MT 1.3b36 progress
Moderators: dorpond, trevor, Azhrei
- trevor
- Codeum Arcanum (RPTools Founder)
- Posts: 11311
- Joined: Mon Jan 09, 2006 4:16 pm
- Location: Austin, Tx
- Contact:
MT 1.3b36 progress
Time for an update.
I've received quite a few "tweak" patches to fix and improve things from b35.
I sat down to fix the "portrait stat sheet properties are not being calculated" issue. Well, it turned out to be more involved than I expected.
The biggest problem is that the calculated result looked like crap because it was expanded out. Ugly.
So what I did was introduce a { } semantic. It works exactly the same as [ ] but it returns _only_ the result. My thought is that [ ] is for verified "rolls" and have roll decorations, and { } is for everything else. The { } doesn't do any non cheat verification, so you have to trust your players more.
That said, I also restructured the code to capture the original line and each transform after that so you can manually verify a { } line. However, I'm still figuring out how to display that information (it's trickier than you might think).
What this means is that you can create a property such as:
HP: 10
Mod: 2
TotalHP: {HP + Mod}
And if you have "TotalHP" on the stat sheet, it'll show "12" and _only_ "12".
A side effect of this change is that currently in the code base (for those that keep up with it) multiple evals per line don't "remember" temporary variable sets. That is, {h=2}{i=h+2} won't work because "h" is refreshed in the second eval. I'm working on making it line-scoped, and will probably introduce something like "global." to let you set global variables that are local to your machine.
--
I know Ryss is working on some great stuff. If he sends his stuff over before sunday night I'll see about making a build Sunday night so you guys can start playing with this stuff (and get the fixes for the last build)
I've received quite a few "tweak" patches to fix and improve things from b35.
I sat down to fix the "portrait stat sheet properties are not being calculated" issue. Well, it turned out to be more involved than I expected.
The biggest problem is that the calculated result looked like crap because it was expanded out. Ugly.
So what I did was introduce a { } semantic. It works exactly the same as [ ] but it returns _only_ the result. My thought is that [ ] is for verified "rolls" and have roll decorations, and { } is for everything else. The { } doesn't do any non cheat verification, so you have to trust your players more.
That said, I also restructured the code to capture the original line and each transform after that so you can manually verify a { } line. However, I'm still figuring out how to display that information (it's trickier than you might think).
What this means is that you can create a property such as:
HP: 10
Mod: 2
TotalHP: {HP + Mod}
And if you have "TotalHP" on the stat sheet, it'll show "12" and _only_ "12".
A side effect of this change is that currently in the code base (for those that keep up with it) multiple evals per line don't "remember" temporary variable sets. That is, {h=2}{i=h+2} won't work because "h" is refreshed in the second eval. I'm working on making it line-scoped, and will probably introduce something like "global." to let you set global variables that are local to your machine.
--
I know Ryss is working on some great stuff. If he sends his stuff over before sunday night I'll see about making a build Sunday night so you guys can start playing with this stuff (and get the fixes for the last build)
Dreaming of a 1.3 release
- UntoldGlory
- Great Wyrm
- Posts: 1649
- Joined: Sun Mar 16, 2008 8:12 pm
Re: MT 1.3b36 progress
Awesome, even without the cheat verification I'll totally make use of that.trevor wrote: That said, I also restructured the code to capture the original line and each transform after that so you can manually verify a { } line. However, I'm still figuring out how to display that information (it's trickier than you might think).
...
And if you have "TotalHP" on the stat sheet, it'll show "12" and _only_ "12".
...
(and get the fixes for the last build)
And did you say "last build"? oooh. b37 is IT huh?
I think he means "get the fixes for the things broken in b35".
This is where I stand as of this moment (everything listed here is against b35):
This is where I stand as of this moment (everything listed here is against b35):
- NEW: Moved macro tabs to their own dockable frames. Old macro tabbed panel doesn't exist anymore. This way you can have all of the tabs open at the same time and drag and drop token macros between them.
- NEW: Added a new item to the right click menu of the global and campaign macro buttons named "Run For Each Selected". This command runs the macro against all the selected tokens. Yay for another way to roll mass saves! The executions are ordered alphabetically by the token name.
- NEW: Added token image to impersonate panel.
