Skeleton File Changes V3.1: Difference between revisions

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{{context|Kit Reference|Skeleton Data File Revision History}}
{{context|Kit Reference|Skeleton Data File Revision History}}


===File: "actor.str"===
===File: "definition.def"===


Line 163: Change the reference to the "trtLeft" field to "trtUser".
Line 24: Eliminate the "manualroot" attribute so that the manual location uses the default.


Line 221: Replace the Eval script with the revised script below.
Line 46: Replace the "required" attribute with "3.1" instead of "3.0".


<pre>
===File: "tags.1st"===
<eval index="1" phase="Final" priority="1000"><![CDATA[
  ~if no damage has been incurred, assign a tag to indicate that state
  if (field[acHPNow].value >= field[acHPMax].value) then
    perform hero.assign[Hero.NoDamage]
 
  ~if the hero is dead or otherwise out of combat, indicate that state
  elseif (field[acHPNow].value = 0) then
    perform hero.assign[Hero.Dead]
    endif
  ]]></eval>
</pre>


===File: "advancement.core"===
===File: "advancement.core"===
Line 350: Line 339:
</pre>
</pre>


===File: "definition.def"===
===File: "actor.str"===
 
Line 163: Change the reference to the "trtLeft" field to "trtUser".
 
Line 221: Replace the Eval script with the revised script below.
 
<pre>
<eval index="1" phase="Final" priority="1000"><![CDATA[
  ~if no damage has been incurred, assign a tag to indicate that state
  if (field[acHPNow].value >= field[acHPMax].value) then
    perform hero.assign[Hero.NoDamage]
 
  ~if the hero is dead or otherwise out of combat, indicate that state
  elseif (field[acHPNow].value = 0) then
    perform hero.assign[Hero.Dead]
    endif
  ]]></eval>
</pre>
 
===File: "equipment.str"===
 
===File: "miscellaneous.str"===
 
===File: "traits.str"===


Line 24: Eliminate the "manualroot" attribute so that the manual location uses the default.
===File: "styles_output.aug"===


Line 46: Replace the "required" attribute with "3.1" instead of "3.0".
===File: "styles_ui.aug"===


===Next===
===Next===

Revision as of 05:34, 19 February 2009

Context: HL Kit &#133; Kit Reference &#133; Skeleton Data File Revision History 

File: "definition.def"

Line 24: Eliminate the "manualroot" attribute so that the manual location uses the default.

Line 46: Replace the "required" attribute with "3.1" instead of "3.0".

File: "tags.1st"

File: "advancement.core"

Line 19: Added the "Notation" tag shown below.

<value id="Notation"/>

Line 160: Insert new logic to handle notation advancements at the start of the Eval script, as shown below.

~if this advancement has an annotation, there is no user-selection, so build
~the name from our pieces and we're done
if (tagis[Advance.Notation] <> 0) then
  perform gizmo.child[advDetails].setfocus
  field[livename].text = field[name].text & ": " & focus.field[advUser].text
  done
  endif

File: "components.core"

Line 273: Change the reference to the "component.Ability" tag to "component.shortname".

Line 278: Change the reference to the "component.Ability" tag to "component.shortname".

Line 283: Insert the code below to use the standard name if no short name is defined.

~if we don't have a short name, just use the regular name
if (empty(short) <> 0) then
  short = name
  endif

Line 337: Insert the new "UserSelect" component definition that is provided below.

<component
  id="UserSelect"
  name="User Selection">

  <!-- Text to display with the checkbox
        NOTE! If this field is empty, it means NO checkbox is shown for the pick.
  -->
  <field
    id="usrChkText"
    name="Checkbox Text"
    type="derived"
    maxlength="100">
    </field>

  <!-- Indicates whether the checkbox is selected is not -->
  <field
    id="usrIsCheck"
    name="Checked?"
    type="user"
    minvalue="0"
    maxvalue="1">
    </field>

  <!--  Label associated with the first thing-based menu -->
  <field
    id="usrLabel1"
    name="Thing Menu Label #1"
    type="static"
    maxlength="50">
    </field>

