Thread: PFRPG Ammunition Manager
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April 29th, 2024, 12:16 #531
This is because of the name of your ammunition item which does not match what I saw as the 'standard format' used in official module conversions:
Screenshot from 2024-04-29 07-19-56.png
I pushed a fix for the script error but think it needs some more testing to ensure the item name is preserved correctly when formatted as you have it.Last edited by bmos; April 29th, 2024 at 12:21.
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August 24th, 2024, 21:12 #532
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[8/24/2024 1:10:40 PM] [ERROR] Script execution error: [string "FG-Ammunition-Manager:..pts/ammo_weapon.lua"]:43: attempt to index global 'ammopicker' (a nil value)
Getting three instances of this whenever the actions tab on the mini character sheet is opened.
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September 4th, 2024, 13:37 #533
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September 26th, 2024, 12:21 #534
False alarm.
Last edited by BushViper; September 28th, 2024 at 21:41.
lol/no
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October 11th, 2024, 03:17 #535
First, I'm hoping bmos is still doing well out there.
Second, I acknowledge I'm in over my depth - but I'm trying to grow. (LOLOLOL)
As others are probably aware, this extension throws an error...or Warning.
[WARNING] window: Anchored static height ignored for control (ammopicker) in windowclass (char_weapon)
It throws it A LOT. But in D&D 5E is appears to work, and one can ignore the console error. But, the Ammo Quantity and Selected Ammo name are misaligned on the Actions Tab.
Fortunately, bmos has (a) included a License that says we can muck about in there and learn from their past effort, and (b) included all the files (I think they're all?) on github - so while it appears the extension loads in the Vault, I went and made the documents locally based on copy/paste from github and it seems to work - albeit with the Warning and misalignment.
Now, I think (and expect I'm wrong) that this is related to the LENGTHY discussion SilentRuin and everyone were having with JD and Teddy about the 2024 "anchors" which I kinda followed but couldn't explain to a 5 year old (and probably don't really get anyway). But...I found in the 5e_record_char_weapon.xml file makes a reference to windowclass name="char_weapon"
Am I seeing this correctly, that THIS is where the hiccup is happening? And if so, am I going down the right rabbit hole in thinking "char_weapon" is what changed? Like...it's called something else now? Or should I let Fiver and Hazel do their business and just let the cat eat me in the farm yard?
Code:<windowclass name="char_weapon" merge="join"> <script file="campaign/scripts/5e_char_weapon.lua" /> <sheetdata> <buttonfield name="isloaded" source="ammunitionmanager.isloaded"> <anchored width="27" height="10"> <top parent="name" anchor="bottom" offset="11" /> <left offset="2" /> </anchored> <state icon="button_load" tooltipres="tooltip_actions_unloaded" /> <state icon="button_unload" tooltipres="tooltip_actions_loaded" /> <default>0</default> <script file="campaign/scripts/ammo_isloaded.lua" /> </buttonfield> <label name="label_ammo"> <anchored> <left offset="125" /> </anchored> </label> <basicnumber name="maxammo"> <script file="common/scripts/number_crosslink_unlink.lua" /> </basicnumber> <combobox_ammo name="ammopicker" source="ammunitionmanager.ammopicker"> <anchored> <top parent="maxammo" anchor="top" offset="0" /> <bottom parent="maxammo" anchor="bottom" offset="2" /> <left parent="maxammo" anchor="right" offset="15" /> <right parent="attackframe" anchor="right" offset="0" /> </anchored> <itemsheetname><string /><field>subtype</field></itemsheetname> <itemsheetname><string /><field>type</field></itemsheetname> </combobox_ammo> </sheetdata> </windowclass> <windowclass name="char_weapon_editor" merge="join"> <placement> <size width="380" height="470" /> </placement> <sizelimits> <minimum width="380" height="470" /> <dynamic /> </sizelimits> </windowclass> <windowclass name="char_weapon_editor_main" merge="join"> <script file="campaign/scripts/char_weapon_editor_main.lua" /> <sheetdata> <subwindow name="weapon_ammo_subwindow" insertafter="header_damage"> <anchored> <top parent="columnanchor" anchor="bottom" relation="relative" offset="0" /> <left offset="-5" /> <right offset="2" /> </anchored> <class>weapon_ammo_subwindow</class> <activate /> </subwindow> </sheetdata> </windowclass>
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October 15th, 2024, 10:41 #536
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- Jul 2018
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In PF2, I can't get the LOAD button to show up. Is that function busted for anyone else?
bmos apparently left and is not able to update this, I'm not too familiar with devs and extensions and the forums here. Is someone else taking over? Is there a replacement extension that I should look into?
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October 16th, 2024, 03:57 #537
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- May 2020
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is anyone currently developing or making fixes for this extension anymore.
i know Bmos is not able to and we have a github of the extension.
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February 5th, 2025, 20:02 #538
Looks like on TEST this is busted. As no one has picked it up so, I thought I would give everyone a heads up that way you can get a replacement in place before TEST goes live.
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February 11th, 2025, 18:49 #539
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Moon Wizard is currently working on a built-in solution around this (so expected across multiple rulesets). No ETA on release yet, but it is being actively worked on.
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February 13th, 2025, 02:49 #540My First Mod PFRPG - Feats Extended, focusing on PF1e Feats and Racial Traits automation. It is open to community assistance Here is the forum Link.
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