Thread: PFRPG Ammunition Manager
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April 29th, 2024, 12:16 #531
This is because of the name of your ammunition item which does not match what I saw as the 'standard format' used in official module conversions:
Screenshot from 2024-04-29 07-19-56.png
I pushed a fix for the script error but think it needs some more testing to ensure the item name is preserved correctly when formatted as you have it.Last edited by bmos; April 29th, 2024 at 12:21.
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August 24th, 2024, 21:12 #532
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- Apr 2024
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[8/24/2024 1:10:40 PM] [ERROR] Script execution error: [string "FG-Ammunition-Manager:..pts/ammo_weapon.lua"]:43: attempt to index global 'ammopicker' (a nil value)
Getting three instances of this whenever the actions tab on the mini character sheet is opened.
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September 4th, 2024, 13:37 #533
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September 26th, 2024, 12:21 #534
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- Jan 2021
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False alarm.
Last edited by BushViper; September 28th, 2024 at 21:41.
lol/no
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Yesterday, 03:17 #535
First, I'm hoping bmos is still doing well out there.
Second, I acknowledge I'm in over my depth - but I'm trying to grow. (LOLOLOL)
As others are probably aware, this extension throws an error...or Warning.
[WARNING] window: Anchored static height ignored for control (ammopicker) in windowclass (char_weapon)
It throws it A LOT. But in D&D 5E is appears to work, and one can ignore the console error. But, the Ammo Quantity and Selected Ammo name are misaligned on the Actions Tab.
Fortunately, bmos has (a) included a License that says we can muck about in there and learn from their past effort, and (b) included all the files (I think they're all?) on github - so while it appears the extension loads in the Vault, I went and made the documents locally based on copy/paste from github and it seems to work - albeit with the Warning and misalignment.
Now, I think (and expect I'm wrong) that this is related to the LENGTHY discussion SilentRuin and everyone were having with JD and Teddy about the 2024 "anchors" which I kinda followed but couldn't explain to a 5 year old (and probably don't really get anyway). But...I found in the 5e_record_char_weapon.xml file makes a reference to windowclass name="char_weapon"
Am I seeing this correctly, that THIS is where the hiccup is happening? And if so, am I going down the right rabbit hole in thinking "char_weapon" is what changed? Like...it's called something else now? Or should I let Fiver and Hazel do their business and just let the cat eat me in the farm yard?
Code:<windowclass name="char_weapon" merge="join"> <script file="campaign/scripts/5e_char_weapon.lua" /> <sheetdata> <buttonfield name="isloaded" source="ammunitionmanager.isloaded"> <anchored width="27" height="10"> <top parent="name" anchor="bottom" offset="11" /> <left offset="2" /> </anchored> <state icon="button_load" tooltipres="tooltip_actions_unloaded" /> <state icon="button_unload" tooltipres="tooltip_actions_loaded" /> <default>0</default> <script file="campaign/scripts/ammo_isloaded.lua" /> </buttonfield> <label name="label_ammo"> <anchored> <left offset="125" /> </anchored> </label> <basicnumber name="maxammo"> <script file="common/scripts/number_crosslink_unlink.lua" /> </basicnumber> <combobox_ammo name="ammopicker" source="ammunitionmanager.ammopicker"> <anchored> <top parent="maxammo" anchor="top" offset="0" /> <bottom parent="maxammo" anchor="bottom" offset="2" /> <left parent="maxammo" anchor="right" offset="15" /> <right parent="attackframe" anchor="right" offset="0" /> </anchored> <itemsheetname><string /><field>subtype</field></itemsheetname> <itemsheetname><string /><field>type</field></itemsheetname> </combobox_ammo> </sheetdata> </windowclass> <windowclass name="char_weapon_editor" merge="join"> <placement> <size width="380" height="470" /> </placement> <sizelimits> <minimum width="380" height="470" /> <dynamic /> </sizelimits> </windowclass> <windowclass name="char_weapon_editor_main" merge="join"> <script file="campaign/scripts/char_weapon_editor_main.lua" /> <sheetdata> <subwindow name="weapon_ammo_subwindow" insertafter="header_damage"> <anchored> <top parent="columnanchor" anchor="bottom" relation="relative" offset="0" /> <left offset="-5" /> <right offset="2" /> </anchored> <class>weapon_ammo_subwindow</class> <activate /> </subwindow> </sheetdata> </windowclass>
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