TALES of the VALIANT
Page 1 of 2 12 Last
  1. #1

    Developer Notes - 2023-02 Ruleset Updates

    We are continuing to work on general ruleset updates. See the main ruleset beta thread for the summary of the updates.

    In order to support ruleset and extension developers, I have made a number of notes regarding changes that should be made to bring rulesets and extensions in-line with changes to ones we directly maintain.

    NOTE: I've only documented the specific rulesets affected for rulesets sold in the FG store or installed by default. Any updates for rulesets/extensions provided via FG Forge or other sources will need to look at the notes below for suggested updates.

    Regards,
    JPG

  2. #2
    Ruleset/Extension - Suggested Maintenance Updates

    * databasenode -> DB API calls migration. See post below.

    * Use getChildList instead of getChildren for DB/databasenode calls when you don't need the node key name. Uses numerical keys instead, which is faster and can use ipairs to iterate.

    * Portrait size updates to 100x100; Removed mini portraits (See CoreRPG change notes for icon asset changes.)
    Alien, Fallout, STA, SW

    * Finish CT standard component migration (toggles, sections, ...)
    2E, PF2

    * Dice skin customization for critical/precision dice
    2E, PF2

    * Migrate death markers support to official version
    2E, SW

    * Native token height support
    Update any TokenManager overrides to use new code that supports token height natively.

    * Investigate death markers support
    Alien, CoC7, DCC/MCC, Dune, Fallout, FT, ICRPG, PF2, RMC, SDL, STA

    * Actions tab generalization and optimization
    (See examples in 5E/4E/3.5E using CoreRPG base objects.)
    (See migrated to Core section for 5E/4E/3.5E to see what objects have been removed when generalized.)
    2E, DCC/MCC, ICRPG, PF2

    * Char sheet helper generalization
    template: windowtitlebar_char -> windowtitlebar_charsheethelper [2E, DCC/MCC, ICRPG, STA]
    template: anchor_title_charsheethelper (remove) [2E, DCC/MCC, ICRPG, STA]
    frame: charsheethelper (remove) [Fallout]
    2E, DCC/MCC, ICRPG, STA

    * Token decoration theming support
    • font: token_name, token_ordinal, token_height, token_height_negative
    • frame: token_name, token_ordinal, token_height
    • functions: TokenManager
      setTokenFrameName(sFrame, sFrameOffset)
      setTokenFontName(sFont)
      setTokenFrameOrdinal(sFrame, sFrameOffset)
      setTokenFontOrdinal(sFont)
      setTokenFrameHeight(sFrame, sFrameOffset)
      setTokenFontsHeight(sPositiveFont, sNegativeFont)
    • Migrated frame: tokennumber -> token_ordinal


    * Other theming changes
    • Themes - New portrait sizes
      miniportrait_base -> (removed)
      miniportrait_mask -> (removed)
      charlist_base -> (increased to 100x100)
      charlist_mask -> (increased to 100x100)
    • Themes - Icons
      spell_cast -> roll_cast
      spell_damage -> roll_damage
      spell_heal -> roll_heal
      spell_effect -> roll_effect
      usepower -> power_use


    * Remove unneeded changes
    Global scripts (CharacterListManager/CharacterListManagerSDL) [SDL]
    Icon no longer used (footer_narrow) [Alien, RMC, Symba, Vaesen]
    Panel override (characterlist) [2E]
    Panel override (chat) [SDL]
    Portrait set redefinitions (any) [Fallout, SDL]
    Template redefinition (button_toggledetail) [2E, DCC/MCC, FT, ICRPG]
    Template redefinition (list_ctbox_host) [STA]
    Unused file (common/scripts/button_expand_collapse.lua) [2E, DCC/MCC]

    * Consolidation updates
    Consolidate updateControl -> WindowManager.callSafeControlUpdate(self, sControl, bReadOnly, bForceHide)consolidation
    Rework of iedit/idelete buttons to support alternate use requiring less update code
    button_iedit -> edittarget tag(s) (or no target tag) calls onEditModeChanged for all children of edittarget(s) (or window parent)
    button_idelete -> editmode tag checks for numerical control value == 1 (on window parent object and up)
    Added spacer_header_idelete template -> uses editmode tag to check for numerical control value == 1 (on window parent object and up)

