That's funny, and I also still do not understand why this is needed :D I will add that then to my extension, thanks for looking at the code :)
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v1.3.3 now released :)
- Lowers the character speed accordingly, unless equipped armor is already slowing the character more
- Adds a cute logo to the load announcement :D
- Fixes a potential nil value error
https://github.com/bmos/TotalEncumbr...ases/tag/1.3.3
Not directly related to this extension, but adjacent to it: I know you can indicate whether items are carried/worn/dropped and that would affect the encumbrance, but does FG have containers so instead of having to individually drop each item that you are carrying in your backpack, you can just drop the backpack?
Just set it as the container itself in the location field o.o
dunno, you get those 20 lbs of soap, and in the location column you type "backpack" (if you have a backpack). If the syntax matches, it moves the item there and you just need to bother with the "container" itself for checking weight
It sure does :D
Like Asgurgolas says, it's pretty simple:
Just type a name like "backpack" into the location field to the right of the item's name and press tab. The item will nest itself under backpack(which will be created if it doesn't already exist) and carrying/equipping/dropping the backpack will do the same to its contents. The location field also autocompletes with the names of items in your inventory as you type. I usually get my characters a few belt pouches so I can categorize my inventory when it gets unwieldy. You can also also just make 'fake' weightless items like "potions" or something if you want to group them together in your inventory.
It's very convenient, except for bags of holding (which have their own weight but their contents have no weight). Making the program aware of that aspect of bags of holding would actually be pretty nice too...
v1.4.0 - https://github.com/bmos/TotalEncumbr...ses/tag/v1.4.0
Combat tracker effects with the format SPEED: 5 or SPEED: -10 now work to increase/decrease the number on the character sheet.
In addition, Exhausted or Fatigued now decreases the carrying capacity while Entangled and Exhausted reduce speed to half. If the character is disabled (hp = wounds), speed is reduced to half.
A variety of code improvements and bugfixes as well :D
Since I royally suck at programming.
I was wondering if it's doable to make a new field for how much a char's current inventory is worth. (you know, a field specifying the total worth of the sum of every identified item on the character sheet. It's annoying to move every item from an inventory to party sheet and "sell it" just to check the equipment worth of stuff (ya know, to be sure everyone is having the necessary gp value of items for their levels). Just the identified ones tho, "unidentified items" would have to be not counted (since many players would try guessing based on value difference). Or if not on the character sheet itself, on the party sheet (among the gm-only fields)
Just hoping nobody's gonna shoot me in the head for asking :°D
Added to the 'wishlist.' I'd like to see that, too!
Just gonna take a moment to plug my new extension here.
PFRPG Live Hitpoints from Constitution (which as with this extension is named with some oversimplification)
That hp extension looks tasty :D *checks it out*
v1.4.1 now factors strength damage into carrying capacity and fixes the two red error messages i must have missed in 1.4.0.
I'm going to look into that total inventory value request next.
Does your character wish there was a magic item like a bag of holding but... bigger?
During downtime, do they spread all their items out and appraise them? Are they saving for Scrooge McDuck's pool of gold?
If the answer to any of these questions is yes, have I got an update for you!
This extension now shows your overall inventory value at the top of the treasure box on the Inventory tab.
I can add an option to enable/disable this if you'd rather not know, but for now it's always on.
Note: only works for items with cost field populated in format of 'N gp' 'N pp' and the like, with N being a number.
v1.5.1 - bugfix to allow for items with strange characters in their values
I so love you! <3
Little note: when you set the rulesets, it's 3.5E... if you just put "3.5" for some reasons it doesn't work (at least for me)
Just tested it.
For some reason, your extension taks the "," in prices as a decimal dot... I tried with bracers of armor +6 (priced as 36,000 gp), and your script takes it as "36 gp".
I can still modify each entry in the inventory to remove that comma tho.
Also, some items just don't register on the script for some reason (bag of holding type II for example, no matter how much I set its cost or how many I dump in an inventory, it's still "0" for the script)
with these two mods, encumbrance and HP modifiers, you've eliminated two of my biggest bugbears about FG, thanks
gunna have to make a list of other things.... (coins in party sheet not decreasing when dragged by players to their sheets, comes to mind, conversely or having someway of locking the items in the party sheet, so it's ALL distributed by GM, rather than coins by GM and items grabbed by players...)
Glad you like them :) Thanks for the ideas!
Thanks for those edge cases :D
I will be sure to investigate after my game this afternoon! I must admit I did wonder about commas, but the items I tested with didn't have any.
Also some items just don't register at all for some reason.
But I still love it!
Good evening :)
I just wrapped up my game 30min ago and just finished re-writing the code that recalculates the total so that it ignores characters other than numbers.
