PDA

View Full Version : CoreRPG Coins Weight



bmos
March 21st, 2021, 14:40
This extension calculates coin weight and total monetary wealth via the inventory by creating an item whose weight and value are equivalent to all carried coins.

Extension Homepage, README, and Codebase (https://github.com/bmos/FG-PFRPG-Coins-Weight)
FantasyGrounds Forge (https://forge.fantasygrounds.com/shop/items/11/view)
Ext Files and Changelog (https://github.com/bmos/FG-PFRPG-Coins-Weight/releases)
License Information (https://github.com/bmos/FG-PFRPG-Coins-Weight/blob/master/LICENSE.md)
Bug Tracker and Suggestions (https://github.com/bmos/FG-PFRPG-Coins-Weight/issues)

To avoid my threads taking over the PF1e subforum, I publish most updates in my combo thread (https://www.fantasygrounds.com/forums/showthread.php?60308-bmos-extensions) (with only major updates in this individual thread which is primarily for discussion and bug reports). To ensure you're kept informed of future updates, either subscribe to that thread (for updates to all my extensions) or create a GitHub account and follow the specific repository of each extension you use. Or just check the releases linked in the first post of the thread periodically.

eporrini
March 21st, 2021, 16:58
When I loaded this and the extraplanar extension I immediately got an error opening the inventory sheet. It went away when I disabled the extension.

[3/21/2021 11:52:08 AM] MEASURE: LOAD - PART 2 - 29.5612707
[3/21/2021 11:53:03 AM] [WARNING] Frame tabs contains out-of-range values in BottomLeft.
[3/21/2021 11:53:23 AM] [ERROR] window: Control (coinamount1) anchoring to an undefined control (coinframe) in windowclass (charsheet_inventory)
[3/21/2021 11:53:23 AM] [ERROR] window: Control (coinamount1) anchoring to an undefined control (coinframe) in windowclass (charsheet_inventory)
[3/21/2021 11:53:59 AM] [ERROR] window: Control (coinamount1) anchoring to an undefined control (coinframe) in windowclass (charsheet_inventory)
[3/21/2021 11:53:59 AM] [ERROR] window: Control (coinamount1) anchoring to an undefined control (coinframe) in windowclass (charsheet_inventory)

bmos
March 21st, 2021, 17:38
When I loaded this and the extraplanar extension I immediately got an error opening the inventory sheet.What ruleset? I've tested it with 3.5E, CoreRPG, and PFRPG.
Also, are you using other extensions?

EDIT: If it's 5e, this is not compatible with 5e because the designer decided to not use the "coinframe" most other rulesets use from CoreRPG.

eporrini
March 21st, 2021, 18:42
What ruleset? I've tested it with 3.5E, CoreRPG, and PFRPG.
Also, are you using other extensions?

EDIT: If it's 5e, this is not compatible with 5e because the designer decided to not use the "coinframe" most other rulesets use from CoreRPG.

It’s 5e. Did not realize it was incompatible, I likely missed the call out on that. You may want to note that in bold right off in your post to avoid confusion. Thanks for the quick reply.

bmos
March 21st, 2021, 18:45
It’s 5e. Did not realize it was incompatible, I likely missed the call out on that. You may want to note that in bold right off in your post to avoid confusion. Thanks for the quick reply.The compatibility notice wasn't there when you downloaded it. I didn't know 5E had deleted that part of the character sheet and reimplemented it another way (for some reason).

EDIT: I have posted v1.1 (https://github.com/bmos/FG-CoreRPG-Coins-Weight/releases/tag/v1.1) which works for 5E also.

kevininrussia
March 21st, 2021, 22:30
Thanks for this! Works great with 4E. I added a few 4E rules specific changes.

bmos
March 22nd, 2021, 01:33
Thanks for this! Works great with 4E. I added a few 4E rules specific changes.
Cool! Want to share your version here?

kevininrussia
March 22nd, 2021, 02:07
Sure, how would I send you the file?

I put it here:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=45061&d=1616365622

bmos
March 22nd, 2021, 02:43
Sure, how would I send you the file?

I put it here:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=45061&d=1616365622Thanks, I'm working on a good way to integrate all the various denominations.

bmos
March 22nd, 2021, 22:32
I posted v1.2 (https://github.com/bmos/FG-CoreRPG-Coins-Weight/releases/tag/v1.2) today.
It now sets up the appropriate denominations for the detected ruleset on load.
PFRPG/3.5e, 4e, 5e.