    * Other smaller updates
    Update ct_entry.lua:delete to use CombatManager.deleteCombatant (or just inherit) [2E, ICRPG, PF2]
    Use CombatManager.deleteFaction/deleteNonFaction in ct_menu.lua [2E, Alien, DCC/MCC, Dune, FT, PF2, RMC]
    Use anchors for panel override, instead of bounds (chat) [Fallout, STA]
    font: reference-subtitle (review/remove; Core migration) [2E, Alien, DCC/MCC, ICRPG, PF2, Vaesen]
    Review template:list_charinv and script:char_invlist.lua usage for simplification
    (Move char sheet updates to CharManager, in case character sheet not open during PS distribution)
    [Alien, DCC/MCC, Fallout, ICRPG, PF2, RMC, SDL]
    Convert multiple concatenated strings into single string.format call

    Rulesets Specifically Updated So Far
    CoreRPG, 5E, 4E, 3.5E, PFRPG, SFRPG,
    Cypher/Numenera/Strange, FateCore
    13A, AFF2, BRP, Conan, d20M, CoC6, M&M, MGT1, MGT2, VTM, WOIN
    Last edited by Moon Wizard; April 28th, 2023 at 18:01.

  3. #3
    NOTE: In addition to specific feature changes, a large number of files were also updated to move towards databasenode objects being simple objects. Any script which uses databasenode API functions was rewritten, and is not detailed below.

    databasenode -> DB API Migration

    The gist of this change is that the original FG developers (before my time) chose to make databasenode objects (as well as a few others) into full-fledged scriptable objects with embedded APIs, even though those objects can not be assigned a custom script tag/file. This creates a lot of overhead in every object, since the entire global namespace and APIs need to be added to every fully scriptable object. So, when you have an object that is as prolific as databasenode (i.e. every possible node in the database), my theory is that this creates a massive amount of overhead for database operations which is completely unnecessary. Also, with the continued growth of the FG catalog, the size of the databases used by DLC and in campaigns continues to grow with every year.

    My ongoing background project is to migrate databasenode objects to simple Lua userdata objects without any additional custom script spaces, global namespaces or APIs to make them as streamlined as possible. However, since it is unknown how much of a performance savings this will gain, I had to build up the replacement APIs in the DB package (which are useful anyway); and now I'm adjusting CoreRPG (and other included rulesets) to only use the DB APIs. This will allow me to make an internal FGU client build with the simplified databasenode objects and actually run side-by-side performance tests to see whether my theory is valid.

    This is something I've been thinking about for many years, but the sheer volume of heavy lifting and disruption always pushed it to backburner. In reality, the coming changes are just one more step in the process that allows me to test the theory. It's not a high-priority project, so it gets done in small chunks. Once I have real testing numbers later this year, we will need to make a decision whether the performance gain justifies the short/medium term chaos deprecating the databasenode API.

  4. #4
    Code Changes

    CoreRPG
    • Global Scripts: ActionEffect, ActionsManager, ActorManager, ActorCommonManager, CalendarManager, CampaignDataManager, CharManager, CharEncumbranceManager, CharacterListManager, ChatManager, CombatManager, CombatFormationManager, CombatRecordManager, CurrencyManager, Desktop, DesktopManager, DiceRollManager, DiceTowerManager, EffectManager, ExportManager, GmIdentityManager, ImageManager, ItemManager, LanguageManager, ListManager, ModifierManager, ModifierStack, ModuleManager, NPCManager, OOBManager, OptionsManager, PartyManager, PartyFormationManager, PartyLootManager, RecordManager, ReferenceManualManager, TableManager, TargetingManager, TokenManager, UtilityManager, VersionManager, VersionManager2, VisionManager,
    • Icons: charlist_base (size increased), charlist_mask (size increased), miniportrait_base (removed), miniportrait_mask (removed),
    • Panels: characterlist, chat, modifierstack,
    • Scripts: campaign/scripts/char_invlist.lua, campaign/scripts/charselect_host_entry.lua, campaign/scripts/charselect_import_list.lua, campaign/scripts/encounter_npc.lua, campaign/scripts/item.lua (removed), common/scripts/button_iconcycler.lua, common/scripts/button_stringcycler.lua, common/scripts/buttongroup_counter.lua, common/scripts/buttongroup_radio.lua, common/scripts/list_text.lua, common/scripts/list_viewers.lua, common/scripts/number_linked.lua, common/scripts/number_modifier.lua, common/scripts/windowtitlebar.lua, ct/scripts/clientct_effectlist.lua, ct/scripts/clientct_entry.lua, ct/scripts/ct.lua, ct/scripts/ct_effectlist.lua, ct/scripts/ct_entry.lua, ct/scripts/ct_menu.lua, desktop/scripts/chat_mode.lua, utility/scripts/colorselect.lua, utility/scripts/diceselect.lua, utility/scripts/drc_item.lua, utility/scripts/effectwindow.lua, utility/scripts/modifierwindow.lua,
    • Templates: basicchatwindowstatus, basicdice, button_assets_page_next, button_assets_page_prev, button_charactivate, button_ct_effect_targetadd, button_ctentry_activateactive, button_ctentry_activatedefensive, button_ctentry_activateeffects, button_ctentry_activatespacing, button_ctentry_activatetargeting, button_iadd, button_idelete, button_iedit, button_page_next, button_page_prev, button_parcel_id_all, icon_record_locked, linkcontrol_id (removed), link_record_header_id (removed), list_utility, list_utility_setting, listc_utility_setting_labeled (removed), list_viewers, portrait_char, portrait_ps, token_char,
    • Window Classes: char_invitem, colorselect, ct_section_targets, ct_targets, currencylist, diceselect, drclist, drc_item, languagelist, pregencharselect_entry, ps_order, reference_list_item, tokenlightlist,

