Thread: Community Wiki
-
February 11th, 2018, 02:55 #21
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
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.
-
February 11th, 2018, 03:46 #22
Archangel
- Join Date
- Apr 2008
- Location
- Virginia Beach
- Posts
- 3,096
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.
-
February 11th, 2018, 03:48 #23
Archangel
- Join Date
- Apr 2008
- Location
- Virginia Beach
- Posts
- 3,096
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)
-
February 11th, 2018, 04:08 #24
-
February 11th, 2018, 04:35 #25
Supreme Deity
- Join Date
- Mar 2007
- Posts
- 20,564
dulux-oz, you've had access for quite a while, when you asked for it before.
JPG
-
February 11th, 2018, 05:26 #26
Dulux-Oz
√(-1) 2^3 Σ Π
...And it was Delicious!
Alpha-Geek
ICT Professional
GMing Since 1982
NSW, Australia, UTC +10
LinkedIn Profile: www.linkedin.com/in/mjblack
Watch our games on Twitch: www.twitch.tv/dulux_oz
Support Me on Patreon: www.patreon.com/duluxoz
Past Games, etc, on my YouTube Channel: www.youtube.com/c/duluxoz
-
February 11th, 2018, 08:04 #27
- Join Date
- Nov 2017
- Location
- Blagnac, France
- Posts
- 33
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
-
February 11th, 2018, 08:23 #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.
-
February 12th, 2018, 15:00 #29
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?
-
February 12th, 2018, 15:25 #30
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.
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks