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  1. #101
    Just pushed a few more 5E data updates.

    JPG

  2. #102
    While I have a few more small items to clear up, my plan is to push v3.1.3 within the week.

    So, heads up to the extension developers that they should check their extensions with v3.1.3. I've updated the second post with the list of all files modified in this update.

    Regards,
    JPG

  3. #103
    Ikael's Avatar
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    Combobox updates are great! However there are still few quirks in the latest version:
    • In case of uneditable/readonly databasenodes you can still click the combobox and the list appears (but selection does nothing). In addition combobox_button is also visible
    • For reason or another I cannot invoke combobox's custom setReadOnly function. Whenever I call it the call seems to go to stringcontrol's setReadOnly (or something similar) and custom action is not performed
    • Could there be way to setup combobox's frames to be different in readOnly and in normal states? Possible the same way as listframes is implemented. Personally I would love to see that combobox removes its frames the same way as other item sheet's fields does when it is in readonly state.
    "Alright, you primitive screwheads, listen up: THIS... is my BOOMSTICK!" -- Ash Williams, Army of Darkness

    Post your SavageWorlds ruleset feature requests and issue reports here!

  4. #104
    Updates

    • [CoreRPG+] Removed unused eye toggle in campaign language list.
    • [CoreRPG+] The Skip hidden actor option will now skip non-friendly hidden combatants, instead of hidden NPCs specifically. (For friendly NPCs and enemy PC records)
    • Extra space characters being added when loading formatted text which used text formatting (bold, italic, underline). Fixed.
    • [5E] The options to show token health on tooltip were not working. Fixed.
    • [DEV] The 'combobox' template will default to read only if underlying database node is read only.
    • [DEV] Combo box templates changed to use setComboBoxReadOnly and isComboBoxReadOnly, since the underlying control functions can't be overwritten.
    • [DEV] Added framehidereadonly tag for combo box templates mimicking frame tag hidereadonly option. (Must use frame name and frame offset expanded tags vs. attributes)


    Cheers,
    JPG

  5. #105
    "Ask and ye shall receive", ay Moon?!
    Dulux-Oz

    √(-1) 2^3 Σ Π
    ...And it was Delicious!


    Alpha-Geek
    ICT Professional
    GMing Since 1982
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    LinkedIn Profile: www.linkedin.com/in/mjblack

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  6. #106
    Ikael's Avatar
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    Quote Originally Posted by Moon Wizard View Post
    Updates

    • [CoreRPG+] Removed unused eye toggle in campaign language list.
    • [CoreRPG+] The Skip hidden actor option will now skip non-friendly hidden combatants, instead of hidden NPCs specifically. (For friendly NPCs and enemy PC records)
    • Extra space characters being added when loading formatted text which used text formatting (bold, italic, underline). Fixed.
    • [5E] The options to show token health on tooltip were not working. Fixed.
    • [DEV] The 'combobox' template will default to read only if underlying database node is read only.
    • [DEV] Combo box templates changed to use setComboBoxReadOnly and isComboBoxReadOnly, since the underlying control functions can't be overwritten.
    • [DEV] Added framehidereadonly tag for combo box templates mimicking frame tag hidereadonly option. (Must use frame name and frame offset expanded tags vs. attributes)


    Cheers,
    JPG
    Great updates! Combobox's readonly state works now as expected. Still there is some issues with framehidereadonly because if I use default comboboxc template I get script error: Script Error: [string "common/scripts/combobox.lua"]:137: attempt to index field '?' (a boolean value)

    I believe this occurs because comboboxc defines frame with <frame name="fieldlight" offset="7,5,7,5" /> instead of
    <frame>
    <name>fieldlight</name>
    <offset>7,5,7,5</offset>
    </frame>


    By default both combobox templates are defined to have framehidereadonly. How can I remove this definition if I do not want to remove frames with readonly state?
    "Alright, you primitive screwheads, listen up: THIS... is my BOOMSTICK!" -- Ash Williams, Army of Darkness

    Post your SavageWorlds ruleset feature requests and issue reports here!

  7. #107
    Thanks to Ikael for sounding out the new combox templates; they are much better for his input.

    Updates

    • [CoreRPG+] Added tooltip to language selection box.
    • [CoreRPG+] Remove speech bubble icons in campaign languages list
    • [5E] Official Wizards of the Coast D&D language font extensions added for anyone who owns D&D products containing the Wizards theme extension.
    • [DEV] windowcontrol: In setFrame function, added hidereadonly parameter
    • [DEV] Combo box templates now respect hidereadonly parameter in frame definition.
    • [DEV] Combo box templates no longer hide base frame by default.
    • [DEV] The comboboxc template generates script errors. Fixed.


    Regards,
    JPG

  8. #108
    Moon, the Combobox Template is probably going to need something like this:
    Code:
    function setComboBoxVisible(bState)
    	if ctrlButton then
    		ctrlButton.setVisible(bState);
    	end
    	setVisible(bState);
    end
    Cheers
    Dulux-Oz

    √(-1) 2^3 Σ Π
    ...And it was Delicious!


    Alpha-Geek
    ICT Professional
    GMing Since 1982
    NSW, Australia, UTC +10
    LinkedIn Profile: www.linkedin.com/in/mjblack

    Watch our games on Twitch: www.twitch.tv/dulux_oz

    Support Me on Patreon: www.patreon.com/duluxoz

    Past Games, etc, on my YouTube Channel: www.youtube.com/c/duluxoz

  9. #109
    Ikael's Avatar
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    Quote Originally Posted by dulux-oz View Post
    Moon, the Combobox Template is probably going to need something like this:
    Code:
    function setComboBoxVisible(bState)
        if ctrlButton then
            ctrlButton.setVisible(bState);
        end
        setVisible(bState);
    end
    Cheers
    First of all thank Moon Wizard for elegant combobox template, it's so easy to use now!

    I would also second for dulux-oz's idea. I have been dealing with it with following code in combobox:

    setVisible(bVisible)
    setComboBoxReadOnly(not bVisible)

    but dedicated function to do that would be great. The function should also hide the list if it's open.
    "Alright, you primitive screwheads, listen up: THIS... is my BOOMSTICK!" -- Ash Williams, Army of Darkness

    Post your SavageWorlds ruleset feature requests and issue reports here!

  10. #110
    Updates

    • [DEV][CoreRPG+] Added setComboBoxVisible function to combobox templates.


    JPG

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