  5. #5
    3.5E (PFRPG)
    • Global Scripts: ActionDamage, ActionSpell, CombatManager2, EffectManager35E, GameSystem, SpellManager, VersionManager2,
    • Icons: actions (removed), actions_down (removed), char_coin (removed), question (removed), spell_* (removed), star (removed),
    • Scripts: campaign/scripts/char_totalwithability.lua, campaign/scripts/char_weapon.lua, campaign/scripts/charmini_skilllist.lua, campaign/scripts/charmini_weapon.lua, campaign/scripts/npc_babgrp.lua, campaign/scripts/npc_skill.lua, campagin/scripts/spell.lua (removed), campaign/scripts/spell_action.lua (removed), campaign/scripts/spell_action_mini.lua (removed), campaign/scripts/spell_class.lua, campaign/scripts/spell_level.lua, common/scripts/string_attackline.lua, ct/scripts/ct_entry.lua, ct/scripts/ct_menu.lua,
    • Templates: button_cc, number_chartotalac, number_charabilitymod, number_charskillranks, number_charskilltotal,
    • Window Classes: char_skill, char_weapon, charsheet_class, charsheet_classes,


    3.5E (PFRPG) - (Migrated to Core)
    • Icons: roll_attack*
    • Templates: anchor_title_charsheethelper, button_poweractioneditor, button_spellaction, button_spellaction_mini, button_toggledetail, close_charsheethelper, counter_spell, dice_spell_action, icon_usepower, list_charinv, resize_charsheethelper, string_spell, string_spellactionview, windowtitlebar_char,


    4E
    • Global Scripts: ActionDamage, ActionRecharge, ActionSave, CombatManager2, EffectManager4E, ItemManager2, NPCManager4E, VersionManager2,
    • Icons: actions (removed), actions_down (removed), char_coin (removed), question (removed), spell_* (removed), star (removed),
    • Scripts: campaign/scripts/char_power.lua, campaign/scripts/char_skilllist.lua, campaign/scripts/totalwithability.lua, campaign/scripts/charmini_power.lua, campaign/scripts/charmini_powerability.lua, campaign/scripts/charmini_powerabilitylist.lua, campaign/scripts/charmini_weapon.lua, campaign/scripts/item_powerlistitem.lua, campaign/scripts/npc_skill.lua, common/scripts/string_powerdesc.lua, ct/scripts/ct_attack.lua, ct/scripts/ct_entry.lua, ct/scripts/ct_menu.lua,
    • Templates: number_charabilitybonus, number_charabilitycheck, number_charskilltotal, number_deftotal_main, stringc_column_flavor,
    • Window Classes: item_powerlistitem,


    4E - (Migrated to Core)
    • Icons: power_attack, power_damage, power_effect, power_heal, roll_attack*, usepower,
    • Templates: button_toggleactions, button_toggledetail, list_charinv,


