View Poll Results: How should Autosounds Trigger?
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Multiple Choice Poll.
Thread: DOE: Sound Extension
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May 14th, 2016, 23:56 #51Grand Patriarch
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Unfortunately, the (fantastic) Star Wars ruleset is not based on CoreRPG and is structured very differently, so I doubt it would be at all easy.
I will be looking at the feasibility, though, as I'd really like to use it for my own games.
Trenloe has stated that he will look at porting it to CoreRPG one day, but it will be a mammoth task, so don't hold your breath.
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May 15th, 2016, 02:10 #52
Thanks
More Autosound Triggers require a Dev to either add them to the Ruleset or work them into an appropriate Extensions - ie they require some coding. The good news is the relevant coding isn't complex (see Post #2) but its up to the Devs or Community Devs to do it - I just supply the framework
Dulux-Oz
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May 15th, 2016, 02:12 #53
Dulux-Oz
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May 15th, 2016, 08:03 #54
Well I'm hopeful that more compatibility and collaboration will come in the future. Everyone has done an excellent job at what has been done so far. Rulesets, extensions and more. Thank you all.
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May 16th, 2016, 20:16 #55Zealot
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This is awesome. I can't wait for more autosound triggers to be coded in a future community add on. I might give it a shot some day but no time now and no prior extension experience.
However, I was wondering if there was a way this could be coded to avoid the dependency on the system events and instead monitor the chat dialog. If it could use chat as an autotrigger it would be infinitely extendable without ever changing any code and would be ruleset independent I think.
For example, anytime some does slashing damage it shows up in the chat box as part of the rolls. And slashing virtually never appears in chat outside of that.
So if you could set up autotrigger of [When "slashing" appears in chat area], then you could set up a sound for slashing damage.
Or [When "cure wounds" appears in chat area"] play cure wounds sound.
Or [when "Fireball" appears in chat area] play fireball sound.
This would be super powerful and if it works for 1 thing, it would work for infinite things. These of course would not be ";learned" the GM would have to enter them in manually, but I think that would be completely fine since it could be as simple as just typing in what text string you want it to watch for.
But again, I have no idea if the code base would allow for this sort of thing.Last edited by Mad Nomad; May 16th, 2016 at 20:18.
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May 17th, 2016, 02:44 #56
Those messages that come up in the Chat Window ARE system events - or they're caused by them, anyway - but let me think about it for a while. The coding is a hell of a lot more complicated and because its totally a manual system the chance of GM-error is a lot greater, but it might be doable.
Because its a totally different design the question now becomes do we change the design or stick to what we've got? I'll put up a Poll with that question and if people can then let me know what they'd prefer then I'll see what I can do - no promises, however.
CheersLast edited by dulux-oz; May 17th, 2016 at 09:09.
Dulux-Oz
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May 17th, 2016, 16:20 #57
John and I looked at this earlier and we are very impressed. Well done dulux-oz!
What dereks suggests is a pretty interesting idea. It wouldn't be trivial to code and make intuitive at the same time, but removing the need for ruleset or extension code changes would probably greatly increase the extension's functionality. Behind the scenes, it would most likely need to have a regex pattern match but hide the complexity of regex patterns from the end user.
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May 17th, 2016, 16:56 #58
I don't know enough to vote, at least yet. I like dereks idea, but I also think pin/link type sounds would be ery valuable as well. i.e. when I open a story entry to be able to follow/activate a sound type link so that I could start ambient room type sounds would be (to me) more important than auto-type sounds for events. (Event type sounds are a cool idea, especially if people could make modules of pre-configured sounds and triggers, but not as important to me as GM triggered sounds.)
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May 17th, 2016, 17:00 #59
It currently supports pinned sounds that are GM triggered. The auto-trigger sounds are the part where we are discussing modifying it further.
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May 17th, 2016, 20:07 #60Zealot
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From the end user side it could be as simple as an Add button, then a box to enter the text string to watch for, and a corresponding box to enter the sound link/sound string from syrinscape for that text string.
But as to whether or not you could hook up that end user experience to the code effectively, I have no idea.
This would also be an alternate way to do GM triggered sounds too.
Because you could set up auto triggers like:
#PartyRests = Syrinscape sound 12345
or
#EnterDungeon
In game the party starts a rest
The GM types in chat #PartyRests and the sound plays.
They then enter the dungeon and the DM types #EnterDungeon and that sound plays.
You can certainly do that with pins as well, and that might be preferred, but this alternate form of GM triggered sounds would come for free with this alternate approach to autosound.Last edited by Mad Nomad; May 17th, 2016 at 20:14.
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