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  1. #41
    Quote Originally Posted by dmssanctum View Post
    Thank you very much. I wasn't calling all the right items in the code I was testing. I've updated the extension and given you credit on the original post. This extension is not 100% compatible with the Con Weight extension now, having both on at the same time disables the attunemnt delete update portion, even though both extensions are using merge joins.
    I'll take a look at it. Is that the coin weight extension?
    Last edited by Valerian Stormbreaker; July 21st, 2019 at 23:10.

  2. #42
    Quote Originally Posted by dmssanctum View Post
    Thank you very much. I wasn't calling all the right items in the code I was testing. I've updated the extension and given you credit on the original post. This extension is not 100% compatible with the Con Weight extension now, having both on at the same time disables the attunemnt delete update portion, even though both extensions are using merge joins.
    Ok. I have fixed the problem with running this extension with the Coin Weight extension. For some reason, when the Coin Weight extension loads, this extension refuses to load an external script inside the label. So, I just moved the code into the script tag for the label and now it works!!!

    Here's the version that works with the Coin Weight extension:
    Attached Files Attached Files
    Last edited by Valerian Stormbreaker; July 21st, 2019 at 23:54.

  3. #43
    Quote Originally Posted by Valerian Stormbreaker View Post
    Ok. I have fixed the problem with running this extension with the Coin Weight extension. For some reason, when the Coin Weight extension loads, this extension refuses to load an external script inside the label. So, I just moved the code into the script tag for the label and now it works!!!

    Here's the version that works with the Coin Weight extension:
    Yep, that looks good. Thanks for the assistance. I really should get better at XML with all the ideas I have for modifying Fantasy Grounds.

  4. #44
    Quote Originally Posted by dmssanctum View Post
    Yep, that looks good. Thanks for the assistance. I really should get better at XML with all the ideas I have for modifying Fantasy Grounds.
    It just takes time to learn how to program. I've been doing it professionally for 18 years. So, don't feel too bad.

  5. #45
    Quote Originally Posted by Valerian Stormbreaker View Post
    It just takes time to learn how to program. I've been doing it professionally for 18 years. So, don't feel too bad.
    I do SQL, so my set based mindset doesn't always translate well to other programming languages.

  6. #46
    Quote Originally Posted by dmssanctum View Post
    I do SQL, so my set based mindset doesn't always translate well to other programming languages.
    Most of my experience is developing gaming engines, probability calculators, par-sheet generators, and server side back-of-the-house systems for Oklahoma's casino gaming industry. So, I know software engineering and databases extremely well. The XML and LUA scripts are actually pretty easy. Think of it like this. The XML provides the definitions / tables and the LUA provides the stored procedures.

  7. #47
    I don't see anything in this thread about it, but Invidivual Attunement is a fairly important thing if it can be implemented, for things such as boons from gods or the Artificer class, without having to adjust the entire party's attunement slots.

  8. #48
    Quote Originally Posted by Autismo-Prime View Post
    I don't see anything in this thread about it, but Invidivual Attunement is a fairly important thing if it can be implemented, for things such as boons from gods or the Artificer class, without having to adjust the entire party's attunement slots.
    Since there are so many potential unofficial exceptions or homebrew methods of doing attunement, the best thing to do there would be to just increase the total limit of allowed attunement slots and keep track. It still provides a cleaner tracking system than pen and paper.

  9. #49
    Quote Originally Posted by dmssanctum View Post
    Since there are so many potential unofficial exceptions or homebrew methods of doing attunement, the best thing to do there would be to just increase the total limit of allowed attunement slots and keep track. It still provides a cleaner tracking system than pen and paper.
    Well it's still worth bringing to notice, adding meta option in the character sheet for individual attunement maximum would allow for most if not all homebrew methods to work, and would allow for more attunement slots while still applying the maximum for the other players, so that the feature still works properly with the removal of the attunement boxes upon attuning to the maximum. Still great extension, and I understand if you don't want to put in the effort to add a ton of homebrew options, but adding an individual value would be fairly simple, and would allow all homebrew options to work a lot easier than presently.

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