Thread: PFRPG Extraplanar Containers
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September 27th, 2024, 07:30 #211
Still have the same issues with the version located here: https://github.com/bmos/FG-CoreRPG-E...ases/tag/v1.212024-09-27_0-31-18.png
Playing since 1983, DM since 1985, FGC Full License, FGU Ultimate License.
Currently GMing:
* OSRIC AD&D (1st Edition) (Sunday)
* D&D 5e (Monday)
* OSRIC AD&D (1st Edition) (Tuesday)
7+ years of gaming via FG
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October 1st, 2024, 05:06 #212
Tested with many extensions, and with only this one alone. The same behavior is observed. (v. 1.21 from GitHub)
With this extension loaded...
1. Create a Container entry in the PC inventory
2. Add an Item to the PC inventory and add the ContainerName to the Location field
3. Double click the Container to collapse it
- This does collapse it, and adds a [+] to the Container's name.
- Double-click again to expand the container, and the [+] is removed
- This moves the location (makes sense, it always did...resorting alphabetically with the [+] and without.
Only, here's the issue I'm seeing:
- For this example, I am using 0. ACTION ONLY (bag) (where I store an Improvised Weapon, Unarmed Attack, and Shield Bash item - so they appear in the Weapon List for the character. Though the same happens in more traditional containers too.
1. I assign 0. ACTION ONLY (bag) as the location for the Shield Bash item
- The inventory UX successfully shifts the item from its purely alphabetical location, it appears under the 0. ACTION ONLY (bag) entry as desired.
2. I double-click the container to collapse it
- As note above, it amends the ContainerName with the [+] as if it were collapsed, but does not also amend the name for that entry in the Location column for assigned items.
- As such, the associated item is still looking (it appears) for the name without the [+] and does not "collapse into" the container. If memory serves, the [+] didn't get amended to the individual item entry locations in the past...my suspicion is that the sorting previously ignored the [+].
- If I manually add [+] to LocationName in the Location field for the item it will accurately sort it to be under and indented as "belonging" to the container...but it's still visible in the inventory list. It doesn't actually collapse or hide inventory.
I hope this helps.
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October 22nd, 2024, 22:05 #213
- Join Date
- Jul 2017
- Posts
- 8
If anyone has picked up the extension support. 2E is still having issues.
I can shoot over screen shots if so.
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January 14th, 2025, 17:52 #214
- Join Date
- Jan 2024
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- 1
Hi, is this still being supported? I'm completely new to FGU and these extensions so please forgive me if i've missed something but I've got an issue when using with 2e. I get multiple errors when I open any inventory item, such as:
[ERROR] window: Control (internal_length) anchoring to an undefined control (contentanchor) in windowclass (item_main)
The bracketed part (internal_length) is the only difference in each line of the error log. It has multiple lines including (capacityweight), (limits_label) etc
It is working ok ie: anything put into a bag of holding has zero weight but I get these errors every time I open an item which isn't ideal
Also the MAX capacity box is in the wrong place - it appears top left in the inventory description instead of next to the weight box
Any help would be greatly appreciated
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January 18th, 2025, 18:24 #215My extensions for 3.5e and Pathfinder
Bug reports please here
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January 20th, 2025, 19:36 #216Never violate a woman, nor harm a child. Give aid to those in need when you are able. Never follow thoughts of gain into the pursuit of evil, and never hesitate to kill the villain while you have the chance.
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January 21st, 2025, 16:58 #217
- Join Date
- Apr 2020
- Posts
- 278
He's stating that since the creator is no longer active and maintaining it, if people want it to stay functioning, then a community member would need to step up and take over maintaining it. If no one does, then it dies on the vine as the code base gets further away from functioning. If someone does not, my recommendation would be to seek out if there is an alternate extension that covers the need.
I appreciate the work that Bmos has done over the years, as well as all of the other developers whether they released a free extension or a paid extension. Thank you for taking us along with your hard work and time you spent on creating something to make all of our lives better.
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January 21st, 2025, 17:28 #218
- Join Date
- Jul 2017
- Posts
- 8
Support
Agreed, although I have stopped buying extensions or counting on the free ones simply because they all seem to get dropped at some point.
Nothing against those who produce them as life always moves forwards and it is understandable.
Sadly, I don't have the skills to support an extension and don't want to waste time on them.
ie: in this case all the items I added in the dimensions too etc.
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January 21st, 2025, 19:45 #219
This is true of ALL software. As a person that started using computers when they first came out, trust Me, nothing lasts even one standard human lifetime.
BUT, to that point, wouldn't it be great if Smiteworks had the resources to incorporate every useful mod into FGU? Just fantasizing.
I too have dropped many mods and have stopped looking at buying mods from nearly everyone with the exception of Mad Nomad.Never violate a woman, nor harm a child. Give aid to those in need when you are able. Never follow thoughts of gain into the pursuit of evil, and never hesitate to kill the villain while you have the chance.
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January 21st, 2025, 20:14 #220
I don't know how to script LUA, but I've been relying on ChatGPT (I know, I know) to try to help re-make a new version - not just using BMOS' code. I've been working on it bit by bit since late August. It is SLOW going. But, I have user stories I made to try to plot it out in stages. I still haven't gotten it to actually open/close a container - which has been infuriating (as, at least for me, the Bmos one stopped doing that in 5E with the major update to D&D 2024 back in August).
I DO have it up to a point where I can replace the "count" for an item that is a container with a toggle box (the same button as used for Inspiration, Death Saves, or Attunement). Once (if ever) I get it to open/close the containers, I have plans to (for example):
(a) address orphaned items (if a container item is deleted while closed)
(b) address capacity calculations (so a magic container is handled for encumbrance properly)
(c) ensure it plays-nice with Farrato's smooth-as-silk Winnowing Pursuit (I looked at that scripting and was amazed at how much cleaner it is than mine! haha)
(d) address adding and removing containers so the player doesn't have to leave the Inventory Tab to get it to recognize new containers and/or deleted containers (and thus possible orphaned items)
(e) recursive testing so it supports nested containers (so it recognizes and sends a chat alert if a magic container is inside a magic container)
Of course, because I don't know what I'm doing, it's VERY slow going - and ChatGPT has encouraged me to "talk to a professional" when I yell at it for getting into troubleshooting loops. *shrug*
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