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Duggan
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Volunteer Data File Contributor
 
Join Date: Nov 2009
Posts: 1,502

Old September 11th, 2017, 02:45 PM
This is one of those nice-to-have things because I'm doing a lot of fiddling to find the best approach, but currently I basically have the same code for editable fields for the Race, Background, and Command Package tabs because all three allow for addition of a set of choices for a bonus, automatic specialties, and individual skill bonuses (and eventually penalties). Currently, every time I fix one, as I learn a better way to handle it, I have to copy and paste that code to each location. It strikes me that there ought to be a better way.

Here is an example of one of the more complicated (such as they go) editor entries:
Code:
<inputthing
      name="Skill Bonus Choices"
      helptext="Add one or more skill bonus choices that the characters of this race can pick.">
      <it_bootcustom compset="cmpsetSB">
        <match>thingid.fRPlusSk</match>
        <inputthing
          name="Skills"
          helptext="Pick the skills that can be chosen for this bonus.">
          <it_taglist group="Skill" tag="?" dynamic="no"/>
          </inputthing>
          
        <inputthing
          name="Skill Types"
          helptext="Pick the skill types that can be chosen for this bonus.">
          <it_taglist group="Skills" tag="?" dynamic="no"/>
          </inputthing>
          
        <inputthing
          name="Bonus"
          helptext="Pick the bonus value.">
          <it_tagpick group="Bonus" tag="?" dynamic="no"/>
          </inputthing>
          
        </it_bootcustom>
      </inputthing>
    </editthing>
The only difference in the three times it appears in editor.dat is the helptext (and honestly, I could just make that less specific and use the same generic text for all three).
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