Thread: DOE: Locations Extension
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September 18th, 2015, 03:17 #261
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.I never claimed to be sane. Besides, it's more fun this way.
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September 18th, 2015, 04:26 #262
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
CheersLast edited by dulux-oz; September 18th, 2015 at 05:23.
Dulux-Oz
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September 18th, 2015, 05:05 #263
bloody brilliant old chap!
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September 18th, 2015, 12:45 #264
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.I never claimed to be sane. Besides, it's more fun this way.
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September 18th, 2015, 13:13 #265
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?
Cheers
Last edited by dulux-oz; September 18th, 2015 at 13:15.
Dulux-Oz
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September 18th, 2015, 17:16 #266Grand Patriarch
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Teeeeeease!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
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September 18th, 2015, 21:07 #267
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September 25th, 2015, 20:40 #268High Templar
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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
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September 25th, 2015, 20:43 #269
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...
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September 26th, 2015, 03:49 #270
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

CheersDulux-Oz
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