New Menus?

Discussion of initiative tool.

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jay
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New Menus?

Post by jay »

I've been thinking about redoing the menus so that they are a little more standard. I thought I'd ask everybody what they thought about it. I'll start with the file menu
  • File >
    • New >
      The new menu's submenu allows encounters, combatants and timers to be created.
      • Encounter Ctrl+N
        Create a new encounter. Check to see if the current encounter needs to be saved first, then save it if requested. The old encounter is erased before creating the new encounter.
      • Combatants...
        Add multiple combatants to the current encounter in table mode. If phases are not enabled the new combatants will be asssigned the initiative of and placed above the selected item. If no item is selected they will be assigned the initiative of and placed above the current item. Otherwise they will be assigned the initiative of the last item and placed at the bottom of the encounter. If phases are enabled then the new combatants will be inserted into the 'Other Combatants' phase according to its value of the phase sorting property as defined by the game settings. This option is also avaialble on the right side of the main toolbar. Do we need a choice to be able to add just one combatant as well?
      • Timer....
        Add a single timer. If phases are not enabled the new timer will be assigned the initiative of and placed above the selected item. If no item is selected it will be assigned the initiative of and placed above the current item. Otherwise it will be assigned the initiative of the last item and placed at the bottom of the encounter. If phases are enabled then the new timer will be inserted into the 'Timers' phase according to its initiative value. This option is also avaialble on the right side of the main toolbar.
    • Open >
      The open menu's submenu allows encounters and selected combatants or timers to be opened.
      • Encounter... Ctrl+O
        Open a saved encounter. Check to see if the current encounter needs to be saved first, then save it if the user requests. Display's the file selection dialog so that the encounter to open can be chosen. Then delete the current encounter and open the selected one.
      • Selected...
        Opens the selected timer or combatant. This option will be disabled if there is no selected item, or if the selected item is a phase. This option is also avaialble on the right side of the main toolbar.
    • Save Ctrl+S
      Save the current encounter in its file. If the encounter doesn't have a file defined for it yet then the file selection dialog is displayed so that one can be chosen.
    • Save As...
      Save the curent encounter with a new file name. The file selection dialog is displayed to allow a new file to be chosen.
    • Export as HTML>
      Export the current encounter as HTML. Images in the encounter referenced by HTTP will be included in the encounter. Init tool default images will also be reference in the HTML from the rptools.net site.
      • To FTP...
        Send the HTML from an exported encounter to a FTP site.
      • To File...
        Send the HTML from an exported encounter to a file.
      • To Last Location
        Send the HTML from an exported encounter to the FTP site or file where it was previously saved.
      • To Clipboard
        Send the HTML from an exported encounter to the system clipboard.
    • Print... Ctrl+P
      Print the encounter
    • Exit
      Quit init tool and group tool.
Any comments? Suggestions? Ideas?

Other menus to follow.
Last edited by jay on Tue Jan 30, 2007 3:02 am, edited 5 times in total.

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jay
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Edit Menu

Post by jay »

Edit menu
  • Edit >
    • Undo
      Undo new combatant, new timer, cut, paste, delete. Not sure if I can undo next item, especially when the next items have scripts associated with them.
    • Redo
      Redo the last undo.
    • Cut
      Cut the selected timer or combatant and place it on the clipboard. This item will be disabled when no item is selected or a phase is selected.
    • Copy
      Copy the selected timer or combatant on to the clipboard.This item will be disabled when no item is selected or a phase is selected.
    • Paste
      Paste the last cut or copied timer or combatant above the currently selected item or the current item if no item is selected. Will probably be able to do a paste with groups and the combatants in groups as well. This item will be disabled when no pastable item is on the clipboard.
    • Delete
      Delete the selected timer or combatant. This item will be disabled when no item is selected or a phase is selected. This option is also avaialble on the right side of the main toolbar.
Any comments? Suggestions? Ideas?
Last edited by jay on Fri Jan 05, 2007 1:51 pm, edited 1 time in total.

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Post by Phergus »

I like what you have so far. More organized and predictable about where actions can be found.

