Rearranging UI blocks atm will be developer-manual, meaning I'd have to set-up alternates for different screen types myself eventually. I'll probably just detect if the browser is mobile or not. though the current setup should work for computers and mobile to a certain percent, mobile users may just have to set the page to display flipped to Landscape instead of Portrait for best results.
I am now at the point where the dictionary for powers needs to start being constructed. the following is the first rough draft:
this does not display PvP information, and currently would only cover "Info tab" information, where "Effects tab" information will have to be an additional {"Effects":[{}]} entry. I'm debating how to store PvP information. perhaps each attribute with have 2 sub dictionaries {"pve": value} and {"pvp": value} or perhaps I'll do 2 different entire dictionaries Under ['PowerName'] like ['PowerName']['PvE'] and ['PowerName']['PvP']...
Alot to decide. written like above the information is not very pleasant on the eyes lol.. @.@.
but we are getting there. I'll test this with Blaster Archery Snap Shot just because it's literally the first entry of every first list. Once I'm confident my code and dictionary can output the correct info to a power button and display the correct info on MO etc., then I'll start making copies for every power in the blaster archery set. then move on to othter blaster sets then other primaries of other ats in order.
this is the painfully tedious part.
Edit: I wasn't thinking enough, I also need to list "EnhanceAllowed": [list of categories allowed], and "SetsAllowed": [list of set categories allowed]. the slots will need to check this info.
also I'm thinking the button will just contain info necessary for the button and radio and slots rather than the full dictionary about the power. I'll set up the code bends so that different objects can access it and get different data returned.[/list][/list]
I am now at the point where the dictionary for powers needs to start being constructed. the following is the first rough draft:
Code Select
//powerDictionary entry
powerDict = {};
powerDict['Archetype'] = {}; //replace Archetype with actual archetype name
powerDict['Archetype']['PrimaryPowerset'] = {"list":{}, "of": {}, "Power": {}, "Names": {}};
['PowerName'] = {'Name': "PowerName", 'Minimum_Level': int, 'Has_Inherent_Slots': True/False, 'Allows_Slots': True/False, "Inherent_Slots": [Slot1_Level_(int or Auto), Slot2_level_int, Slot3_Level_int etc.], 'Type': "ranged" "melee" "Self Buff" etc., "activation_type": "Auto" "toggle" "click" etc., "Target_Types": "self", "team", "self+team", "friendly", "foe" etc. [Ex:{"Self": {"Summary": "Self +Regen"}},{"Foe": {"Summary": "Foe - Acc"}}], "Description": "Description text goes here", "Slider": "None" or [Min, Max, designation(ex: 10%, 100%, HP)], "Basic_Stats": [{"End_Cost": "string-float" or "None"}, {"Accuracy": "String-Float-Percent%"}, {"Recharge": "string-float" or "None"}, {"Duration": "string-float" or "None"}, {"Range": "string-float-ft" or "None"}, {"Radius": "string-float-ft" or "None"}, {"Arc": "string-float-°" or "None"}, {"Cast-Time": "string-float" or "None"}, {"Activation_Interval": "string-float" or "None"}, {"Other": [specifics of the power Taunt, Resistance, HitPoints, Recharge, Regen etc.]}], {"Power_Values": ex: {"Damage": [{"Smashing": "38.41"}, {"Energy": "26.12"}]}}};
this does not display PvP information, and currently would only cover "Info tab" information, where "Effects tab" information will have to be an additional {"Effects":[{}]} entry. I'm debating how to store PvP information. perhaps each attribute with have 2 sub dictionaries {"pve": value} and {"pvp": value} or perhaps I'll do 2 different entire dictionaries Under ['PowerName'] like ['PowerName']['PvE'] and ['PowerName']['PvP']...
Alot to decide. written like above the information is not very pleasant on the eyes lol.. @.@.
but we are getting there. I'll test this with Blaster Archery Snap Shot just because it's literally the first entry of every first list. Once I'm confident my code and dictionary can output the correct info to a power button and display the correct info on MO etc., then I'll start making copies for every power in the blaster archery set. then move on to othter blaster sets then other primaries of other ats in order.
this is the painfully tedious part.
Edit: I wasn't thinking enough, I also need to list "EnhanceAllowed": [list of categories allowed], and "SetsAllowed": [list of set categories allowed]. the slots will need to check this info.
also I'm thinking the button will just contain info necessary for the button and radio and slots rather than the full dictionary about the power. I'll set up the code bends so that different objects can access it and get different data returned.[/list][/list]