Hey John, I'm finally getting around to checking on this again and working to properly integrate in Master Quest for the past few hours.
Most Important Point: This is AWESOME! After test playing with it again for a while, I absolutely love it, very very nice.
I feel very close to ready to be done (and fix a few other issue with my mod) and do my big update, but I have just a couple remaining issues that I'm hoping you can help with:
[ISSUE 1]
Is there any chance you could reconsider making the hot keys assignable during gameplay?
I know it would take some work, but I think it would be so much better to allow the player to set the keys on the fly than to have to try to guess what will work for them (with each mod author either leaving them default or changing them differently). I personally find the default hot keys too far away from my fingers to be useful, but I dare not set them to keys close to my gameplay keys because people are likely to have slightly altered their playing keys and I'm too likely to overlap them by chance.
I think my old idea would work well: Have a tiny "set hotkey" button on the bar (maybe taking part of the drag section), and when the player clicks it, the script asks for each hotkey one at a time, and detects which key the player hits next, recording new hotkeys. If a new graphical button is too much, even just a new permanent hotkey for setting the other hotkeys would be nice, such as "m" or "/" being the one big permanent hotkey used to set the rest. (next to . and ,)
I fear the coding is far beyond me
[ISSUE 2]
I would really like to be able to right-click on the buttons on the bar and have them work (currently only left click works). I spend most of the game right-clicking the character weapons, and it would feel more natural to also be able to right click parts of the quick bar as well. (Your previous solution to other right-clicks not always making the quick bar blink works very well, good job on that.)
I'll look into it some more and see if I can't adjust this myself. EDIT - I've combed it over, trying to understand the mouseDown and g.button stuff, but I can't figure it out well enough. Does the main gui "button(id, x,...)" command only work with left clicks? Anyway, this just makes me all the more impressed with what you're able to do!
[ISSUE 3]
My only other small gripe is that the graphics of it still seem a little too bright compared to the champions HUDs, and thus sort of catch my vision a bit more than I would like. Maybe just a quick brush through photoshop to darken the bright spots or something like that.
PS - The main QuickBar v1-0-2 download on Nexus is still just an exact copy of the sample dungeon file, still missing an easy way to know how to handle it. I suspect this might explain why not enough authors are using it yet. I had to again open up the sample dungeon, manually copy/paste the script code from the lua entity, and then paste it into my dungeon again (with my adjustments such as my scaled potions, and my hotkeys).