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jay
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View Menu

Post by jay »

View menu doesn't change very much. If there are other view controls that you think are needed, don't hesitate to bring them up.
  • View >
    • Show in List
      Show the items in a list. Nothing is directly editable. Radio button grouped with the show in table and show as index cards.
    • Show in Table
      Show the items in the table. All of the item and timer data is displayed in its own columns. All of the custom properties have their own editable columns. Radio button grouped with the show in list and show as index cards.
    • Show Index Cards
      Show a simple list on the lefthand side of the screen and an index card on the left hand side. The default index cards will allow you to edit the custom properties combatants and notes for timers and combatants. Radio button grouped with the show in table and show in list.
    • Show Initiative
      Show or hide the current initiative of the item in the list, table or index card list.
    • Show Alarm Countdown
      Show or hide the number of rounds until an alarm expires for a timer. Show or hide the number of rounds until the next alarm expires and the number of alarms attached to a combatant. This is applied to an item in the list, table, or index card list.
    • Show Player
      Show or hide the player name for a timer or combatant in the list, table or index card list.
    • Align Items
      In the list and index card list the align items across the list. In the table allign only within the name column. Align timers in the middle. Align combatants on the left if they do not have a wait state set and on the right if they do have a wait state set.
    • Show Custom Properties
      Show or hide all of the custom properties in the list or table. The custom properties are never shown in the index card list.
    • Show Round Counter
      Show or hide the round counter on the left side of the main toolbar.
    • Show Hidden Items
      Show or hide the the timers and combatants that are marked hidden. This only displays the hidden items, they will still not be made the current item.
    • Show Wait States
      Show or hide the wait state menu and toolbar on the window.
    • Show Stopwatch
      Show or hide the stopwatch on the left side of the main toolbar.
Any comments? Suggestions? Ideas?
Last edited by jay on Mon Jan 08, 2007 11:32 pm, edited 3 times in total.

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Post by jay »

Phergus wrote:I like what you have so far. More organized and predictable about where actions can be found.
That is what I am shooting for. I'm wanting to start getting things ready for the first release. Including the documentation :)

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Action Menu

Post by jay »

The action menu isn't much different either. It just gets the move up and down actions added to it. Since you can't move up/down an item in phase mode or move up/down phase in a regular mode, I will just make one set of options and change the name according to the game settings.
  • Actions >
    • Next Initiative Alt+N
      Move the current marker to the next item in initiative order that is not marked as hidden or automatically skipped. Hidden and automatically skipped items recive initiative briefly and then initiative moves on to the next item. This option is also avaialble on the left side of the main toolbar.
    • Start Next Round
      Move the current marker to the first item in initiative order. Increment the round counter by one. All items are automatically skipped, they recieve initiative briefly and then initiative moves on to the next item.
    • Advance Many Rounds...
      Move the current marker to the first item in initiative order. Increment the round counter as indicated in the displayed dialog. All items are automatically skipped the required number of rounds, they recieve initiative briefly and then initiative moves on to the next item.
    • Start Encounter Ctrl+E
      Start the encounter by rolling initiative for all combatants according to the game settings. If the init tool settings require entering initiative manually a dialog is displayed to allow the GM to enter the initiative. All of the items in sorted initative order and by phase and phase sort property if phases are enabled. The current marker is placed on the first item in initiative order. If phases are enabled and a starting phase is given in the game settings then the first item in that phase gets the current marker. The round counter is set to one.
    • Reset Encounter...
      Reset the current encounter. A dialog is displayed asking if player combatants, NPC combatants and/or timers should be removed from the encounter. All remaining combatants and timer keep their current initiative. The current marker is placed on the first item in initiative order. If phases are enabled and a starting phase is given in the game settings then the first item in that phase gets the current marker. The round counter is reset to one.
    • Move Up a Phase
      If phases are not enabled move the selected item up one place in initiative order. The item's initiative is modified to be the same as the item above it. If the item is the first item in inititive order then this option is disabled. If phases are enabled move the combatant from the phase that it is in to the phase just above it. The combatant moved is placed in the new phase according to its value of the phase sorting property as defined by the game settings. The combatant is removed from the original phase. If the selected combatant is already in the first phase, or if the seleted item is a phase or timer, then this option is disabled. The text in italics is only displayed when phases are enabled.
    • Move Down aPhase
      If phases are not enabled move the selected item down one place in initiative order. The item's initiative is modified to be the same as the item below it. If the item is the last item in inititive order then this option is disabled. If phases are enabled move the combatant from the phase that it is in to the phase just below it. The combatant moved is placed in the new phase according to its value of the phase sorting property as defined by the game settings. The combatant is removed from the original phase. If the selected combatant is already in the 'Other Combatants' phase, or if the seleted item is a phase or timer, then this option is disabled. The text in italics is only displayed when phases are enabled.
    • Add Group...
      Add the combatants defined in a group to the encounter. If phases are not enabled the new combatants will be asssigned the initiative of and placed above the selected item. If no item is selected they will be assigned the initiative of and placed above the current item. Otherwise they will be assigned the initiative of the last item and placed at the bottom of the encounter. If phases are enabled then the new combatants will be inserted into the 'Other Combatants' phase according to its value of the phase sorting property as defined by the game settings.
Any comments? Suggestions? Ideas?

