安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






I'd be grateful for any help you could provide
Please remove it so that anyone who tries to make any other sheet and use it with one world doesn't end up having the same frustrations.
Thank you for the tool and have a nice day.
P.S. Make sure you delete all other objects with the same code as well as it does cross infect.
I had a question: Is there any way at all to have different fields react to each other's information..?
I think you may get where I'm going with this, but for example - I set my Strength to whatever, and then the sheet autopopulates the derived stats for to hit/damage bonus etc. based upon values I input elsewhere.
If this is possible, I 100% plan on making an insanely detailed AD&D 2e sheet with the help of your tool!
Remember: never save the table while disableSave = false until a sheet is 100% finished and ready to be used. 😊
Here is a Screenshot from the bug: https://imgur.com/a/Wsyga9q .
Thanks for Help!
The only problem I'm having is the background image (a PDF character sheet converted to PNG using an online tool) seems to look 'off' due to the lighting as I try it out in different scenes. Anybody got a fix for this?
Sometimes changing the default image causes the location tool to stop functioning.
The functionality to Lock/Unlock everything on the Character sheet, that you cant accidentaly change/something important.
Creator oft the code:
https://psteamcommunity.yuanyoumao.com/profiles/76561197984745835
https://psteamcommunity.yuanyoumao.com/app/286160/discussions/7/3317484899032468003/
In Fact its such a good function that maybe MrStump would want to implement it into the mod itself.
Here's the code: https://pastebin.com/zkwygaRs
Have fun Everyone :D
Also, it seems this only happens randomly. For instance, I made a copy of the sheet and the copy didn't revert but the original did.... which... why would that even make a difference??
If anybody can help, please let me know.
I'm using one big Textbox for Character Traits/Notes. So it happened that Players wanted to edit the field, click into which automatically marks all existing Text and then moved their Camera with 's'. And whoops, all the Text got replaced by an S.
Is there any way to prevent easy overwrites like that from happening? I'm able to rewind time, but I'm hesitant of doing that all the time.
updateSave()
before the last 'end' on the two blocks
---
function click_resetAll()
for i,data in ipairs(ref_buttonData.checkbox) do
data.state = false
self.editButton({index=i-1, label=""})
end
end
function click_resetSection()
for i,data in ipairs(ref_buttonData.checkbox) do
if i>=4 and i<=8 then
self.editButton({index=i-1, label=""})
data.state = false
end
end
end
I look back at the answers that had been given here and I report here the one that worked for me.
---
Make sure that after you enter all the text boxes, checkmarks and counters in LUA you change disableSave = true (towards the top) to disableSave = false. That's my only guess, if that's still true data won't be saved.
Otherwise I've just saved them as objects and pulled out the stack, I've never put them into boxes.
self.createInput({
input_function = funcName,
function_owner = self,
label = data.label,
alignment = data.alignment,
position = data.pos,
rotation = data.rot,
scale = buttonScale,
width = data.width,
height = (data.font_size*data.rows)+24,
font_size = data.font_size,
color = data.color,
font_color = data.font_color,
value = data.value,
And then the textbox should looke like this:
pos = {-0.026,0.1,1.474},
rot = {0,180,0}, -- change 180 for rotation
rows = 1,
width = 5000,
font_size = 800,
color = {1,1,1,0.4}, -- change 0.4 for opacity
font_color = {0,0,0,255},
scale = {0.1,0.1,0.1},
label = "Empty",
value = "",
alignment = 3