If you use this extension with another ruleset, please post your ruleset name and what currencies it uses and I will include it as well :)

I've also included more info in the README (such as the fact that this provides an upgrade path for damned's 5e coin weight extension).

kevininrussia
March 22nd, 2021, 23:54
Thanks for this update for 4e!

bmos
March 23rd, 2021, 00:23
Thanks for this update for 4e!
Thanks for giving me the info I needed to add it :)
I noticed that the version you posted seems to contradict the weight listed in the Players Handbook for astral diamonds. Pg 212 says they weigh 10% of what coins way.
A coin is .02lb, so I have entered .002 as their weight (you had .01). If there's an errata or something that I'm missing please let me know.

kevininrussia
March 23rd, 2021, 00:31
Thanks for giving me the info I needed to add it :)
I noticed that the version you posted seems to contradict the weight listed in the Players Handbook for astral diamonds. Pg 212 says they weigh 10% of what coins way.
A coin is .02lb, so I have entered .002 as their weight (you had .01). If there's an errata or something that I'm missing please let me know.

Yours is correct. I was just guessing and was off by a large factor. :-)

Loaded your update and running great in 4e. Hopefully there will be other CoreRPG extensions coming. :-)

bmos
March 23rd, 2021, 13:37
Yours is correct. I was just guessing and was off by a large factor. :-)

Loaded your update and running great in 4e. Hopefully there will be other CoreRPG extensions coming. :-)Sort of. I just finished checking my Extraplanar Containers extension and it should be usable in CoreRPG also! I assume 4E has bags of holding, handy haversacks, etc?

kevininrussia
March 23rd, 2021, 17:36
Yep, 4e has all that.

I was looking at the Ammunition Manager. That extension would be very useful. The "Loaded" part wouldn't be needed unless its easier to keep in. :-)

The issue might be that 4e and maybe CoreRPG has the weapons all lumped together in the Combat tab and trying to anchor the elements in a different panel could be a pain.

https://i.imgur.com/Lrqty7q.png https://i.imgur.com/Z8wAd3i.png

bmos
March 23rd, 2021, 17:55
I was looking at the Ammunition Manager. The issue might be that 4e and maybe CoreRPG has the weapons all lumped together in the Combat tab and trying to anchor the elements in a different panel could be a pain.Actually no, that would be easy (https://www.fantasygrounds.com/forums/showthread.php?48917-Help-with-Extension-Multiple-RuleSet-Support&p=589175&viewfull=1#post589175). How does ammunition recovery work in 4E? Please respond in the Ammunition Manager thread (https://www.fantasygrounds.com/forums/showthread.php?61372-PFRPG-Loaded-Indicator).

nephranka
May 18th, 2021, 02:07
Ran into this issue. It looks like in 5e, the coin weight should be (65+29+13+17+13)/50 = 2.74 lbs but it is reading 1 lb (screen1)? But when I do 1000/50 = 20 it is correct (screen2). So maybe a summing or rounding error or both?

bmos
May 18th, 2021, 12:39
Ran into this issue. It looks like in 5e, the coin weight should be (65+29+13+17+13)/50 = 2.74 lbs but it is reading 1 lb (screen1)? But when I do 1000/50 = 20 it is correct (screen2). So maybe a summing or rounding error or both?thanks for the report. I'm working on a fix for this right now. I also have other small improvements I'll be including :)


EDIT:

Coins Weight (https://www.fantasygrounds.com/forums/showthread.php?67228-CoreRPG-Coins-Weight) v1.3 (https://github.com/bmos/FG-CoreRPG-Coins-Weight/releases/tag/v1.3)
* Lots of code cleanup, documentation improvements, and increased functionalization.
* Coin weights will now round to 3 decimal places if total weight is < 1lb, 2 decimal places if < 10lb, 1 decimal place if < 100lb, and whole numbers beyond 100lb. This maximizes weight accuracy without the inventory UI clipping the weight field.
* Fixed the rounding issue reported by nephranka (https://www.fantasygrounds.com/forums/showthread.php?67228-CoreRPG-Coins-Weight&p=601331&viewfull=1#post601331).
* Fix error in code to import second column coins from damned's coins weight extension and old versions of my total encumbrance extension.

nephranka
May 18th, 2021, 18:15
thanks for the report. I'm working on a fix for this right now. I also have other small improvements I'll be including :)


EDIT:

Thanks!

