5E Character Create Playlist
  1. #1

    Registering an event handler for a deleted list item

    Another noob question.

    I have a stat, adjDX, which is normally equal to DX.

    adjDX is reduced by wearing armor. Every piece of armor has a "dexpen" attribute. So basically, I want:

    1. For adjDX to default to DX, and change when DX is changed.
    2. For adjDX to be adjusted when armor is added to the character.
    3. For adjDX to be adjusted when armor is removed from the character.

    I have 1 and 2 working, but not 3.

    The function below works, when added as a script invoked by the onUpdate() function for the dexterity node on the charsheet, and invoked whenever a new piece of armor is dragged onto the character.
    What I haven't figured out how to do is invoke it if a defenselist item is deleted. I've tried various combination of DB.addHandler, e.g. "DB.addHandler(defenselistode, "onUpdate", updateAdjDX)", but (a) it doesn't work; (b) how would I pass the nodeChar node as an argument?

    I guess I could add another invocation of the function to the delete button on the equipment sheet? That seems kludgy and so far I haven't gotten it work right.

    function updateAdjDX(nodeChar)
    local adjdx = 0;
    -- First get basic Dexterity --
    adjdx = adjdx + DB.getValue(nodeChar, "attributes.dexterity", 0);

    defenses = DB.getChild(nodeChar, "combat.defenselist");
    if defenses then
    for _,defense in pairs(defenses.getChildren()) do
    adjdx = adjdx + defense.getChild("dexpen").getValue()
    end
    end
    DB.setValue(nodeChar,"attributes.adjdx","number",a djdx);
    end

  2. #2
    damned's Avatar
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    I dont think you need a handler

    On each field that impacts this set a script to run to recalculate the derived value from the source values.
    There is several examples of this in Fragged Empire extension for MoreCore.

    MoreCore - Generic Ruleset
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  3. #3
    damned's Avatar
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    Any time Strength is changed it runs two scripts

    CharacterUpdate.updateImpair(nodeWin);
    CharacterUpdate.updateEndurance(nodeWin)

    All the other attributes do similar things.


    Code:
    			<number_charabilitytemp name="Strength" source="abilities.strength.temp">
    				<anchored to="strength" />
    				<target>strength</target>
    				<modifierfield>abilities.strength.tempmodifier</modifierfield>
    				<tooltip textres="char_tooltip_temp" />
    				<script>
    					function onValueChanged()
    						local nodeWin = window.getDatabaseNode();
    
    						CharacterUpdate.updateImpair(nodeWin);
    						CharacterUpdate.updateEndurance(nodeWin);
    
    
    							end
    					function onClickDown(button,x,y)
    						if Input.isAltPressed() and getValue() &gt; -5 then
    							local nodeWin = window.getDatabaseNode();
    							local nStrength = nodeWin.getChild("abilities.strength.tempmodifier").getValue();
    							ModifierStack.addSlot("Strength", nStrength);
    						end
    						return true;
    					end
    					</script>
    			</number_charabilitytemp>
    UpdateImpair
    Code:
    function updateImpair(nodeWin)
    	local nEquipment = nodeWin.getChild("four").getValue();
    		local sCover = nodeWin.getChild("five").getValue();
    		local nCover = tonumber(sCover) or 0;
    	local nStrength = nodeWin.getChild("abilities.strength.tempmodifier").getValue();
    	local nReflexes = nodeWin.getChild("abilities.reflexes.score").getValue();
    	local nImpairMod = nodeWin.getChild("def.impair.mod").getValue();
    	local nDefenceImpair = nReflexes+nEquipment+nCover+nStrength+nImpairMod+10;
    	Debug.console("nDefenceImpair: ", nDefenceImpair);
    	nodeWin.getChild("def.impair.score").setValue(nDefenceImpair);
    end
    Update Endurance

    Code:
    function updateEndurance(nodeWin)
    	local nStrength = nodeWin.getChild("abilities.strength.tempmodifier").getValue();
    	local nEquipDef = nodeWin.getChild("four-a").getValue();
    	local nHealth = (nStrength*5)+nEquipDef+10;
    	Debug.console("nHealth: ", nHealth);
    	nodeWin.getChild("health").setValue(nHealth);
    end

    MoreCore - Generic Ruleset
    --- Projects ---
    Extensions | Tutorials | MoreCore | MoreCore Themes | Call of Cthulhu | Maelstrom | FG Con

  4. #4
    damned's Avatar
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    You can see Imapir and Edurance derive from different numbers of stats even.

    MoreCore - Generic Ruleset
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  5. #5
    damned's Avatar
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    Hah. I didnt read it very well. You do need a handler. Have the handler run the same script.

    MoreCore - Generic Ruleset
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  6. #6
    Right, so what is the appropriate event for checking when an item is added to the list, when an item is deleted from the list, and if an individual field in the list in changed? Do I need to an a handler for all three events?

  7. #7
    Reply to self: answer is yes.

    DB.addHandler(listNode.getPath(), "onChildAdded", updateAdjDX);
    DB.addHandler(listNode.getPath(), "onChildDeleted", updateAdjDX);
    DB.addHandler(listNode.getPath(), "onChildUpdate", updateAdjDX);

    I also had to add code in updateAdjDX to make sure it finds the correct node for the character first.

  8. #8
    Here is some additional information related to DB.addHandler to help you.
    https://www.fantasygrounds.com/refdoc/DB.xcp#addHandler
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