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  1. #21
    LordEntrails's Avatar
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    I think my next community contribution will be to write up something about how to contribute to the wiki, including how to create "MediaWiki markup" and who to submit it to.

    We'll get there

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  2. #22

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    Example of what I'd like to post

    Here is an example of what I'd like to place that I have been compiling:

    Code:
    OptionsManager: manager_options.lua		**not done**
    	addOptionValue(sKey, sLabel, sValue, bUseResource)
    		given an option identifier, the user-facing label (or its resource id),
    		the corresponding code value, and whether resources are in use, adds the
    		label to the label list and the code value into the options listings
    	deleteOption(sKey)
    		given an option identifier, removes it from the options manager data 
    		structures. This is an internal routine and users should call 
    		unregisterCallback instead
    	getOption(sKey)
    		given an option identifier, returns the current value associated with it
    	isMouseWheelEditEnabled()	
    		returns true if mouse wheel scrolling can edit a numeric value
    	isOption(sKey, sTargetValue)
    		given an option identifier and a test value, returns true if the option is set to the test
    		value
    	makeCallback(sKey)
    	onOptionChanged(nodeOption)	--internal routine registered with database to 
    		invoke registered callbacks.
    	populate(win)
    	registerCallback(sKey, fCallback)
    		given the key of interest and the routine to invoke, registers a routine
    		to be invoked when the key value changes.
    	registerOption(sKey, bLocal, sGroup, sLabel, sOptionType, aCustom)
    		see registerOption2, which supports string resources and internationalization
    	registerOption2(sKey, bLocal, sGroupRes, sLabelRes, sOptionType, aCustom)
    		sKey - the name of the option used in programs
    		bLocal - true if the option should be active when user is in player local mode
    		sGroupRes - the resource specifying the option group header under which the option will appear
    		sLabelRes - the string resource for the displayed title of the option
    		sOptionType - normally 'option_entry_cycler'
    		aCustom - an array of options. Must specify one or more label string resources, the
    			corresponding values the program will use for those labels, the resource for the 
    			first option, the program reference for that option, and the default option to use.
    			example: { labels = "option_val_append|option_val_random", values = "append|random", 
    				baselabel = "option_val_off", baseval = "off", default = "append" }
    	setOption(sKey, sValue)
    	setOptionDefault(sKey, sDefaultValue)
    	unregisterCallback(sKey, fCallback)
    StringManager:			manager_strings.lua		done
    	addTrailing(s, c)
    		given a string and the desired trailing character, adds that trailing character to the end
    		of the input string if it is not already the ending character
    	autoComplete(aSet, sItem, bIgnoreCase)
    		given a set of extrapolated strings, a candidate to look up, and whether to ignore letter 
    		casing, looks for the first match of the candidate within the array, returning all remaining
    		characters after the match
    	capitalize(s)
    		given a string, returns the string with first word capitalized
    	capitalizeAll(s)
    		given a string, returns the string with all words capitalized
    	combine(sSeparator, ...)
    		given a separator string and a series of strings to combine, returns a
    		string that combines all strings supplied with the separator character
    		between each of them.
    	contains(set, item)
    		given an array of legal values and a test item, returns true if the test item is in the array
    		of legal values.
    	convertDiceToString(aDice, nMod, bSign)
    		given a dice array, a modifier and  wether to include the sign, returns a
    		string form of the roll specification.
    	convertStringToDice(s)
    		given a string, returns a die array and a modifier. Note it assumes that the string is a valid
    		dice expression.
    	evalDice (aDice, nMod, bMax)
    		given a dice array, any modifier to the dice totals, and whether to return
