Mgrancey
March 5th, 2014, 17:24
Because I know some stuff is different, does buttoncontrol work as per described in library?
I saw that there buttoncontrols can have multiple states, how does one create and identify them? I know that there is a child tag <state>, but how do you setup a 0, 1, 2, state? I am attempting to set it up that it will be unselected (0); first value (1); 2nd value (2), back to unselected (0), but I'm not sure on how to set each state, unless I am misunderstanding the mutliple states. Do I just create three with one normal, and two ones for pressed with them displaying different text?
Is special coding needed for <windowlist> to accept items from a datasource, such as skills, weapons, edges, hindrances, when taken from a module but applied by the structure from the rules set. The standard power windowclass doesn't really handle the Super Power format very well, so I am altering the power windowclass to work better for it, and I am going to create a list of buttoncontrol entries for the modifiers for powers, so that if a character's power has some selected it will be tracked with the character.
I saw that there buttoncontrols can have multiple states, how does one create and identify them? I know that there is a child tag <state>, but how do you setup a 0, 1, 2, state? I am attempting to set it up that it will be unselected (0); first value (1); 2nd value (2), back to unselected (0), but I'm not sure on how to set each state, unless I am misunderstanding the mutliple states. Do I just create three with one normal, and two ones for pressed with them displaying different text?
Is special coding needed for <windowlist> to accept items from a datasource, such as skills, weapons, edges, hindrances, when taken from a module but applied by the structure from the rules set. The standard power windowclass doesn't really handle the Super Power format very well, so I am altering the power windowclass to work better for it, and I am going to create a list of buttoncontrol entries for the modifiers for powers, so that if a character's power has some selected it will be tracked with the character.