PDA

View Full Version : PFRPG Ammunition Manager



Pages : 1 [2] 3

Svandal
March 6th, 2022, 06:03
Well. I do run many extensions, and the bug happened when I ran many extensions at once.

Then I closed the campaign, disabled every other extension and was able to reproduce it with only your extension running.

I will try the new update later today.

I do not get an error any more, not with all my extension s loaded.

bmos
March 6th, 2022, 12:51
I do not get an error any more, not with all my extension s loaded.

Awesome!

BushViper
March 7th, 2022, 21:48
In 5e, to make use of INFAMMO is it put in the weapon properties?

bmos
March 7th, 2022, 22:02
In 5e, to make use of INFAMMO is it put in the weapon properties?No, that is an effect.
So you can trigger it from a spell, for example.
You can see it in action here: https://youtu.be/yW0JeWRxnx8?t=130

webdove
March 11th, 2022, 03:00
I think there might be an extension incompatibility as a result of these changes.

The conflicting extensions is Celestion's "Advanced Effects" on the Forge https://forge.fantasygrounds.com/shop/items/68/view. When I load only Ammunition Manager and Advanced Effects the crossbow in an unloaded state will still attack. With only Ammunition Mangers loaded it will not attack.
I will send him a note mentioning the conflict with Ammunition Manager as well.

bmos
March 11th, 2022, 11:55
The conflicting extensions is Celestion's "Advanced Effects" on the Forge https://forge.fantasygrounds.com/shop/items/68/view. When I load only Ammunition Manager and Advanced Effects the crossbow in an unloaded state will still attack. With only Ammunition Mangers loaded it will not attack.
I will send him a note mentioning the conflict with Ammunition Manager as well.Ah. I have submitted a fix there but it is awaiting acceptance.
https://github.com/CelestianGC/AdvancedEffects/pull/6

webdove
March 11th, 2022, 15:10
Ah. I have submitted a fix there but it is awaiting acceptance.
https://github.com/CelestianGC/AdvancedEffects/pull/6

Thank you so much for the quick fix. Tonight is game night :)
If I want to test it now do I just merge these two files with my latest version of advanced effects?
campaign/scripts/char_weapon_adnd.lua, scripts/manager_effect_adnd.lua

bmos
March 11th, 2022, 18:29
Thank you so much for the quick fix. Tonight is game night :)
If I want to test it now do I just merge these two files with my latest version of advanced effects?
campaign/scripts/char_weapon_adnd.lua, scripts/manager_effect_adnd.luaI think Celestian just posted a new version with the fix :)

webdove
March 11th, 2022, 20:06
Sadly v5.3 has not made it to the forge yet. I will have to disable the forge one and manually load the one from github. That worked, unloaded shots are blocked.

webdove
March 11th, 2022, 21:35
New bug when I try to attack.
51959
No time to chase it now.

webdove
March 11th, 2022, 21:48
Sadly v5.3 has not made it to the forge yet. I will have to disable the forge one and manually load the one from github. That worked, unloaded shots are blocked.
Rats. I also did not test my other extensions thoroughly enough. Now with them all active weapon unloaded does not block attacks again. I could swear I checked that, but today it works with your ext along and not with the rest of mine. sigh.

bmos
March 11th, 2022, 23:12
Rats. I also did not test my other extensions thoroughly enough. Now with them all active weapon unloaded does not block attacks again. I could swear I checked that, but today it works with your ext along and not with the rest of mine. sigh.Just making sure I understand: You think there is another extension that is incompatible as well?

webdove
March 12th, 2022, 05:50
Yes, I suspect so. I will look into that.

webdove
March 13th, 2022, 00:00
The two conflicting extensions are:

advanced effects
automatic flanking and range,
https://www.dmsguild.com/product/314487/Fantasy-Grounds-Automatic-Flanking-and-Range?filters=0_0_0_0_0_0_45545_0

I tried loading advanced effects 5.3 from github
Click attack button on crossbow, hand and I got this error.
51968
So there seems to be a problem with the Advanced Effects patch and a problem with Automatic Flanking and Range.

bmos
March 13th, 2022, 00:17
The two conflicting extensions are:

advanced effects
automatic flanking and range,
https://www.dmsguild.com/product/314487/Fantasy-Grounds-Automatic-Flanking-and-Range?filters=0_0_0_0_0_0_45545_0

I tried loading advanced effects 5.3 from github
Click attack button on crossbow, hand and I got this error.
51968
So there seems to be a problem with the Advanced Effects patch and a problem with Automatic Flanking and Range.Re AE, I messed up the compatibility patch I sent to Celestian :(
So I have posted a working one: https://github.com/CelestianGC/AdvancedEffects/pull/7

webdove
March 13th, 2022, 18:49
Re AE, I messed up the compatibility patch I sent to Celestian :(
So I have posted a working one: https://github.com/CelestianGC/AdvancedEffects/pull/7

I patched and labelled my version of advanced effects to 5.3a. It works properly now with ammo manager.
The remaining conflict is with Auto Flank and Range (which I use a lot).

bmos
March 13th, 2022, 23:23
You can show the author of that extension this section (https://github.com/bmos/AdvancedEffects/blob/4bf14978a0d575e2b03be651e08618fda110161e/campaign/scripts/char_weapon_adnd.lua#L34) of char_weapon's onAttackAction function which should make it very easy to see how to add support to that paid extension.

webdove
March 15th, 2022, 18:00
I sent Kent/Posideon your note.
He is listed as "posideonsian#3316" on this Discord server https://discord.gg/rob2e
also as
https://www.fantasygrounds.com/forums/member.php?62515-kentmccullough

nephranka
March 20th, 2022, 23:02
Re AE, I messed up the compatibility patch I sent to Celestian :(
So I have posted a working one: https://github.com/CelestianGC/AdvancedEffects/pull/7

I ran into this issue with AE as well. How do we get the fixed version? It stopped us from making attacks in combat, so it is a major issue. Thanks!

bmos
March 20th, 2022, 23:41
I ran into this issue with AE as well. How do we get the fixed version? It stopped us from making attacks in combat, so it is a major issue. Thanks!There hasn't been a fixed version posted publicly.
Here is one.

nephranka
March 21st, 2022, 01:09
There hasn't been a fixed version posted publicly.
Here is one.

Thank you!

webdove
March 21st, 2022, 02:27
Bmos, pending the compatibility fix for automatic flanking and ranged from Kent, you might consider adding an option to disable the load button function in 5E Ammo mgr so all three extensions can be used together.
Web
P.S. Kent sent me a private message that he was working on it.

bmos
March 21st, 2022, 12:41
Bmos, pending the compatibility fix for automatic flanking and ranged from Kent, you might consider adding an option to disable the load button function in 5E Ammo mgr so all three extensions can be used together.
Web
P.S. Kent sent me a private message that he was working on it.Awesome, thanks for organizing that :)

Also that is a great idea (even for reasons other than compatibility) since I know some groups don't use reloading actions but would still like ammo counting.

But I would also point out that such a fix would break the feature allowing effects attached to magic ammo to be counted since it is in the same overwritten function.

webdove
March 21st, 2022, 16:35
Here are my private messages with Kent
Brill — 03/15/2022
Hi Kent. I am trying to use a new extension from BMOS called "ammunition manager". It had a conflict with Celestian's "advanced effects" which was cleared up. It also has a conflict with "Automatic Flanking and Range" and he asked me to send this to you.
March 13th, 2022, 18:23#267
bmos bmos is online now
Celestial Paragon

bmos's Avatar
You can show the author of that extension this section of char_weapon's onAttackAction function
https://github.com/bmos/AdvancedEffects/blob/4bf14978a0d575e2b03be651e08618fda110161e/campaign/scripts/char_weapon_adnd.lua#L34

which should make it very easy to see how to add support to that paid extension.
bmos' extensions
he/him | Discord Tag: wil.thieme#3396
GitHub
AdvancedEffects/char_weapon_adnd.lua at 4bf14978a0d575e2b03be651e08...
Item Enhancement Extention. Contribute to bmos/AdvancedEffects development by creating an account on GitHub.
AdvancedEffects/char_weapon_adnd.lua at 4bf14978a0d575e2b03be651e08...
He uses that to prevent firing of an unloaded "loading" weapon.
Brill — 03/15/2022
BMOS is listed as https://www.fantasygrounds.com/forums/member.php?194283-bmos
Fantasy Grounds Message Boards
Fantasy Grounds is a virtual tabletop application which allows GMs and player to play RPG games online.

posideonsian — 03/16/2022
gotcha, will try and get this fixed up soon

webdove
March 21st, 2022, 16:59
Is there a place where all the current features, options, effects are tracked for Ammunition Manager? I look on the forge, "bmos extensions" forum and this forum and I could not find a complete current description anywhere (e.g. about magic ammunition tracking which only had a few lines in GitHub #12).?

bmos
March 21st, 2022, 18:16
Is there a place where all the current features, options, effects are tracked for Ammunition Manager? I look on the forge, "bmos extensions" forum and this forum and I could not find a complete current description anywhere (e.g. about magic ammunition tracking which only had a few lines in GitHub #12).?Not really. I can't remember if I even mention it in the video.
Basically that is (IMO) an Advanced Effects feature so go there to learn more.
The only thing that is different when you use Ammunition Manager with it is that it uses effects tied to ammunition along with the weapon rather than just the weapon.

