Dependencies: alter_effect, ds, lib_2da, lib_2daq, lib_anon, lib_array, lib_class, lib_cre, lib_data, lib_eff, lib_fn, lib_ids, lib_ietool, lib_ini, lib_kit, lib_script, lib_sfo, lib_spl, lib_splconv, lib_ssl, lib_struct, lib_sugar, lib_tools, lib_ui, lib_vtable, resolve_spell, ui_add_subraces, ui_bonus_spells, ui_deolvynize, ui_detect_class_kit, ui_dual_class_kits, ui_externalize_hlas, ui_externalize_proficiencies, ui_extra_spells, ui_on_open, ui_shared_code, ui_spell_system, ui_system_call, ui_virtual_class
This library contains a single function for adding new portraits into the game, including various forms of UI integration on EE games.
color_finder_tool()=() action
NOT FOR LIVE USE - alter the UI so that the CHARGEN color customization screen displays the numerical values of the chosen colors
ui_add_portraits(force_cd:i, portrait_path:s, portrait_table:s, disable:s, enable:s)=() action
Add some new portraits into the system, or modify existing ones (EE only)
The portraits should be listed in a 2DA table of form
skin | hair | major | minor | race | sex | class | disabled | EXAMPLE | INT | INT | INT | INT | human | f | fighter | no |
The bmps themselves should be named as follows:
The function takes these variables:
On a non-EE install we default to CamDawg's cd_portrait_copy (which is assumed as a dependency); you can force this even on EE by setting INT_VAR force_cd=1.
These should not be called from outside the library itself.
activate_portrait_coloring()=() action
add_to_portrait_tables_helper(warn_of_repeats:i, to_read:s, to_add_to:s)=() action
install_portraits(lua_loc:s="lua")=() action
read_portrait_data()=(portrait_skin:a, portrait_hair:a, portrait_major:a, portrait_minor:a, portrait_sex:a, portrait_race:a, portrait_class:a) action
sort_portrait_data(sex:s)=(sorted_array:a) action