You are a clever munchkin!
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I'm not waiting on Graphics - I'm currently in Alpha-Test for the new version at the moment. However, because I don't have the correct "style" of graphics for some Rulesets (eg: CoC, Savage Worlds, etc) the new version of the Extension will still "look funny" under those Rulesets. If the Users of those Rulesets are OK with the "odd look" then that's fine by me, but if they want it to "look better" than someone will need to work with me for some appropriate graphics. Once I've got them then it is a trivial matter to "skin them in" (literally, its 4-7 lines of code).
The fact that I don't have the correct "style" of graphics for a given Ruleset is not stopping me from getting the Extension out - as I said, the current version works fine under 5E (I didn't have 5E-friendly graphics when I put it out), it just looks "odd" - but there is nothing, absolutely nothing, stopping people from using it now (apart for the odd bug already discussed in this thread and which has been fixed for v4).
Cheers
It's just some of us enjoy his extension so much as it helps us with keeping things organised and at the right place..and then there's that button...and interface that make ya twitch. So on my photoshop to do list I am working on a D&D 5e WOTC icon set for Dulux's fantastic mod :P
Thanks - but as I said, I've got the 5E graphics - it's the other Rulesets I don't have.
Having said that, it is possible to create an Extension for an Extension (similar to a Theme) that will allow an Alternate set of graphics to be used - so we'll see what happens :)
Cheers
Oh I'll make em available..for me it's for the non default 5e theme..the one that comes with the basic & other D&D content. Like such.
Oh I'll just supply the art. Codding is not my strong suit. I've just started to poke around extensions.
Had some issues with this extension today. I imagine the new version completely changes the section that was giving me trouble though, so I won't bother getting into the details. I'm looking forward to seeing the new version.
Well, since I'm such a tease, here's some of the stuff that's new (and working as of today):
- All Cyclebuttons replaced with Dropdown Lists
- Completely reworked the code, making it more efficient
- Incorporated 5E- and C&C-friendly graphics to automatically load
- Dynamically Sizing Menubar/Sidebar
- Better Shared Record Handling
- Better NPC, Encounter, & Map Link Handling
- More granular "Display to Players" options
- Building Types, including Commercial Buildings (Shops)
- Shop Markup and Buyback Percentages
- Full Item ID-integration in Building Inventories
- Actual Drag-&-Drop Shopping from Shops (still working on getting the Money handled correctly)
Any (maybe) more to come :ninja:
(Call me a tease, will you) :p
I suppose it would mean SW and myself coming to some sort of arrangement - something I'd be willing to discuss. Doug and Moon have a lot on at the moment with the Unity rebuild so I don't know when/if it'll happen.
Fundamentally, the Community could bring it to SW's attention - whether that'd have any effect is something I'm not sure about.
The devs constantly look at community developed extensions/code and consider adding it to the main rulesets. Many things need to be considered before this is done: maturity of code, ease of fit into the current code, backwards compatibility, plans for future development, future maintainability, developer wishes, etc., etc.. It takes a while and the devs need to consider if there is ongoing development on the extension/code or if it is pretty stable and mature before they even start looking at inclusion. It's usually not just a case of plugging it in - there are usually additional aspects to take into account (the graphics being discussed in this thread is one such "thing" to consider).
The difference between loading an extension and having it included in the base product is minor (from a GM activity standpoint) - just load up the latest and greatest version and off you go. There's nothing stopping you using this great extension.
Is it a necessity? I'd say probably not for the majority of GMs. No offence Matt! It's a very, very, nice to have though... :)
yeah, necessity wasn't the right word. It's just a great organizational tool.
Let's see....
I have a building (well several of them) that has an inventory full of items. My intent is to share the building with the players so they can access the inventory and see what the shop has in stock. I have basic descriptions in the primary tab of the building to let the players know what the building sells in general.
I also have made parcels that contain the items that I will use to stock the building inventory. I think I did this because some shops sell things at a different price and dragging the items directly from a library module and then changing the price was actually changing the price for the item in the module (well, in the moduledb file for that campaign). I needed a local version of the item so the price change wouldn't affect anything else. Parcels make a local copy of whatever you drag in there, so that worked. Or so I thought.
