That’s pretty far reaching. Out of the intended score of my extension. But interesting none-the-less. I’ll look into it.
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I have started looking at this and confirmed that your assertion is correct, LDTE does not roll the other 1d4 die, for a double-click on the Skills tab.
However, the extra die is rolled if one drags from the skill to the little (local) dice tower at the top of the character sheet.
One might ask, “how is this of any help? I can just use the big dice tower.”
This is true, but the original premise of this extension was to provide a little (local) dice tower on the character sheet, so that one didn’t need to rearrange/move any open sub windows when one needed to roll to the dice tower. The current functionality, as it stands right now, meets that criteria.
It is the double-click functionality that was added later as a convenience that fails to work.
That said, I will continue to investigate to see if it is possible to add a minimal amount of code/script to fix this shortcoming. However, if it becomes necessary to add code that traps and handles each individual instance of spell use (e.g. Guidance, Resistance, etc...) then I will not be supporting the additional desired functionality. It would add more code/script and maintenance than I am willing to commit to.
OK so does your extension work for double clicking or is that just something of a side effect? That is the only reason we use the extension in the 5 games I DM and the 3 others I play in. I do not see a dice tower at the top of the character sheet and have not for a very long time.Attachment 46052
Minty explains that the dice tower does not show on gm view. Only PC's well see it on their sheet
Thank you charmov. Precisely.
And fharlang, as I’ve tried to explain, it does not work for double clicking. But I am looking into fixing that.
bender-neat.gif
Great little extension, thanks for this!
Any chance this can get added to the Forge?
I can see your reasoning on that....
The suggestion for having it added to the forge would:
(1) Raise awareness of the mod as people tend to search the forge and less in the forms for extensions.
(2) Encourages a developer to maintain/enhance the mod.
(3) If/when the mod does get updated the update would automatically be rolled out, rather than relying on me to keep monitoring one of many forum posts for an update.
Until recently I have had no time and little interest in listing my extensions in the Forge.
Now that time permits it, I am starting to add them to the Forge, at my convenience.
I want to look into fharlang's expostulation more thoroughly. I'll list this extension after my investigation (because there might be an update).
@Minty23185Fresh
I can confirm its not working, however, it works on the DM side when its done.
Hope that helps.
Looking forward to it...
There is a new version of LDTE (Local Dice Tower Extension) available.
It fixes the issue mentioned above in post #78 by fharlang.
LDTE has also been listed in the Forge.
See Post #1 of this thread for more information and a link to the Forge page.
Hi MintyFresh - The latest FGU v4.1.14 Seems to have a 'Depreciation' warning on Rolling Saves etc.. I have tested by unloading the "Local Dice Tower Extension (5E ed., v0.0.9)" and the warning then doesn't appear.
"ActorManager.getActor - DEPRECATED - 2021-01-01 - Contact forge/extension author"
Thanks again for this EXTN.. Makes my life easier as DM as the never see their rolls as they are 'auto' directed to the TOWER and then hidden..
Btw. I think the forge entry for this vital extn could do with a screen shot of two and icon.
Make it look all minty fresh.
Thanks for reporting this. Is the extension working satisfactorily, but you are just seeing this “deprecation” error? Otherwise things are okay?
Two reason for asking: (1) I’m traveling at the moment and it will be difficult for me to address this while on the road. And (2) I seem to remember putting a debugging statement in my code with the following syntax:
So there may not be an error, I may have neglected to remove my development debugging statements.
I probably won’t get around to this. Managing comments, instructions and screenshots in two places (forge and forums) is way more time consuming than I want to put up with. One might ask, why not just do it all in the forge from now on. Well… any changes I make have to go through an vetting/approval process, so in the forge it’s not one trip then done. It’s post changes, apply for approval, wait for approval, keep checking for approval, revisit the forge and post the approved changes. (And hence, my hesitation for such a long time in putting things in the forge in the first place.)
Yes it’s seems to be a weird warning only as functionally seems ok. It seems to only manifest when not directly dropping the tower.
Hey Minty, first I wanted to say thank you for the hard work. Love this ext.
I had 2 requests.
1) Whenever you change the name of the ext listed in the ext, we have to reselect it to load it. So you've updated the version number in the name to like .9 or something.
I think it would be best to leave out the version number and put that in where it states what version it is when you load into FGU and it posts it in chat. That's normally the standard how others do it.
2) The ext from the FORGE is looking like it's stored in the vault. That is normally used to keep things private where the people getting it would not have access to the file to edit it.
If this is the cause I understand, but I doubt it is, most like its just defaulted to that so that's where it goes. Do you think you can change this from the vault storage to data storage?
gets copied into my EXTNSIONS folder everytime ?
LDTE_v0.0.9_5Eed.ext
LDTE_v0.0.9_3.5Eed.ext
I hope this helps if you haven't already figured it out, I've applied this to my own file and it seems to be working without issue thus far.
This message
is solved by swapping all instances of "ActorManager.getActor" with "ActorManager.resolveActor"Quote:
ActorManager.getActor - DEPRECATED - 2021-01-01 - Contact forge/extension author
The extention will retain functionality until "getActor" is completely removed from FGU in the near future.
https://www.fantasygrounds.com/forum...uleset-Updates
@Berwind
Thank you. Got that part figured out. I should have addressed it when I saw the “Debug.console” warning in the previous FG version.
I’m trying to coincidently address a couple other “housekeeping” items, but finding enough time in my personal schedule is my real problem.
And as you say, when Smiteworks completely deprecates getActor(), I’m going to be in trouble.