EDIT: I have updated the README with a better explanation of how this works:

If used with Advanced Effects for Pathfinder and 3.5E or 5E Advanced Effects, "Action Only" effects attached to equipped ammmunition used in an attack will be included in the roll.
This allowed things like "Magic Arrow; ATK: 1 enhancement" to be added to the arrow effects list and it will only be used to modify the attack when the archer uses those arrows (even if those arrows are equipped constantly in the inventory).

jfg1984
March 22nd, 2022, 18:37
EDIT TO ADD: Annnnd it looks like you've already made a patch! Thanks!

Hi there. After the latest updates it seems like Ammunition Manager is not playing nicely with the Advanced Effects extension by celestian (https://forge.fantasygrounds.com/shop/items/68/view).
I've isolated the error I'm getting down to these two extensions. I don't get the error when running either one by itself, but I do when running them together.

52123

Hope it's an easy fix, as the advanced effects extension is amazingly useful and I'd hate to have to pick between one extension or the other!

webdove
March 23rd, 2022, 22:55
bmos, I found another incompatibility. The 5E Auto Encumbrance extension https://www.dmsguild.com/product/358...iate_id=712946 assumes the unit for each Crossbow Bolts (20) is 20 bolts not one when it calculates weight.52141
When you link from Ammo Mgr to the inventory item "crossbow bolts (20)" ammo mgr assumes the unit for crossbow bolts (20) is a single bolt. If you put it one unit in inventory for each bolt then the weight you carry is 20x too much. If you leave the unit in inventory as 1 per quiver of 20 bolts then when you link them you only show the number of quivers in the action tab and not the number of bolts. Do you understand?
Web

webdove
March 23rd, 2022, 23:03
Interestingly, today I have Advanced Effects, Automatic Flanking and Range and Ammo manager all loaded. I am no longer getting the nil pointer error that I got on 3/12 and the load button is properly preventing attacks. Woopee!

meadegendar
March 23rd, 2022, 23:31
Getting this error with the Ammo Manager. Happens when I click on the Attack roll in the Action tab. I am running 5e.

bmos
March 23rd, 2022, 23:59
Getting this error with the Ammo Manager. Happens when I click on the Attack roll in the Action tab. I am running 5e.

see discussion over past few pages

webdove
March 24th, 2022, 00:04
see discussion over past few pages

Specifically look for these lines
Re AE, I messed up the compatibility patch I sent to Celestian
So I have posted a working one: https://github.com/CelestianGC/AdvancedEffects/pull/7
...
I patched and labelled my version of advanced effects to 5.3a. It works properly now with ammo manager.
The remaining conflict is with Auto Flank and Range (which I use a lot).

bmos
March 24th, 2022, 12:26
Specifically look for these lines
Re AE, I messed up the compatibility patch I sent to Celestian
So I have posted a working one: https://github.com/CelestianGC/AdvancedEffects/pull/7
...
I patched and labelled my version of advanced effects to 5.3a. It works properly now with ammo manager.
The remaining conflict is with Auto Flank and Range (which I use a lot).

better yet: https://www.fantasygrounds.com/forums/showthread.php?61372-PFRPG-Ammunition-Manager&p=644744&viewfull=1#post644744

webdove
March 25th, 2022, 00:49
bmos, I found another incompatibility. The 5E Auto Encumbrance extension https://www.dmsguild.com/product/358...iate_id=712946 assumes the unit for each Crossbow Bolts (20) is 20 bolts not one when it calculates weight.52141
When you link from Ammo Mgr to the inventory item "crossbow bolts (20)" ammo mgr assumes the unit for crossbow bolts (20) is a single bolt. If you put it one unit in inventory for each bolt then the weight you carry is 20x too much. If you leave the unit in inventory as 1 per quiver of 20 bolts then when you link them you only show the number of quivers in the action tab and not the number of bolts. Do you understand?
Web

bmos, Did you not the incompatibility above?

bmos
March 25th, 2022, 11:35
bmos, Did you not the incompatibility above?If you're telling the program that your ammo item is 20 arrows, then yes it will fire 20 arrows **imagines firing entire quivers from a bow**
Change the item in your inventory to weigh 1/20 as much and change the count to be 20x as much.
That isn't an incompatibility, you just need to finish setting up your inventory. The count field is called count and the name field is called name. If you have your count entered in the name field, it isn't going to be used for the count.
Also your link is wrong.

webdove
March 25th, 2022, 22:37
If you're telling the program that your ammo item is 20 arrows, then yes it will fire 20 arrows **imagines firing entire quivers from a bow**
Change the item in your inventory to weigh 1/20 as much and change the count to be 20x as much.
That isn't an incompatibility, you just need to finish setting up your inventory. The count field is called count and the name field is called name. If you have your count entered in the name field, it isn't going to be used for the count.
Also your link is wrong.

I fixed the problem. You just have to use "Crossbow Bolt" rather than "Crossbow Bolt (20)" in the inventory. You might want to point that out in your instructions.

webdove
March 25th, 2022, 22:40
New problem. I tried "Crossbow Bolt, +3", "Blinding Crossbow Bolt" and "Bolt of Slaying". I had to set the ammo to blank then to the inventory ammo for it to take. However, none of them had any special effects. Does one need to do something else for magic bolts to work?

bmos
March 25th, 2022, 23:03
New problem. I tried "Crossbow Bolt, +3", "Blinding Crossbow Bolt" and "Bolt of Slaying". I had to set the ammo to blank then to the inventory ammo for it to take. However, none of them had any special effects. Does one need to do something else for magic bolts to work?Yes, see the README (https://github.com/bmos/FG-Ammunition-Manager).

If used with Advanced Effects for Pathfinder and 3.5E (https://forge.fantasygrounds.com/shop/items/33/view) or 5E Advanced Effects (https://forge.fantasygrounds.com/shop/items/68/view), "Action Only" effects attached to equipped ammmunition used in an attack will be included in the roll. This allowed things like "Magic Arrow; ATK: 1 enhancement" to be added to the arrow effects list and it will only be used to modify the attack when the archer uses those arrows (even if those arrows are equipped constantly in the inventory).

Bobs
April 13th, 2022, 17:47
I try to use the extension in DnD 5e, but now I have a strange behavior with Javelin.

When I made an attack with Javelin, it doesn´t count the number of "ammunition" used. How can I fix this?

bmos
April 13th, 2022, 20:37
I try to use the extension in DnD 5e, but now I have a strange behavior with Javelin.

When I made an attack with Javelin, it doesn´t count the number of "ammunition" used. How can I fix this?

Sounds like an extension conflict (that issue comes up with a number of extensions).
Disable all but Ammo Manager and, assuming it works correct by itself, re-enable extensions in small batches to figure out which is causing the issue.
Let me know what it is and the FG forum name of the author and I can work with them to add compatibility.

nephranka
April 13th, 2022, 22:16
Sounds like an extension conflict (that issue comes up with a number of extensions).
Disable all but Ammo Manager and, assuming it works correct by itself, re-enable extensions in small batches to figure out which is causing the issue.
Let me know what it is and the FG forum name of the author and I can work with them to add compatibility.

I think I found the issue. In 5e if the weapon is set to 'thrown' (grenade pic), it is not reducing the ammo. If I move the javelin to 'ranged' (bow pic) it works. In this shot the longbow has the ranged and the javelin has thrown.

bmos
April 13th, 2022, 23:24
I think I found the issue. In 5e if the weapon is set to 'thrown' (grenade pic), it is not reducing the ammo. If I move the javelin to 'ranged' (bow pic) it works. In this shoot the longbow has the ranged and the javelin has thrown.

Can't replicate locally, but I have a bunch of code changes that I haven't pushed out so I guess I fixed it without knowing haha
I'll post a new update shortly.

nephranka
April 14th, 2022, 00:43
Can't replicate locally, but I have a bunch of code changes that I haven't pushed out so I guess I fixed it without knowing haha
I'll post a new update shortly.

Yep. Confirmed fixed. Javelins set to thrown now reduce ammo as expected. Thanks!

Bobs
April 14th, 2022, 16:41
Thank you, bmos. My mistake. I did add "loading" in weapon properties of javelin and its working fine! Sorry!

bmos
April 14th, 2022, 17:08
Thank you, bmos. My mistake. I did add "loading" in weapon properties of javelin and its working fine! Sorry!Do thrown weapons in 5E all require an action to 'load'?
I could perhaps assume the loading property for thrown weapons in 5E.

Garrick147
April 18th, 2022, 15:13
I believe they do. Scratch that they do not as is pointed out by webdove.

webdove
April 18th, 2022, 18:01
The PHB weapon table does not say "loading" for thrown weapons.52456

TheSuperButt
April 22nd, 2022, 01:04
This pops up when opening the actions tab in the mini char sheet in pf1e for the first time.
52483

bmos
April 22nd, 2022, 11:57
This pops up when opening the actions tab in the mini char sheet in pf1e for the first time.
52483When you load the campaign, what Ammunition Manager version number shows up in chat?
Those error messages are not in the current version of my extension.

