Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

InventoryManager (Rouby's)

I'm experimenting with the Rouby's version of the InventoryManager. I'm noticing a discrepency with weight and volume displays in the 'status' token. I created a warax item token with weight of 10 (bar1) and volume of 1 (bar2). When I drop it into the weapon 'worn' equipment area, the 'status' token shows 10 and 1 correctly in the name text below the 'status' token, but both values get multiplied by 10 in the 'status' token's bar1 and bar2 fields. Any ideas on what is causing that? Do I have to divide the item token's values by 100? (Although when I did that the numbers in the 'status' token's name text was incorrect.)
I don't use Rouby's inventory manager, but I did experiment with it, and that behavior is intentional. He said it had something to do with the way that Roll 20 calculates bar values of less than 1. What I think you have to do is multiply the max carrying weight of the status token by 100 (or by 10, I can't remember), and the bar and the display should come out right.
Ah, ok. I located where that is happening in the code. Have you worked with John C's original Inventory Manager script?
Yes, I'm using that one now. The reason that I went with John's over Rouby's is I wanted the functionality of being able to see the warmth and hospitality status. Rouby's doesn't have that functionality. There are a couple of little quirks to John's as well, but I've worked around them, or live with them. John's is a little slow in recalculating values, esp. as you add more players. That's just something I've had to live with, because I have a lot of players, and some of them have mounts, so that makes it worse. Also, when you move something off of your character's silhouette, but still on the "main" graphic, the weight in your status doesn't change. To do this, you have to move the item to "drop." However, I made the "main" graphic a little smaller, so that the player could actually move items off of the "main" area to unequip them, but still be able to move them back on himself. At the suggestion of another user who's also using John's script, I created a "loot" area at the bottom, where I could create tokens of what people find, and they can then move them to an area representing their character to take the items. I used another script (Teleport), so that when the player moves the item to their square, it transports it to their inventory area. I also adjusted the script to allow players to make their own adjustments in their coins - it's hard-written to only allow the GM access to coin amounts. If you have any specific questions, feel free to ask. Good luck!
Cool. Thanks.