5E Product Walkthrough Playlist
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  1. #11
    I'm putting together something already; so just take a breather, and I'll get you something to look at.

    Regards,
    JPG

  2. #12
    I very much welcome especially these 2 changes:
    [ADDED] Custom initiative indicator asset option available, with over 20 included graphics to choose from.
    [DEV][UPDATED] ActionsManager script preserves boolean and number data for roll record, when keys start with b[A-Z] and n[A-Z], respectively.

    Thank you for including them!

    Would it be possible to highlight a token on the map when your mouse hovers over the CT entry field? Or a "ping" button sending out wave from the token to locate them? That would help a lot for crowds.

    I would also like to second the idea of having a short "stable" window to have the opportunity to bring forge stuff up to date without revisiting the updates with every change of the beta ruleset.

  3. #13
    Moon Wizard,

    Best TEST support ever.

    I have often lamented about TEST taking huge amounts of my time to figure out what broke me - why it changed - and how to rewrite my stuff so it worked again. The changes you provided for polymorphism to replace my TAB and combobox logic I was forced to use 4 years ago, and no longer need with all the changes since then and in most recent test (with changes you made in TEST on top of that in light of my breakage), would have taken me forever to figure out based on simply "it broke, what now?" per usual.

    IMHO, I have never begrudged FORGE (SW/WOTC) taking 1/2 the proceeds as extensions are all just a hack on top of their stuff and cannot exist without them. But today, you earned that take. Showing exactly what changed and how it works is EXACTLY the kind of support for extensions and rulesets I think works best for the community.

    Past TEST time taken up to just keep my stuff working as it was? 10+ hours (conservative guess)

    This TEST time taken up to just keep my stuff working as it was? 1/2 hour (due to Moon Wizard jumping in and looking at code to see what needs to be done now)

    As far as superficial testing goes - polymorphism works fine. I'll have to check all my other extensions as time permits. But even if there are more breakages - hopefully not as no others deal with tabs or overlapping combo boxes - it will not sting nearly so much as it usually would
    Free(Forums/Forge) Extension(FGU 5E):
    Paid (Forge) Extension(FGU 5E):

  4. #14
    LordEntrails's Avatar
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    Sounds like this info on windows is ready? Is this new info on how to make these changes available for the rest of us yet
    I was hoping it would be posted in this thread.

    Problems? See; How to Report Issues, Bugs & Problems
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    Community Contributions: Gemstones, 5E Quick Ref Decal, Adventure Module Creation, Dungeon Trinkets, Balance Disturbed, Dungeon Room Descriptions
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  5. #15
    Quote Originally Posted by LordEntrails View Post
    Sounds like this info on windows is ready? Is this new info on how to make these changes available for the rest of us yet
    I was hoping it would be posted in this thread.
    I pretty much glanced over and took the changes Moon made to my code. He would probably have the details - but in general he removed large swaths of my old tab/combobox logic and replaced it with...
    In record_char.xml in windowclass removed all my old subwindow and tab callback logic with -
    Code:
    	<windowclass name="charsheet" merge="join">
    		<sizelimits>
    			<minimum width="470" height="695" />
    		</sizelimits>
    		<script>
    			function onTabChanged()
    				PolymorphismManager.onTabChanged(self);
    			end
    		</script>
                    <sheetdata>
    			<sub_content_framed_groupbox_narrow_top name="sub_polymorphism" />
    		</sheetdata>
    	</windowclass>
    And then changed all my <simplestring> to <string_static> and changed all my anchor points to something more local than what I'd had before for in my sub_polymorphism windowclass. Just a whole bunch of removed code with a few changes basically.

    In my manager_polymorphism.lua that controlled the extension - he removed a bunch of code that dealt with managing old tab logic (along with some older ways I was referencing stuff in general) and my window references for my sub_polymorphism window basically stayed the same (though he created a common reference for it as opposed to spelling it out every reference) and changed the windows references to fields to DB references of fields.

    It still accessed the same tab logic for display of my window I had before...
    Code:
    	local sSub = (window.tabs and window.tabs.getActiveTabName()) or "";
    	if ((bNPC and sSub ~= "main") or (not bNPC and sSub ~= "actions")) then
    		return false;
    	end
    So basically, he removed all code I used to previously try and place/add/control my sub_polymorphism window in tabs and replaced it with the xml stuff I referenced above and simply deleted it out of the controlling lua code.

    You'll have to ask him for any more details than that as the diff was almost entirely cosmetic stuff to run more efficiently than where I had written it 4 years ago (see above lua comments).
    Last edited by SilentRuin; January 27th, 2025 at 19:30.
    Free(Forums/Forge) Extension(FGU 5E):
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  6. #16
    LordEntrails's Avatar
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    Awesome details, thanks!

    Problems? See; How to Report Issues, Bugs & Problems
    On Licensing & Distributing Community Content
    Community Contributions: Gemstones, 5E Quick Ref Decal, Adventure Module Creation, Dungeon Trinkets, Balance Disturbed, Dungeon Room Descriptions
    Note, I am not a SmiteWorks employee or representative, I'm just a user like you.

  7. #17
    If you have any specific questions, feel free to post here; and I can expand on anything I did. Or you can send me PM or email.

    The gist is that with all the standardization changes; I changed all the top level windows to be built in a vertically stacked manner, so it is easier to insert sections at the top/bottom of any top-level window.

    For SR's extension, I changed his code to use the new stacked window layout logic; and the rest was getting rid of all the workarounds that he built from years ago.

    Regards,
    JPG

  8. #18
    Really like the new initiative indicators! Something similar to choose from for the ping animations would be awesome. A real eye catcher, thank you.
    42

  9. #19

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    I play tested the upcoming features with my gaming group. They really liked the initiative indicators.
    It's always the sparklies that get the most notice. Then again, we're older players, and this makes it easier on our eyes.
    There were some question about the indicators.
    Will it be easy for users to add their own?
    Will they be sold in packs like dice skins?
    Can they be included in themes?
    Add feature suggestions for Savage Worlds to Fantasy Grounds Feature Request.

  10. #20
    @Mike Serfass,

    There's a Folder button on the Initiative Indicator selection window that takes you to the specific folder where you can place your own initiative indicators; just make sure to use Refresh button after.

    They can potentially be included in any ruleset using a module asset pack. The default ones are included in the CoreRPG asset pack.

    Regards,
    JPG

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