EDIT: Changed Add Group mnemonic, Advance Many Rounds mnemonic because of conflict with toolbar accelerators.
Last edited by jay on Fri Feb 23, 2007 9:50 pm, edited 3 times in total.

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Post by Phergus »

This all looks good. The Move Up/Down A Phase operations, being of particular interest to me, as described should work exactly the way I need them to.

And you say there will be documentation!?! ;)

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Post by jay »

Phergus wrote:And you say there will be documentation!?! ;)
I was saying that I hope to make this the documentation, at least for the menus.

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Wait State Menu

Post by jay »

No changes to the wait state menu at all. I've just added it for my documentation :)
  • Wait State >
    This menu allows wait states to be set and cleared on combatants. It is only visible when one or more wait states are defined in the game settings and the view option that shows the wait states is selected. All of these options show up in the wait state toolbar at the bottom of the window. The wait state toolbar is only shown when the wait state menu is shown.
    • Go
      If phases are not enabled the selected combatant will have it's initiative changed to the current item's initiative. The combatant will be placed directly above the current item. The current wait state of the combatant will be cleared. If the selected item is a combatant that does not have a wait state or the selected item is a timer or phases are enabled then this option is disabled.
    • Remove Wait State
      The selected combatant will have its current wait state cleared, it will not be changed in any other way. If the selected item is a combatant without a wait state set or a timer or phase then this option is disabled.
    • 1 State Name
      Set the state on the currently selected combatant to be this state. If the currently selected item is not a combatant then these options will be disabled. There will be one option in this menu for each wait state defined in the game settings. The the first 9 wait states will be assigned a number from 1 to 9 which is used as the short cut key. Short cut keys are not assigned to the later wait states after the 9th.
Any comments? Suggestions? Ideas?
Last edited by jay on Fri Jan 05, 2007 1:55 pm, edited 1 time in total.

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Tools Menu

Post by jay »

This is a brand new menu for setting options and accessing other tools.
  • Tools >
    • Group Tool...
      Display the group tool window. If the window is already displayed, place it on top of all other windows.
    • Data Editor...
      Bring up the data editor tool window. If the window is already displayed, place it on top of all other windows. This is the tool used to edit the combatants file.
    • Start/Pause Stopwatch
      Start or pause the stop watch. The label and icon will change depending on whether the stop watch is running or not.
    • Reset Stopwatch
      Stop the stopwatch and reset it to 0:00
    • Options...
      Dialog for setting init tool options. These are things like the stopwatch settings. I could put the view settings here as well, if that seems like a good idea.
    • Game Settings...
      Display the game settings dialog. This dialog allows all of the games settings to edited and saved. It also allows the GM to switch settings for different games.
Any comments? Suggestions? Ideas?

EDIT: Added stopwatch functions. Updated game settings description to match functionality.
Last edited by jay on Fri Feb 23, 2007 10:00 pm, edited 2 times in total.

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Help Menu

Post by jay »

To be complete, here it is
  • Help >
    • Documentation...
      Show the documentation for init tool in a browser page.
    • Reset Init Tool...
      Reset Init Tool to it's default state. Clears the image cache and reloads the default settings and combatant lookup files.
    • About Init Tool...
      Show the about dialog for init tool.
EDIT: Adde Reset Init Tool option
Last edited by jay on Fri Feb 23, 2007 10:04 pm, edited 1 time in total.

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Post by Kepli »

Excellent job Jay :D 8)
Glad there are still people who value good documentation :wink:

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Post by Phergus »

Can't think of anything that I would want differently. Looking forward to the release.

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Post by jay »

The new menus are available in build 12. Just for fun I updated the group tool menus to be arranged the same way. Tell me if there are any problems.

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