I will test it tonight.

nephranka
May 18th, 2021, 23:21
Tested and working good. Thanks.

mattekure
May 18th, 2021, 23:57
Any chance this extension could be made compatible with MadNomads Coin Manager? https://www.dmsguild.com/product/326459/Fantasy-Grounds-Mad-Nomads-Coin-Manager

With both loaded, it never creates the Coins item.

bmos
May 19th, 2021, 01:07
Any chance this extension could be made compatible with MadNomads Coin Manager? https://www.dmsguild.com/product/326459/Fantasy-Grounds-Mad-Nomads-Coin-Manager

With both loaded, it never creates the Coins item.
It sounds like that extension changes the database structure.
If you send me your db.xml I can take a look.

nephranka
May 19th, 2021, 01:08
Any chance this extension could be made compatible with MadNomads Coin Manager? https://www.dmsguild.com/product/326459/Fantasy-Grounds-Mad-Nomads-Coin-Manager

With both loaded, it never creates the Coins item.

I have the coin manager and it seems to be working for me. No issues.

mattekure
May 19th, 2021, 01:42
I have the coin manager and it seems to be working for me. No issues.

Interesting, I will do more testing on it. when I was testing it wouldn't create the Coins item. It may be due to a load order or something.

nephranka
May 19th, 2021, 02:03
Interesting, I will do more testing on it. when I was testing it wouldn't create the Coins item. It may be due to a load order or something.

I note that after you update a money field you have to click out of the box to see the updated values. Also, if there is a "coins" entry anywhere on the inventory sheet it might not create a new entry (I have not fully tested this issue yet, so just a thought).

bmos
May 19th, 2021, 02:16
I note that after you update a money field you have to click out of the box to see the updated values. Also, if there is a "coins" entry anyway on the inventory sheet it might not create a new entry (I have not fully tested this issue yet, so just a thought).both observations are correct! regarding the delay until you leave the box, you can also press escape or enter.

eriktedesco
May 23rd, 2021, 19:11
Any chance this extension could be made compatible with MadNomads Coin Manager? https://www.dmsguild.com/product/326459/Fantasy-Grounds-Mad-Nomads-Coin-Manager

With both loaded, it never creates the Coins item.

Hi BMOS, I'm experiencing the same situation as Mattekure. With MadNomad's Coin Manager and your extension loaded at the same time, the coin item is not created. If you need any file on my side, just ask!

bmos
May 23rd, 2021, 19:18
Hi BMOS, I'm experiencing the same situation as Mattekure. With MadNomad's Coin Manager and your extension loaded at the same time, the coin item is not created. If you need any file on my side, just ask!Just as when mattekure first reported that, I'd love to see a db.xml file so I can see how that extension saves its data. Since it's a paid extension for a ruleset I don't play, it's not likely I'll buy it just to do testing with, but with db.xml there is a good chance I will be able to fix the issue.

EDIT: Also are you using v1.3 and can you re-test using that if you aren't yet?

eriktedesco
May 23rd, 2021, 19:23
Hi Bmos, thank you very much for the prompt reply!

I have just left home but I'll send you the requested file as soon as I'm back.

Regarding the version, I downloaded the one linked to Download in the first entry of this thread. Is that the correct one?

bmos
May 23rd, 2021, 19:32
I have just left home but I'll send you the requested file as soon as I'm back.cool!


Regarding the version, I downloaded the one linked to Download in the first entry of this thread. Is that the correct one?It depends when you downloaded it ;)
That link goes to a list of versions with the most recent always at the top. v1.3 was released last week.

eriktedesco
May 23rd, 2021, 19:35
I downloaded it one hour ago, more or less :-)

eriktedesco
May 23rd, 2021, 21:46
Just as when mattekure first reported that, I'd love to see a db.xml file so I can see how that extension saves its data. Since it's a paid extension for a ruleset I don't play, it's not likely I'll buy it just to do testing with, but with db.xml there is a good chance I will be able to fix the issue.

EDIT: Also are you using v1.3 and can you re-test using that if you aren't yet?

Here the db.xml file47038

bmos
May 23rd, 2021, 22:09
Hi BMOS, I'm experiencing the same situation as Mattekure. With MadNomad's Coin Manager and your extension loaded at the same time, the coin item is not created. If you need any file on my side, just ask!

Is this a problem for all your characters or just some?

eriktedesco
May 23rd, 2021, 22:37
Is this a problem for all your characters or just some?

I have tested only a couple of PCs in the same campaign.

Tomorrow evening I will test further!

mattekure
May 24th, 2021, 02:07
bmos, I took a look and the two extensions are definitely conflicting. Basically both extensions are overwriting the charsheet_inventory_contents windowclass.

Looking at your extension, it seems that the only reason you are overwriting the class is to monitor the field for changes. Is that correct? The file just seems to be a series of onValueChanged functions. If thats the case, I think there may be another way to get that trigger without having to overwrite the windowclass at all. If in your coinweight.lua file, you set a DB handler to watch for each characters coin value for changes. You could monitor every coin change without overwriting the windowclass.

