ext files are secretly zip files ;)
open with 7zip or something and then you will see the contents.
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If you follow the link in the readme that goes to coinweight.lua, you'll see this:
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.Code: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
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.
Code:[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-C...eases/tag/v1.6
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.
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.
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.
check the new developer notes. Coin weight is getting added to the ruleset natively.
https://www.fantasygrounds.com/forum...uleset-Updates
Coins Weight v2.0-rc.1 is now released on test channel:
https://github.com/bmos/FG-CoreRPG-C.../tag/v2.0-rc.1
I'll move the new build to the live channel when the new rulesets release.
There is a new test build of Coin Weight for use with the latest test rulesets from SmiteWorks.
https://github.com/bmos/FG-CoreRPG-C.../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
New changes enabled by test channel enable this to work in Savage Worlds!
As of the upcoming CoreRPG update.
If we use custom denominations, will we still need the secondary ext for that?
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 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:
Attachment 54993
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.
I didn't make a video but I think this explains it
Attachment 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.
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!
Attachment 56072
Sure! Any way PF2 can round down the Total bulk in this screenshot to 4.9?
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
Attachment 57526
After deleting price
Attachment 57527
As soon as the treasure is updated the price updates and the GP goes back to 000000.
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.
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 Attachment 57541 however, it did not do so until after I exported my character. And it is now properly working for the new campaign.
To break test, it I disabled all but your extension. Here is what I found, some combinations of numbers work. Attachment 57542
But if a field is empty, it breaksAttachment 57543
And also if you do not adjust your treasure properly in the GP field it also breaks
Attachment 57544
Attachment 57545
Attachment 57546
Edit.
Looking at the "Works.png" it doesn't actually work. It should only be 3 PP not 33 PP
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.