You're supposed to get some kind of lua error message cause the fucked up class images mean that the lua script couldn't render them out properly and load them.
sadly enough i dont get that...
I'm guessing he's saying that if it is a Lua and XML issue, it would error out and either freeze the game or give an error message.
What lines are your edits on (Both files)?
Lua: Lines - 3 and 63
xml: Lines - from 587 to 591
<Anchor point="LEFT" relativeTo="CharacterCreateClassButton5" relativePoint="RIGHT" x="0" y="0"/>
Perhaps it has something to do with the Anchor?
Code:<Anchor point="LEFT" relativeTo="CharacterCreateClassButton5" relativePoint="RIGHT" x="0" y="0"/>
I'm not sure really. These are small edits for that to occur, lol.
Looked into how they did it on Edge of Chaos and got it to this,
http://oi41.tinypic.com/qpl0qo.jpg
Sadly now the character isnt event possible to select...
Ouch. But that fixed the all icons being the same, right?
Great! The new error is saying that the coords variable is null (nil). Are you calling this anywhere? Or is it because the button is out of the panel?
function CharacterCreateEnumerateClasses(...)
CharacterCreate.numClasses = select("#", ...)/3;
if ( CharacterCreate.numClasses > MAX_CLASSES_PER_RACE ) then
message("Too many classes! Update MAX_CLASSES_PER_RACE");
return;
end
local coords;
local index = 1;
local button;
for i=1, select("#", ...), 3 do
coords = CLASS_ICON_TCOORDS[strupper(select(i+1, ...))];
_G["CharacterCreateClassButton"..index.."NormalTexture"]:SetTexCoord(coords[1], coords[2], coords[3], coords[4]);
_G["CharacterCreateClassButton"..index.."PushedTexture"]:SetTexCoord(coords[1], coords[2], coords[3], coords[4]);
button = _G["CharacterCreateClassButton"..index];
button:Show();
if ( (select(i+2, ...) == 1) and (IsRaceClassValid(CharacterCreate.selectedRace, index)) ) then
button.enable = true;
button:Enable();
SetButtonDesaturated(button);
button.name = select(i, ...)
button.tooltip = select(i, ...);
_G["CharacterCreateClassButton"..index.."DisableTexture"]:Hide();
else
button.enable = false;
buttonisable();
SetButtonDesaturated(button, 1);
button.name = select(i, ...)
button.tooltip = _G[strupper(select(i+1, ...).."_".."DISABLED")];
_G["CharacterCreateClassButton"..index.."DisableTexture"]:Show();
end
index = index + 1;
end
for i=CharacterCreate.numClasses + 1, MAX_CLASSES_PER_RACE, 1 do
_G["CharacterCreateClassButton"..i]:Hide();
end
end
Error line_G["CharacterCreateClassButton"..index.."NormalTexture"]:SetTexCoord(coords[1], coords[2], coords[3], coords[4]);
I spoke to [MENTION=11]Laurea[/MENTION] and he said something about you didn't add the new class texture coordinates to the table.
Is the button still unclickable?
when having rest of the icons fixed yes when not no
Have you done anything else to it? Only thing I can say is double check everything and make sure it is correct.