Re: Equip management GUI
- --- In pcgen@y..., RageHeart <rageheart@w...> wrote:
> BTW: what exactly do the rules say about magic items on exoticcreatures?? ie. a hydra with 9 different Benificial necklaces
(granted not use activated ones.)
I'm fairly certain that all races (irrespective of the number of
appendages) get to wear the same number of magical items. Which
probably means that there must be some way to set the number of limbs
that can carry magical items.
- --- In pcgen@y..., Peter Kahle <pkahle@p...> wrote:
> One thing to watch out for, though, is how to move a container inthe
> right pane to another container in the right pane. If I remember,Drag &
> Drop didn't work inside of a tabbed pane when it was tried a whileback.
If nothing else, it can probably be handled via cut & paste.
Reasonably similar metaphor, and people are used to it.
> -----Original Message-----While it's true that D&D apparently doesn't work correctly, there are other
> From: Peter Kahle
> One thing to watch out for, though, is how to move a container
> in the right pane to another container in the right pane. If I
> remember, Drag & Drop didn't work inside of a tabbed pane when
> it was tried a while back.
ways to accomplish the same thing, without much loss in ease of use.
One way may be a method similar to cut and paste in other applications:
right click the item that is to be moved, choose "Move this item" from the
context menu that pops up, then right click the item it's to be moved into
and choose "Move here" from that context menu.
Another might be two arrows next to the pane, which when clicked, move the
highlighted item up or down in the tree.
Drag & Drop is nice, but it's not the only way to skin that displacer beast.
- Mark Hulsman wrote:
> > Also, what about characters with nonstandard limbs, 4 arms (Xill) or 4Is a location also required for the equipment item. For example,
> legs (Centaur), if you hard code for strictly humanoid you leave out
> possible character combinations.
> Absolutely nothing on this tab will be hardcoded. All the available slots
> will be defined ina lst file and the same file will define the number of
> slots the default humanoid has. Then the races can change around the
> to match. SO 4 armed, 2 headed 8 legged will be perfectly fine and
> all the
> slots on the tab will be dynamically generated.
The problem here is that it is hard to know in advance what locations will be available.