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Update starfinder ammo reloading #30
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This looks pretty neat! What are the downsides/why not merge? |
One weird thing: The "load ammo" window opens behind the character sheet. |
For not merging yet there's a few little things, like the window opening behind the char sheet. The way I'm detecting loaded ammo is by if the |
There's also weird edge case things where a user could change the location field of some ammo to a weapon manually and think their ammo is loaded, but the only way to actually load ammo is through the reload window. But that may be fine and these changes are good enough for now to go live and can be built upon |
I was able to fix the generating window behind character sheet problem. |
I was thinking more too and this is probably safe to merge now, users can always disable the ammo linking if they want and I think it at least provides more functionality than there was before. |
why not just use a windowreference node? that should fix any weirdness you might run into trying to match strings from the location fields |
Oh yea I'm using windoreferences when you load ammo from the reload GUI. My concern is more around someone manually set the location of some ammunition items in their inventory to be one of their weapons thinking that will also load the weapon, when it won't do anything as far as this extension is concerned. |
So I did some digging, it looks like to deal with manual updates to the |
I've changed out the reload window to act more like the inventorylist but filtered to only ammunition that "isn't loaded". Upon loading ammunition the ammo will have its location changed to the weapon its loaded into.
Currently there's no checks that the "correct" ammo is being used. But batteries are handled differently from cartridges since you can't transfer charges like cartridges.
This probably isn't ready to merge, but wanted to get eyes on it to make sure I wasn't barking up the wrong tree with this direction to take things.