Gheezer wrote:Yeah I changed the code so that now if an item is invalid it will still show but will be empty or false depending on the data type. The isvalid check must be catching the effects too.
The DynamicData code is still a work in progress and I still have at least one change planned. Each data item may have more than one value and I am planning on returning more data for each item.
Some of the possible data returned could be tooltip text, text, color, boolean, long, progress%, etc...
Once I have it all worked out I will let everyone know the new properties.
I have tried each of the following:
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oEffect(x,1).Value (not equal) ""
oEffect(x,1).IsValid
oEffect(x,1).Value.IsValid
IsNumber(oEffect(x,1).Value)
NOT IsNull(oEffect(x,1).Value)
... combined with the comparison:
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AND oEffect(x,1).Value (greaterthan) 0
(I also tried Cint(oEffect(x,1).Value) ... causes error if there is no effect.)
All of these appear to always return TRUE even though there may be no actual effect in there (when I display the .Value in a string between two colons, it is zero spaces).
I find it odd that if I add up all the players' effect values:
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for x = 1 to 6
tmpflag = tmpflag + oEffect(x,1).Value
next
... that the total of tmpflag will not be greater than zero if no one has effects, and will be greater than zero if someone has effects. In other words, this part still works properly, so it is still finding accurate and appropriate data in there. Ergo I don't understand why none of my efforts to ferrett out a valid value have worked.
Well, last release this dynamicdataitem.value returned the value 'zero' and everything worked great. Can you revert back to having it return the value 'zero'? Or do you have other suggestions?
Thanks Gheez!!