContextClickable() bit (and add some code to action), then the menu will be available to everyone, but it doesn't work quite right, i.e. you have to click three times to make everything active (I'm talking about additional characters) and there are some undesirable graphical remainss from menu. I also got the advice that I should find another way to identify the NPC from Lua. And here comes the big question: how to do this? How do I get the added characters to be recognised by the UI.menu? Something like part of function below will wont work (in this case) : if(characters[currentID].name == ... Thanks and regards. E: It's hard to come up with something with new innate... https://imgur.com/a/zozhOBz https://imgur.com/a/ON6uvjI ...so we managed to get around it, so to speak :). Edited October 23 by szef Quote
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