Before i release, I'm trying to track down some errors that my players were getting (I think I had another incompatible mod). I actually had to run the game without this turned on due to the incompatibility.
That being said, I have a lot of mods so it makes sense.
Don't worry about the items that aren't being counted, the code is now much more tolerant so it is probably already fixed in upcoming release.
If not, please try to find what is different about how the item cost is formatted.
EDIT: Posted 1.5.2 with the new code, no luck regarding what happened in my game... maybe I'll test again with the old version, I might have fixed it by doing this.
This is an example of my test character. I put in its inventory an Handy Haversack (2000) and a set of Bracers of Armor +6 (36,000). They both register as "0" though if I take a random Full Plate and unload it in the inventory (priced as 1,500), it does actually and completely register it as 1500. Yet the "mithral full plate of Speed" (26,500), taken from the item database, registers as "0" too.
Attachment 37250
Though I just noticed this popped out
Attachment 37251
It looks like I might have been wrong about the , being sorted now hehe
I'll see what I can do about that.
EDIT: Posted v1.5.3. I think it should work for those items now. If not, it'll be a problem for another day :)
Alright, I'll check it now...
... And same errors pop out, same items aren't calculated :/
oh well, good night XD it'll be for another day! (and naturally, thank you for all the work you already did so far!)
Hmm. I'm not seeing errors and the price of items with commas are being calculated on my end. When the error pop up, see if any are red (scroll in that error window) since the orange errors aren't a big deal (I do want to fix those orange ones eventually though) and won't be visible unless a red error is in the list, too.
Are you sure you have the latest version 1.5.3? I'm not seeing any issues with the item you're testing with as of 1.5.3.
I forgot to include a link when I released it, maybe you are still on 1.5.2?
https://github.com/bmos/FG-PFRPG-Tot...ses/tag/v1.5.3
Here is a test build that stops most of those ruleset warnings, so it's easier to see the real error.
Yes, you did forget including a link but your upload site already had it on :P I just tried the 1.5.4. beta and the matter persists (both the "worthless" items and the orange errors. But, I found a way to fix it altough it's pretty annoying:
Whenever I put in inventory an item that deems to have "no value", I have to open its panel, identify it/unidentify it a couple times, then set its quantity to 3, and back to 1. Then it calculates it as it should. I wonder why (yeah I did all kinds of testing these days XD)
it also may be enough to just identify/unidentify a couple times (I just click the "ID" icon 4 times now), gotta test it
Yep, identifying/unidentifying an item does the job, then just stimulate the calculation (by increasing quantity of any one item to at least 3 and back to 1) and it works o.o
It's still faster than using the party sheet :°D
At least there is a workaround hehe
That is quite the behavior, though.
What module are the items from?
Everything in the core rulebook seems to be formatted without commas and when I add them manually it doesn't trigger the errors you get.
Also, since the total is kind of hard to read after about 50k (no digit grouping) I think I'll add a half space between each group of three digits.
hmm I have the standard database from FG and lots of things I added myself; but the "bug" appears to exist indipendently from the source: some items from the standard DB don't work, and some of those I created DO work
By standard DB, do you mean the SRD content that comes pre-bundled?
I've never used that stuff (I buy the official content so it has pictures and such) so I'll see if it's related to the issue.
I ask because I've tried at least 15 items from the core rulebook without any errors, so clearly something is different!
This is only only extension that you have loaded during testing, right?
EDIT: Woohoo! I have reproduced the issue! Looks like the "PFRPG Magic Items" module contains lots of items that are formatted differently. They lack the "isidentified" value until you toggle it off and on again. Pretty sure I can code around this omission. I'd bet there are items in other modules like this, too.
EDIT2: It now assumes everything is identified unless it's specifically marked as not identified (before it was the inverse of that).
See attached PFRPG.Total.Encumbrance.v1.5.4-beta.2.ext. It also makes the total number easier to read.
And it seems to work! Altough I still get loads of errors in that debug panel, this time I got one red line!
Attachment 37271
Edit: some items still won't work (masterwork tools, for example), everburning torch and the price value I set on the adamantine body of a warforged character (tried with 4000) and a bunch more. Still, it's improving and I'm happy :D
Awesome! Thanks!
Here is a better version based on that help
If you can zip up and send your campaign folder(except images and tokens) I might be able to figure the rest out without you having to do so much testing.
Really weird that I'm not getting these issues.
Hmm... the orange lines all disappeared, but the red one remained (every time I try to place/remove something from the inventory of THAT one character, haven't tried every single other chars but another couple I tried work just fine)
Attachment 37273
Ignore the very first line (the aura thing), it's another test I started running now (I wanted to figure out if that aura thing works in 3.5.. it kinda does, but it also triggers all sorts of errors)
Do you have other extensions loaded during this testing?
