Skillpoint Planner

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Re: Skillpoint Planner

Post by MarcoNecroX on Fri Jun 12, 2015 11:48 pm

Guys,

I am almost done rewriting the skillplanner. Only missing features are (the most important, duh) save & load.

But in the meantime, you guys can test it and find any inconsistencies / bugs. Feedback is welcome too.

http://skillplan.median-xl.com/

p.s: there are still some css improvements to be done, mainly a better way to distinguish the uberskills.

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Re: Skillpoint Planner

Post by Segolia on Sat Jun 13, 2015 12:07 am

I like the looks of it Very Happy (I saw it earlier, since right now from the looks of it it's down)

The only thing that's missing that i'm noticing is a text field to manually put in exactly how many skillpoints you want.

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Re: Skillpoint Planner

Post by MarcoNecroX on Sat Jun 13, 2015 12:11 am

How is it down? (try ctrl+F5)

And nice idea, I'll think about it. Although I don't mind it being as it is now either.

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Re: Skillpoint Planner

Post by suchbalance on Sat Jun 13, 2015 12:13 am

Looks nice and fits the header theme. One thing I would like to see is a more distinguished settings button. The cogwheel is rather small and too off to the side for my taste. Also the ability to close the settings window with the Esc key would be nice too.

Also there seems to be some small glitch with the sorc factions system. For example let's say I choose light + cold. Left clicking on poison does nothing, as it should, but clicking on fire resets my second elemental tree (in this case cold) to fire.

This happens in most cases but not all, for example if I put points into fire + light I am unable to left click points into the other elements without unspecing out of fire or light first. On the other hand light + cold can be switched to fire + light via left click (but not poison). Psn + light can be switched to cold via left click etc.
Seems to be the case for both pally factions too.

Would be nice if choosing the factions locks them in, so an accidental miss click does not reset your whole build, but instead a change of factions requires all skills to be removed (by removing points at the base of the tree).

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Re: Skillpoint Planner

Post by Segolia on Sat Jun 13, 2015 12:19 am

It showed on my end that none of the abilities were there, and no skillponts were available. It's fixed now though.

Edit: Skillpoint numbers remain red after I have put the maximum amount in, no matter how much I increase or decrease it. It also applies to the same tiles in the other pages.

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Re: Skillpoint Planner

Post by MarcoNecroX on Sat Jun 13, 2015 1:39 am

thx guys Smile

@suchbalance: you sure? i can't recreate your error. I've changed a few things, maybe you wanna try again?

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Re: Skillpoint Planner

Post by suchbalance on Sat Jun 13, 2015 1:48 am

Yep, I can't any more either. Must have fixed it somehow Thumbs Up

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Re: Skillpoint Planner

Post by taem on Sat Jun 13, 2015 7:57 pm

Were you going to have a description of the skill pop up with general skill info for hard skill points being factored in?

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Re: Skillpoint Planner

Post by MarcoNecroX on Sat Jun 13, 2015 10:46 pm

it's a planner, not a calculator Smile

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Re: Skillpoint Planner

Post by Quirinus on Sun Jun 14, 2015 4:22 pm

Ok, I've fixed it a bit. Here are most of the changes:

Now it can load/save again.
Brought back version number in the URL, so that people can see how old the link is. (once we upgrade it to a full build planner, long urls will go away)
You can close the menu by clicking outside.
Separated the skill trees by 3, like in game.
No more / on unavailable skills, and now it doesn't show a 0 if you click on them either.
Now it normally updates max available skill points, and other info.
Buttons now fade gradually instead of instantly.


Later I'll add manual skill point input, and the ability to close menus with ESC.
Still requires some styling for save/load and possibly options menu, will probably be done by Marco, if not, I'll do it.

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