Removing due to uncertainty regarding OGL v1.1
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Removing due to uncertainty regarding OGL v1.1
Since the first comment is mine, I will add the newest version I made here for easy access.
What's more in my version?
- Handles estimated item ranged prices such as: '101 - 500 gp'
Files:
1102 - My version, throws an error.
110 - Latest version patched by Cast.
So I did this:
https://media.discordapp.net/attachm...2518463/nn.png
Attachment 38504
I would post it but your license dosen't allow me. Let me know if you want it.
Wow, why didn't I notice this before 'wasting' my time building this into my inventory UI...
Honestly, I like your approach of posting it in chat much better.
Hi FeatherRin,
Thank you for testing it with 5e. I don't use 5e, so I didn't test it for that ruleset.
Yes. I can add it to the code if you are willing to share.Quote:
I would post it but your license dosen't allow me. Let me know if you want it.
My personal upgrades (Tested only in 5E)
-Removed fancy lines to fit the all command.
-Added "/charwealth all" catch, which outputs each pc's total item wealth and also the total party item wealth.
-Currently ignores all characters with 0 wealth even when solo checked, but you dont need it anyway. (I was too lazy to bother)
Released v1.1.0
Updated extension with two arguments. One calculates wealth for characters only on the party sheet. The other calculates wealth for all players, including those not on the party sheet.
Added support for 5E ruleset as well
Hey, its me again!
If you want player coins included as well, stick this in before nodeInventoryItems ;)
Happy bodging!Code:local nodeInventoryTreasure = DB.getChildren(nodeChar, "coins");
if nodeInventoryTreasure then -- If the inventory list is not nil --
for k, nodeCoin in pairs(nodeInventoryTreasure) do -- For every item in the inventory list --
local sCoinName = DB.getValue(nodeCoin, "name", ""):upper();
local sCoinAm = DB.getValue(nodeCoin, "amount", "");
if sCoinName == "GP" then
nRunningTotal = nRunningTotal + sCoinAm;
elseif sCoinName == "PP" then
nRunningTotal = nRunningTotal + sCoinAm * 10;
elseif sCoinName == "SP" then
nRunningTotal = nRunningTotal + sCoinAm * 0.1;
elseif sCoinName == "CP" then
nRunningTotal = nRunningTotal + sCoinAm * 0.01;
elseif sCoinName .. " " == " " then -- Don't spam for empty cells. --
--Nothing
else -- Currency is defined, but is not a standard currency --
sChatMessage = "" .. sCoinName .. ": Excluded. Non-standard currency used";
printChatMessage(sChatMessage);
end
end
end
ps: might as well credit me in the xml :p
pps: elifs break automatically, you dont need to break them.
ppps: i think everything is core func anyway, just set it to any and let people try it out without guarantee
pppps: no one uses electrum, dont even bother
...also here's a "concat" to solve the '-' problems.
It grabs the second (highest) number of the two with minimal effort and no (extra) memory usage. At higher levels it's inaccurate, but at that point I doubt people care.
'101 - 500 gp' => '500 gp'
'10,000 - 50,000 gp' => '50,000 gp'
Code:if string.match(sItemCost,"-") then
sItemCost = string.sub((string.match(string.reverse(sItemCost), "(.+)%-")):reverse(), 2);
end
It has to go right before this part, otherwise it will mess up the conversion.
Code:local aCostData = StringManager.split(sItemCost, " ", true);
Here's the file for those who can't wait for WatBot2ndBrkfst and can't do it for themselves.
Added:
-Counts player money (coins/treasure) towards total.
-Support for estmated range prices such as '101 - 500 gp', uses higher number.