DICE PACKS BUNDLE
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  1. #11
    Thanks for your thoughts.

    * For the radial menu, I'll need to look at creating some logic to handle >4 action types.

    * For the registerDefaultPowerMenu, this is specifically meant to support the current implementation only. If something external resets the menu or decides it wants to handle read only differently, then it would need to make that read only determination before calling the function. I can move the list read only check outside the function, but it would still be in the onInit. Just trying to keep it encapsulated. What's the use case for something different?

    * What's the case for a power not being in a windowlist? Technically, any power window can be put in a window list, even if it's hard-coded.

    Regards,
    JPG

  2. #12
    I moved the read-only check into power_item.lua default script for now with the latest Test build (instead of in PowerActionManagerCore); and I have the radial menu situation on my list to resolve before final release.

    Regards,
    JPG

  3. #13
    Quote Originally Posted by Moon Wizard View Post
    I moved the read-only check into power_item.lua default script for now with the latest Test build (instead of in PowerActionManagerCore); and I have the radial menu situation on my list to resolve before final release.

    Regards,
    JPG
    Sounds great, thanks again!

    Quote Originally Posted by Moon Wizard View Post
    What's the case for a power not being in a windowlist? Technically, any power window can be put in a window list, even if it's hard-coded.
    With Kit'N'Kaboodle I have added an Actions tab to a bunch of windows (Feats, Spells, Traits, etc) that just has the single power associated with the ability. There are two functional uses for this, the first is that it makes it possible to define default powers for the ability in a module without relying on hardcoding for situations where the parser performs poorly (most MCDM products on the FG Store benefit from this). The second is that it can give the user a way to have a dedicated window for using a commonly used power without always having to find it on the Actions tab, which can be a little slow for high level characters.
    My Forge creations: https://forge.fantasygrounds.com/crafter/9/view-profile
    My GitHub: https://github.com/MeAndUnique
    Buy me a coffee: https://ko-fi.com/meandunique
    Discord: MeAndUnique#6805

  4. #14
    Just spitballing, but wouldn't a filtering option with "favorites" be better for high-level characters.

    For the actions in other records, I'm not sure we want to travel down that route; and are looking at a different solution to that issue long-term in the background. You'll probably still have to write your own "power_item" stuff, though hopefully you can still leverage the action pieces.

    Regards,
    JPG

  5. #15
    With the release today, I added support for up to seven action types in the built-in radial menu handling (as that is the max that can fit in a radial menu sub-menu). If you need more than that, it will require an extension to do a lot more overwrites.

    Regards,
    JPG

  6. #16
    Quote Originally Posted by Moon Wizard View Post
    With the release today, I added support for up to seven action types in the built-in radial menu handling (as that is the max that can fit in a radial menu sub-menu). If you need more than that, it will require an extension to do a lot more overwrites.

    Regards,
    JPG
    Hmmm, well I suppose 5e extension devs will probably just need to assume that this utility won't be safe then, given that I can think of 5 additional action types off hand. Not really that big of a deal since that was the existing nature already, though it would have been nice to just let the ruleset handle it. As always, thanks for keeping us in the loop
    My Forge creations: https://forge.fantasygrounds.com/crafter/9/view-profile
    My GitHub: https://github.com/MeAndUnique
    Buy me a coffee: https://ko-fi.com/meandunique
    Discord: MeAndUnique#6805

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