DICE PACKS BUNDLE
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  1. #381
    Quote Originally Posted by ffujita View Post
    Well, all of the items are from the Player's Handbook, so .. the items are already set to lowercase currency. So, are you saying that it would be easier to set some variable in the 5e ruleset which would make all of this happen automagically, or were you assuming that I was creating all of the items from scratch (in which case, I would of course make them of the appropriate upper case currency).

    Since in our 5e PC Inventory tab the currency units are undefined, I suppose an alternative would be to change the adventure module treasure to grant lowercase currency.

    Or, maybe we could get the FG people to update the PHB so that all the units would be in uppercase currency. Somehow I doubt that is in the works
    You could always change the currency in the shop (after you drag the Items across)
    Dulux-Oz

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  2. #382
    Quote Originally Posted by dulux-oz View Post
    You could always change the currency in the shop (after you drag the Items across)
    And indeed, that is what I'm in the process of doing. After doing that 20 times, you start to wonder about the other 300. But, since that's what has to be done ...

    And let me once again express my gratitude for the shop functionality that you've made available.

  3. #383
    Quote Originally Posted by ffujita View Post
    After doing that 20 times, you start to wonder about the other 300. But, since that's what has to be done ...
    OK, thankyou for you your thanks, I really do appreciate it.

    I'm sorry you've got to do that, and I'm sorry I don't have a better, easier solution for you and for everybody else - but I do this as a hobby: I spend my leisure time pounding away at my keyboard producing tools for people to use free of charge - and I do that because I like doing it. I don't play 5E so I don't have any reason to spend my money to acquire any 5E material, so I don't know how other authors choose to represent things like currencies within their stuff. Up until now there has been no - and I mean none - functionality within FG to handle currencies and/or currency conversions, including a "shop" function, primarily because of the issues around money and how to represent different types of money consistently within a computer across so many different game systems. I think what's been done here is pretty good for a first cut at such a complex topic (even if I do say so myself) - and remember; its free - out of all the people using and watching my stuff there have been 3 people who have actually decided to provide support in a concrete form, and maybe a dozen more who have said they would when they get some spare cash - and that's OK, I'm not doing this for the money because if I was I would have been selling this stuff from the start; I'm doing this because I like to - you know, "pay it forward" type stuff - but whether it was meant that way or not the above hit a raw nerve - which probably says more about me than anything else.

    So I'll say it again: thankyou for your thanks, I really do sincerely appreciate it, and if I might suggest that people try to keep some of what I've just said in mind then I might think about continuing to help out with Rulesets, Extension, Videos and the rest.

    If you've got any issues or questions or whatever, please let me know so I can see about getting them resolved

    Cheers
    Dulux-Oz

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  4. #384
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    Quote Originally Posted by ffujita View Post
    My intention would be to make a module consisting of a small set of shops (buildings) without specified locations. As an illustrative example, I would have a Weapon and Ammunition shop which would contain all of the non-magical weapons and ammunition available in the Players Handbook, with unlimited quantities available, and prices set in capital letters (GP, SP, and CP).
    I believe that such a module would infringe copyright since pretty much all of the PHB is copyright. Having said that if the items had no descriptive text then I don't think it would be an infringement since I doubt that WotC have copyright on Short sword, Long sword etc.
    If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php

  5. #385
    Having the moved the PHB equipment list into a small set of stores, here are the issues that I've found -- I won't call them bugs, especially because this is a general extension and not a 5e specific one.

    1) The "Packs" like explorer's pack, scholar's pack, don't unpack when you purchase them from the store
    a) Not really a problem, cause most people aren't buying packs from the store, just at character creation
    2) Items from the PHB and items from the store don't stack -- so if you have 10 days of rations and you buy 10 more, you get two stacks of 10 days, not one stack of 20 days.
    a) Not too much of a problem, when I first open up the store, I'll set the buy back at 100% and let players sell all of their consumables first, then buy back whatever quantities they wish.
    3) The item weights take *way* too much space, when they are less than a quarter pound. For instance something that weighs 0.02 pounds in the PHB, weight 0.01999900004324 lbs in the store. This means that an item takes up three or four lines in the inventory tab.
    a) I set these items to weight zero ... and I'll deal with abuse if and when I need to ... "You're carrying 50k ball bearing? I think you need to drop 40k of them NOW."

    You can't sell a mule as an item (or any other animal, tack, or vehicle) so set those to "services" I guess.

    But I can tell you the players are going to like this so much better than having to manually deduct the currency while dragging items from the PHB.

    Thanks again!

  6. #386
    Quote Originally Posted by ffujita View Post
    Having the moved the PHB equipment list into a small set of stores, here are the issues that I've found -- I won't call them bugs, especially because this is a general extension and not a 5e specific one.

