Junior Member
Join Date: Aug 2013
Posts: 14
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Hey,
Looking over the code, it appears (to me, at least) as though validation - that is, deciding whether I care how many character points have been spent, or abilities used, etc. before a character enters "Advances" rather than being just in initial creation - is spread over a lot of territory. I find myself hunting in a lot of places trying to find and either modify or rip out code to get validation working in a way that will function for Traveller (which, again, uses things a bit differently than most games out there owing to its character creation system.) Is there actually one place I can go to lay hands on the "control switches" for validation, or does that not exist? I ask because in hunting through "things_validation" it appears to have some of the stuff. "miscellaneous" has more. The tabs themselves have some. Does a central set of control variables, tags, or the like exist? KingFrog |
#1 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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Whether you can switch to advancement or not does not depend on whether all the other validation rules have been satisfied. The only thing that matters for that is the <canadvance> element in definition.def.
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#2 |
Junior Member
Join Date: Aug 2013
Posts: 14
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Ah, there it is. Thanks!
I presume, then, that the remaining validation code is in fact not centralized anywhere? It's not for this purpose, but I'd rather not have spurious messages and red tabs all over the place unless I really need them. |
#3 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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When I'm not sure where an error message is coming from, I usually find it by finding a text string in the error message itself that looks unique, and then text searching the whole set of files for that text.
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#4 |
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