  <!-- Tracks the first selection made when a menu choice is required -->
  <field
    id="usrChosen1"
    name="Chosen Thing / Pick #1"
    type="user"
    style="menu">
    </field>

  <!-- Candidate tagexpr used to determine which picks/things are shown in menu #1
        NOTE! If this field is empty, it means NO first menu is shown for the pick.
  -->
  <field
    id="usrCandid1"
    name="Candidate TagExpr for Menu #1"
    type="derived"
    maxlength="1000"
    defvalue="">
    </field>

  <!-- Source to pull choices from within menu #1 -->
  <field
    id="usrSource1"
    name="Source for Menu #1 Choices"
    type="derived">
    <!-- Determine the source to choose from based on the tag, defaulting to "Hero" -->
    <calculate phase="Render" priority="10000"><![CDATA[
      if (tagis[ChooseSrc1.Thing] <> 0) then
        @value = 0
      elseif (tagis[ChooseSrc1.Container] <> 0) then
        @value = 1
      elseif (tagis[ChooseSrc1.Hero] <> 0) then
        @value = 2
      else
        @value = 2
        endif
      ]]></calculate>
    </field>

  <!--  Label associated with the second thing-based menu -->
  <field
    id="usrLabel2"
    name="Thing Menu Label #2"
    type="static"
    maxlength="50">
    </field>

  <!-- Tracks the second selection made when a menu choice is required -->
  <field
    id="usrChosen2"
    name="Chosen Thing / Pick #2"
    type="user"
    style="menu">
    </field>

  <!-- Candidate tagexpr used to determine which picks/things are shown in menu #2
        NOTE! If this field is empty, it means NO second menu is shown for the pick.
  -->
  <field
    id="usrCandid2"
    name="Candidate TagExpr for Menu #2"
    type="derived"
    maxlength="1000"
    defvalue="">
    </field>

  <!-- Source to pull choices from within menu #2 -->
  <field
    id="usrSource2"
    name="Source for Menu #2 Choices"
    type="derived">
    <!-- Determine the source to choose from based on the tag, defaulting to "Hero" -->
    <calculate phase="Render" priority="10000"><![CDATA[
      if (tagis[ChooseSrc2.Thing] <> 0) then
        @value = 0
      elseif (tagis[ChooseSrc2.Container] <> 0) then
        @value = 1
      elseif (tagis[ChooseSrc2.Hero] <> 0) then
        @value = 2
      else
        @value = 2
        endif
      ]]></calculate>
    </field>

  <!--  Label associated with the array-based menu -->
  <field
    id="usrLabelAr"
    name="Array Menu Label"
    type="static"
    maxlength="50">
    </field>

  <!-- Array of text items user can select from
        NOTE! If the 0th element is empty, it means NO menu is shown for the pick.
  -->
  <field
    id="usrArray"
    name="Array of Items to Choose"
    type="derived"
    style="array"
    arrayrows="10"
    maxlength="30">
    </field>

  <!-- Item selected from the array -->
  <field
    id="usrSelect"
    name="Selected Item in Array"
    type="user"
    maxlength="30">
    </field>

  <!-- Initialize the current array-based selection from the array if not defined -->
  <creation><![CDATA[
    if (empty(field[usrArray].arraytext[0]) = 0) then
      if (field[usrSelect].isempty <> 0) then
        field[usrSelect].text = field[usrArray].arraytext[0]
        endif
      endif
    ]]></creation>

  <!-- Integrate the various user selections into the name of the pick
        NOTE! Must be scheduled after the "shortname" field is synthesized at Render/100.
  -->
  <eval index="1" phase="Render" priority="500"><![CDATA[
    ~if we're not supposed to auto-amend the name for this pick, we're done
    if (tagis[User.NoAutoName] <> 0) then
      done
      endif

    ~if we have thing-based menus, determine the text to append to the name
    var choices as string
    if (field[usrCandid1].isempty = 0) then
      if (field[usrChosen1].ischosen <> 0) then
        choices = field[usrChosen1].chosen.field[name].text
      else
        choices = "-Choose-"
        endif
      if (field[usrChosen2].ischosen <> 0) then
        choices &= ", " & field[usrChosen2].chosen.field[name].text
        endif