Release Notes
Local Dice Tower Extension (LDTE) version 0.0.10:
1) Fixes the "deprecation" warning reported by EllivasKram (see posts 94-96 of this thread).
2) Addresses extension naming and Forge issues as brought to light by MrDDT (see posts 98-100).
3) There is now one extension for all supported rulesets (CoreRPG, PFRPG, 3.5E and 5E).
Details:
First: absolute kudos to Moon Wizard and the rest of the Fantasy Grounds development team for their multi-tiered approach in handling the deprecation of the getActor() function and its replacement by the resolveActor() function.
When they deprecated getActor() in a new version of Fantasy Grounnds, a couple releases ago, they announced it in the release notes, which I never read, and redirected program flow to resolveActor() via its call within the deprecated and stranded getActor() function. Additionally there was a Debug.console warning embedded in getActor(). In a subsequent release they trumped up the warnings by embedding a Chat warning of the getActor() deprecation, employing extension consumers to light fires under the extension developers.
What all this has done is allow those of us community developers who dawdled, and didn't address the deprecation in a timely manner, additional time to get our act together without causing our extension to just become broken. Thank you Smithworks. I'll endeavor to be more participatory in the future.
Second: I use three methods of identifying what version of my extensions are being employed by users of my work. (1) The extension <name> field in the extension.xml file which is presented to the user when they select which extensions they're going to use on the Fantasy Grounds Launcher page. (2) The extension <announcement> field in the extension.xml file which is presented to the user in the Chat box on the Fantasy Grounds tabletop. And, (3) the name of my extension's file itself as seen in the extensions folder.
MrDTT asked that I present updates via The Forge in a manner that doesn't require users to have to reselect the new version of the extension on the FG Launcher screen whenever I post an update. After some experimentation, it appears as though, the only item that I use for extension version identification that I have to be mindful of is the file name itself. So in the future I will attempt to use the same name for every version of LDTE. I believe I can still relate extension version info, in both the <name> and <announcement> fields, and Fantasy Grounds will not require extension reselection prior to launch.
Please note, I am setting the default file name with this release, so this time you will have to reselect the latest (v0.0.10) version in the Launcher but hopefully not in the future.
Third: Some time ago I started a thread and I asked for help managing extensions that require desperate coding over multiple rulesets. Recent posts to that thread have allowed me to recombine all the code into a single extension file, yet still maintain the desperate code required by each supported ruleset.
Thanks for updating this and it's working great!
The Druid Wild Shapes Implementor extension of mine has been updated so the problem of it and this extension, Local Dice Tower Extension (LDTE) not playing nicely with one another has been remedied.
(For those users that use both LDTE and DWSI.)
Hi Minty - could you please see if this code breaks your extension?
filename: LDT_record_char.xml
code:
note the super stuff....Code:function onInit()
--[[ Debug.console("LDT_record_char.xml | charsheet | onInit() | ruleset=", User.getRulesetName()); ]]
LDT_DiceTowerManager.registerControl(self);
if super and super.onInit then super.onInit(); end
end
So what's the story of the LDTE being delisted and re-listed ?
If anyone has noticed their EXTN has gone AWOL - You have to re-subscribe to the LDTE extn as the older extn was delisted..
@damned
As mentioned in PM and in another, somewhat off-topic thread, we've run into this before:
LDTE and your Hero Points extension bumped into one another. Last time I put a band-aid on the problem and solved it by putting code that specifically looked for a Hero Points <label> in LDTE and then dealt with it.
It appears as though you want me to do the same, although using a different method, and I am assuming, some code on your end.
What I would like to do is propose a different methodology: maybe something that iterates over the <anchor> fields and places our icons properly based on what's there (from ruleset and any other extensions loaded). Hopefully this would prevent any future issues as well. We'd have issues with <loadorder> unless we both adopt the proposed methodology.
damned, I suspect you have more clout than I do with Moon Wizard, if you don't mind would you run this idea by him? I'm not asking him to solve the problem and provide the code, I can do that and know you're capable of doing it to. I'm just wondering if the methodology I propose is sound.
--deleted--
Hi Minty Im all out of time this week. Ill take it back up with you next week if thats ok.
Go to the main Forge page. Pick Inventory. Disable and hide, or at least Disable the ones you don’t want anymore.
You can also remove them from disk. Use the folder icon on the FGU launcher to go to the data folder. Then to extensions. Local Dice Tower will be those labeled LDTE_v……ext and/or LocalDiceTower.ext. Delete them.
But if they were had via a Forge subscription you must Disable them, otherwise they’ll be downloaded again when you update.
Any in the vault will be more problematic.
Possibly Disabling will take care of that for you.
OM… I am so sorry for not responding earlier. I made an asinine assumption (as if there were any other kind), I assumed you knew how to do find and enact the Disable, or Disable & Hide functionality. Why I would do such a moronic thing, I don’t know.
I’m really sorry.
It’s more the weird scenario of the extn being delisted and then having to subscribe to an identical extn but with a different forge ID. Seems to be the opposite the way the forge is supposed to work with new versions. But all sorted now.
Hi Minty,
When uploading new builds you do it to the same product in the Forge and just set the new version to be the live version. That will stop people having multiple instances.
Thanks. I learned the hard way. I had avoided the Forge for the longest time. And now I wish I’d never started.
I believe your option settings that allow the GM/DM to direct the default double click behavior of certain dice rolls from the chat window to the Dice Tower is not working in the Mini character sheet for skills and ability scores.
Attachment 52723