Assuming the version shown is not v3.5-hotfix.1, you need to go into your extensions folder and delete your manually-installed version of this extension (and any other extensions of mine that are there).
If you install a version manually, it will use that instead of the (likely more up to date) Forge copy.

TheSuperButt
April 22nd, 2022, 18:54
When you load the campaign, what Ammunition Manager version number shows up in chat?
Those error messages are not in the current version of my extension.

Assuming the version shown is not v3.5-hotfix.1, you need to go into your extensions folder and delete your manually-installed version of this extension (and any other extensions of mine that are there).
If you install a version manually, it will use that instead of the (likely more up to date) Forge copy.

I have verified that that is version I am using. I also tried only loading Ammunition Manager and it still pops up.
52485

bmos
April 22nd, 2022, 20:31
I have verified that that is version I am using. I also tried only loading Ammunition Manager and it still pops up.
52485

Found it! Not sure why I couldn't find it by searching earlier.
Have posted hotfix.2

kevininrussia
May 4th, 2022, 04:52
4E bug
No other extensions loaded.

When opening the mini character sheet by clicking the "MINI" at the bottom left of a character sheet I get this error popup:

[ERROR] Script execution error: [string "campaign/scripts/4e_char_weaponlist.lua"]:39: attempt to index global 'missedshots' (a nil value)

bmos
May 4th, 2022, 11:26
My local FG install is broken right now, so I couldn't test my fix.
But I pushed it anyway since it should work.

kevininrussia
May 4th, 2022, 20:49
My local FG install is broken right now, so I couldn't test my fix.
But I pushed it anyway since it should work.

Getting these errors now:

[5/4/2022 12:46:33 PM] [ERROR] Script execution error: [string "campaign/scripts/4e_char_weaponlist.lua"]:43: attempt to index global 'activatedetail' (a nil value)
[5/4/2022 12:46:33 PM] [ERROR] Script execution error: [string "campaign/scripts/4e_char_weaponlist.lua"]:43: attempt to index global 'activatedetail' (a nil value)
[5/4/2022 12:46:33 PM] [ERROR] Script execution error: [string "campaign/scripts/4e_char_weaponlist.lua"]:44: attempt to index global 'ammunition_label' (a nil value)
[5/4/2022 12:46:33 PM] [ERROR] Script execution error: [string "campaign/scripts/4e_char_weaponlist.lua"]:44: attempt to index global 'ammunition_label' (a nil value)
[5/4/2022 12:46:33 PM] [ERROR] Script execution error: [string "campaign/scripts/4e_char_weaponlist.lua"]:43: attempt to index global 'activatedetail' (a nil value)

nephranka
May 4th, 2022, 22:45
I wish I could help but I only play 5e. In 5e no errors.

kevininrussia
May 4th, 2022, 23:26
Getting these errors now:

[5/4/2022 12:46:33 PM] [ERROR] Script execution error: [string "campaign/scripts/4e_char_weaponlist.lua"]:43: attempt to index global 'activatedetail' (a nil value)
[5/4/2022 12:46:33 PM] [ERROR] Script execution error: [string "campaign/scripts/4e_char_weaponlist.lua"]:43: attempt to index global 'activatedetail' (a nil value)
[5/4/2022 12:46:33 PM] [ERROR] Script execution error: [string "campaign/scripts/4e_char_weaponlist.lua"]:44: attempt to index global 'ammunition_label' (a nil value)
[5/4/2022 12:46:33 PM] [ERROR] Script execution error: [string "campaign/scripts/4e_char_weaponlist.lua"]:44: attempt to index global 'ammunition_label' (a nil value)
[5/4/2022 12:46:33 PM] [ERROR] Script execution error: [string "campaign/scripts/4e_char_weaponlist.lua"]:43: attempt to index global 'activatedetail' (a nil value)

To be clear, these errors are only when the "Mini" sheet is opened. Regular sheet all works perfectly.

bmos
May 4th, 2022, 23:47
To be clear, these errors are only when the "Mini" sheet is opened. Regular sheet all works perfectly.

ok let's try it again?

kevininrussia
May 5th, 2022, 00:06
[5/4/2022 4:05:55 PM] [ERROR] Script execution error: [string "campaign/scripts/4e_char_weaponlist.lua"]:45: attempt to index global 'recoverypercentage' (a nil value)
[5/4/2022 4:05:55 PM] [ERROR] Script execution error: [string "campaign/scripts/4e_char_weaponlist.lua"]:45: attempt to index global 'recoverypercentage' (a nil value)
[5/4/2022 4:05:55 PM] [ERROR] Script execution error: [string "campaign/scripts/4e_char_weaponlist.lua"]:45: attempt to index global 'recoverypercentage' (a nil value)
[5/4/2022 4:05:55 PM] [ERROR] Script execution error: [string "campaign/scripts/4e_char_weaponlist.lua"]:45: attempt to index global 'recoverypercentage' (a nil value)
[5/4/2022 4:05:55 PM] [ERROR] Script execution error: [string "campaign/scripts/4e_char_weaponlist.lua"]:45: attempt to index global 'recoverypercentage' (a nil value)

nephranka
May 5th, 2022, 00:55
To be clear, these errors are only when the "Mini" sheet is opened. Regular sheet all works perfectly.

Whoa...where is this mini button...I do not see it on the sheet.

bmos
May 5th, 2022, 01:28
Whoa...where is this mini button...I do not see it on the sheet.
3.5e/pfrpg and 4e both have "mini" versions of character sheets since screen resolutions used to be so much more limited.

nephranka
May 5th, 2022, 02:04
3.5e/pfrpg and 4e both have "mini" versions of character sheets since screen resolutions used to be so much more limited.

I see. Thanks for the info!

bmos
May 5th, 2022, 21:48
[5/4/2022 4:05:55 PM] [ERROR] Script execution error: [string "campaign/scripts/4e_char_weaponlist.lua"]:45: attempt to index global 'recoverypercentage' (a nil value)
[5/4/2022 4:05:55 PM] [ERROR] Script execution error: [string "campaign/scripts/4e_char_weaponlist.lua"]:45: attempt to index global 'recoverypercentage' (a nil value)
[5/4/2022 4:05:55 PM] [ERROR] Script execution error: [string "campaign/scripts/4e_char_weaponlist.lua"]:45: attempt to index global 'recoverypercentage' (a nil value)
[5/4/2022 4:05:55 PM] [ERROR] Script execution error: [string "campaign/scripts/4e_char_weaponlist.lua"]:45: attempt to index global 'recoverypercentage' (a nil value)
[5/4/2022 4:05:55 PM] [ERROR] Script execution error: [string "campaign/scripts/4e_char_weaponlist.lua"]:45: attempt to index global 'recoverypercentage' (a nil value)

Just posted another.

kevininrussia
May 5th, 2022, 22:06
Error popup with PC equipped with a bow and ammo. Only seems to happen on one character for some reason.

[5/5/2022 1:59:39 PM] EXTENSION: (LINK)\nAmmunition Manager v3.5-hotfix.4:\nThis extension aids in tracking ammunition and whether ranged weapons are loaded.
[5/5/2022 1:59:39 PM] MEASURE: LOAD - PART 2 - 0.9978936
[5/5/2022 2:00:04 PM] s'Ammunition Manager: Weapon's ammoshortcut node was not found. Searching inventory instead.'
[5/5/2022 2:00:04 PM] [ERROR] Script execution error: [string "campaign/scripts/4e_char_weaponlist.lua"]:36: attempt to index global 'missedshots' (a nil value)

Morenu
May 7th, 2022, 17:05
I have an error (well if a player messes up). If a player adjusts total ammunition on the action tab or the inventory tab while that ammo is selected by the weapon detail screen, it glitches (starts blinking the number back and forth). If I turn off the ammunition (select the blank choice) in the weapon detail area, then I can change the amount of ammo.

If this is not "fixable" can you lock the amount on both tabs while the ammo is selected and in use?

players can't be trusted lol, and it has locked up the game once prior to your last few updates.

crossbow57
May 7th, 2022, 19:08
You can +1 on me on this behavior, though I was not sure of its cause - makes sense to me it would be a player trying to adjust something, but I get the same flashing, hang up.

Arimil508
May 8th, 2022, 04:39
any chance there will be support for weapons that have mags or ammo capacity. rather than just using the total amount of ammo in inventory

bmos
May 8th, 2022, 12:39
I have an error (well if a player messes up). If a player adjusts total ammunition on the action tab or the inventory tab while that ammo is selected by the weapon detail screen, it glitches (starts blinking the number back and forth). If I turn off the ammunition (select the blank choice) in the weapon detail area, then I can change the amount of ammo.

If this is not "fixable" can you lock the amount on both tabs while the ammo is selected and in use?

players can't be trusted lol, and it has locked up the game once prior to your last few updates.


