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  1. #301
    That's not entirely accurate, which is where my confusion comes in. Here is an item in the <shop> tag of the campaign db:
    Code:
    	<id-00006>
    		<cost type="string">8 gents</cost>
    		<count type="number">3</count>
    		<name type="string">Pot</name>
    		<shortcut type="windowreference">
    			<class>item</class>
    			<recordname>reference.pot@Chronic Equipment</recordname>
    		</shortcut>
    		<weight type="number">4</weight>
    	</id-00006>
    It has the cost and weight (for example) hard coded here. But it also has a reference to the item in the equipment module. Somehow, when it sets the value in the campaign database, it is also applying the change in the Chronic Equipment.xml file in the moduledb folder. I have no clue why it would do that when it already has all the information here.

    Also I remembered that to get around this problem, I used to put the items in a parcel first and then place them in the building inventory. That way the changes are applied to the items in the parcel and not the moduledb data for the item module. This is what happens when I take a break from FG, I forgets stuff...
    I never claimed to be sane. Besides, it's more fun this way.

  2. #302
    OK, with that info I now consider this a non-issue - mainly because I've changed the way that non-Location Records are now linked into the Extension's Records: as I've said and inferred in the past, I've never been happy with the original way that NPCs, Encounters and Items were handled in the original Shop & Town Extensions Code and my bastardized "hack" in the early versions of this Extension. My focus in the early versions was on getting the "structure" right, assuming that the NPCs, etc links would be OK because they seemed to work from the original Extensions.

    At this point I need to really thank Nick for doing so much "stress-testing" and finding out all the places I "got wrong" - thanks Nick!

    I've completely rewritten the linking code and how these non-Location Records interact with this Extension - to the point where I KNOW that this latest issue will not occur in the same way under v4 - the code's different, the architecture is different, and the execution is different.

    Now I've just got to get everything finalised for the FGv3.1.3 release

    Cheers
    Dulux-Oz

    √(-1) 2^3 Σ Π
    ...And it was Delicious!


    Alpha-Geek
    ICT Professional
    GMing Since 1982
    NSW, Australia, UTC +10
    LinkedIn Profile: www.linkedin.com/in/mjblack

    Watch our games on Twitch: www.twitch.tv/dulux_oz

    Support Me on Patreon: www.patreon.com/duluxoz

    Past Games, etc, on my YouTube Channel: www.youtube.com/c/duluxoz

  3. #303
    Quote Originally Posted by dulux-oz View Post
    OK, with that info I now consider this a non-issue - mainly because I've changed the way that non-Location Records are now linked into the Extension's Records
    Good to know; I was hoping this was the case.

    Quote Originally Posted by dulux-oz View Post
    At this point I need to really thank Nick for doing so much "stress-testing" and finding out all the places I "got wrong" - thanks Nick!
    No problem. I like to break things... well actually I don't. But I'm good at breaking things, so I'm glad it helps.
    I never claimed to be sane. Besides, it's more fun this way.

  4. #304
    I've run into an odd problem. I'm using 4e and I've been adding items by dragging them from my library without problems for several shops now. All of a sudden, I can't add some items to the shops. It seems like 100% of the mundane items can no longer be added to the shops. I've created several new shops with different names and different amounts of information filled out but I've never run into this in the past, it just worked. Any guess as to what could be causing this?

  5. #305
    No idea - nothing's changed in the code (for months: public release) - Which version of FG are you using (v3.1.3)? Is it all mundane items or only those from a Module (& which modules)? Basically, what's changed on the system (even if you think its not related to the Extension)?

    Good news is the new version will be out very soon after the FGv3.1.3 release, so this may not be an issue - Bad news is I still need to find out what's going on to make sure it doesn't happen in v4

    Thanks
    Dulux-Oz

    √(-1) 2^3 Σ Π
    ...And it was Delicious!


    Alpha-Geek
    ICT Professional
    GMing Since 1982
    NSW, Australia, UTC +10
    LinkedIn Profile: www.linkedin.com/in/mjblack

    Watch our games on Twitch: www.twitch.tv/dulux_oz

    Support Me on Patreon: www.patreon.com/duluxoz

    Past Games, etc, on my YouTube Channel: www.youtube.com/c/duluxoz

  6. #306
    I'm using Fantasy Grounds v.3.1.2 Ultimate. When I attempt to drag an item from the module window nothing happens. When I try to add one manually I get an error "Script Error: [string "name":1]: attempt to index a nil value". When I try to drag an item from the module window I get no error but nothing happens. When I try to drag a magical item from the library it adds the item without difficulty but if I try to manually type in the exact same power I get the error listed above.
    I'm using the 4e scrapped library. Here's a link to the data files.** I've not installed any new software or made any changes I'm aware of. This started after I'd added about 18 shops inventory. The only thing I can think of that I did that's at all unusual is I created a module out of the locations so I could use them in other adventures (We're doing scales of war and I don't want to have to type this every time). However, this does not match up to when the problems started. I've added a number of shops with inventory without difficulties since then. I've uploaded the most recent copy of the locations module here in case you want to see it. I've also tried loading the module in my other adventure and it exhibits the same behavior there as well.
    I hope all this information helps. Love the module. Hope I can figure out how to get it to work.

    ** MODERATOR: I've removed the link to the 4E copyright material. Please don't post copyright protected material on these forums. Thanks.
    Last edited by Trenloe; November 4th, 2015 at 16:00.

  7. #307
    Thanks - I'll check things out and get back to you ASAP

    Cheers
    Dulux-Oz

    √(-1) 2^3 Σ Π
    ...And it was Delicious!


    Alpha-Geek
    ICT Professional
    GMing Since 1982
    NSW, Australia, UTC +10
    LinkedIn Profile: www.linkedin.com/in/mjblack

    Watch our games on Twitch: www.twitch.tv/dulux_oz

    Support Me on Patreon: www.patreon.com/duluxoz

    Past Games, etc, on my YouTube Channel: www.youtube.com/c/duluxoz

  8. #308
    Not to rush you but just curious if you've had any luck running down the problem in the module? I'm currently working on an adventure and I was just thinking that if you've not had a chance to look at it yet I would probably disable the extension until one of us is able to figure out what went wrong.
    Thanks.

  9. #309
    Hopefully hes able to respond with the magic words "The new extension is done and all problems should be fixed!"

  10. #310
    Quote Originally Posted by Redemption77 View Post
    Hopefully hes able to respond with the magic words "The new extension is done and all problems should be fixed!"
    That would be nice.

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