Something like this. (assuming 5e, but other than a name change it should be similar for others)



function onInit()
DB.addHandler("charsheet.*.coins.slot1.amount, "onUpdate", onCoinUpdate)
DB.addHandler("charsheet.*.coins.slot1.name, "onUpdate", onCoinUpdate)
DB.addHandler("charsheet.*.coins.slot2.amount, "onUpdate", onCoinUpdate)
DB.addHandler("charsheet.*.coins.slot2.name, "onUpdate", onCoinUpdate)
etc...
end

function onCoinUpdate(nodeUpdated)
--do your stuff here whenever a value gets updated. you can easily pull the parent nodes to get the charsheet or name of the coin type.
local nodeChar = nodeUpdated.getParent().getParent().getParent();
onCoinsValueChanged(nodeChar)
end

bmos
May 24th, 2021, 02:31
bmos, I took a look and the two extensions are definitely conflicting. Basically both extensions are overwriting the charsheet_inventory_contents windowclass.

Looking at your extension, it seems that the only reason you are overwriting the class is to monitor the field for changes. Is that correct? The file just seems to be a series of onValueChanged functions. If thats the case, I think there may be another way to get that trigger without having to overwrite the windowclass at all. If in your coinweight.lua file, you set a DB handler to watch for each characters coin value for changes. You could monitor every coin change without overwriting the windowclass.

Something like this. (assuming 5e, but other than a name change it should be similar for others)



function onInit()
DB.addHandler("charsheet.*.coins.slot1.amount, "onUpdate", onCoinUpdate)
DB.addHandler("charsheet.*.coins.slot1.name, "onUpdate", onCoinUpdate)
DB.addHandler("charsheet.*.coins.slot2.amount, "onUpdate", onCoinUpdate)
DB.addHandler("charsheet.*.coins.slot2.name, "onUpdate", onCoinUpdate)
etc...
end

function onCoinUpdate(nodeUpdated)
--do your stuff here whenever a value gets updated. you can easily pull the parent nodes to get the charsheet or name of the coin type.
local nodeChar = nodeUpdated.getParent().getParent().getParent();
onCoinsValueChanged(nodeChar)
end



Actually if you look at the history of the codebase that is how it once worked.
I moved it to the windowclass because I wanted to use the delaykeyupdate option to keep thing moving faster.
However since you say it's because of the windowclass I think I have a solution. What is the loadorder of that extension?

mattekure
May 24th, 2021, 02:36
it has no load order defined

bmos
May 24th, 2021, 11:12
it has no load order definedtry this build

EDIT: removed

mattekure
May 24th, 2021, 13:32
try this build

The new build did not work either. I have tried adjusting load order for both and trying all combinations, but nothing worked so far.

mech_romancer
June 7th, 2021, 14:54
Hi, how do i adjust the .coinweight.lua? i cant find it within my FG files and im assuming its within the compiled extension?

Cheers

bmos
June 7th, 2021, 23:46
Hi, how do i adjust the .coinweight.lua? i cant find it within my FG files and im assuming its within the compiled extension?

Cheersext files are secretly zip files ;)
open with 7zip or something and then you will see the contents.

mech_romancer
June 8th, 2021, 09:27
ext files are secretly zip files ;)
open with 7zip or something and then you will see the contents.


Well that makes a lot of sense XD, now one last question! Whats the syntax etc for having different denominations weigh different amounts?

bmos
June 8th, 2021, 10:59
Well that makes a lot of sense XD, now one last question! Whats the syntax etc for having different denominations weigh different amounts?
If you follow the link in the readme that goes to coinweight.lua, you'll see this:

if sRuleset == "3.5E" or sRuleset == "PFRPG" or sRuleset == "PFRPG2" then
-- aDenominations['mp'] = { ['nValue'] = 500, ['nWeight'] = .3 } -- Asgurgolas' Mithral Pieces (homebrew)
aDenominations['pp'] = { ['nValue'] = 10, ['nWeight'] = .02 }
aDenominations['gp'] = { ['nValue'] = 1, ['nWeight'] = .02 }
aDenominations['sp'] = { ['nValue'] = .1, ['nWeight'] = .02 }
aDenominations['cp'] = { ['nValue'] = .01, ['nWeight'] = .02 }
-- aDenominations['op'] = { ['nValue'] = 0, ['nWeight'] = .02 } -- Zygmunt Molotch (homebrew)
-- aDenominations['jp'] = { ['nValue'] = 0, ['nWeight'] = .02 } -- Zygmunt Molotch (homebrew)
elseif sRuleset == "5E" then
aDenominations['pp'] = { ['nValue'] = 10, ['nWeight'] = .02 }
aDenominations['gp'] = { ['nValue'] = 1, ['nWeight'] = .02 }
aDenominations['ep'] = { ['nValue'] = .5, ['nWeight'] = .02 }
aDenominations['sp'] = { ['nValue'] = .1, ['nWeight'] = .02 }
aDenominations['cp'] = { ['nValue'] = .01, ['nWeight'] = .02 }
elseif sRuleset == "4E" then
aDenominations['ad'] = { ['nValue'] = 10000, ['nWeight'] = .002 }
aDenominations['pp'] = { ['nValue'] = 100, ['nWeight'] = .02 }
aDenominations['gp'] = { ['nValue'] = 1, ['nWeight'] = .02 }
aDenominations['sp'] = { ['nValue'] = .1, ['nWeight'] = .02 }
aDenominations['cp'] = { ['nValue'] = .01, ['nWeight'] = .02 }
end
Just add a new line in the section for your ruleset or add a new "elseif" line with your ruleset name and then define your coin under it.

funfair91
July 4th, 2021, 19:58
Not to sure if this had been posted. But i am currently using v1.5 and when I import a character, it give this error.


[7/5/2021 2:57:56 AM] EXTENSION: Coin Weight v1.5:\rCalculates coin weight by leveraging the existing inventory weight process.
[7/5/2021 2:57:56 AM] MEASURE: LOAD - PART 2 - 1.1142007
[7/5/2021 2:58:03 AM] [ERROR] Handler error: [string "scripts/coinweight.lua"]:48: createChild: Invalid argument 1
[7/5/2021 2:58:03 AM] [ERROR] Handler error: [string "scripts/coinweight.lua"]:48: createChild: Invalid argument 1
[7/5/2021 2:58:03 AM] [ERROR] Handler error: [string "scripts/coinweight.lua"]:48: createChild: Invalid argument 1
[7/5/2021 2:58:03 AM] [ERROR] Handler error: [string "scripts/coinweight.lua"]:48: createChild: Invalid argument 1
[7/5/2021 2:58:03 AM] [ERROR] Handler error: [string "scripts/coinweight.lua"]:48: createChild: Invalid argument 1

bmos
July 4th, 2021, 20:52
Not to sure if this had been posted. But i am currently using v1.5 and when I import a character, it give this error.


[7/5/2021 2:57:56 AM] EXTENSION: Coin Weight v1.5:\rCalculates coin weight by leveraging the existing inventory weight process.
[7/5/2021 2:57:56 AM] MEASURE: LOAD - PART 2 - 1.1142007
[7/5/2021 2:58:03 AM] [ERROR] Handler error: [string "scripts/coinweight.lua"]:48: createChild: Invalid argument 1
[7/5/2021 2:58:03 AM] [ERROR] Handler error: [string "scripts/coinweight.lua"]:48: createChild: Invalid argument 1
[7/5/2021 2:58:03 AM] [ERROR] Handler error: [string "scripts/coinweight.lua"]:48: createChild: Invalid argument 1
[7/5/2021 2:58:03 AM] [ERROR] Handler error: [string "scripts/coinweight.lua"]:48: createChild: Invalid argument 1
[7/5/2021 2:58:03 AM] [ERROR] Handler error: [string "scripts/coinweight.lua"]:48: createChild: Invalid argument 1


try this build:
https://github.com/bmos/FG-CoreRPG-Coins-Weight/releases/tag/v1.6

funfair91
July 5th, 2021, 03:14
try this build:
https://github.com/bmos/FG-CoreRPG-Coins-Weight/releases/tag/v1.6

Thanks for the quick fix! Solved :)

bmos
July 21st, 2021, 18:06
I have added an ext file to the first post of this thread.
You can add this to your extensions directory and customize the included script to add your own custom denominations. These denominations will be preserved across updates to the Coin Weight extension.
If you need help with this, just ask.

RedFog17
July 21st, 2021, 22:36
Hey bmos, thanks for providing the ext to let us add our own denominations! I had some trouble getting it to work though, but I think I found the issue and it looks like it's just a small typo. In the extension's xml, the file designation for the script is currently set to "scripts/customcoinweightdenominations.lua.lua". Once I got rid of that extra ".lua" the extension started working properly.

bmos
July 21st, 2021, 23:12
Hey bmos, thanks for providing the ext to let us add our own denominations! I had some trouble getting it to work though, but I think I found the issue and it looks like it's just a small typo. In the extension's xml, the file designation for the script is currently set to "scripts/customcoinweightdenominations.lua.lua". Once I got rid of that extra ".lua" the extension started working properly.