    1) The "Packs" like explorer's pack, scholar's pack, don't unpack when you purchase them from the store
    a) Not really a problem, cause most people aren't buying packs from the store, just at character creation
    2) Items from the PHB and items from the store don't stack -- so if you have 10 days of rations and you buy 10 more, you get two stacks of 10 days, not one stack of 20 days.
    a) Not too much of a problem, when I first open up the store, I'll set the buy back at 100% and let players sell all of their consumables first, then buy back whatever quantities they wish.
    3) The item weights take *way* too much space, when they are less than a quarter pound. For instance something that weighs 0.02 pounds in the PHB, weight 0.01999900004324 lbs in the store. This means that an item takes up three or four lines in the inventory tab.
    a) I set these items to weight zero ... and I'll deal with abuse if and when I need to ... "You're carrying 50k ball bearing? I think you need to drop 40k of them NOW."

    You can't sell a mule as an item (or any other animal, tack, or vehicle) so set those to "services" I guess.

    But I can tell you the players are going to like this so much better than having to manually deduct the currency while dragging items from the PHB.

    Thanks again!
    Packs have never been considered (by me) - apart from purchasing a "3-Day Wilderness Pack" which gets recorded as a "3-Day Wilderness Pack" - do people want the Pack to be listed individually on the Character Sheets? This would be an additional feature for a future release, but how useful would it be for people really (ie is it worth the effort)?

    Stacking of Items (actually the lack thereof) is briefly mentioned in the doco - but I recall being able to drag items from the PC Inventory sheet to the PC Inventory Sheet to add similar items together - I think???

    That's a rounding error which occurs in all computers when dealing with certain fractions of a whole - I'm still trying to work out a way for it not to be displayed like that.

    I deliberately haven't tackled buying and selling of NPCs (including animals, etc) yet, but its on the list for a future release - the trouble is that animals should be recorded as NPCs not Items, but this is inconsistent across Rulesets, so extra coding has to be done.

    Thanks for the feedback - and keep on suggesting new/improved features, etc - not all of them will be done, but I try to incorporate as much of what people want as I can (see previous posts in this thread )

    Cheers
    Dulux-Oz

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  7. #387
    @ffujita WOTC only has copyrights on specific items and monsters, not things like shortsword or backpack. A good rule of thumb, if its in the hardcover book but not in the online wiki then you have copyright concern, things like beholder, Mind-Flayer and prolly a few of the magic items but not all of them. (I think all the artifacts are copyrighted)

    Weight issues are because of variable parsing. IE integer, double, Big integer, strings ect. (not gona get super technical but it can probably be fixed at some point in the future)

  8. #388
    Well, I'm pretty sure they don't have a copyright on "Longsword," but I'm hazy about a Longsword that is a Martial Weapon, costs 15 GP, weighs 3 pounds, does 1d8 slashing damage, and is versatile (1d10). That's pretty specific. In any case, for my own use, I've set up shops for all of the PHB Equipment. If I get the go ahead from someone at Smiteworks, I'd be happy to post the module, so everyone else doesn't need to manually change all the gp from the the PHB to GP (since all the adventures grant uppercase GP, but all the PHB prices are lowercase gp). OR, even better, if someone at Smiteworks would do a global search/replace of gp to GP in the PHB, that'd make the whole problem go away. (and of course, sp to SP and cp to CP).
    Last edited by ffujita; December 12th, 2015 at 03:30.

  9. #389
    This isnt a bug but I'm just curious about the double combo boxes for magic in a plane

    "When set to anything other than "Normal" a second Magic Traits Combobox is displayed, which has the same six values (except "Normal" is replaced by "None"). Thus a Plane can have two different Magic Traits. The Locations Extension will not stop you from setting opposite Magic Traits or the same Magic Trait twice."

    so a plane could have any number of conflicting traits in certain areas. why only the two boxes for magic traits. I'm just curious what the purpose is.

  10. #390
    Quote Originally Posted by bobbylain View Post
    This isnt a bug but I'm just curious about the double combo boxes for magic in a plane

    "When set to anything other than "Normal" a second Magic Traits Combobox is displayed, which has the same six values (except "Normal" is replaced by "None"). Thus a Plane can have two different Magic Traits. The Locations Extension will not stop you from setting opposite Magic Traits or the same Magic Trait twice."

    so a plane could have any number of conflicting traits in certain areas. why only the two boxes for magic traits. I'm just curious what the purpose is.
    Probably because I used the same piece of code as I did for the Alignment Traits (without thinking about it too hard), which can have two aspects - but thinking about it we could probably get away with just one Magic Trait for the Plane and if there is a particular "pocket" that has another Trait we could use a Location - I'd have to add the Magic Trait Dropdown to the Location Record, but that's not too hard
    Dulux-Oz

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