    5E
    • Special: (Complete rewrite of any assets relating to character wizard)
    • Font: reference-subtitle (removed)
    • Frame: charsheethelper
    • Global Scripts: ActionAttack, ActionDamage, ActionPower, ActionRecharge, ActionRecovery, ActionSave, ActionSkill, ActorManager5E, CampaignDataManager2, CharacterListManager_Inspiration, CharClassManager, CharEncumbranceManager5E, CharManager, CharRaceManager, CharWeaponManager, ClassSpellListManager, CombatManager2, EffectManager5E, ForgeManagerItem, Options5E, PartyManager2, PowerManager, VersionManager2
    • Icons: actions (removed), actions_down (removed), question (removed),
    • Scripts: campaign/scripts/char_skill.lua, campaign/scripts/char_weapon.lua, campaign/scripts/char_weaponlist.lua, campaign/scripts/npc_skill.lua, campaign/scripts/power_group.lua, campaign/scripts/power_list.lua, campaign/scripts/power_page.lua, campaign/scripts/vehicle_main.lua, ct/scripts/ct_entry.lua, ct/scripts/ct_menu.lua, ct/scripts/ct_power.lua, ps/scripts/ps_xp_enclist.lua, ps/scripts/ps_xp_questlist.lua,
    • Templates: button_char_skills_iedit, close_charsheethelper, list_powers, number_charlevel, number_charmain_skill_passive, number_charskilltotal, number_chartotalac, resize_charsheethelper,
    • Window Classes: ability_header, char_weapon_editor, char_weaponmeta, charsheet_class, charsheet_classes, charsheet_combatcalc, charsheet_hd, charsheet_healthcalc, charsheet_invmeta, class_spell_view, itemtemplate, power, power_cast_editor (removed), power_cast_editor_main (removed), power_damage_editor (removed), power_damage_editor_main (removed), power_damage_entry (removed), power_effect_editor (removed), power_effect_editor_main (removed), power_heal_editor (removed), power_heal_editor_main (removed), power_heal_entry (removed), power_groupdetail, reference_spell,


    5E - (Migrated to Core)
    • Icons: roll_*, spell_cast, spell_damage, spell_effect, spell_heal, usepower,
    • Scripts: campaign/scripts/char_invlist.lua, campaign/scripts/power_action.lua, campaign/scripts/power_action_mini.lua, campaign/scripts/power_counter.lua, campaign/scripts/power_item.lua,
    • Strings: power_label_*, power_menu_*,
    • Templates: anchor_title_charsheethelper, button_poweraction, button_poweraction_mini, button_poweractioneditor, button_toggledetail, counter_power, list_charinv, list_poweraction, icon_usepower, string_power, string_poweractionview,
    • Window Classes: power_action, power_action_mini, power_item, power_item_header,