Thank you!! I'll fix that after my game tonight.

EDIT: it should be fixed :)

Ghengis
December 15th, 2021, 05:06
Hi, I realize this thread is a bit old. See that you have allowed a way to customize for denominations. We are using 5E, and using Iron, Brass, Bronze (x2 weight), Silver, Gold, and Electrum. How do we go about adding weight for the Iron, Brass, and Bronze coins? Does it require a bit of coding?

bmos
December 15th, 2021, 13:26
Hi, I realize this thread is a bit old. See that you have allowed a way to customize for denominations. We are using 5E, and using Iron, Brass, Bronze (x2 weight), Silver, Gold, and Electrum. How do we go about adding weight for the Iron, Brass, and Bronze coins? Does it require a bit of coding?Hi!
All you have to do is download the "FG-CoreRPG-Coins-Weight-Custom-Denominations.ext" file attached to the first post of this thread.
Extract it (it's a zip file) to a folder with the same name and move it to your FG extensions directory.
Open the folder and the scripts subfolder and then open customcoinweightdenominations.lua (it's a text file).
In the section starting with "elseif sRuleset == "5E" then" you should add new lines for each custom currency. Such as:
CoinsWeight.aDenominations['brass'] = { ['nValue'] = 10, ['nWeight'] = .02 }
the number after nValue is how many gp that denomination is worth. the number after nWeight is how many pounds each coin weighs.
When you're done, save the file and load both extensions (coin weight and coin weight custom denominations) in FG.

mattekure
February 9th, 2022, 17:32
check the new developer notes. Coin weight is getting added to the ruleset natively.

https://www.fantasygrounds.com/forums/showthread.php?72555-Developer-Notes-2022-02-Ruleset-Updates

bmos
February 9th, 2022, 18:22
check the new developer notes. Coin weight is getting added to the ruleset natively.

https://www.fantasygrounds.com/forums/showthread.php?72555-Developer-Notes-2022-02-Ruleset-Updatesooh, interesting! thanks for pointing that out.

bmos
February 9th, 2022, 20:17
Coins Weight v2.0-rc.1 is now released on test channel:
https://github.com/bmos/FG-CoreRPG-Coins-Weight/releases/tag/v2.0-rc.1

I'll move the new build to the live channel when the new rulesets release.

nephranka
February 9th, 2022, 23:55
Coins Weight v2.0-rc.1 is now released on test channel:
https://github.com/bmos/FG-CoreRPG-Coins-Weight/releases/tag/v2.0-rc.1

I'll move the new build to the live channel when the new rulesets release.

Thanks for being so on top of it!

bmos
February 17th, 2022, 01:14
There is a new test build of Coin Weight for use with the latest test rulesets from SmiteWorks.
https://github.com/bmos/FG-CoreRPG-Coins-Weight/releases/tag/v2.0-rc.4


The March 2022 CoreRPG ruleset now includes coin weight natively. This extension now ties into that official UI and on/off option, but handles coin weight via an inventory item. This enables negating coin weight per-player. It also allows you to see the net value of all coins by opening up the item sheet for the coin item.
Better compatibility with theoretical rulesets that use different data structures/names for currency list.
Much more efficient searching for coin inventory item.
Coin inventory item can now be renamed to be anything.
Add support for rulesets that have multiple coin or item inventories per character.

Full Changelog: v1.8-hotfix.1...v2.0-rc.5 (https://github.com/bmos/FG-CoreRPG-Coins-Weight/compare/v1.8-hotfix.1...v2.0-rc.4)

bmos
February 20th, 2022, 21:59
New changes enabled by test channel enable this to work in Savage Worlds!
As of the upcoming CoreRPG update.

MrDDT
February 21st, 2022, 01:40
If we use custom denominations, will we still need the secondary ext for that?

bmos
February 21st, 2022, 01:59
If we use custom denominations, will we still need the secondary ext for that?No! Once the new update goes live the custom denomination ext file will no longer be needed.
Which is great, because that was confusing for some people.

MrDDT
February 21st, 2022, 02:05
No! Once the new update goes live the custom denomination ext file will no longer be needed.
Which is great, because that was confusing for some people.