- NEW: If exactly one token is selected, display its image on the selection panel as frame icon.
- NEW: New /self command for secret rolls and such (only you will see the result). /self now displays the token image, token name and token gm name if you are using it with /im, like "/im /self command". Command can be as complex as you like. You can use /self with token macros as well. In that case those macros are run secretly.
- NEW: You can edit a token macro by right clicking on it and selecting "Edit Macro".
- NEW: You can duplicate a token macro by right clicking on it and selecting "Duplicate Macro".
- ENH: Updated right click menu items to make their intentions more clear.
- ENH: You can /im with a token's gm name too. This is useful if you use short gm names and also if some of your tokens have the same public name. We advise not to do this but oh well...
- ENH: Selection and impersonate panels displays token names in "<name> (gm_name)" format.
- ENH: You can add/remove/edit macros from the impersonate panel as well.
- ENH: Impersonate panel now has the button group for token macros.
- ENH: Running macros from macro buttons preserves the text (if there is any) in the command panel. Previously the contents of the panel got erased on macro execution.
- ENH: Added "Impersonate selected" and "Stop impersonating" buttons to impersonate panel.
- ENH: Icons added to dockable frames.
- ENH: Added a small impersonate icon in button groups in the selection panel. When you double click on it, that token will be impersonated.
- ENH: The tokens in the selection panel are now ordered alphabetically.
- BUGFIX: After loading a campaign, the global and macro panels stopped working. They work correctly now.
- BUGFIX: When you dragged a macro from the common group in the selection panel, the drag wasn't allowed (which is the intended behavior) but when you released the left mouse button, the macros got fired. Fixed this and added a no-drag-mouse-cursor to indicate that you can't drag.
- BUGFIX: Previously hotkeys didn't work when you have some floating panels and when those frames had the focus. This old bug has been fixed. Hotkeys now work everywhere.
- MISC: Removed help texts from the panels.
- MISC: Turned off impersonate panel gaining focus automatically on impersonate. Some people were getting annoyed by this.
- DEVELOPMENT: Refactored code (cleaned up stuff, grouped some classes into packages for better OO design etc)
- trevor
- Codeum Arcanum (RPTools Founder)
- Posts: 11311
- Joined: Mon Jan 09, 2006 4:16 pm
- Location: Austin, Tx
- Contact:
Re: MT 1.3b36 progress
Heh, oops, "latest"UntoldGlory wrote: And did you say "last build"? oooh. b37 is IT huh?
Dreaming of a 1.3 release
- lmarkus001
- Great Wyrm
- Posts: 1867
- Joined: Sat Mar 29, 2008 12:30 am
- Location: Layfayette Hill, PA
This will be a great addition! It will certainly be nice for embedding Token Properties and Die rolls into text lines. I am sure that the guys doing the work on those fancy 4E macros will be very happy with the new feature.trevor wrote:So what I did was introduce a { } semantic.
Ryss, will the token image be able to be shut off if the Show Avatar per line flag is disabled?Ryss wrote: [*]NEW: New /self command for secret rolls and such (only you will see the result). /self now displays the token image, token name and token gm name if you are using it with /im, like "/im /self command". Command can be as complex as you like. You can use /self with token macros as well. In that case those macros are run secretly.
Also, Is there any chance we will be getting Speech Panels?
Yes to the first, no to the second. Speech will be a subcategory of macros later on. Therefore there is no support for them as of now.RedDog wrote:Ryss, will the token image be able to be shut off if the Show Avatar per line flag is disabled?
Also, Is there any chance we will be getting Speech Panels?
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- Giant
- Posts: 172
- Joined: Sat Jun 14, 2008 10:44 pm
Re: MT 1.3b36 progress
First off, thanx, thanx, thanx... Now I can get rid of my scratch paper:)trevor wrote:Time for an update.
So what I did was introduce a { } semantic. It works exactly the same as [ ] but it returns _only_ the result. My thought is that [ ] is for verified "rolls" and have roll decorations, and { } is for everything else. The { } doesn't do any non cheat verification, so you have to trust your players more.
What this means is that you can create a property such as:
HP: 10
Mod: 2
TotalHP: {HP + Mod}
Do we need to go into our props and change everything to be surounded by {squirlies}? Currently they are just bare word: HP + TempHP