  6. #6
    SFRPG
    • Global Scripts: AbilityManager, ActionAbility, ActionAttack, ActionDamage, ActionInit, ActionMechAbility, ActionMechSkill, ActionShipAttack, ActionShipDamage, ActionShipSkill, ActorManagerSFRPG, CharManager, CharEncumbranceManagerSFRPG, CharStarshipManager, CombatManager2, EffectManagerSFRPG, ForgeManagerItem, ItemManager2, LogManager (removed), OptionsSFRPG, PartyManager2, PartyLootManagerSFRPG, SpellManager, StarshipCombatManager, StarshipTokenManager, TokenManager2, VehicleManager, VersionManager2,
    • Icons: charlist_base, char_coin (removed),
    • Scripts: campaign/scripts/ability_class.lua, campaign/scripts/ability_level.lua, campaign/scripts/button_char_showhideactions.lua, campaign/scripts/button_ship_showhideactions.lua, campaign/scripts/char.lua, campaign/scripts/char_actions_starship.lua, campaign/scripts/char_classlevelsummary.lua, campaign/scripts/char_main.lua, campaign/scripts/char_skill.lua, campaign/scripts/char_skilllink.lua, campaign/scripts/char_skilllist.lua, char_totalwithability.lua, campaign/scripts/char_veh.lua, campaign/scripts/char_weapon.lua, campaign/scripts/char_weaponattack.lua, campaign/scripts/char_weaponfullattack.lua, campaign/scripts/char_weaponlist.lua, campaign/scripts/char_weaponsingleattack.lua, campaign/scripts/chardrone.lua, campaign/scripts/charmech_main.lua, campaign/scripts/charmini_skillllist.lua, campaign/scripts/charmini_weapon.lua, campaign/scripts/charship_crew.lua, campaign/scripts/charstarship.lua, campaign/scripts/charstarship_crewlistentry.lua, campaign/scripts/charstarship_critdamageradioh.lua, campaign/scripts/charstarship_critdamageradiov.lua, campaign/scripts/charstarship_main.lua, campaign/scripts/charstarship_weapons.lua, campaign/scripts/charvehicle_main.lua, campaign/scripts/column_list_features.lua, campaign/scripts/comp_invlist.lua, campaign/scripts/comp_main.lua, campaign/scripts/comp_weapon.lua, campaign/scripts/item_drop.lua, campaign/scripts/itemtemplate.lua, campaign/scripts/list_ability.lua, campaign/scripts/list_abilityclass.lua, campaign/scripts/list_spell.lua, campaign/scripts/list_spellclass.lua, campaign/scripts/list_spelllevel.lua, campaign/scripts/npc_babgrp.lua, campaign/scripts/npc_skill.lua, campaign/scripts/spell_class.lua, campaign/scripts/spell_level.lua, campaign/scripts/starship_skill.lua, campaign/scripts/starshipitem.lua, common/scripts/class_column_list.lua, common/scripts/list_mods.lua, common/scripts/string_attackline.lua, common/scripts/string_shipattackline.lua, ct/scripts/clientct_shipentry.lua, ct/scripts/ct_entry.lua, ct/scripts/ct_menu.lua, ct/scripts/ct_pendingattacks.lua, ct/scripts/ct_pendingattacks_entry.lua, ct/scripts/ct_ship.lua, ct/scripts/ct_ship_actions.lua, ct/scripts/ct_ship_entry.lua, ct/scripts/ct_shipmenu.lua, ct/scripts/ct_shiptarget_summary.lua, ps/scripts/ps_xp_enclist.lua, ps/scripts/ps_xp_questlist.lua,
    • Strings: ability_emptydesc (removed),
    • Templates: ability_action_skillselect, button_action_roll, button_cc, button_skillglobalmisc, ct_pendingattack_soak_base (removed), ct_pendingattack_soak (removed), label_recordtype, mounts_iadd, npc_number_spelldc, number_charskilltotal, number_chartotaleac, number_chartotalkac, number_charabilitymod, number_ctentry_shipinitresult, number_ps_skill, number_ps_skill_rank, token_comp,
    • Window Classes: abilities_item_mini_header, ability_class, ability_header, ability_item, ability_use_editor (removed), ability_use_editor_main (removed), char_ability_class, char_ability_feat, char_ability_proficiency, char_ability_race, char_ability_theme, char_invitem, char_language, char_ship_actionentry, char_skill, chardrone, chardrone_main, chardrone_skill, charmech, charmech_mpsummary, charmech_weapons, charsheet_ac_editor, charsheet_class, charsheet_classes, charsheet_combat_editor, charsheet_encumbrance, charsheet_inv_companions, charsheet_inv_vehicles, charsheet_main, charsheet_society, charsheet_society_notes, charsheet_societymini, charstarshipsheet, charstarship_main, charstarship_mountlistentry, charstarship_notes, charstarship_pcusummary, charstarship_weapons, class_abilitylistentry, comp_invitem, companionsheet, ct_section_active, ct_section_active_ship, ct_section_crew, ct_section_defense_actor, ct_section_defense_ship, ct_shiptargets, item_main_armor, power_damage_entry (removed), power_heal_editor (removed), power_heal_editor_main (removed), power_heal_entry (removed), power_effect_editor (removed), power_effect_editor_main (removed), ps_crew, ps_npccrew_helper, ps_npccrew_main, ps_starshipmainitem, spell_class, spell_level, spell_level_mini, starship_main,