    		the max possible roll, returns the evaluation of the dice.
    	evalDiceString (sDice, bAllowDice, bMaxDice)
    		given a dice string, whether to evaluate any dice in the string, and whether
    		you want the max roll or a random roll, returns the evaluation of the dice
    		string.
    	evalDiceStringMin(sDice)	(present only if generators also running)
    		given a string containing a dice expression, returns the minimum value that string could have.
    	evalDiceMathExpression(sParam, bMaxDice)
    		given a string containing a a math expression that optionally may have die
    		speifications, returns the randomly determined result (if any die present)
    		or 0 if there is an error.
    	extract(s, nStart, nEnd)
    		given a string, the start and end position of the extracted portion, returns
    		the substring at the indicated position and the string with the indicated
    		portion removed.
    	extractpattern(s,sPattern)
    		given a string and a desired search pattern, returns the extracted string
    		(in case there were wildcards) and the string without the pattern.
    	findDiceMathExpression (s, nStart)
    		given a string and the integer position to start looking, returns the
    		start and finish position of a dice bill
    	isDiceString(sWord)
    		given a string, returns true if the string is a valid die specification.
    	isDiceMathString(sWord)
    		given a string, returns true if the string is a valid die specification with or without math
    		inside it.
    	isNumberString(sWord)
    		given a string, returns true if the given string is an integer.
    	isPhrase(aWords, nIndex, aPhrase)
    		given an array of words, a starting index within that array, and an array of comparison words,
    		returns true if the words in the first array, starting at the given index, exactly match the
    		comparison array (not used anywhere in code)
    	isWord(sWord, vTarget)
    		given a test string and either a comparison string or a table of valid strings, returns true
    		if the test string is identical to the comparison string or is in the table of acceptable
    		values
    	multireplace(s, aPatterns, sReplace)
    		given a source string, a pattern to be replaced or array of patterns to be replaced, and the
    		replacement string, returns the source string with all occurrences of the pattern(s) replaced
    		with sReplace
    	parsewords(s, extra_delimiters)
    		given a source string, and an optional string of delimiter characters in 
    		addition to the defaults of anything that isn't an alphanumeric, and the 
    		plus and minus signs, the single quote, and the back-quote, returns the
    		resultant array of words in the source string
    	split(sToSplit, sDelimiters, bTrimSpace)
    		given a source string, a set of delimiter characters, and whether to trim
    		white space after a delimiter,
    		returns an array of substrings separated by the delimiters and an array
    		of start and ending position of the substrings in the original. 
    	strip(s)
    		given a string, returns the same string with all whitespace packed down to
    		a single space and with leading and trailing blanks removed.
    	trim(s)
    		given a string, returns that string stripped of any leading and trailing whitespace, where the
    		non white-space began in the original string, and where trailing whitespace began.
    UtilityManager:
    	getSortedTable(aOriginal)
    		Converts a table into a numerically indexed table with the data from the original but 
    		the new table does not have the original keys.
    	copyDeep(v)
    		Performs a structure deep copy. Does not copy meta-table information.
    	encodeXML(s)
    		takes text and makes it into xml-safe characters, replacing '&', '<', '"', single-quote
    	getDataBaseNodePathSplit(vNode)
    		given either a node path or a node table, returns period-separated strings from each node
    		level
    	getNodeAccessLevel(vNode)
    		returns type of node access, where 1=specific holders, where second return is an array
    		of holder names, 2=public, 0=no access except host
    	getNodeCategory(vNode)
    		if given a lua table, returns the name field; otherwise, returns the parameter itself
    	getNodeModule(vNode)
    		returns module name of node
    	getTopWindow(w)
    		returns topmost window of the control passed

