bmos, I took a look and the two extensions are definitely conflicting. Basically both extensions are overwriting the charsheet_inventory_contents windowclass.
Looking at your extension, it seems that the only reason you are overwriting the class is to monitor the field for changes. Is that correct? The file just seems to be a series of onValueChanged functions. If thats the case, I think there may be another way to get that trigger without having to overwrite the windowclass at all. If in your coinweight.lua file, you set a DB handler to watch for each characters coin value for changes. You could monitor every coin change without overwriting the windowclass.
Something like this. (assuming 5e, but other than a name change it should be similar for others)
Code:
function onInit()
DB.addHandler("charsheet.*.coins.slot1.amount, "onUpdate", onCoinUpdate)
DB.addHandler("charsheet.*.coins.slot1.name, "onUpdate", onCoinUpdate)
DB.addHandler("charsheet.*.coins.slot2.amount, "onUpdate", onCoinUpdate)
DB.addHandler("charsheet.*.coins.slot2.name, "onUpdate", onCoinUpdate)
etc...
end
function onCoinUpdate(nodeUpdated)
--do your stuff here whenever a value gets updated. you can easily pull the parent nodes to get the charsheet or name of the coin type.
local nodeChar = nodeUpdated.getParent().getParent().getParent();
onCoinsValueChanged(nodeChar)
end