You can +1 on me on this behavior, though I was not sure of its cause - makes sense to me it would be a player trying to adjust something, but I get the same flashing, hang up.My FG install is messed up after the latest OS update, so I need to fix in the next week or so before I can do more dev work.


any chance there will be support for weapons that have mags or ammo capacity. rather than just using the total amount of ammo in inventoryThat is kind of how it works in this version, but I wasn't happy with it and may re-implement if I have a new idea.
The easiest solution right now is making multiple inventory items, one for each mag/quiver/etc, and switching between them.

LeoKeros
May 11th, 2022, 11:58
For some reason, all weapons have ammunition, even stuff like swords. Not sure how to fix this.

Morenu
May 24th, 2022, 20:38
My FG install is messed up after the latest OS update, so I need to fix in the next week or so before I can do more dev work.

Any chance you got your FGU install back up? My DM won't load this extension since players can lock the session up by mishandling their ammo. :)

bmos
May 24th, 2022, 21:35
Any chance you got your FGU install back up? My DM won't load this extension since players can lock the session up by mishandling their ammo. :)

I did! Thanks for the reminder!
I also managed to reproduce the issue although it seems a bit more complicated as at first it was not a problem.
But, when I opened the character sheet on both host and client with one on the action tab and one on the inventory, I was able to get it to misbehave.
Fortunately I also found a temporary fix: When it is glitching out, use the mousewheel and ctrl to change the number and it will fix it without reloading the game.

nephranka
June 13th, 2022, 11:55
I heard that changes are coming in July and they are currently now on Test. I tried the ammo tracker and it is throwing an error after the attack. Have you had a chance to review the changes?

bmos
June 13th, 2022, 12:27
I heard that changes are coming in July and they are currently now on Test. I tried the ammo tracker and it is throwing an error after the attack. Have you had a chance to review the changes?

Thanks for the heads up! I've been real busy lately and have not.

nephranka
June 21st, 2022, 21:00
Thanks for the heads up! I've been real busy lately and have not.

Looks like some where around July 12th it might be dropping into LIVE. Passing the information along.

bmos
June 22nd, 2022, 22:45
Looks like some where around July 12th it might be dropping into LIVE. Passing the information along.I just pushed a version to test which should be compatible with the new builds. It let me remove almost 500 lines of code!

I also broke out the attack hit margins into its own extension (which only works on the test branch):
https://forge.fantasygrounds.com/shop/items/693/view

nephranka
June 23rd, 2022, 00:44
I just pushed a version to test which should be compatible with the new builds. It let me remove almost 500 lines of code!

I also broke out the attack hit margins into its own extension (which only works on the test branch):
https://forge.fantasygrounds.com/shop/items/693/view

So, took it for a test and everything seems to working. I will give it another run later. 500 lines!

Asgurgolas
June 25th, 2022, 01:39
*snips & edits*, still testing, I'd delete this if I could

bmos
June 25th, 2022, 13:04
*snips & edits*, still testing, I'd delete this if I couldThose messages show up when the ranged weapon has ammo selected that isn't found in the inventory.
The first message also means that the ammo was probably chosen quite a while ago (before v3).
My advice is to change the ammo on that weapon to blank/nothing and then pick the correct ammo again.

Asgurgolas
June 25th, 2022, 13:27
well it's a melee weapon so it doesn't really have ammunitions to choose from ... it does that with any weapon from any character, be it melee or ranged. It also gives that error sequence every time I (or any player) clicks on the "actions" tab of a character sheet, it freezes up for a while then loads heaps of those lines. I even tried deleting it and remaking it anew, it persists.

53293

bmos
June 25th, 2022, 14:11
well it's a melee weapon so it doesn't really have ammunitions to choose from ... it does that with any weapon from any character, be it melee or ranged. It also gives that error sequence every time I (or any player) clicks on the "actions" tab of a character sheet, it freezes up for a while then loads heaps of those lines. I even tried deleting it and remaking it anew, it persists.

53293

ah, looks like an issue on my end then! thanks for clarifying that.

nephranka
July 4th, 2022, 00:59
I did! Thanks for the reminder!
I also managed to reproduce the issue although it seems a bit more complicated as at first it was not a problem.
But, when I opened the character sheet on both host and client with one on the action tab and one on the inventory, I was able to get it to misbehave.
Fortunately I also found a temporary fix: When it is glitching out, use the mousewheel and ctrl to change the number and it will fix it without reloading the game.

Is this still an issue. I did run into it in my 5e game tonight.

bmos
July 4th, 2022, 01:37
Is this still an issue. I did run into it in my 5e game tonight.I have pushed a fix for the messages to the test branch. Have no had time to test and see if the primary issue is resolved.

nephranka
July 4th, 2022, 17:21
Well, I tried to recreate it so I can test it and now I can't get it to act up. Go figure.

bmos
July 4th, 2022, 21:33
Well, I tried to recreate it so I can test it and now I can't get it to act up. Go figure.On the test branch? Maybe the one I fixed was causing the other.

nephranka
July 5th, 2022, 00:43
I started with LIVE to see what the steps to reproduce it were and now I fail to be able to reproduce it.

bmos
July 5th, 2022, 03:15
I started with LIVE to see what the steps to reproduce it were and now I fail to be able to reproduce it.

hmm. I remember being able to reproduce it before, so i won't write it off as fixed just yet!

nephranka
July 13th, 2022, 11:25
Just checking in to see if you have moved the test version over now that FG dropped the update? Thanks!

bmos
July 13th, 2022, 11:33
Just checking in to see if you have moved the test version over now that FG dropped the update? Thanks!I did! I believe all my test builds should be available on live now.

nephranka
July 13th, 2022, 20:07
Cool. I have been holding off the update until the other ext I use get corrected and uploaded. I don't want my sessions broken since they are currently in a state of working (which is not the normal) :)

timberbeast
July 15th, 2022, 23:49
I'm getting a script execution error [string "scripts/manager_action_attack.lua"]:666:attempt to call field 'calculateMargin' (a nil value).

I only get this error when I run Ammunition Manager and Extended Automation (first) together. Neither of them produce the error on their own. It's a 3.5E campaign.

Seems to be a compatibility issue between the those two extension and the FGU update?

Edit: Just visited the EA forum and Kelrugem said his extension is not compatible with the new update until he has a chance to work on it, so the compatibility issue is probably on his end.

bmos
July 16th, 2022, 02:03
Edit: Just visited the EA forum and Kelrugem said his extension is not compatible with the new update until he has a chance to work on it, so the compatibility issue is probably on his end.That is correct. Unfortunately as you have updated you will be unable to use Kel's extensions for a bit (but I'm sure when they get updated they'll be better than ever :) )

nephranka
August 1st, 2022, 22:01
My players noticed that in 5e, when they change the ammo amount in inventory it breaks the link on the actions tab (after an attack roll). If they open the weapon with the magnifier on the actions tab and close it it re-links until the next attack roll. If it is a crossbow the load button pops as well requiring ayou to click to load it (which is not a 5e thing.)

Maybe we should not adjust the ammo amount manually? Thoughts?

bmos
August 1st, 2022, 23:09
Yeah, there have been issues with that.
I think in other places in the ruleset the linked fields are read-only so I might have to do that as well.

nephranka
August 1st, 2022, 23:12
I am down with that because once they make a change it is a pain for the rest of the time we are playing.

nephranka
August 2nd, 2022, 00:01
Also, Once it is broken I can't get it to reset even after a restart. It is now a problem in that the player is better off not linking at all as it is way more clicks to make it work as intended than letting FG handle the ammo. But when I restarted removed the bow and arrows added them back and still have a link issue and now I FG ammo tracking fails....

bmos
August 2nd, 2022, 01:04
Okay I have pushed my working copy to live.
It's not great in Starfinder(sorry) but should fix your issue.

nephranka
August 2nd, 2022, 11:14
Okay I have pushed my working copy to live.
It's not great in Starfinder(sorry) but should fix your issue.

That works now but when you recover arrows it breaks the link when you close the dialog and make an attack roll. Additionally, it resets the shots number to the original number that was there and adds the new shot to that total.

bmos
August 2nd, 2022, 13:27
That works now but when you recover arrows it breaks the link when you close the dialog and make an attack roll. Additionally, it resets the shots number to the original number that was there and adds the new shot to that total.I'm not seeing that on my end. Could it be compatibility between extensions? Or just when a player is logged in?

nephranka
August 2nd, 2022, 15:23
I am running a lot of exts. I will get it down to which ones are the issue and report back. Thanks!

nephranka
August 2nd, 2022, 22:56
Clean campaign. New character. 5e. Added bow and arrows. The links stay after the attack rolls and recovery click but the recovery number bounces back. Here I shot 4 times recovered 2, shot a 5th time and shots went from blank to 5. Only using Ammo manager 3.8

nephranka
August 2nd, 2022, 23:57
Maybe the shots number is not being reset after the recovery?

bmos
August 3rd, 2022, 00:00
Maybe the shots number is not being reset after the recovery?The UI element was being changed, but no the entry in the database. I have pushed an update that should resolve that.

nephranka
August 3rd, 2022, 01:08
All good now. I had to pull the old character off the CT to reset everything. Thanks!

nephranka
August 3rd, 2022, 21:59
I was testing it today and I see the load/unload button is still there for the hand crossbow. Every time I roll an attack I have to click the load button. That is not a rule in 5e. Is there a way to disable that for 5e?

bmos
August 3rd, 2022, 23:27
As someone who does not play 5E, I'm working on the word of others on that one.
https://www.fantasygrounds.com/forums/showthread.php?61372-PFRPG-Ammunition-Manager&p=642282&highlight=loading#post642282
https://www.fantasygrounds.com/forums/showthread.php?61372-PFRPG-Ammunition-Manager&p=642209&viewfull=1#post642209
and more.