    This is the CoreRPG routine documentation for a few of the manager files. It is up-to-date as of 3.3.3 (need to confirm no changes in 3.3.4)
    Last edited by Bidmaron; February 11th, 2018 at 03:49.

  3. #23

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    continued

    I had to break it up because it was too long:
    Code:
    ActionsManager: manager_actions.lua		not done***
    	createActionMessage(rSource, rRoll)
    		given an optional source record and a roll record, returns a chat window message record set up
    		with the roll type stored in the roll record, the message in the roll record, the rolled dice,
    		and the roll modifier.
    	performAction (draginfo, rActor, rRoll)
    		given the parameters for an action, takes that action.
    	total(rRoll)
    		given the roll results, returns the total of all dice and the modifier.
    	internal routines: initAction, onInit, registerModHandler, registerPostRollHandler, processPercentiles, 
    		registerTargetingHandler, registerPostRollHandler, unregisterPostRollHandler, 
    		unregisterModHandler, unregisterPostRollHandler, unregisterTargetingHandler
    ChatManager: manager_chat.lua		not done***
    	createBaseMessage(rSource, sUser)
    		Given an optional source record (with name field, etc [see ActorManager]) and an optional
    		user name, returns a message record for use in the chat window.
    	registerResultHandler(sActionType, callback)
    		given an action type and the function upon completion of that type, adds that to the queue
    		to determine routine to execute upon the action type occurring.
    	SystemMessage(sText)
    		Given the text of a message, displays it to all stations
    	unregisterResultHandler(sActionType)
    		Given the action type to be disabled, removes one or more handlers for the given aciton type
    	internal routines: doUserAutoComplete, onInit, moduleUnloadedReference, onReferenceLoadCallback, 
    		onSlashCommand, Message, processDie, processMod, processFlush, processExportPC, 
    		processImportNPC, 
    		processImportPC,  
    		registerLaunchMessage,
    		retrieveLaunchMessages, searchForIdentity
    		
    LibraryData: has excellent documentation at start of file
    	getRecordTypes()
    		returns table of all defined record types
    	getRecordTypeInfo(sRecordType)
    		returns the information on a given record type (see file docs for the information returned)
    	setRecordTypeInfo(sRecordType, rRecordType)
    		sets record type information to the given data
    	getRecordTypeFromPath(sPath)
    		given the data path to the record master node, returns the record type
    	isHidden(sRecordType)
    		given the record type, returns whether that record type has the hidden flag set
    	getDisplayIcons(sRecordType)
    		returns both the sidebar and library icons for the record type
    	getDisplayText(sRecordType)
    		returns the record identification string for the given record type
    	getRootMapping(sRecordType)
    		returns the data type of the record itself
    	getMappings(sRecordType)
    		returns all defined data types
    	getIndexButtons(sRecordType)
    		returns a list of player or GM list buttons (those at bottom), depending upon isHost
    	addIndexButton(sRecordType, sButtonTemplate)
    		given a record type and a template name, adds a button to the player or GM list 
    		buttons (those at bottom), depending upon isHost
    	getEditButtons(sRecordType)
    		same as getIndexButtons
    	getCustomFilters(sRecordType)
    		given a record type, returns the filters in effect for categories
    	getEmptyNameText(sRecordType)
    		given a record type, returns the empty name string
    	getEmptyUnidentifiedNameText(sRecordType)
    		given a record type, returns the empty string for an unidentified record
    	getRecordDisplayClass(sRecordType, sPath)
    		given a record type and a data path, returns the display class name
    	isRecordDisplayClass(sRecordType, sClass)
    		given a record type and a class name, returns false only if the class isn't 
    		associated with the record type
    	getRecordTypeFromDisplayClass(sClass)
    		given a class name, returns the record type associated with that class
    	isIdentifiable(sRecordType, vNode)
    		given a record type and a data node, returns whether that node is identifiable, using
    		the fIsIdentifiable routine to make the determination
    	getIDOption(sRecordType)
    		given a record type, returns whether identification is associated with that type
    	getIDState(sRecordType, vNode, bIgnoreHost)
    		given a record type, a data node, and whether to ignore id for the host, returns
    		whether identification is enabled for the record type and whether the data node
    		is identified
    	getCustomData(sRecordType, sKey)
    		given a record type and a key into any custom data, returns the custom data at the
    		key, if it exists
    	setCustomData(sRecordType, sKey, v)
    		given a record type, a key into any custom data, and the data to place, stores the
    		given data into the custom data associated with the record type
    	allowCategories(sRecordType)
    		given a record type, returns whether categories are enabled for the record type
    	allowEdit(sRecordType)
    		given a record type, returns true if the user is connected to a host if the edit
    		mode is "play", returns false if the edit mode is "none", or returns true if the
    		user is the host
    OptionsManager: manager_options.lua		**not done**
    	addOptionValue(sKey, sLabel, sValue, bUseResource)
    		given an option identifier, the user-facing label (or its resource id),
    		the corresponding code value, and whether resources are in use, adds the
    		label to the label list and the code value into the options listings
    	deleteOption(sKey)
    		given an option identifier, removes it from the options manager data 
    		structures. This is an internal routine and users should call 
    		unregisterCallback instead
    	getOption(sKey)
    		given an option identifier, returns the current value associated with it
    	isMouseWheelEditEnabled()	
    		returns true if mouse wheel scrolling can edit a numeric value
    	isOption(sKey, sTargetValue)
    		given an option identifier and a test value, returns true if the option is set to the test
    		value
    	makeCallback(sKey)
    	onOptionChanged(nodeOption)	--internal routine registered with database to 
    		invoke registered callbacks.
    	populate(win)
    	registerCallback(sKey, fCallback)
    		given the key of interest and the routine to invoke, registers a routine
    		to be invoked when the key value changes.
    	registerOption(sKey, bLocal, sGroup, sLabel, sOptionType, aCustom)
    		see registerOption2, which supports string resources and internationalization
    	registerOption2(sKey, bLocal, sGroupRes, sLabelRes, sOptionType, aCustom)
    		sKey - the name of the option used in programs
    		bLocal - true if the option should be active when user is in player local mode
    		sGroupRes - the resource specifying the option group header under which the option will appear
    		sLabelRes - the string resource for the displayed title of the option
    		sOptionType - normally 'option_entry_cycler'
    		aCustom - an array of options. Must specify one or more label string resources, the
    			corresponding values the program will use for those labels, the resource for the 
    			first option, the program reference for that option, and the default option to use.
    			example: { labels = "option_val_append|option_val_random", values = "append|random", 
    				baselabel = "option_val_off", baseval = "off", default = "append" }
    	setOption(sKey, sValue)
    	setOptionDefault(sKey, sDefaultValue)
    	unregisterCallback(sKey, fCallback)

