ID:1920022
 
Resolved
Maptext was not parsed properly.
BYOND Version:508
Operating System:Windows 10 Home 64-bit
Web Browser:Chrome 44.0.2403.155
Applies to:Webclient
Status: Resolved (508.1297)

This issue has been resolved.
Descriptive Problem Summary:
v508.1289 host:


v508.1296 host:


It appears the fonts are acting a bit funny in the web client.

Code Snippet (if applicable) to Reproduce Problem:
obj
StatTooltip
icon = 'tooltip.dmi'
layer = TEXT_LAYER

descriptionBox
screen_loc = "CENTER:16,SOUTH+4"
var/statName = ""
var/description = ""
New()
BuildDescFrame(6, 3, FRAME_LAYER+2, -8, -8, src.statName, src.description)

vitDescBox
statName = "Vitality"
description = "Your character's maximum health. Each point increases health by 224."
melDescBox
statName = "Melee"
description = "Increases damage output dealt by basic melee and melee spells."
agiDescBox
statName = "Agility"
description = "One point boosts dodge rate by 0.15%, basic melee speed by 2.5%, crit rate by 0.25%, and reduces spell cooldowns by 0.13%."
mcDescBox
statName = "Magic Capacity"
description = "Mana used to cast spells. Around 70 mana capacity is a good number depending on your build!"
mdDescBox
statName = "Magic Damage"
description = "The damage dealt by spells. Abilities in the 'melee' tree do not deal magic damage."


//This is here in case we want to customize the look of the description box instead of using the hint boxes icons.
proc
BuildDescFrame(width, height, L = FRAME_LAYER+1, offx, offy, type, text)
var/obj/I = new
I.icon='icons/interface/UI/frame_outline.dmi'
I.layer = L+1
I.maptext = "<font size=2><div align=top><b>[type]:</b> [text]</div></font>"
I.maptext_width = width*30
I.maptext_height = height*28
src.overlays+=I
I.maptext=null
I.layer = L
for(var/i=0, i<height, i++) //height
for(var/i2=0, i2<width, i2++) //width
I.icon_state = "middle2"
I.pixel_x = i2*32 +offx
I.pixel_y = i*32 +offy
src.overlays+=I
if(i2==0)
I.icon_state = "left"
I.pixel_x = i2*32 - 32 +offx
I.pixel_y = i*32 +offy
src.overlays+=I
else if(i2==width-1)
I.icon_state = "right"
I.pixel_x = i2*32 + 32 +offx
I.pixel_y = i*32 +offy
src.overlays+=I
if(i==0)
I.icon_state = "bottom"
I.pixel_x = i2*32 +offx
I.pixel_y = i*32-32 +offy
src.overlays+=I
else if(i==height-1)
I.icon_state = "top"
I.pixel_x = i2*32 +offx
I.pixel_y = i*32+32 +offy
src.overlays+=I


I.maptext = "<font size=2><div align=top><b>[type]:</b> [text]</div></font>" - This is where things go bad.

Something went wrong between these two versions. And whatever it was, it also screwed up many other things (e.g. look at the hotkey bar at the bottom) even more. Hopefully it's nothing too serious of a fix.
Can you distill this to a demo for me?
Lummox JR resolved issue with message:
Maptext was not parsed properly.