Great to know, thanks.

eporrini
March 4th, 2022, 19:53
I've been using the old 5e coin weight extension that's been around forever (now defunct after the last update). What I liked about it was the it added two boxes per coin, one was for carried and the other was for not carried. Does this extension allow for a way to account for the fact that most party members will keep some amount of coin on their person, but may "stash away" the bulk of heavy coins somewhere (pack animal, party headquarters, etc...). The players like to have those coins still accounted for on their sheets.

bmos
March 4th, 2022, 20:17
I've been using the old 5e coin weight extension that's been around forever (now defunct after the last update). What I liked about it was the it added two boxes per coin, one was for carried and the other was for not carried. Does this extension allow for a way to account for the fact that most party members will keep some amount of coin on their person, but may "stash away" the bulk of heavy coins somewhere (pack animal, party headquarters, etc...). The players like to have those coins still accounted for on their sheets.I think that is best tracked in the Treasure notes field. While this extension does allow you to negate all coin weight, it would need pretty significant UI changes to do partial weight (and I didn't like the old UI with two number columns).

skorski
November 4th, 2022, 15:28
I have made edits to an older version of Coins Weight (1.8) to add a bank feature, similar to what eporrini describes. Instead of using an extra text field, you create extra items entirely with the word "bank" in it. The feature simply detects that string, and counts it as a separate total.

Technically, you can do this with the newish built-in coin weight feature, duplicate each coin denomination, add "bank" to their name, and set the weight to 0. The extension is still needed to count all the coins, I made it so the carried total shows in the inventory and the total amount shown in the notes for that inventory item.

If that sounds like a better way to provide that feature, I can work on integrating that into the latest version.

EX:
54993

bmos
November 4th, 2022, 17:24
Technically, you can do this with the newish built-in coin weight feature, duplicate each coin denomination, add "bank" to their name, and set the weight to 0. The extension is still needed to count all the coins, I made it so the carried total shows in the inventory and the total amount shown in the notes for that inventory item.I think this is the best solution since it allows people to use whatever notation they want like "gp horse" if they have money in saddlebags.
That's a great solution I hadn't thought of, and it still allows users to utilize the "total wealth" function if they want.

eporrini
November 5th, 2022, 18:20
I think this is the best solution since it allows people to use whatever notation they want like "gp horse" if they have money in saddlebags.
That's a great solution I hadn't thought of, and it still allows users to utilize the "total wealth" function if they want.

Is this something that will get added to the coinweight existing extension or if we want to ultilize that feature we need reach out to skorski to use?

bmos
November 5th, 2022, 20:44
Is this something that will get added to the coinweight existing extension or if we want to ultilize that feature we need reach out to skorski to use?It's something that you can even do without the coin weight extension.
I'll make a video.

bmos
November 5th, 2022, 23:06
I didn't make a video but I think this explains it

55011

If you want the 'banked' currencies grouped together you can just use names like "weightless pp", "weightless gp", etc to make them at the bottom of the list.

scottbrown
February 4th, 2023, 21:41
For PF2, could it be made to round down to the nearest tenth (e.g. 5.93 would round down to 5.9)? PF2's bulk rules only allow for whole number bulks (1, 2, 3, etc.) or light built (which is 1/10th of 1 bulk). Changing this to rounding down to the nearest 10th would make it easier for players to balance their bulk limits and prevent the Total Bulk field from overrunning the space. Thanks!

bmos
February 4th, 2023, 21:49
For PF2, could it be made to round down to the nearest tenth (e.g. 5.93 would round down to 5.9)? PF2's bulk rules only allow for whole number bulks (1, 2, 3, etc.) or light built (which is 1/10th of 1 bulk). Changing this to rounding down to the nearest 10th would make it easier for players to balance their bulk limits and prevent the Total Bulk field from overrunning the space. Thanks!
Can you send a picture of it overrunning that field? I have programmed it not to, but maybe PF2 has a narrower field?

scottbrown
February 6th, 2023, 03:50
Can you send a picture of it overrunning that field? I have programmed it not to, but maybe PF2 has a narrower field?

56072

Sure! Any way PF2 can round down the Total bulk in this screenshot to 4.9?

bmos
February 6th, 2023, 12:49
56072

Sure! Any way PF2 can round down the Total bulk in this screenshot to 4.9?Ah, it does look like that field is smaller in PFRPG2 than other rulesets. Thanks for bringing that to my attention!

bmos
February 6th, 2023, 12:50
56072

Sure! Any way PF2 can round down the Total bulk in this screenshot to 4.9?Ah, it does look like that field is smaller in PFRPG2 than other rulesets. Thanks for bringing that to my attention!
I've queued a fix and will release it later this month.

Idward
June 2nd, 2023, 00:22
One thing I found is that in Pathfinder 2e it creates an infinite loop in the PC Items Total Value section. Would it be possible for P2E to not have their coins calculate to a price, or move that to a different slot?