I don't really want to keep changing the behavior of the extension for 5e when I hear differing opinions on that, so I would need a pretty clear description of how best to handle that if I am going to change it further.
In the meantime, perhaps remove the "loading" property from weapons if you don't want to have to load them.

nephranka
August 3rd, 2022, 23:48
No worries. I see the technical reason to have it but it is a little too "in the weeds" for my group. We can manage the rule without the additional clicking. Plus there are feats that override it as well.

I was just thinking I was missing a setting or option to switch it off.

I will edit the properties. That works for me. Thanks for the extra info.

bmos
August 3rd, 2022, 23:54
No worries. I see the technical reason to have it but it is a little too "in the weeds" for my group. We can manage the rule without the additional clicking. Plus there are feats that override it as well.

I was just thinking I was missing a setting or option to switch it off.

I will edit the properties. That works for me. Thanks for the extra info.It does support an exception for crossbows if the character has the crossbow expert feat.
I will add "noload" as a negation property in a future update.

nephranka
August 4th, 2022, 00:56
It does support an exception for crossbows if the character has the crossbow expert feat.
I will add "noload" as a negation property in a future update.

Thanks. I like your work around, so either works for me. I don't want to create any confusion with RAW/RAI and table specific requests.

Edit: The removing of the loading fixes my issue. I did note the crossbow expert feat did not resolve the loading requirement. I still had the button and was required to click it. I removed it and the character from the CT and added them both back with no change.

Honken
August 7th, 2022, 19:35
So I am trying to use this extension with SFRPG, and it doesn't seem to work that much. At least with the laser weapons. If i have 1 battery in my inventory, an azimut laser pistol can only fire once, then it says it is empty. And it does seem to remove batteries as charges.

/H

bmos
August 7th, 2022, 20:26
So I am trying to use this extension with SFRPG, and it doesn't seem to work that much. At least with the laser weapons. If i have 1 battery in my inventory, an azimut laser pistol can only fire once, then it says it is empty. And it does seem to remove batteries as charges.

/HThe starfinder interface/featureset is pretty different from the other rulesets supported in Ammunition Manager. I should make another video for that sometime.
In SFRPG, you 'load' a battery by double-clicking the ammo count and then remaining charges are tracked for that battery using the checkboxes. It is working for me, so to help more I'd need to see a screenshot of the Actions tab and the item sheet showing the battery that you linked it to.

Honken
August 7th, 2022, 21:07
So it is defenitely being weird. I did unload any other extension before doing this. And i did figure out how to "reaload", but it didn't really act as expected.

Link removed.

/H

bmos
August 8th, 2022, 16:07
So it is defenitely being weird. I did unload any other extension before doing this. And i did figure out how to "reaload", but it didn't really act as expected.

Link to the photo (https://1drv.ms/u/s!Ash8HBvgPSZvheRVHIaLx-8Eq72MJQ)

/H
https://www.youtube.com/watch?v=b-zeWXdpPXM

Honken
August 8th, 2022, 16:59
Ah, ok. So it works as intended. Thanks for the clearification!

/H

bmos
August 10th, 2022, 02:46
I also made a new 'general' video covering the basics:

https://www.youtube.com/watch?v=i_vmW9WVkbM

BushViper
August 10th, 2022, 08:41
Is there any way to make INFAMMO, weapon-specific in 5e?

One of my players has a returning Javelin (which would obviously make use of the INFAMMO), but he also carries a normal shortbow that uses ammo normally.

bmos
August 10th, 2022, 12:46
Is there any way to make INFAMMO, weapon-specific in 5e?

One of my players has a returning Javelin (which would obviously make use of the INFAMMO), but he also carries a normal shortbow that uses ammo normally.If that Javelin ALWAYS has infinite ammo, just a) don't link it to an ammo item and b) set ammo to zero.

YamiVegeta
August 17th, 2022, 15:20
I have tried looking through this thread but was unable to fine an answer. I hope I didn't overlook something.

My Question is, I am using Pathfinder 1st and have a Gunslinger with a revolver, holds 6 rounds. Has 50 Metal cartridges in his inventory. when I link the ammo it sets to the whole. Is there a way to still have the checkboxes when an ammo is linked like a clip size? I saw mentions of "maxammo" but nowhere could I find what context that is and nothing to tell me how its used.

I could just have loads of inventory entries for clips and do everything manually, but that is like not even having this installed.
Sorry am a little frustrated I cant get anything to work how I need.

bmos
August 17th, 2022, 16:39
I have tried looking through this thread but was unable to fine an answer. I hope I didn't overlook something.

My Question is, I am using Pathfinder 1st and have a Gunslinger with a revolver, holds 6 rounds. Has 50 Metal cartridges in his inventory. when I link the ammo it sets to the whole. Is there a way to still have the checkboxes when an ammo is linked like a clip size? I saw mentions of "maxammo" but nowhere could I find what context that is and nothing to tell me how its used.

I could just have loads of inventory entries for clips and do everything manually, but that is like not even having this installed.
Sorry am a little frustrated I cant get anything to work how I need.At the moment, no.
There is sort of a mechanism like that available for Starfinder which could get used in other systems, but it's not quite so simple since things like quivers and catridges may have weight in those systems.

YamiVegeta
August 17th, 2022, 16:47
At the moment, no.
There is sort of a mechanism like that available for Starfinder which could get used in other systems, but it's not quite so simple since things like quivers and catridges may have weight in those systems.
Thank you. I will have to keep track of clips used and reduce the inventory at the end of combat. But the loaded/notloaded thing and the auto checking off of shots fire helps immensely. Sorry I was frustrated when I posted before.

bmos
August 17th, 2022, 17:39
Thank you. I will have to keep track of clips used and reduce the inventory at the end of combat. But the loaded/notloaded thing and the auto checking off of shots fire helps immensely. Sorry I was frustrated when I posted before.
Here is one suggestion:
Break up the inventory item into multiple groups.
So instead of 18 "Rounds", you could have 6 "Rounds 1", 6 "Rounds 2", and 6 "Rounds 3".

jfg1984
September 21st, 2022, 02:19
Hey there, I've found an extension conflict between this extension and 5E - Advanced Effects.

For whatever reason, when I have these two extensions (only) loaded up together in a D&D 5E campaign, I run into a strange issue while trying to make use of the crossbow "noload" weapon property that you included in your extension. It looks as if despite the noload property getting rid of the load button ... ... it doesn't actually get rid of the need to click the load button.

This means that my players will try to attack with their crossbows but will only generate a message in the game's chat box informing us that they tried to attack with an unloaded weapon.
If I get rid of the noload property, the load button reappears like it should ... and I can click it then fire the weapon and the weapon behaves like it should. I can even click it, then apply the noload property and the load button will disappear and the weapon will fire like it should ... ... once ... and then it will go back to telling me that the weapon isn't loaded if I try to fire it again.

Could you have a look and perhaps a chat with the author of 5E - Advanced Effects to see where the problem appears to be happening? Thank you very much.

Again, this only occurs when your extension, and 5E - Advanced Effects are being run together. If I run your extension only, the noload property works exactly like it should.

bmos
September 21st, 2022, 13:50
Hey there, I've found an extension conflict between this extension and 5E - Advanced Effects.

For whatever reason, when I have these two extensions (only) loaded up together in a D&D 5E campaign, I run into a strange issue while trying to make use of the crossbow "noload" weapon property that you included in your extension. It looks as if despite the noload property getting rid of the load button ... ... it doesn't actually get rid of the need to click the load button.

This means that my players will try to attack with their crossbows but will only generate a message in the game's chat box informing us that they tried to attack with an unloaded weapon.
If I get rid of the noload property, the load button reappears like it should ... and I can click it then fire the weapon and the weapon behaves like it should. I can even click it, then apply the noload property and the load button will disappear and the weapon will fire like it should ... ... once ... and then it will go back to telling me that the weapon isn't loaded if I try to fire it again.

Could you have a look and perhaps a chat with the author of 5E - Advanced Effects to see where the problem appears to be happening? Thank you very much.

Again, this only occurs when your extension, and 5E - Advanced Effects are being run together. If I run your extension only, the noload property works exactly like it should.Wow, thanks for such a complete description of the issue!!
I have submitted a fix to Celestian (and have released my piece of the fix).

jfg1984
September 22nd, 2022, 18:57
I'll test as soon as I get home this evening, thank you for the quick reply.

jfg1984
September 24th, 2022, 16:38
So, after having gotten some time this weekend to test it, I can say that as of right now, as of version 3.10 of ammunition manager and version 5.91 of 5E - Advanced effects, the error I described above persists.

bmos
September 24th, 2022, 21:35
So, after having gotten some time this weekend to test it, I can say that as of right now, as of version 3.10 of ammunition manager and version 5.91 of 5E - Advanced effects, the error I described above persists.Sounds like perhaps you are not on the test channel Celestian mentioned, because that has v5.92

jfg1984
September 25th, 2022, 01:31
Sounds like perhaps you are not on the test channel Celestian mentioned, because that has v5.92

It does sound that way yes ... how ah ... does one get on this magical test channel?

bmos
September 25th, 2022, 13:26
It does sound that way yes ... how ah ... does one get on this magical test channel?

