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  1. #41
    Quote Originally Posted by Blackfoot View Post
    OK.. so I got the Triangle Pointer to work.. a lot of hit and miss and a few calculations that I didn't remember after almost 40 years or so...
    Code:
    function fpTrianglePointer(aShapeCurves,nRadius,nArcDegrees)
    -- Draw a Cone with a Radius of nRadius and covering an Arc of nArcDegrees.
        local nSide = math.sqrt((nRadius*nRadius)+((nRadius*nRadius)/3));
        if nArcDegrees == 0 or
                nArcDegrees <= -180 or
                nArcDegrees >= 180 then
            return;
        end
        local nArcRadians = math.rad(nArcDegrees);
        local nXCoord = -nSide*math.sin(nArcRadians/2);
        local nYCoord = nSide*math.cos(nArcRadians/2);
        table.insert(aShapeCurves,fpLineCurve(0,0,nXCoord,-nYCoord,0));
        table.insert(aShapeCurves,fpLineCurve(0,0,-nXCoord,-nYCoord,0));
        table.insert(aShapeCurves,fpLineCurve(-nSide/2,0,nSide/2,0,nRadius));
    end
    Now if I can figure out the Hex one.
    Excellent! Well done.
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  2. #42
    Trenloe's Avatar
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    Just as an FYI to people on this thread - the <square> pointertype for the defaults is incorrect, <rectangle> should be used for the base square pointer.
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  3. #43
    Blackfoot's Avatar
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    Hrm. So a hop into the way back machine.. several years of updates later... and this stuff no longer works.
    It doesn't look like my build a triangle code is even getting called anymore.

    Has the way pointers get built changed dramatically at some point?
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  4. #44
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    Quote Originally Posted by Blackfoot View Post
    Hrm. So a hop into the way back machine.. several years of updates later... and this stuff no longer works.
    It doesn't look like my build a triangle code is even getting called anymore.

    Has the way pointers get built changed dramatically at some point?
    What ruleset? I know changes were made in 5E. Don't know if those come from Core or not.

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  5. #45
    Blackfoot's Avatar
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    Quote Originally Posted by LordEntrails View Post
    What ruleset? I know changes were made in 5E. Don't know if those come from Core or not.
    All CoreRPG rulesets.. I'm thinking there must have been a change to it in CoreRPG over the last 5 years.
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  6. #46
    Zacchaeus's Avatar
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    Quote Originally Posted by Blackfoot View Post
    All CoreRPG rulesets.. I'm thinking there must have been a change to it in CoreRPG over the last 5 years.
    There was in the update for November 2016.
    If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php

  7. #47
    The default cone angles can be adjusted per ruleset. Valid values are (180, 120, 90, 60, 45, 30, 5E). The 5E version is equal width/distance (~53 degrees).

    <imagesettings>
    <pointer defaultconeangle="30" />
    </imagesettings>
    If you want more than one cone, then you'll still need to write the Lua code.

    Regards,
    JPG

  8. #48
    Blackfoot's Avatar
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    I had this working with the old code.. I just need to figure out where to tap into it now.. I can't seem to find it.

    Ultimately I'm looking for a 'triangle' instead of a cone... and a 'hexagon'.. both regular polygons.. but a 60 degree cone will do part of the job... mostly.

    Add that imagesettings code to gameelements?
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  9. #49
    Blackfoot's Avatar
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    Quote Originally Posted by Moon Wizard View Post
    The 5E version is equal width/distance (~53 degrees).
    JPG
    Equal width/distance is a 60 degree equilateral triangle (the thing I actually want to do) no? Or does 5e do something else...
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  10. #50
    5E is a cone where the width from the origin point is equal to the length from the origin point. It ends being 53.2 degrees or so. It is not the same as an equilateral triangle.

    However, you can specify 60 as the default for the cone angle. If nothing specified in the ruleset, then the default cone angle is 90 degrees.

    The image control will still call imagecontrol.onCustomBuildPointer for any custom pointers specified in the ruleset code.

    Example of specifying custom pointers from the SavageWorlds code:

    <imagecontrol>
    ...
    <pointertypes>
    <arrow>
    <icon>pointer</icon>
    <label>Draw Arrow</label>
    </arrow>
    <custom name="sw_cone">
    <icon>pointer_cone</icon>
    <label>Draw Cone</label>
    </custom>
    <custom name="sw_sb">
    <icon>pointer_circle</icon>
    <label>Draw Small Burst</label>
    </custom>
    <custom name="sw_mb">
    <icon>pointer_circle</icon>
    <label>Draw Medium Burst</label>
    </custom>
    <custom name="sw_lb">
    <icon>pointer_circle</icon>
    <label>Draw Large Burst</label>
    </custom>
    </pointertypes>
    </imagecontrol>
    JPG

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