Ikael
October 6th, 2015, 13:02
Initially I noticed this while developing Savage Worlds, but I was able to reproduce this in CoreRPG as well with simple sampler code: Interface.onHotkeyActivated handler does not seem to be consistent. It's performed but if I have modified draginfo anyhow it might or might be applied. This is like a race condition in FG launch, on some FG launchs/reloads draginfo modifications always apply/work, on other launches they does not work at all.
See the attached sample code to duplicate the issue. Use following steps:
Create new campaign using CoreRPG ruleset and enable this extension
Prepare any of your hotkeys by dropping single die into it
Activate the hotkey by clicking it (don't drag). You might see two things happening:
single dice is rolled (the one you defined in that hotkey slot)
multiple dices rolling (d100,d20,d10,d8,d6,d4)
Continue activating the hotkey several times, you should see the very same thing happening from those two all the time
Reload the ruleset and do activation steps again, at some point reload/activation cycle you should be seeing the other thing happening
Is this an issue within FG engine? -- Secondly why some parts of the draginfo cannot be affected, such as description? -- Thirdly why there is not API support for hotkey drag-activation?
In Savage Worlds ruleset you can prepare your hotkeys from traits, but at some point you might boost those traits and this makes the usage of the hotkey useless. See the original feedback comment about it: https://savagefgii.idea.informer.com/proj/?ia=26095 . In the Savage Worlds 4.2 ruleset all trait roll/draginfo are build when they are activated even in hotkeys, but this inconsistency (and lack of drag-activation-api) makes the new feature luck-based useless in hotkeys. Another usefulness of this dice/draginfo building on the run if that you don't need to update your hotkeys all the time when you upgrade your traits.
See the attached sample code to duplicate the issue. Use following steps:
Create new campaign using CoreRPG ruleset and enable this extension
Prepare any of your hotkeys by dropping single die into it
Activate the hotkey by clicking it (don't drag). You might see two things happening:
single dice is rolled (the one you defined in that hotkey slot)
multiple dices rolling (d100,d20,d10,d8,d6,d4)
Continue activating the hotkey several times, you should see the very same thing happening from those two all the time
Reload the ruleset and do activation steps again, at some point reload/activation cycle you should be seeing the other thing happening
Is this an issue within FG engine? -- Secondly why some parts of the draginfo cannot be affected, such as description? -- Thirdly why there is not API support for hotkey drag-activation?
In Savage Worlds ruleset you can prepare your hotkeys from traits, but at some point you might boost those traits and this makes the usage of the hotkey useless. See the original feedback comment about it: https://savagefgii.idea.informer.com/proj/?ia=26095 . In the Savage Worlds 4.2 ruleset all trait roll/draginfo are build when they are activated even in hotkeys, but this inconsistency (and lack of drag-activation-api) makes the new feature luck-based useless in hotkeys. Another usefulness of this dice/draginfo building on the run if that you don't need to update your hotkeys all the time when you upgrade your traits.