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December 31st, 2021, 04:23 #671
When you create a new project the default setting is extension.
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December 31st, 2021, 04:24 #672
When you create a new project the default setting is extension.
https://www.youtube.com/watch?v=RCrTrTZXFj0
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December 31st, 2021, 16:43 #673
- Join Date
- Nov 2017
- Location
- North Carolina, USA
- Posts
- 266
This morning's work. Item cards for weapons, armor and gear.
Once I get the CS setup I will attempt the script.
items.PNG
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December 31st, 2021, 17:57 #674
Ruleset Wizard
The Ruleset Development Environment
www.rulesetwizard.com
Ruleset Wizard Tutorials
Damned's Ruleset Wizard Tutorials
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December 31st, 2021, 19:16 #675
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December 31st, 2021, 20:12 #676
- Join Date
- Nov 2017
- Location
- North Carolina, USA
- Posts
- 266
Ran into a snag with my item windows and the lock button. I was able to satisfactorily script the lock button to lock everything on the "item" window and its subordinates "sub_gear" and sub_weapon," however, "sub_armor" has a tab with two subwindows on it ("arsubwindow1" and arsubwindow2"). I dont know what script to use for the lock button to apply two levels down. Any ideas? Current script:
function onLockChanged()
local bReadOnly = WindowManager.getReadOnlyState(getDatabaseNode());
name.setReadOnly(bReadOnly);
type.setReadOnly(bReadOnly);
cost.setReadOnly(bReadOnly);
weight.setReadOnly(bReadOnly);
sub_weapon.subwindow.skill.setReadOnly(bReadOnly);
sub_weapon.subwindow.oml.setReadOnly(bReadOnly);
sub_weapon.subwindow.wq.setReadOnly(bReadOnly);
sub_weapon.subwindow.atk.setReadOnly(bReadOnly);
sub_weapon.subwindow.def.setReadOnly(bReadOnly);
sub_weapon.subwindow.hand.setReadOnly(bReadOnly);
sub_weapon.subwindow.bdmg.setReadOnly(bReadOnly);
sub_weapon.subwindow.edmg.setReadOnly(bReadOnly);
sub_weapon.subwindow.pdmg.setReadOnly(bReadOnly);
sub_weapon.subwindow.wpndescription.setReadOnly(bR eadOnly);
sub_gear.subwindow.geardescription.setReadOnly(bRe adOnly);
end
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December 31st, 2021, 23:39 #677
try
Code:sub_weapon.subwindow.arsubwindow1.subwindow.control.setReadOnly(bReadOnly);
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December 31st, 2021, 23:40 #678
or you run the lock code inside the subwindow instead...
I havent done this before but I believe it is the way that Moon Wizard does it.
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December 31st, 2021, 23:41 #679
In your Items campaign tool create groups for
Armor
Weapons
Gear
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January 1st, 2022, 13:56 #680
- Join Date
- Nov 2017
- Location
- North Carolina, USA
- Posts
- 266
@damned Thanks. I tried multiple combinations of .subwindow before I came here. But I was able to simply reduce the font and size of the data entry windows, making it possible to fit everything on sub_armor. No need for the extra subwindows.
I would like to have drop inventory windows for armor, weapons, gear. I know how to set those up separately using the .x_list function. My question: Is it possible to have only certain items displayed in different windows when you drop the item in the inventory? For example, I have a weapon_detail card that drops everything I want for the weapon on the combat tab, but I only want to display the name and item weight on the inventory. I think is what occurs on the more popular ruleset sheets (DnD,PF). You drop an item in the inventory and it also populates the combat tab with the associated "action" data. Do you have an example of setting that up in one of your tutorials?
I am hugely appreciative of your tutorials, they are what have inspired and gotten me to where I am with this project today. A simple comment/request, for future projects, if you could put a few keywords in your title or description of each vid, it would make searching for pertinent sections much easier. In order to find things I often have to scan multiple vids. Not a big deal, just something to consider for the future. Again, thanks for your work, it makes all of this a lot less frustrating!
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