I linked the 'Stock' parcel into the GM Notes section of the primary building tab. When my players went shopping, I found a logic error to doing this. When I shared the building as a whole, FG shared the parcels linked in the GM notes section. When I unshared the parcels in the parcel list, the players lost access to the item descriptions for items in the building inventory.
This flaw is either in the way the extension handles links in the GM section or in the FG logic for sharing items when they are part of a parcel. I'd give an equal chance of either. At any rate, I'd rather see how you upgrade shops in the next version as I've heard you say they were rather slapdash in the current one.
OK, thanks for that.
In the new version when an Item is dragged onto a Building's Inventory a copy of the Item Record is placed in the Building Record. This means that a Building's Items can be modified and it won't effect the original Item, even if the original Item comes from a Module. In fact, with the new % Mark-Up feature the cost of the copied Item is actually changed by the amount of the Mark-Up when the Item is first placed in the Building's Inventory (the Mark-Up can be set to 0% to preserve the original cost). So Parcels are not required and won't be accepted by the Building's Inventory (although I like your logic train of thought :) ).
This is also now how Building Inventories interact with PC Inventories - copies of the Item Records are made, so Sharing Issues should no-longer occur.
NPCs, Encounters, Map and Organizations (with the upcoming Organizations Extension) behave differently - they are direct links back to the Original Record, which means (for example) that a Building Occupant will need to be Shared along with the Building for the NPC's details to be shown to the Players. If the NPC (or other) Record is not Shared, then the NPC will show up in the NPC list but when the Player tries to open the NPC to see the details the system will display a Messagebox and fail gracefully. This eliminates the "orphan" record & crashing issues (I believe).
Although I haven't tested this stuff out with Records from Modules yet (apart from Items from Modules) I fully expect it to work the same way. This should eliminate the issues you (Nick) have reported to be in regards to Modules of Stock Buildings, etc.
As a teaser: you can also now "sell services" such as Tavern Meals, Inn Rooms, Stagecoach Travel, etc, by Dragging-&-Dropping specially marked Items to a PC's Inventory. The cost of the "Service" will be deducted from the PC's funds (provided they have enough of the correct coin) but the "Service Item" won't show up in the PC's Inventory. This will require first creating such a "Service Item" in the Items sub-system so that it can be dragged to a Building's Inventory. Once in a Building's Inventory, however, the "Service Item" can be safely removed from the Items sub-system (if desired). The system was designed this way to prevent the issues that arose in previous versions when Items (& other records) could be created directly from the Building's Inventory List.
As a 2nd teaser: with the upcoming WMC Extension the system will also be able to convert one type of coin into another (provided that the GM has told the system the exchange rates) with an appropriate "Money Changer's Fee" (GM-settable) and take and give back the correct coinage and change when Buying and Selling to a Building.
Any other concerns or questions please ask - and as a per-emptive answer (strike): I'll be releasing it As Soon(TM) As Possible :p
Cheers
bloody brilliant old chap!
Like I said, it probably wouldn't be an issue in the new version. Good to know.
I am curious about the functionality of a stock list. I'd like to put a list of items that may not necessarily be available at the time; meaning they wouldn't show up in the list for the players to see. This could be good for black-market items that you don't want the players to know is available right away.
Covered, in two complimentary ways: first of all each entry in an Inventory, NPC, Map, Encounter or Organization List has a "GM Only" Checkbox - if the Checkox is checked it doesn't show up in the Players' view. Second, each entry in an Inventory has a "Count": if the Count is "0" (ie out of stock) then again, the Item won't show up for the Players. Both these functions are simply markers for the list Filter; once the marker/filter condition no longer applies (ie no Check in the Checkbox / a Count > 0) then the entry will appear in the Players' view - provided the parent Place is being Shared, of course :)
And for those Inventory Items with an Unlimited supply: simply set the Count to "-1" - it'll show up as a Count of "U" for the Players
Happy? :p
Cheers :)
Teeeeeease!Quote:
Any other concerns or questions please ask - and as a per-emptive answer (strike): I'll be releasing it As Soon(TM) As Possible
Seriously though; it looks cool and I can't wait for it. Keep up the good work!