If so, please try without them?
It does that even with only that single one extension set
Attachment 37275
Ok: I don't wanna jinx it but it looks like it's working ALRIGHT now :°D Yeeee!! (what was causing the problem?)
I'll eventually test more characters and items later in the future, but so far it didn't trigger anything wrong. The spell failure part never worked for me tho.
wait, I tried opening a player client. It's bursting with errors to the point of freezing O.o
Want me to paste you the humongous wall of errors? (which I warn you, it's very large). It "seems" to work fine after spewing out thousands of error lines, though. Over 6000.
I have a D&D session tomorrow evening, so I'll have more people to help for more testing :P
I actually know about the player bug, I had to turn them off for my last session :(
I'm trying to figure that out next. It's very strange because it works without errors even when I connect to myself in my fresh 'test' campaign but not any of my actual campaigns.
The issue we finally did get sorted was that for some reason some of your items were returning a nil value in an unexpected way so I made it just ignore that edge case.
Progress at least :)
Way to go! If I was younger and still had my memory and concentration abilities, I'd learn how to script things too and help out (by now even if I open any of those files, it's utterly incomprehensible to me)
Live Hitpoints from Constitution is actually pretty understandable if you want a jumping-off-point. Rewriting the documentation on Real Encumbrance is a big task in my to do list (I'm not surprised it's confusing right now!).
I have just posted 1.5.4 which should fix this issue (TM)
Thanks to Trenloe and supperteddy57 for the assistance.
Hopefully just in time :)
Actually... not >.<
Attachment 37294
the "beta" file you gave me yesterday DOES work tough
oh! I see what happened. Paul rewrote some of the math (which was good because it had some dumb before) but he missed that aspect as he started working on it before I posted that change). Here is a version with all the fixes in one place :)
The beta from yesterday fixed the nil error but the nil error came back in the new build (which was focused on fixing the huge wall of errors issue).
v1.6.0-beta is now released with support for kilograms :)
https://github.com/bmos/FG-PFRPG-Tot...ag/v1.6.0-beta
While it is beta as the feature is new and likely not completely tested, I think it might actually work better for some people than the regular version.
the new feature you have that is the Total Inventory Value, is the offending bit of code, I reckon
errors galore
Script Error: [string "scripts/real_encumbrance.lua"]:92: attempt to perform arithmetic on global 'TrimmedItemCost' (a nil value)
Ruleset Warning: window: Anchored static width ignored for control (name) in windowclass (charsheet)
Ruleset Warning: window: Anchored static width ignored for control (name) in windowclass (charsheet)
Ruleset Warning: window: Anchored static width ignored for control (name) in windowclass (charsheet)
Ruleset Warning: window: Anchored static width ignored for control (name) in windowclass (charsheet)
Ruleset Warning: window: Anchored static width ignored for control (name) in windowclass (charsheet)
Script Error: [string "scripts/real_encumbrance.lua"]:92: attempt to perform arithmetic on global 'TrimmedItemCost' (a nil value)
Script Error: [string "scripts/real_encumbrance.lua"]:92: attempt to perform arithmetic on global 'TrimmedItemCost' (a nil value)
Script Error: [string "scripts/real_encumbrance.lua"]:92: attempt to perform arithmetic on global 'TrimmedItemCost' (a nil value)
Ruleset Warning: window: Anchored static width ignored for control (name) in windowclass (charsheet)
Script Error: [string "scripts/real_encumbrance.lua"]:92: attempt to perform arithmetic on global 'TrimmedItemCost' (a nil value)
Script Error: [string "scripts/real_encumbrance.lua"]:92: attempt to perform arithmetic on global 'TrimmedItemCost' (a nil value)
Script Error: [string "scripts/real_encumbrance.lua"]:92: attempt to perform arithmetic on global 'TrimmedItemCost' (a nil value)
Ruleset Warning: window: Anchored static width ignored for control (name) in windowclass (charsheet)
it doesn't like items with zero weight, i.e. potions and anything else miscellaneous
this is with PFRPG.Total.Encumbrance.v1.5.4
you can certainly calm it down for a few moments by replacing zeroes with 0.01, but it only gets you a short while, presumably while the inventory is checked again
I could of course be well off the mark, and it's something else entirely...
Strange, it doesn't seem to have any issues with those types of items in my campaign, but it seems like the community and srd modules (if that is what you're using) are structured differently from the official ones.
I've got items with cost of -, empty cost, no weight, potions, scrolls, all kinds of stuff and am not seeing those errors which makes testing for them difficult. Thanks for taking the time to report them.
I changed that section, hopefully it will solve this for you.