Open the FG launcher, click Settings, click Advanced, then change Live to Test.
Save and update.

Don't forget to change it back after testing.

jfg1984
September 25th, 2022, 19:26
Open the FG launcher, click Settings, click Advanced, then change Live to Test.
Save and update.

Don't forget to change it back after testing.

Thank you. Tested and confirmed it's working! Many thanks :)

Navigat0r
November 1st, 2022, 19:30
Hello! I recently found this extension and thought I would try it for my PFRPG game. It seems to work fine save for the fact that "load" button for crossbows and the like doesn't seem to prevent attacks when the weapon is unloaded. I also can't seem to add the "loading" property to unrecognized weapons as demonstrated in the tutorial video.

I thought the issue might be an extension conflict, so I loaded up a fresh campaign with only this extension (v3.10) and the CRB module loaded. As before, attacks from unloaded weapons still go through and no message appears in the chat.

Is there perhaps some toggle or option somewhere I have missed?

bmos
November 1st, 2022, 21:14
Justed tested and didn't see an issue with PFRPG. Can you send me your test campaign?

Navigat0r
November 1st, 2022, 21:46
Here it is :)

bmos
November 1st, 2022, 22:54
Here it is :)Ah, I was only testing it with a double-click attack. Looks like it still lets you drag the number which turns into dice...

EDIT: build posted. should be fixed.

Navigat0r
November 2nd, 2022, 01:07
Shots are now being successfully blocked. Thank you bmos!

I am still having trouble getting the "loading" tag to work properly, but I have found I can work around that by adding crossbow, pistol, etc to the weapon name.

bmos
November 2nd, 2022, 01:20
Shots are now being successfully blocked. Thank you bmos!

I am still having trouble getting the "loading" tag to work properly, but I have found I can work around that by adding crossbow, pistol, etc to the weapon name.loading is, if i remember correctly, a 4e weapon property.
in other rulesets just add loadaction to the weapon name (i should probably search the properties for that as well).

Navigat0r
November 3rd, 2022, 00:03
Ah, I was only testing it with a double-click attack. Looks like it still lets you drag the number which turns into dice...

EDIT: build posted. should be fixed.

I didn't notice at first, but I think the latest build might be preventing attack bonus from being calculated correctly. After loading the latest build, I had noticed that the attacks from weapons present prior to the update suddenly were showing negative values. Adding new weapons did not pick up on attributes or bab and instead showed as 0/0/0/0 in the attack window. Changing character attributes, bab etc did not recalculate attack as would normally happen. This remains true in the test campaign I posted earlier as well as a new test campaign. Loading the campaign(s) without the extension puts all attack values back where they should be.

54972

bmos
November 3rd, 2022, 03:49
Oops! Thanks for noticing!
I think I've got it all working again.

Arimil508
November 12th, 2022, 19:28
Hi there so Last night I ran my pathfinder game. it is more of a modern fantasy so it has pistols and rifles and what not. and one of my players noticed that every time they fired their hand gun they had to reload. I do not recall it ever working like that for weapons with pistol in their name. if that is how it is meant to be cool just wondering.

bmos
November 13th, 2022, 01:45
Hi there so Last night I ran my pathfinder game. it is more of a modern fantasy so it has pistols and rifles and what not. and one of my players noticed that every time they fired their hand gun they had to reload. I do not recall it ever working like that for weapons with pistol in their name. if that is how it is meant to be cool just wondering.It was always supposed to work that way, but perhaps it was broken until recently! In vanilla Pathfinder, "Pistol users can load and make a single attack in a turn."
If you want to avoid that, just add "noload" to the weapon's properties which is the opposite of "loadaction".

Arimil508
November 13th, 2022, 09:57
Actually if you look at the firearm section there are some entries of pistols with a capacity greater than one. Regardless I agree it probably was broken up until this point. due to this i reworked my players sheets to have different entries of ammo representing mags. it just would be nice to have a bit more automation for these kinds of firearms but i digress keep up the good work with the extensions.

bmos
November 13th, 2022, 12:25
Actually if you look at the firearm section there are some entries of pistols with a capacity greater than one. Regardless I agree it probably was broken up until this point. due to this i reworked my players sheets to have different entries of ammo representing mags. it just would be nice to have a bit more automation for these kinds of firearms but i digress keep up the good work with the extensions.That is sort of how the implementation that SoxMax created for SFRPG works, but I haven't ported that to PFRPG since it is based on "charges" and shots from mags which have no weight rather than arrows in a quiver or whatever. It sounds like you're doing it the right way :)

estrolof
November 23rd, 2022, 08:46
I do apologize if I've missed a post concerning this; I believe I may have found an extension conflict.

Conflict #1
Ruleset: 5E
Loaded Extensions: Ammunition Manager v 3.12; Advanced Effects - 5E v 5.94; Automatic Flanking and Ranged - Extension v3.0
Conflict Summary #1: When an 'Action Only' effect is applied to an arrow's AE entry (e.g., ATK: 1; DMG: 1; DMGTYPE: magic) the attack ignores the +1 to Attack, though it successfully applies the +1 extra damage. Similarly, if an alternate 'Action Only' effect has been applied to the arrow's AE entry (e.g., ATK: 1; DMG: 1d6 cold) the attack ignores the +1 to Attack, though it successfully applies the +1d6 cold damage. When the Auto Flank&Range extension is disabled, and only the AM & AE extensions remain, the +1 to attack from the AE effect is applied accurately.
Conflict Summary #2: In this extension configuration, the 'block attacks when inventory at zero' (for a given ammo type) fails.

For now, I'll disable Automatic Flanking and Range as that's a less important extension (for our group), so it's not likely to impact us too significantly. But, it seemed worth bringing up. :)

Usage Question: I also apologize, as I didn't see this elsewhere and may have missed it too. In 5E, the enchantment on a magic arrow (+1, etc.) expires if it hits the target. In 5E, the recovery function for this extension tracks shots, not missed. Is it accounting for 'hits' when it recovers magic arrows (under the hood, so to speak)?

bmos
November 23rd, 2022, 12:00
Usage Question: I also apologize, as I didn't see this elsewhere and may have missed it too. In 5E, the enchantment on a magic arrow (+1, etc.) expires if it hits the target. In 5E, the recovery function for this extension tracks shots, not missed. Is it accounting for 'hits' when it recovers magic arrows (under the hood, so to speak)?It's not. That's an interesting rule to be made aware of.
I'll think about how to best track that in the UI.

bmos
November 23rd, 2022, 12:10
I do apologize if I've missed a post concerning this; I believe I may have found an extension conflict.

Conflict #1
Ruleset: 5E
Loaded Extensions: Ammunition Manager v 3.12; Advanced Effects - 5E v 5.94; Automatic Flanking and Ranged - Extension v3.0
Conflict Summary #1: When an 'Action Only' effect is applied to an arrow's AE entry (e.g., ATK: 1; DMG: 1; DMGTYPE: magic) the attack ignores the +1 to Attack, though it successfully applies the +1 extra damage. Similarly, if an alternate 'Action Only' effect has been applied to the arrow's AE entry (e.g., ATK: 1; DMG: 1d6 cold) the attack ignores the +1 to Attack, though it successfully applies the +1d6 cold damage. When the Auto Flank&Range extension is disabled, and only the AM & AE extensions remain, the +1 to attack from the AE effect is applied accurately.
Conflict Summary #2: In this extension configuration, the 'block attacks when inventory at zero' (for a given ammo type) fails.

For now, I'll disable Automatic Flanking and Range as that's a less important extension (for our group), so it's not likely to impact us too significantly. But, it seemed worth bringing up. :)Good to know. I tried joining their discord server (since that seems to be the only place to chat about their stuff), but they have their permissions set to not let me change my name and they also require me to change my name to post... so I can't chat with them lol

Leto499
January 25th, 2023, 10:34
Hi there,
I found a compatibility issue regarding Mirror Image Handler.

Only have the most recent versions of Remove Effect Tag, Mirror Image Handler and Ammunition Manager installed (forge).

If Remove Effect Tag and either Mirror Image Handler or Ammunition Manager are loaded everything works fine. Tested with only those active.
If all three are loaded rolling a ranged attack causes the following error:
[ERROR] Script execution error: [string "FG-Ammunition-Manager:..ager_ammunition.lua"]:230: attempt to index local 'rRoll' (a nil value)

I'll use the ammo manager for now, but it would be nice if this conflict could be resolved.

Either way, I wish you a very nice day.

bmos
January 25th, 2023, 12:43
Hi there,
I found a compatibility issue regarding Mirror Image Handler.