    ~if we have an array-based menu, determine the text to append
    elseif (empty(field[usrArray].arraytext[0]) = 0) then
      choices = field[usrSelect].text

    ~if we have a selected checkbox, determine the text to append
    elseif (field[usrChkText].isempty = 0) then
      if (field[usrIsCheck].value <> 0) then
        choices = field[usrChkText].text
        endif
      endif

    ~if we have no text to append, we're done
    if (empty(choices) <> 0) then
      done
      endif

    ~add the selection to both the livename and shortname (if present) fields
    field[livename].text = field[name].text & ": " & choices
    if (tagis[component.shortname] <> 0) then
      field[shortname].text &= " (" & choices & ")"
      endif
    ]]></eval>

  <!-- Report a validation error if no selection has been made for a menu selection -->
  <evalrule phase="Validate" priority="10000" message="You must choose an option" summary="Choose!"><![CDATA[
    ~determine the number of menus that NEED selection
    ~Note: Remember that a non-empty tagexpr field indicates menu selection is used.
    var needed as number
    needed = !field[usrCandid1].isempty + !field[usrCandid2].isempty
    needed += !empty(field[usrArray].arraytext[0])

    ~determine the number of menus that HAVE selections
    var actual as number
    if (field[usrCandid1].isempty = 0) then
      actual += field[usrChosen1].ischosen
      endif
    if (field[usrCandid2].isempty = 0) then
      actual += field[usrChosen2].ischosen
      endif
    if (field[usrSelect].isempty = 0) then
      actual += 1
      endif

    ~if the user has chosen something whenever required, we're valid
    if (actual >= needed) then
      @valid = 1
      done
      endif

    ~mark any associated tab as invalid
    if (ispanel <> 0) then
      linkvalid = 0
      endif
    ]]></evalrule>

  </component>

Line 400: Add the new Eval script below to the "Domain" component.

<eval index="1" phase="Render" priority="500"><![CDATA[
  ~if we don't need a domain, there's nothing to do
  if (tagis[User.NeedDomain] = 0) then
    done
    endif

  ~if we're not supposed to auto-amend the name for this pick, we're done
  if (tagis[User.NoAutoName] <> 0) then
    done
    endif

  ~if we don't have a domain, use a placeholder for it
  var domain as string
  if (field[domDomain].isempty = 0) then
    domain = field[domDomain].text
  else
    domain = "????"
    endif

  ~add the domain to both the livename and shortname (if present) fields
  field[livename].text = field[name].text & ": " & domain
  if (tagis[component.shortname] <> 0) then
    field[shortname].text &= " (" & domain & ")"
    endif
  ]]></eval>

Line 401: Replace the original Eval script with the new one shown below.

<evalrule index="1" phase="Validate" priority="9000" message="????"><![CDATA[
  ~if no domain is needed or the domain is specified, we're valid
  if (tagis[User.NeedDomain] = 0) then
    @valid = 1
  elseif (field[domDomain].isempty = 0) then
    @valid = 1
    endif

  ~if we're valid, get out of here
  if (@valid <> 0) then
    done
    endif

  ~if we have a linked panel, flag it as invalid
  if (ispanel <> 0) then
    linkvalid = 0
    endif

  ~synthesize an appropriate message using the correct domain term
  var term as string
  term = tagnames[DomainTerm.?]
  if (empty(term) <> 0) then
    term = "Domain"
    endif
  @message = term & " must be specified"
  ]]></evalrule>

File: "actor.str"

Line 163: Change the reference to the "trtLeft" field to "trtUser".

Line 221: Replace the Eval script with the revised script below.

<eval index="1" phase="Final" priority="1000"><![CDATA[
  ~if no damage has been incurred, assign a tag to indicate that state
  if (field[acHPNow].value >= field[acHPMax].value) then
    perform hero.assign[Hero.NoDamage]

  ~if the hero is dead or otherwise out of combat, indicate that state
  elseif (field[acHPNow].value = 0) then
    perform hero.assign[Hero.Dead]
    endif
  ]]></eval>

File: "equipment.str"

File: "miscellaneous.str"

File: "traits.str"

File: "styles_output.aug"

File: "styles_ui.aug"

Next