    SFRPG - (Migrated to Core)
    • Fonts: reference-subtitle
    • Icons: roll_damage, spell_cast, spell_damage, spell_effect, spell_heal,
    • Scripts: campaign/scripts/ability.lua, campaign/scripts/ability_action.lua, campaign/scripts/ability_action_mini.lua, campaign/scripts/ability_counter.lua, campaign/scripts/char_invlist.lua, campaign/scripts/charselect_host_entry.lua, campaign/scripts/counter_spell.lua, campaign/scripts/spell.lua, campaign/scripts/spell_action.lua, campaign/scripts/spell_action_mini.lua,
    • Strings: ability_label_atk, ability_label_dmg, ability_label_heal, ability_title_cast, menu_addability*, menu_addspell*, menu_deletespellaction, menu_dieclear, menu_reparseability, menu_reparsespell, power_label_name, power_label_targeting, power_label_targetnormal, power_label_targetself, power_title_*, power_tooltip_*, power_header_damage, power_header_effect, power_header_effect_duration, power_header_effect_other, power_header_heal, spell_label_atk, spell_label_cast, spell_label_dmg, spell_label_heal, spell_tooltip_usepower,
    • Templates: ability_action_attackbutton, ability_action_attackview, ability_action_attackviewlabel, ability_action_castbutton, ability_action_castdetailbutton, ability_action_castlabel, ability_action_damagebutton, ability_action_damagedetailbutton, ability_action_damagelabel, ability_action_damageview, ability_action_effectapply, ability_action_effectbutton, ability_action_effectdetailbutton, ability_action_effectdurationview, ability_action_effectlabel, ability_action_effecttargeting, ability_action_healbutton, ability_action_healdetailbutton, ability_action_heallabel, ability_action_healview, ability_action_healtype, ability_action_healtypelabel, ability_action_rpview, ability_action_rpviewlabel, ability_action_savebutton, ability_action_saveview, ability_action_saveviewlabel, anchor_title_charsheethelper, button_abilityaction, button_abilityaction_mini, button_poweractioneditor, button_spellaction, button_spellaction_mini, button_toggledetail, close_charsheethelper, counter_ability, counter_spell, icon_usepower, list_charinv, resize_charsheethelper, spell_action_attackbutton, spell_action_attackview, spell_action_attackviewlabel, spell_action_castbutton, spell_action_castdetailbutton, spell_action_castlabel, spell_action_damagebutton, spell_action_damagedetailbutton, spell_action_damagelabel, spell_action_damageview, spell_action_effectapply, spell_action_effectbutton, spell_action_effectdetailbutton, spell_action_effectdurationview, spell_action_effectlabel, spell_action_effecttargeting, spell_action_healbutton, spell_action_healdetailbutton, spell_action_heallabel, spell_action_healtype, spell_action_healtypelabel, spell_action_healview, spell_action_levelcheckbutton, spell_action_levelcheckview, spell_action_levelcheckviewlabel, spell_action_savebutton, spell_action_saveview, spell_action_saveviewlabel, string_abilityactionview, string_spell, string_spellactionview,
    • Window Classes: ability_action_mini, power_cast_editor, power_cast_editor_main, power_damage_editor, power_damage_editor_main, power_damage_entry, power_heal_editor, power_heal_editor_main, power_heal_editor_main, power_effect_editor, power_effect_editor_main, spell_action, spell_action_mini, spell_header, spell_item, spell_item_mini, spell_item_mini_header,

  7. #7
    Ruleset/Extension - Suggested Maintenance Updates From Today

    * Native token height support
    Update any TokenManager overrides to use new code that supports token height natively.

  8. #8
    Ruleset/Extension - Suggested Maintenance Updates From Today

    * Token decoration theming support
    • font: token_name, token_ordinal, token_height, token_height_negative
    • frame: token_name, token_ordinal, token_height
    • functions: TokenManager
      setTokenFrameName(sFrame, sFrameOffset)
      setTokenFontName(sFont)
      setTokenFrameOrdinal(sFrame, sFrameOffset)
      setTokenFontOrdinal(sFont)
      setTokenFrameHeight(sFrame, sFrameOffset)
      setTokenFontsHeight(sPositiveFont, sNegativeFont)
    • Migrated frame: tokennumber -> token_ordinal

  9. #9
    Ruleset/Extension - Suggested Maintenance Updates From Today

    * Consolidation updateControl -> WindowManager.callSafeControlUpdate(self, sControl, bReadOnly, bForceHide)consolidation
    * Rework of iedit/idelete buttons to support alternate use requiring less update code
    button_iedit -> edittarget tag(s) (or no target tag) calls onEditModeChanged for all children of edittarget(s) (or window parent)
    button_idelete -> editmode tag checks for numerical control value == 1 (on window parent object and up)
    * Added spacer_header_idelete template -> uses editmode tag to check for numerical control value == 1 (on window parent object and up)

  10. #10
    Ruleset/Extension - Suggested Maintenance Updates From Today

    * Convert multiple concatenated strings into single string.format call

Page 1 of 2 12 Last

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
5E Character Create Playlist

Log in

Log in