(BTW, we're aware that the default highlighting color is set black. We were tooling around with a planned feature and forgot to set it back XD In order to change it, just use the color well on the macro editor window. We'll get it fixed on the next release. Thanks.)
- Further improved the efficiency of memory usage. WYMMV, this covers most use and edge cases. Of course, testing it on your end would be best ;)
- Eradicated remaining JavaFX components in UI. Mote is now pure-Swing, resulting in faster package creation on our end.
A side-effect, however, is that the replacement controls are not as responsive e.g. image-related views may show the red question mark at times, due to the old image system. In situations like this, mousing-over, resizing, or panning, will force a refresh and may render the image properly.
For the most part, this is still a positive change.
- Requested: Apply button in the macro properties panel.
- Requested: Added new functions for math.int math.returnInt. See Mote wiki for more info on functionalities.
- Internal frames and dialogs now accept a JSON object as an argument, as opposed to just String Property Lists (SPL). The keys are the same as the ones used in the SPL. It's useful for the next item below...
- Completed our implementation of a better Handout system :D
We believe everyone will find it easy to use. Just add items under the Handouts tab in the Campaign Properties dialog. GMs can then use the Handouts Dialog to send these where they will. This dialog can be summoned either by using the button for it under Quick Actions (i.e. the receiving hand), or by hitting 'H' when the map is in focus.
Handouts in Mote come in the following versatile forms: Images, Audio, Macro Reference, and Text/HTML.
For Macros, you enter the name of the macro as ID. If multiple entries are found within the campaign, you will be prompted to choose which token is the correct macro host. Macro triggers have several obvious advantages. They're easier to setup than the usual script tricks, and since it's a remote invocation/client-side operation, it can cutback on over-the-network transmission loads, when figuring in things like Mote databases.
Macro triggers are a special case, owing to the nature of macros. While you can selectively invoke a macro on specified client ends, the macro should still be designed properly, if you wish only certain players to receive its output (e.g. client.tell function). If not, then the invoked macro will output as normal, to all clients, including yours. This handout is still a WIP, as macro output is a tangled-affair :))
For Text/HTML, this is sent straight to users. You get prompted to choose output location i.e. Chat/Macro output, Frame, or Dialog. Do note that we still use the old Swing-based HTML display i.e. just HTML 3.2. This is a handy bypass for coding and passing forms to players using MTScript. If you opt to output in a frame or dialog, you will be prompted to pass optional arguments for the new window handout.
As stated above, starting in 1.7, you can now pass a JSON object of window attributes as an argument. Please read guidelines on the creation of dialogs and frames from here, here, here, and here.
For audio, the prompt will be whether or not you want the recipient(s) to hear immediate playback, and if you desire the handout to persist in their audio managers (i.e. to let them hear it repeatedly).
For image-based handouts, you will be prompted to enter display width and height hints so that your players can have a nice view right away. If erroneous or no values are entered, the handout will resort to default values. Since the transmission of image files utilizes the same backend that distributes image assets, this operation might end up with the user seeing a question mark, instead of the image. When this happens, ask them to close this window, and resend the handout, until such time the image transfer, catches up.
Warning: For large files, like audio and images, do allow for enough time to propagate the files to connected clients!
Editing entries were left out since the process is very similar to creating a new one, and simplicity is the rule when dealing with handouts of multiple types. If you want to "edit" an entry, all you have to do is add a new one and make sure the ID you pass, is the same one you want to overwrrite. The internal mapping will take care of the rest.
While it is possible to make handouts on the fly during an active session, we advise that it would be best to prepare large-file handouts, beforehand. Transmission between clients is entirely dependent on everyone's connection, and may negatively impact playtime.
Last note: When selectively sending to clients, the member list window will pop up. In this context, it is awaiting your choices of recipients, in order to continue. Once you make your selections on the list, you have to close the window, to complete the transmission.
- More improvements to the update process.
- Added version info to cleaner & updater components.
- Improved Unicode fix for faster script execution.
- Added Math functions math.int and math.returnInt. See Mote wiki for more details.
- Minor UI conveniences (WIP) e.g. closing windows via escape, saving window positioning and sizing, etc. With regard to windows positions, since it was reset, some windows will appear on the top left.
Positioning them elsewhere will then start the tracking for preference.
- Applied text and background preferences to more UI components (WIP).
- Added a control to reset all blocking elements on the map. This can be found under the Map menu.
Do exercise caution in the use of this last-resort command. It will erase all blocks in play!
Note that dynamic blocking will resume anew, during set situations.
- A bit of improvement on FoW computations.
- Whispers (i.e. the /w roll option) now starts private messaging sessions. The initial whisper will still output to the message source's main channel.
- Tokens can now have multiple avatars/images associated to them. To add an image, use the token editor dialog.
There will be new buttons on the token image panel: 2 arrows to cycle and one to delete. The plus sign will both change the current image and store the new image for future use.
Script functions for this will come at a later time.
- We introduced modifier key confusion when we allowed for selection and moving of drawn objects. We moved Ctrl functionality to Alt and it conflicted with a higher "layer" of key events, which had Alt reserved for snapping to grid.
After deliberating and playing around with the tools a bit, we decided that snapping to the grid will now activate when the combination of Alt+Shift key, is held down.
Sorry for inconvenience everyone.
- Requested: Returned "vision" to NPC-type tokens. This is only useful for looking at NPC vision overlays to see the range of their "sight". NPCs still do not impact revealed Fog and other persisted visual information.
Please report any anomalies caused by this reversion. Thanks.
- Addressed an undiscovered old bug from early Mote (maybe MT as well) where token copies kept the same reference to inherent macro properties. This resulted in the updating of all same-name macros across all token clones, when one of these macro got changed.
- Math functions now return proper number format that parser recognizes.
- Initiative functions returning wrong values or functioning differently from expectations.
- Corrected more erroneous and missing entries in code completion. Updates reflected on Mote wiki.
- App Title in OS X.
- Numerous minor UI tweaks and fixes.