Only have the most recent versions of Remove Effect Tag, Mirror Image Handler and Ammunition Manager installed (forge).

If Remove Effect Tag and either Mirror Image Handler or Ammunition Manager are loaded everything works fine. Tested with only those active.
If all three are loaded rolling a ranged attack causes the following error:
[ERROR] Script execution error: [string "FG-Ammunition-Manager:..ager_ammunition.lua"]:230: attempt to index local 'rRoll' (a nil value)

I'll use the ammo manager for now, but it would be nice if this conflict could be resolved.

Either way, I wish you a very nice day.Hi! Can you clarify which ruleset you're running?
If it's Pathfinder, there is a new version of the Remove Effect thread which is easy to miss: https://www.fantasygrounds.com/forums/showthread.php?71704-PF-Effect-Removal-Extension

Leto499
January 26th, 2023, 04:00
Hi! Can you clarify which ruleset you're running?
If it's Pathfinder, there is a new version of the Remove Effect thread which is easy to miss: https://www.fantasygrounds.com/forums/showthread.php?71704-PF-Effect-Removal-Extension

Hi again!
I'm using the Pathfinder Ruleset and I'm using the forge versions of Ammunition Manager and darrenan's continuation of Effect Removal and his Mirror Image Handler.

bmos
January 26th, 2023, 14:04
Hi again!
I'm using the Pathfinder Ruleset and I'm using the forge versions of Ammunition Manager and darrenan's continuation of Effect Removal and his Mirror Image Handler.
Thanks! I found the issue!
The Mirror Image Handler hasn't been updated to support the new format of onPostAttackResolve that was introduced last summer.
I have posted about it in darrenan's thread.

EDIT: Fixed! (https://www.fantasygrounds.com/forums/showthread.php?46971-Mirror-Image-Handler-extension&p=676363&viewfull=1#post676363)

nephranka
March 15th, 2023, 18:03
Edit: I see now. It is only tracking misses. Maybe that is intentional as I see on the forge page: "Ranged attacks that miss will now increment a per-ammo-type counter. " Since my test had hits it was not counting them. Of course the 5e rules from the players handbook indicates that all shots count as recoverable.

"Weapon Properties.
Many weapons have special properties related to their use, as shown in the Weapons table. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield."

So tracking only the misses is not optimal. Would there be a way to have an option to track all shots and not just misses?

Thanks!

bmos
March 15th, 2023, 20:08
Edit: I see now. It is only tracking misses. Maybe that is intentional as I see on the forge page: "Ranged attacks that miss will now increment a per-ammo-type counter. " Since my test had hits it was not counting them. Of course the 5e rules from the players handbook indicates that all shots count as recoverable.

"Weapon Properties.
Many weapons have special properties related to their use, as shown in the Weapons table. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield."

So tracking only the misses is not optimal. Would there be a way to have an option to track all shots and not just misses?

Thanks!Hmm... When I first set it up it did do that in 5e so something must have changed...
I have pushed a fix :)

nephranka
March 15th, 2023, 21:02
Ok. Thanks. I do have a version from 1/2/23 that works the way I described but I assumed you may have changed the behavior based on the magic arrow discussion. Which, I would love to have a way to address as well :)

nephranka
March 16th, 2023, 11:42
Not sure what is going on but it is working now. I did see a CoreRPG.dat update come through. I am not sure if it is related.

bmos
March 16th, 2023, 13:45
Not sure what is going on but it is working now. I did see a CoreRPG.dat update come through. I am not sure if it is related.

That's because I fixed it ;)
I just forgot to update the on-load version number announcement to v3.14-hotfix.1

I have pushed a fix :)

bmos
March 16th, 2023, 13:56
In 5E, the enchantment on a magic arrow (+1, etc.) expires if it hits the target. In 5E, the recovery function for this extension tracks shots, not missed. Is it accounting for 'hits' when it recovers magic arrows (under the hood, so to speak)?
Sorry for the delay on this. I have a working prototype and would love feedback.
https://i.imgur.com/gRnM2gb.png
Basically if you set the second box to a different ammo type any recovered arrows will go there instead of returning to the original item.
If the two boxes are set the same or if the second box is not set, recovered arrows go back to the original item count.

nephranka
March 16th, 2023, 14:02
That's because I fixed it ;)
I just forgot to update the on-load version number announcement to v3.14-hotfix.1

Thanks! I thought I was going crazy there.

nephranka
March 16th, 2023, 14:04
Sorry for the delay on this. I have a working prototype and would love feedback.
https://i.imgur.com/gRnM2gb.png
Basically if you set the second box to a different ammo type any recovered arrows will go there instead of returning to the original item.
If the two boxes are set the same or if the second box is not set, recovered arrows go back to the original item count.

Just a thought:

Given that missed magic arrows stay magic and hits become non magical, maybe there needs to be a "misses" and "hits" field for magical ammo?

bmos
March 16th, 2023, 14:55
Just a thought:

Given that missed magic arrows stay magic and hits become non magical, maybe there needs to be a "misses" and "hits" field for magical ammo?Ah, thanks!
That does complicate things... Back to the drawing board.
I guess I need to count misses and hits separately...

nephranka
March 16th, 2023, 16:32
For reference:

"Arrow, +1
Weapon, uncommon
You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical."

bmos
March 16th, 2023, 16:32
How's this? Now it counts misses and hits separately and allows you to recover either one.
The workflow for magic arrows would be to set "recover to" to just "Arrows" before recovering hits and to set it to "+1 Arrows" before recovering misses.
That's a bit fiddly, but it does allow for homebrew rules, special items, etc
https://i.imgur.com/Y5nd0G3.png

nephranka
March 16th, 2023, 16:40
Seems to meet the requirements. There are limits to how much you can really anticipate and automate. Some decisions still have to be made and some clicking required. Even so this is very good at minimizing all of that.

bmos
March 16th, 2023, 17:41
The one alternate approach that comes to mind would be duplicating the percentage as well and putting them back on the same line as the ammo picker.
Pros: Perhaps a more intuitive interface. Misses go next to the ammo picker. Hits go next to the "alternate recover to" picker.
Cons: Can't recover misses to an alternate. Doing this is kind of an edge case, but I'm sure some people would use it.

So I'd love feedback on whether that sounds significantly more intuitive.

nephranka
March 16th, 2023, 18:26
The one alternate approach that comes to mind would be duplicating the percentage as well and putting them back on the same line as the ammo picker.
Pros: Perhaps a more intuitive interface. Misses go next to the ammo picker. Hits go next to the "alternate recover to" picker.
Cons: Can't recover misses to an alternate. Doing this is kind of an edge case, but I'm sure some people would use it.

So I'd love feedback on whether that sounds significantly more intuitive.

I like this suggestion and I agree it does seem like an edge case but feels more intuitive, in my opinion.

Additionally, there is the issue of having normal ammo requiring you to recovery both hits and misses which is an extra step no matter which way it is implemented.

Is there a way to know magic ammo is selected? If so then proceed as outlined above but if normal ammo is used simply tally all hits and misses in one field (call it spent vs misses for example) allow for one click to recover? Just a thought.

nephranka
March 16th, 2023, 18:57
I have a session this weekend with some range characters. I would be happy to test a UI and gather feedback from them after, if that would be of value.

bmos
March 16th, 2023, 20:44
the other option looks like this
https://i.imgur.com/bsVVZKA.png

I don't want to make a working prototype of that unless it's chosen as the approach because it means changing stuff in other places that will have to be rolled back if it isn't liked

nephranka
March 16th, 2023, 20:49
It does look like the hits are tied to the recovery that way. Maybe stack the ammo and recovery selections on top and the two lines for misses and hits under. . A vertical stack, that way the selections feel connected and the misses and hits don't feel connected to any one selector?

bmos
March 16th, 2023, 20:54
Yeah, having them connected just feels less flexible

bmos
March 19th, 2023, 00:14
Ammunition Manager (https://github.com/bmos/FG-Ammunition-Manager) v4.0-beta.2 (https://github.com/bmos/FG-Ammunition-Manager/releases/tag/v4.0-beta.2)

Reworked UI in 5E and PFRPG to count hits and misses separately and allow recovering either to different ammo items (such as for magic items that lose their magic when they hit).
Pretty major back-end changes to support these changes in a modular fashion.
All data for extension is now stored in a sub-node of each weapon rather than directly inside the weapon -- kind of like having a subfolder.
Removed Starfinder support as it is being forked into its own extension by SoxMax.
Updated UI to resize its width along with the rest of the weapon details window.
Optional Custom Weapons ext (https://www.fantasygrounds.com/forums/showthread.php?61372-PFRPG-Ammunition-Manager&p=538350&viewfull=1#post538350) can now add and remove item names and properties from search lists.
Click here to see raw code changes (https://github.com/bmos/FG-Ammunition-Manager/compare/v3.14-hotfix.1...v4.0-beta.2)

This has been pushed to FG Forge's Test channel.

