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  1. #31
    I downloaded it one hour ago, more or less :-)

  2. #32
    Quote Originally Posted by bmos View Post
    Just as when mattekure first reported that, I'd love to see a db.xml file so I can see how that extension saves its data. Since it's a paid extension for a ruleset I don't play, it's not likely I'll buy it just to do testing with, but with db.xml there is a good chance I will be able to fix the issue.

    EDIT: Also are you using v1.3 and can you re-test using that if you aren't yet?
    Here the db.xml filedb.xml

  3. #33
    Quote Originally Posted by eriktedesco View Post
    Hi BMOS, I'm experiencing the same situation as Mattekure. With MadNomad's Coin Manager and your extension loaded at the same time, the coin item is not created. If you need any file on my side, just ask!
    Is this a problem for all your characters or just some?

  4. #34
    Quote Originally Posted by bmos View Post
    Is this a problem for all your characters or just some?
    I have tested only a couple of PCs in the same campaign.

    Tomorrow evening I will test further!

  5. #35
    bmos, I took a look and the two extensions are definitely conflicting. Basically both extensions are overwriting the charsheet_inventory_contents windowclass.

    Looking at your extension, it seems that the only reason you are overwriting the class is to monitor the field for changes. Is that correct? The file just seems to be a series of onValueChanged functions. If thats the case, I think there may be another way to get that trigger without having to overwrite the windowclass at all. If in your coinweight.lua file, you set a DB handler to watch for each characters coin value for changes. You could monitor every coin change without overwriting the windowclass.

    Something like this. (assuming 5e, but other than a name change it should be similar for others)

    Code:
    function onInit()
        DB.addHandler("charsheet.*.coins.slot1.amount, "onUpdate", onCoinUpdate)
        DB.addHandler("charsheet.*.coins.slot1.name, "onUpdate", onCoinUpdate)
        DB.addHandler("charsheet.*.coins.slot2.amount, "onUpdate", onCoinUpdate)
        DB.addHandler("charsheet.*.coins.slot2.name, "onUpdate", onCoinUpdate)
       etc...
    end
    
    function onCoinUpdate(nodeUpdated)
       --do your stuff here whenever a value gets updated. you can easily pull the parent nodes to get the charsheet or name of the coin type.
       local nodeChar = nodeUpdated.getParent().getParent().getParent();
        onCoinsValueChanged(nodeChar)
    end
    Last edited by mattekure; May 24th, 2021 at 02:19.
    For support with any of my extensions, visit my #mattekure-stuff channel on Rob2e's discord https://discord.gg/rob2e

  6. #36
    Quote Originally Posted by mattekure View Post
    bmos, I took a look and the two extensions are definitely conflicting. Basically both extensions are overwriting the charsheet_inventory_contents windowclass.

    Looking at your extension, it seems that the only reason you are overwriting the class is to monitor the field for changes. Is that correct? The file just seems to be a series of onValueChanged functions. If thats the case, I think there may be another way to get that trigger without having to overwrite the windowclass at all. If in your coinweight.lua file, you set a DB handler to watch for each characters coin value for changes. You could monitor every coin change without overwriting the windowclass.

    Something like this. (assuming 5e, but other than a name change it should be similar for others)

    Code:
    function onInit()
        DB.addHandler("charsheet.*.coins.slot1.amount, "onUpdate", onCoinUpdate)
        DB.addHandler("charsheet.*.coins.slot1.name, "onUpdate", onCoinUpdate)
        DB.addHandler("charsheet.*.coins.slot2.amount, "onUpdate", onCoinUpdate)
        DB.addHandler("charsheet.*.coins.slot2.name, "onUpdate", onCoinUpdate)
       etc...
    end
    
    function onCoinUpdate(nodeUpdated)
       --do your stuff here whenever a value gets updated. you can easily pull the parent nodes to get the charsheet or name of the coin type.
       local nodeChar = nodeUpdated.getParent().getParent().getParent();
        onCoinsValueChanged(nodeChar)
    end
    Actually if you look at the history of the codebase that is how it once worked.
    I moved it to the windowclass because I wanted to use the delaykeyupdate option to keep thing moving faster.
    However since you say it's because of the windowclass I think I have a solution. What is the loadorder of that extension?

  7. #37
    it has no load order defined
    For support with any of my extensions, visit my #mattekure-stuff channel on Rob2e's discord https://discord.gg/rob2e

  8. #38
    Quote Originally Posted by mattekure View Post
    it has no load order defined
    try this build

    EDIT: removed
    Last edited by bmos; May 24th, 2021 at 18:15.

  9. #39
    Quote Originally Posted by bmos View Post
    try this build
    The new build did not work either. I have tried adjusting load order for both and trying all combinations, but nothing worked so far.
    For support with any of my extensions, visit my #mattekure-stuff channel on Rob2e's discord https://discord.gg/rob2e

  10. #40
    Hi, how do i adjust the .coinweight.lua? i cant find it within my FG files and im assuming its within the compiled extension?

    Cheers

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