celestian
June 27th, 2017, 00:08
This might be a silly question, it's about xml and positioning... one of my banes but I'm hoping someone might see the error in what I'm trying to do... and if it's even possible (I suspect it is, I just got the thing in the wrong space more than likely).
I am attempting to use the charsheet_actions window within the combat tracker. I have weaponlist and powers datasource on NPCs.
The code I used in ct_host.xml is this. (I've attached the ct_host.xml).
<!-- display actions with weapons/powers in one window --celestian -->
<subwindow name="actions">
<anchored>
<top parent="name" anchor="bottom" relation="relative" offset="3" />
<left parent="activeicon" anchor="right" offset="75" />
<right offset="-17" />
<sizelimits><minimum height="24" /></sizelimits>
</anchored>
<class>charsheet_actions</class>
</subwindow>
What I "think" that should do is put a subwindow within the window so that you can see the "Actions" tab like pcs do on their character sheets (except I've added the same thing to npcs so they should see it also).
I've verified that the lua code that hides/makes things visible is setting "actions" to visible.
Here is the image of what the CT looks like for a NPC, the box/arrow points where it "should" show up. The only thing that is getting there is the minimum height of 24.
https://i.imgur.com/9SkXDFo.png
Here is the debug I used to verify that the datasources lined up.
Runtime Notice: s'power_list.lua' | s'onInit' | s'node' | databasenode = { combattracker.list.id-00002.powers }
Runtime Notice: s'power_list.lua' | s'onInit' | s'nodeWindow' | databasenode = { combattracker.list.id-00002 }
Runtime Notice: s'char_weaponlist.lua' | s'onInit' | s'node' | databasenode = { combattracker.list.id-00002.weaponlist }
Runtime Notice: s'char_weaponlist.lua' | s'onInit' | s'nodeWindow' | databasenode = { combattracker.list.id-00002 }
This is the normal one for PCs.
Runtime Notice: s'char_weaponlist.lua' | s'onInit' | s'node' | databasenode = { charsheet.id-00001.weaponlist }
Runtime Notice: s'char_weaponlist.lua' | s'onInit' | s'nodeWindow' | databasenode = { charsheet.id-00001 }
Runtime Notice: s'power_list.lua' | s'onInit' | s'node' | databasenode = { charsheet.id-00001.powers }
Runtime Notice: s'power_list.lua' | s'onInit' | s'nodeWindow' | databasenode = { charsheet.id-00001 }
I've also added debug code to verify that FG is seeing the weaponlist/powers on the npcs (the count of each weapon and power lines up properly).
I think the problem is I am just not doing something simple. Am I doing something to cause it to be a tiny square or behind a window or something? I really just have this inability to deal with xml/positioning well.
I'll keep poking at it but if you have any suggestions/theories please let me know.
I am attempting to use the charsheet_actions window within the combat tracker. I have weaponlist and powers datasource on NPCs.
The code I used in ct_host.xml is this. (I've attached the ct_host.xml).
<!-- display actions with weapons/powers in one window --celestian -->
<subwindow name="actions">
<anchored>
<top parent="name" anchor="bottom" relation="relative" offset="3" />
<left parent="activeicon" anchor="right" offset="75" />
<right offset="-17" />
<sizelimits><minimum height="24" /></sizelimits>
</anchored>
<class>charsheet_actions</class>
</subwindow>
What I "think" that should do is put a subwindow within the window so that you can see the "Actions" tab like pcs do on their character sheets (except I've added the same thing to npcs so they should see it also).
I've verified that the lua code that hides/makes things visible is setting "actions" to visible.
Here is the image of what the CT looks like for a NPC, the box/arrow points where it "should" show up. The only thing that is getting there is the minimum height of 24.
https://i.imgur.com/9SkXDFo.png
Here is the debug I used to verify that the datasources lined up.
Runtime Notice: s'power_list.lua' | s'onInit' | s'node' | databasenode = { combattracker.list.id-00002.powers }
Runtime Notice: s'power_list.lua' | s'onInit' | s'nodeWindow' | databasenode = { combattracker.list.id-00002 }
Runtime Notice: s'char_weaponlist.lua' | s'onInit' | s'node' | databasenode = { combattracker.list.id-00002.weaponlist }
Runtime Notice: s'char_weaponlist.lua' | s'onInit' | s'nodeWindow' | databasenode = { combattracker.list.id-00002 }
This is the normal one for PCs.
Runtime Notice: s'char_weaponlist.lua' | s'onInit' | s'node' | databasenode = { charsheet.id-00001.weaponlist }
Runtime Notice: s'char_weaponlist.lua' | s'onInit' | s'nodeWindow' | databasenode = { charsheet.id-00001 }
Runtime Notice: s'power_list.lua' | s'onInit' | s'node' | databasenode = { charsheet.id-00001.powers }
Runtime Notice: s'power_list.lua' | s'onInit' | s'nodeWindow' | databasenode = { charsheet.id-00001 }
I've also added debug code to verify that FG is seeing the weaponlist/powers on the npcs (the count of each weapon and power lines up properly).
I think the problem is I am just not doing something simple. Am I doing something to cause it to be a tiny square or behind a window or something? I really just have this inability to deal with xml/positioning well.
I'll keep poking at it but if you have any suggestions/theories please let me know.