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November 11th, 2018, 17:09 #11
Archangel
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I was commenting on the proliferation of options. One common way to handle that is to present the most common options and then have an "Advanced..." button that lets you control to a lot finer detail. As an example associated with Celestian's extension, the standard Options window could offer only whether to use health bars, health numbers, or no indication for both GM and players. The Advanced could let users control the setting independently for GMs and users, for PCs, NPCs, and allies as a group.
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November 11th, 2018, 18:56 #12
Supreme Deity
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I’ve been thinking of dividing them up; so that options specific to a region can be customized via a quick settings button on that object (such as chat output). Then, the main options window would become shortcut buttons to each group; like Languages.
Regards,
JPG
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November 11th, 2018, 20:49 #13
It's been a while since I did the tests but it was basically a version of the ID/not-ID npc names before we had it. I wanted to be able to have the NPC names on tokens show "fully" for the DM and only show the "generic" name to the PCs.
If the NPC name was "Orc (Archer)" the generic name was just "Orc" the PCs would only see something like "Orc 1" instead of "Orc 1 (Archer)". In current vernacular it would show the ID'd name to the DM and the non-ID name to the PCs.
It seemed whatever was applied last is what everyone saw. I didn't want to re-write a lot of CoreRPG so backed off the idea once I figured this out.---
Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
Documentation for AD&D 2E ruleset.
Custom Maps (I2, S4, T1-4, Barrowmaze,Lost City of Barakus)
Note: Please do not message me directly on this site, post in the forums or ping me in FG's discord.
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November 11th, 2018, 22:38 #14
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I believe the token “name” that appears on tooltips has to be the unidentified name; because it is a token attribute synched across machines. But, I’d have to review to be sure.
I’m not sure what the current widget implementation does off the top of my head; but that could be done with them.
Regards,
JPG
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November 12th, 2018, 07:05 #15
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a gear for the map/image window, a gear for the tokens window, a gear for the story window, etc? so each window has its own "controls" on the window itself so you know which "setting" affects which windowstate?
now THAT would be nicely intuitive for host, clients, etc!
Originally Posted by A;Originally Posted by B;
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November 12th, 2018, 20:45 #16
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Except that it requires rebuilding the OptionsManager script and windows; which several rulesets assume work a specific way. It all depends on whether it can be easily done without breaking existing script interfaces for rulesets.
JPG
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September 12th, 2019, 03:07 #17
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Hi, Celestian. I've been noticing a scripting error pop to my GM Console since the latest update for this extension. It took me a while to narrow it down. Loading the extension into a plane 5e game with just it going though shows this in the Console:
Script Error: [string "scripts/manager_token2.lua"]:9: attempt to call field 'addEffectTagIconConditional' (a nil value)
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September 12th, 2019, 03:13 #18
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...Duplicate post...
Last edited by paladiusdarkhelm; September 12th, 2019 at 03:16.
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October 9th, 2019, 14:19 #19
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I just wanted to check in on this. Is it trying to call something from another extension that I may not use?
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October 9th, 2019, 15:41 #20---
Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
Documentation for AD&D 2E ruleset.
Custom Maps (I2, S4, T1-4, Barrowmaze,Lost City of Barakus)
Note: Please do not message me directly on this site, post in the forums or ping me in FG's discord.
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