-
December 20th, 2021, 23:42 #621
ummm.... no, I disagree. I already have that in my code, and while that might tell me what shows up, it doesn't tell me any of the underlying semantics. That's not 'documentation', as it were.
edit: Although, I don't disagree that "Debug.chat(rSource,rTarget,rRoll)" is my friend. It is!Last edited by swest; December 20th, 2021 at 23:48.
-
December 21st, 2021, 00:06 #622
Unfortunately you are going to have to learn lots of these things by yourself as you go.
As mater Harp says Debug.chat is your friend.
-
December 21st, 2021, 00:09 #623
I cant teach you everything you need to know.
1. I dont know everything
2. I dont know what you need to know
3. You dont know what you need to know
4. Many things are documented only to a point
5. Many things are not from the Wizard - they are from the CoreRPG ruleset
Just keep plugging away at things
If you want to make some doco to share that would be great
-
December 21st, 2021, 00:41 #624
Yes, I get that... but, to carry this to the next logical step: I don't know what you (or others) don't know.
So, I ask a question. If no one knows, then so be it.
-
December 21st, 2021, 00:58 #625
rRoll, rTarget and rSource are all from CoreRPG. Its possible that the RW is doing things with them that CoreRPG isnt but they are not really RW things. RW is just using them.
Please dont take this as defending something -
Both Ruleset Wizard and Fantasy Grounds could have better documentation but I dont even know what better looks like. How far do you expand the doco? The doco states what things do but not really how to use them. That would be great - but all of us tend to use things differently. I find its useful to get somewhat familiar with as many unlocked rulesets as you can - not familiar under the hood (that comes later), familiar with their interfaces. Then in your project when you need to achieve something think about how something similar was achieved in a ruleset youve used and then get into the code and use that as an example or guide.
That is probably an unsatisfying response but it is the reality of what we have.
I have stolen (learnt) lots of things from other rulesets and while I am no where near as competent as the authors of those rulesets I have also made some pretty cool things by expanding on ideas gleaned from other examples.
Keep toiling. You will always be learning new stuff!
-
December 21st, 2021, 00:58 #626
-
December 21st, 2021, 05:24 #627
- Join Date
- May 2016
- Posts
- 522
Last edited by jharp; December 21st, 2021 at 05:34.
-
December 22nd, 2021, 16:08 #628
-
December 23rd, 2021, 07:05 #629
as Damned said, those variables contain arbitrary structures that depend on the ruleset, and the documentation about them is scarce.
In the CoreRPG manager_actions.lua file there is a definition of the basic rRoll structure:
-- ROLL
.sType
.sDesc
.aDice
.nMod
(Any other fields added as string -> string map, if possible)
rSource and rTarget are usually structures of type rActor, which is defined in the file manager_actor.lua:
-- rActor
sType
sCreatureNode
sCTNode
sName
but you might find a function that receives an array of these structures instead of the individual structure, so in practice we developers have become accustomed to debugging to find out exactly what type of structure and what fields our function is receiving, and go from there.Ruleset Wizard
The Ruleset Development Environment
www.rulesetwizard.com
Ruleset Wizard Tutorials
Damned's Ruleset Wizard Tutorials
-
December 23rd, 2021, 16:06 #630
That's what I was looking for. Very helpful. Thanks!
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks