Member
Join Date: Aug 2014
Posts: 31
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I was a bit confused by the change, which is why I came here. Likely not super critical but the interface to bring back weapons out of the locker is a bit confusing.
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#11 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 8,232
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Quote:
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#12 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 8,232
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What would you recommend we do to eliminate the confusion? In what ways can we improve how it works?
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#13 |
Member
Join Date: Aug 2014
Posts: 31
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Quote:
If you want to move a stored weapon back into active use, the listed destination is called "Remove (to Character)"... that disrupted learning how to do this. Maybe call it something like "Move to active weapons " or something like that? That might include having to rename the "Weapons" list slightly. |
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#14 |
Senior Member
Join Date: Jul 2018
Posts: 108
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A very well-prepared alchemist with each bomb is already over the six weapon limit, very annoying.
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#15 |
Senior Member
Join Date: Mar 2013
Location: Leeds UK
Posts: 250
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I have had to rebuild my alchemist as the original sheet seems to have locked in bombs that are no longer there. Even when I rebuild, as soon as I add an alchemist bomb on it comes up with the six weapon error (i have dagger, sling and fist on the sheet as well).
Not sure what is happening with this, I will log on an error report. |
#16 |
Senior Member
Join Date: Jul 2018
Posts: 108
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@talsharien I've been seeing that same Alchemist wonkiness
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#17 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 8,232
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Just a heads-up. We've been making some refinements to the way the weapon locker - and weapons in general - behave. In the release going out tomorrow, there should be some improvements with how all of this stuff works. A few of the most important items are:
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#18 |
Senior Member
Join Date: Aug 2005
Location: Chicagoland
Posts: 397
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@Rob, would it be possible to add a "enable/disable" type button next to weapons as another option to Weapons Locker?
So instead of moving a weapon to the locker, you can just "disable" it which would disable any "maths" (whatever causes server problems, a grey out weapon name only if needed). "enable" puts the weapon back online with a error if you are a at max and that you have to disable another weapon first. That way if you have, say, a handful of weapons you like to use and don't want to forget about some others you occasionally use you can quickly get to them? For instance, my ranger has a Bow, kukri, rapier, whip, dagger, & fists. A little mix since he does some melee and range. But now i find a low-grade silver short sword and a cold iron axe. I won't typically need those but I don't want to forget I have the cold iron axe and want quickly to pull it out, throw it, and return to my other standard weapons list... -Jamz RPTools.net | MapTool Discord Invite Download Latest MapTool Release | Download Latest TokenTool Release |
#19 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 8,232
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I'll explore this possibility - or something like it - with the team. I know that this exact approach won't work, since the disable option would currently also short-circuit the re-enable behavior. However, there may be some extra hoops we can jump through to find a solution here that's more useful/efficient than what we've got.
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#20 |
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