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January 21st, 2014, 18:00 #11
The button is "button_ctentry_active" in ct_host.xml
This is defined in template_ct.xml and uses the ct/scripts/ct_active.lua script file.
In this file you have the onClickRelease() function:
Code:function onClickRelease(button, x, y) if (getValue() == 0) and User.isHost() then CombatManager.requestActivation(window.getDatabaseNode(), true); end return true; end
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January 21st, 2014, 18:06 #12
Last edited by Blackfoot; January 21st, 2014 at 20:36.
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January 22nd, 2014, 05:30 #13
Yeah.. I'm pretty much back to the drawing board on this one.
I tried saving a link to the node off and then calling requestActivation(node).. but it ends up displaying both characters and ringing the bells for both.. and ticking the timer on effects.. (although this is another issue I seem to have that needs tracking down)
I'm guessing at this point I'm going to need to build my own nextActor function at this point to work around CombatManager... I wanted to avoid this but I don't see another way.Full License Operator - You must have a 'Lite' License to play in my games.
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January 22nd, 2014, 19:18 #14
Still slugging it out with this thing...
I tried setting it up so that it would automatically shift the focus to the previous record in the tracker in situations where the problem occurred... but the problem there is that often, when the player follows himself, he is the first actor in the tracker. I am now considering setting up a 'dummy' actor in the tracker that would become the focus briefly in these situations. It does follow somewhat with my original design which involved setting up some sort of separation between the actors in the 'current' segment and the rest of the actors... I might want to set up a 'last actor in the segment' as well... the create some unique graphics to represent these dummies as bars.
I set up 2 actors with 12 speeds one with a 100 DEX and the other with 0 DEX
Wow... ok that seems to solve the problem.. now to make it pretty.Last edited by Blackfoot; January 22nd, 2014 at 19:26.
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January 22nd, 2014, 19:27 #15
The first portion of CombatManager.requestActivation de-activates all entries in the combat tracker before activating the specific entry requested:
Code:function requestActivation(nodeEntry, bSkipBell) -- De-activate all other entries for _, vChild in pairs(DB.getChildren(CT_LIST)) do DB.setValue(vChild, "active", "number", 0); end ...
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January 22nd, 2014, 20:02 #16
The way the tracker is working right now, segments are basically fluid running directly from one to the next with the sort handling the change... I do have a check that updates a Segment box at the bottom of the tracker but this happens in the middle of the 'CombatManager.nextActor' function so at that point the order of actors is already set. I am treating a 'Turn' as a 'Round' (in 3.5 terms) and the characters shuffle up and down the tracker several times each 'Round' depending on their speed. It's all working great just using the normal sort functions.. the only issue comes when you get to go twice in a row... then it skips your second action and moves right along to the next guy. The dummy bar solution works for this because the next guy at the end of each segment is always the bar... all I need to do is set up an automatic skip over for the dummy and I should be in good shape.. I think. (I hope)
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January 22nd, 2014, 20:30 #17
Wow.. ok that was a LOT simpler solution than I was working toward.
I added: DB.setValue(vChild, "active", "number", 0);
just before calling nextActor or requestActivation... and it did the trick... now to remove all the extra Faction code I was adding for my bars
Thanks Trenloe.Full License Operator - You must have a 'Lite' License to play in my games.
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January 22nd, 2014, 20:33 #18
Cool - glad it worked OK.
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