  4. #24
    Minty23185Fresh's Avatar
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    Quote Originally Posted by LordEntrails View Post
    I think my next community contribution will be to write up something about how to contribute to the wiki, including how to create "MediaWiki markup" and who to submit it to.
    I look forward to this. I'm going to have to do it for a submission I'm working on.

  5. #25
    dulux-oz, you've had access for quite a while, when you asked for it before.

    JPG

  6. #26
    Quote Originally Posted by Moon Wizard View Post
    dulux-oz, you've had access for quite a while, when you asked for it before.

    JPG
    Yes, I know - I was acknowledging that in my post

    What I was trying to say was that in addition to my current Edit-Permissions, if you needed/wanted some help with the Moderation of the Wiki then I could help with that, as well, if you wanted/needed it.
    Dulux-Oz

    √(-1) 2^3 Σ Π
    ...And it was Delicious!


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  7. #27

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    Thanks so much Bidmaron. This is something I was really looking for, to the point I wondered if I would do it myself. You save me so many hours of tedious work

  8. #28
    On roll20 there was a public wiki tied to your account. I think you had to have a sub or a contribution (character sheet) in order to modify it. I could be wrong, but I recall re-arranging their community scripts page links without issue as well as adding my own documentation.

    FG could adopt this model for those whom own licenses.

  9. #29
    Minty23185Fresh's Avatar
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    Just so we're all on the same page, I'd like to make sure I have an understanding of what is expected of Wiki contributors and certainly moderators.

    Wiki pages are "living" documents managed by all contributors. An author who writes a page is writing about his or her understanding of a subject at a particular point in time. Things may change and render some or all of the authored page moot or incorrect. There is no demand that an author return to fix the page. He or she might but it is not expected. A viewer of the page, sometime later may recognize a page is out of date and decide to mark it as such and maybe even correct it.

    There is divestiture.

    Is this understanding correct?

  10. #30
    Minty23185Fresh's Avatar
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    And speaking of divestiture.

    There is a certain Wizard, that we all know and respect, that must also divest himself of the Community Wiki. He has much on his plate, and needn't "herd these cats" as another task on that plate. Particularly well written and correct Community Wikis might be referred to in the Wizard's own documentation efforts. Other pages found to be lacking might be tagged as inaccurate or incomplete. It is not expected that the Wizard will oversee, correct and/or comment pages. It's understood that he probably won't even read many of the published Community Wiki pages.


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