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Thread: 4E Item Parser

  1. #391
    Awesome, that was what I was looking for.
    I was dragging the monsters out of the module and then manually adding tokens and this was quite a hassle, now they are automatically linked from within the .mod file.

    So much easier!
    Thank you.

  2. #392
    My add entries button is greyed out. What am I doing wrong

  3. #393

  4. #394
    I figured it out. I was not pressing the Navigate to Compendium but instead pressing compendium in the browser.

  5. #395
    New problem I am having

    Ruleset Error: windowcontrol: Database type mismatch for control (flavor) in windowclass (power_stats)
    Script Error: [string "power_stats"]:1: attempt to index global 'flavor' (a nil value)

  6. #396
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    Quote Originally Posted by crittman View Post
    New problem I am having

    Ruleset Error: windowcontrol: Database type mismatch for control (flavor) in windowclass (power_stats)
    Script Error: [string "power_stats"]:1: attempt to index global 'flavor' (a nil value)
    Discussed on the previous page of this very thread. Fixed in the upcoming v3.3 release of Fantasy Grounds.
    FG Wiki: How to Compile the FG Logs

    Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!

  7. #397
    Error when opening a weapon entry

    Ruleset Error: windowcontrol: Database type mismatch for control (cost) in windowclass (item_stats_other)

  8. #398
    Ruleset Error: windowcontrol: Database type mismatch for control (cost) in windowclass (item_stats_other)
    I am not sure of the fix here. If you access the weapon straight from the module, it opens fine. But if you access it by going through the new Items list available with the newer FG versions, then it fails. It seems like when you open it from the new Items list, it wants to open it as if it were a magic item as opposed to a normal item. But if you copy the original record type (straight from the module) to the new Items list, it copies fine and can open. The records for normal items (weapons, armor, etc.) are different than for magic items. For magic items, the cost is a string. But for regular items (armor, weapons, etc.), the cost is a number. So I could change the cost to be a string, but then the normal weapon windows would stop working. If it stops working, then you will lose the ability to drag and drop a regular item (e.g., a longsword) onto a magic item (e.g., aftershock weapon +1) to create a concrete version of a magic item (e.g., an aftershock longsword +1.)

  9. #399
    I believe this is fixed in v3.3.0 beta as well. There were a couple fields that I caught that varied between parsers, so I had to write a custom display field that could read either string or number . (Read only)

    Cheers,
    JPG

  10. #400
    It's currently still broken on test. Opening the "base' items like longsword, for example results in https://puu.sh/v9E4W/e157775768.jpg with a blank item if opened from the button on the right. Opening it from the library works correctly, however.
    Magic items DO open correctly from the button on the right, though. It's only the ones on the left.

    Crossposting this to the 3.3.0 thread also.

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