Conversation
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Excuse me, can you explain what issue this is fixing exactly? What difference will the player observe? Is this only relevant for modders? |
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It simply fixes the way the fatigue bar updates so it matches the health and magicka bars. Without this fix the fatigue bar change upon gain/loss is messed up. If you cast a Heal Fatigue spell you'll see the incorrect behavior. https://github.com/Interkarma/daggerfall-unity/blob/master/Assets/Scripts/Game/UserInterface/HUDVitals.cs#L297 |
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Okay, so if I cast Heal Fatigue and compare it to other vitals, it should look "off". I would have liked more details but this will have to do I suppose. |
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It's quite obvious when there is a large gain/loss, just make sure On fatigue gain: The bar jumps to the new greater height, then smoothly animates the diff bar going down to the previous lower height. After that the bar jumps to the new greater height again. On fatigue loss: The bar jumps to the new lower height, then smoothly animates the diff bar going up to the previous greater height. After that the bar jumps to the new lower height again. |
Fixes
fatigueBar.Amounterroneously being set instead offatigueBarGain.Amount.