Coins Loop
57526
After deleting price
57527

As soon as the treasure is updated the price updates and the GP goes back to 000000.

bmos
June 2nd, 2023, 12:39
One thing I found is that in Pathfinder 2e it creates an infinite loop in the PC Items Total Value section. Would it be possible for P2E to not have their coins calculate to a price, or move that to a different slot?

Coins Loop
57526
After deleting price
57527

As soon as the treasure is updated the price updates and the GP goes back to 000000.Does PFRPG2 already total coin value?

Idward
June 2nd, 2023, 13:04
Does PFRPG2 already total coin value?

It does not have a separate total coin value but it is included in the total inventory value.

Edit:
Never mind I am wrong on that. I just created a new campaign file to test it. Without coin weight the Treasure coins do not get added to the PC Item Total Value. But with Coin Weight it breaks the GP field.

Idward
June 2nd, 2023, 13:42
Huh... Maybe there is a conflict somewhere? In the new campaign file, it started out with the same issue. I then exported the character and the numbers normalized 57541 however, it did not do so until after I exported my character. And it is now properly working for the new campaign.

bmos
June 2nd, 2023, 13:56
Huh... Maybe there is a conflict somewhere? In the new campaign file, it started out with the same issue. I then exported the character and the numbers normalized 57541 however, it did not do so until after I exported my character. And it is now properly working for the new campaign.Yeah, might be an interaction with another extension you're running. Let me know if it comes back!

Idward
June 2nd, 2023, 14:04
To break test, it I disabled all but your extension. Here is what I found, some combinations of numbers work. 57542
But if a field is empty, it breaks57543
And also if you do not adjust your treasure properly in the GP field it also breaks
57544
57545
57546

Edit.

Looking at the "Works.png" it doesn't actually work. It should only be 3 PP not 33 PP

MisterSwim
February 7th, 2024, 19:04
I'm currently running FG v4.4.9 with the 3.5e ruleset. It seems this Coin Weight extension is pulling in the the currency value and weight incorrectly.
In the options of FG for currency there is a table with 3 columns (currency, Wt, and Value). Changing these I see that the extension is only pulling from the Wt column.
Is there a way to fix this? I also can't seem to find the .xml file in my FG extension folder.

Zacchaeus
February 7th, 2024, 19:56
I'm currently running FG v4.4.9 with the 3.5e ruleset. It seems this Coin Weight extension is pulling in the the currency value and weight incorrectly.
In the options of FG for currency there is a table with 3 columns (currency, Wt, and Value). Changing these I see that the extension is only pulling from the Wt column.
Is there a way to fix this? I also can't seem to find the .xml file in my FG extension folder.

Fantasy Grounds handles coin weight automatically now. So I don't think this extension is needed.

mattekure
February 7th, 2024, 20:00
Fantasy Grounds handles coin weight automatically now. So I don't think this extension is needed.

I disagree. While the core does automatically handle coin weight now, it has no way to handle that money being weightless, for example by putting your coins into a bag of holding. With this ext, it creates an item to represent the coins, and you can mark them as weightless (not carried). I find this feature very useful.

Zacchaeus
February 7th, 2024, 20:03
I disagree. While the core does automatically handle coin weight now, it has no way to handle that money being weightless, for example by putting your coins into a bag of holding. With this ext, it creates an item to represent the coins, and you can mark them as weightless (not carried). I find this feature very useful.

I stand corrected.

bmos
February 7th, 2024, 22:20
I'm currently running FG v4.4.9 with the 3.5e ruleset. It seems this Coin Weight extension is pulling in the the currency value and weight incorrectly.
In the options of FG for currency there is a table with 3 columns (currency, Wt, and Value). Changing these I see that the extension is only pulling from the Wt column.
Is there a way to fix this? I also can't seem to find the .xml file in my FG extension folder.
Hi! As mentioned this extension does provide functionality beyond that which FG natively supports.

I will check on your reported issue and try to resolve it.
In the meantime, you can see the source code here and download the ext file to modify if you choose:
https://github.com/bmos/FG-CoreRPG-Coins-Weight

EDIT: I found a typo that was causing this and have patched it :)

MrDDT
February 7th, 2024, 22:26
I disagree. While the core does automatically handle coin weight now, it has no way to handle that money being weightless, for example by putting your coins into a bag of holding. With this ext, it creates an item to represent the coins, and you can mark them as weightless (not carried). I find this feature very useful.

I was just coming to post this haha

Also I would love an option to have more locations for coins but we get what we can get.

MisterSwim
February 7th, 2024, 23:40
Fantasy Grounds handles coin weight automatically now. So I don't think this extension is needed.

This is true but I liked that the Net Worth extension added the coin amount from this extension.