Vires Animi
Hello,
I am new to the system (just bought it 10mins ago) and after reading most of this thread from start to finish I missed where the video tutorial was posted for it (if any) could someone link it for me (if any) so i can review it. Especially since im sure my 9yr old understood more of the programming lingo then I do lol
If you just purchased FG... this extension probably isn't as big a priority to you as other things right now. All it does is add some functionality which you might want to look into once you are more comfortable with FG in general. :) Start with the basics. There are some great clips showing how to use FG that are linked on the main FG page...
Yeah, as Blackfoot said, there is no Tutorial Video for this Extension yet - it's on my list of To-Dos (and there's a radically new version just around the corner (ie Soon(TM))). If you haven't seen them already then check out the general FG Tutorial Videos in my sig, below (also available from the FG Wiki). Once you've got a hang of that then (please) come back to this Extension and we'll get you all set-up and going :)
Cheers
The videos I have been watching seem to be for an earlier version. Some of the stuff doesnt seem to work as video tellsme it should :(
I am SOOO watching/waiting with anticipation for the new version! Is it worth getting the old version first, or best to hold tight for "soon(tm)"? :)
Which ones (mine or other peoples')? Mine are an ongoing series, although I've been held up for quite a while now getting the next one out. I started doing my latest series when v3 of FG came out, updating all of the v2 videos to new ones. Since I started 5E has come on board and Fg in general has been improved (again, and again, and again!). The earlier ones in the series are mostly correct, but yes, I do need to do and do plan to do a "final" update video at the end of the series to bring them all back up to the most current iteration of FG.
What in particular are you having trouble with?
No, go ahead and start using the current version - just tread very lightly around the Building Inventory system, and maybe the NPC/Encounter stuff as well - they're the main two areas that are different between v3 and the new v4 - this stuff will work on translation/upgrade but with all the new functionality you'll want/have to go in and update the data in these areas when you update to v4.
For this reason you'll probably want to hold off on creating any new Modules and such as well.
The rest of it updates clean, with no user intervention, so go your hardest! :)
And as an update/teaser, I'm heavily into Alpha-testing at the moment - which means all the feature coding is done and I'm just making sure it works properly with each Ruleset - so Soon(TM) is becoming Sooner(TM)!
Cheers
I use the building inventory in its current state. It is solid enough to serve you in the mean time.
The only real problem that I've found is that the GM cannot click and edit the numerical amounts of items in the inventory. You can get around this by typing a positive or negative number in the modifier box and dragging it on the number field. For example, say the inventory has 20 pitons and a player decides to buy 5. Type '-5' into the modifier box and drag it onto the 20 amount. FG will subtract 5 leaving 15 pitons in the inventory.
Dulux - I think most of my problems come from lack of knowledge of the system - and expectations greater then what the program can deliver :( Been asking questions in newbie section and im making head way
Yeah, it is, but if you haven't already invested a lot of time and effort in that particular area then, as I said, I'd tread lightly - a lot's changed in that area, and it's going to require some manual intervention/editing once data goes from the v3 version to the v4 version - I'm trying to minimise the manual stuff, but it can't be eliminated - so, you have been informed :p
Cheers
Ruleset Error: window: Control(divider1) anchoring to an undefined control (gAnchorLeft) in windowclass (wcBuildingMain)
Ruleset Error: window: Control(divider1) anchoring to an undefined control (gAnchorLeft) in windowclass (wcBuildingMain)
Ruleset Error: window: Control(divider1) anchoring to an undefined control (gAnchorRight) in windowclass (wcBuildingMain)
Ruleset Error: window: Control(divider1) anchoring to an undefined control (gAnchorLeft) in windowclass (wcBuildingMain)
Ruleset Error: window: Control(divider1) anchoring to an undefined control (gAnchorLeft) in windowclass (wcBuildingMain)
Ruleset Error: window: Control(divider1) anchoring to an undefined control (gAnchorRight) in windowclass (wcBuildingMain)
I get this when i tried to add a new building, any ideas?
Yeah, you've been using it with either my CSG Extension or my Alignment Graph Extension - there's a know incompatibility between them which has been fixed and will be in the new release (of each).
For the time being, don't load the CSG and/or the AG with the Locations Extension
I'm working as fast as I can to get things fixed, so please bear with me.
If you haven't been using either of these two Extensions with the Locations Extension, then please let me know - because that'll be a brand new bug I'll need to track down
Cheers, and Thanks