Posted December 10, 2019 by Chris Ashtear
Okay so some more work has been done. Heres a rundown:
Next few days will be focused on improving scenery, fixing more bugs, and making the interface a bit better.
Interesting Development tidbit for fellow coders:
As I said in the 12-1 post, I wanted to work on making my UI generic so that I didnt have to write a new script for every window I wanted. This is the result. Under display code I can write whatever I want to display, and another piece of code sets the data that gets displayed. In this case its an equipmentSlot. it works like this; it can take the comparison value, look it up, and compare it to the lines in Display Code that are bracketed. This way, if a slotType is a weapon, it gets those traits displayed, if its a shield, it gets other traits. It also supports subvalues, as you can see with the commodity.DamageHull line.