The UI is kind of a middle ground between the previews I posted.

nephranka
March 19th, 2023, 12:12
Very cool. My first tests indicate it is working well. I like the new layout. I will have the group test it today and report back.

bmos
March 19th, 2023, 14:06
I have (a bit prematurely) uploaded a new "custom weapons" extension to the first post for use with v4.
It can now allow adding/removing search terms for weapon name and properties.
For users of v3 versions, it only allows adding weapon names.

nephranka
March 19th, 2023, 16:19
Initial test of this did not remove "load" from crossbows when I added the line to the 5e section. It maybe me misunderstanding how to use the new ext but I thought I could remove the load and no longer need to add the noload property.

bmos
March 19th, 2023, 16:24
Initial test of this did not remove "load" from crossbows when I added the line to the 5e section. It maybe me misunderstanding how to use the new ext but I thought I could remove the load and no longer need to add the noload property.Did your line say table.insert(AmmunitionManager.tNoLoadWeapons, 'crossbow')?

nephranka
March 19th, 2023, 16:46
Did your line say table.insert(AmmunitionManager.tNoLoadWeapons, 'crossbow')?

function onInit()
local sRuleset = User.getRulesetName()
-- replace result handlers
if sRuleset == "PFRPG" or sRuleset == "3.5E" then
table.insert(AmmunitionManager.tLoadWeapons, 'T-Shirt Cannon') -- use lines like these to require loading actions for weapons that include this word in their name
table.insert(AmmunitionManager.tLoadWeaponProps, 'junk') -- use lines like these to require loading actions for weapons with this property
table.insert(AmmunitionManager.tNoLoadWeapons, 'crossbow') -- use lines like these to remove loading actions from weapons that include this word
table.insert(AmmunitionManager.tNoLoadWeaponProps, 'heroic') -- use lines like these to remove loading actions for weapons with this property
elseif sRuleset == "4E" then
table.insert(AmmunitionManager.tLoadWeapons, 'Softball Bat')
elseif sRuleset == "5E" then
table.insert(AmmunitionManager.tNoLoadWeapons, 'crossbow') -- use lines like these to remove loading actions from weapons that include this word
end
end

bmos
March 19th, 2023, 17:05
function onInit()
local sRuleset = User.getRulesetName()
-- replace result handlers
if sRuleset == "PFRPG" or sRuleset == "3.5E" then
table.insert(AmmunitionManager.tLoadWeapons, 'T-Shirt Cannon') -- use lines like these to require loading actions for weapons that include this word in their name
table.insert(AmmunitionManager.tLoadWeaponProps, 'junk') -- use lines like these to require loading actions for weapons with this property
table.insert(AmmunitionManager.tNoLoadWeapons, 'crossbow') -- use lines like these to remove loading actions from weapons that include this word
table.insert(AmmunitionManager.tNoLoadWeaponProps, 'heroic') -- use lines like these to remove loading actions for weapons with this property
elseif sRuleset == "4E" then
table.insert(AmmunitionManager.tLoadWeapons, 'Softball Bat')
elseif sRuleset == "5E" then
table.insert(AmmunitionManager.tNoLoadWeapons, 'crossbow') -- use lines like these to remove loading actions from weapons that include this word
end
endtNoLoadWeapons only overrides tLoadWeapons and tNoLoadWeaponProps only overrides tLoadWeaponProps.
Your crossbow probably has the loading property so even if it's not matching because of crossbow it's still matching loading.
Do you think tNoLoadWeapons should override tLoadWeaponProps as well?

table.insert(AmmunitionManager.tNoLoadWeaponProps, 'loading') would work currently, but will also remove the button for other weapons with that property

I have uploaded a new version of the custom ext in the first post that has much clearer documentation about all this.

nephranka
March 20th, 2023, 01:06
tNoLoadWeapons only overrides tLoadWeapons and tNoLoadWeaponProps only overrides tLoadWeaponProps.
Your crossbow probably has the loading property so even if it's not matching because of crossbow it's still matching loading.
Do you think tNoLoadWeapons should override tLoadWeaponProps as well?

table.insert(AmmunitionManager.tNoLoadWeaponProps, 'loading') would work currently, but will also remove the button for other weapons with that property

I have uploaded a new version of the custom ext in the first post that has much clearer documentation about all this.

I tried the "table.insert(AmmunitionManager.tNoLoadWeaponProps, 'loading')" and it still has a load button on the heavy crossbow. Not sure how to get this to go away.

In 5e we don't have to worry about "loading" so the button just adds a click to the overall action to attack that is not needed. Having a way to set all crossbows to not loading would be ideal for my group.

Here is my file:
function onInit()
local sRuleset = User.getRulesetName()

-- These sections allow you to limit changes to specific ruleset(s)
if sRuleset == "PFRPG" or sRuleset == "3.5E" then
-- put your lines here to limit them to PFRPG or 3.5E
elseif sRuleset == "4E" then
-- put your lines here to limit them to 4E
elseif sRuleset == "5E" then
table.insert(AmmunitionManager.tNoLoadWeaponProps, 'loading')
end

-- This section allows you to change all supported rulesets.
-- IMPORTANT: remove any examples you don't want or disable them without deleting them by adding "-- " before "table.insert"
table.insert(AmmunitionManager.tLoadWeapons, "T-Shirt Cannon") -- use lines like these to require loading actions for weapons that include this word in their name
table.insert(AmmunitionManager.tNoLoadWeapons, "crossbow") -- use lines like these to remove loading actions from weapons that include this word (overrides tLoadWeapons)
table.insert(AmmunitionManager.tLoadWeaponProps, "junk") -- use lines like these to require loading actions for weapons with this property
table.in

nephranka
March 20th, 2023, 01:10
Otherwise, everything seem to work fine in tonight's game.

bmos
March 20th, 2023, 01:35
Ammunition Manager (https://github.com/bmos/FG-Ammunition-Manager) v4.0-rc.1 (https://github.com/bmos/FG-Ammunition-Manager/releases/tag/v4.0-rc.1)

Reworked UI in 5E and PFRPG to count hits and misses separately and allow recovering either to different ammo items (such as for magic items that lose their magic when they hit).
Pretty major back-end changes to support these changes in a modular fashion.
All data for extension is now stored in a sub-node of each weapon rather than directly inside the weapon -- kind of like having a subfolder.
Removed Starfinder support as it is being forked into its own extension by SoxMax.
Updated UI to resize its width along with the rest of the weapon details window.
Loading property in 5E no longer requires loading manually as it takes no discrete action.
Click here to see raw code changes (https://github.com/bmos/FG-Ammunition-Manager/compare/v3.14-hotfix.1...v4.0-beta.2)

nephranka
March 20th, 2023, 01:58
Gave the 4.0-rc.1 a try and the crossbows are still adding with a load button in 5e. Maybe I need to use the other ext to sort them out? Or I can just use the noload property on the crossbows as well.

bmos
March 20th, 2023, 12:40
Ah, I found a place where 5e was totally ignoring everything I had done and just looking for crossbow and loading >.<
Try rc.2! It's definitely working now!

nephranka
March 20th, 2023, 14:30
I will test it tonight. Thanks.

nephranka
March 21st, 2023, 00:02
That got it! Thanks!

bmos
March 25th, 2023, 22:29
v4 has now been released.

Ammunition Manager (https://github.com/bmos/FG-Ammunition-Manager) v4.0-hotfix.2 (https://github.com/bmos/FG-Ammunition-Manager/releases/tag/v4.0-hotfix.2)

Reworked UI in 5E and PFRPG to count hits and misses separately and allow recovering either to different ammo items (such as for magic items that lose their magic when they hit).
Pretty major back-end changes to support these changes in a modular fashion.
All data for extension is now stored in a sub-node of each weapon rather than directly inside the weapon -- kind of like having a subfolder.
Removed Starfinder support as it has been forked into its own extension (https://forge.fantasygrounds.com/shop/items/1128/view) by SoxMax.
Updated UI to resize its width along with the rest of the weapon details window.
Optional Custom Loading Weapons ext (https://www.fantasygrounds.com/forums/showthread.php?61372-PFRPG-Ammunition-Manager&p=538350&viewfull=1#post538350) can now add and remove item names and properties from search lists.
Loading property in 5E no longer requires loading manually as it takes no discrete action. Crossbow Expert feat no longer used to remove loading button on Crossbows (as they don't have it now unless you do that yourself).
HOTFIX: Move 5e field visibility code to another function to facilitate easier extension compatibility patching.
HOTFIX: Fix potential issue of onAttackAction not being de-registered correctly in 5e when char_weapon windowclass is unloaded
Click here to see raw code changes (https://github.com/bmos/FG-Ammunition-Manager/compare/v3.14-hotfix.1...v4.0-hotfix.2)

Arnagus
March 27th, 2023, 21:31
Hello Bmos, hello B9,
I have discovered a compatibility issue in-between B9's Advanced Weapon Damage and Bmos' Ammunition Manager extension. Nothing causing a script error, just an inconsistent UI.
Tested with a fresh 5e campaign and only those two extensions (plus B9 Core, so actually three) loaded.
When both are loaded, the "load" button is visible even for melee weapons. You can load and unload them (with corresponding chat notification), and both extensions work, so it's just cosmetics.
I suspect this is due to both extensions changing the weapon entry in the actions.
I am sending a note to the other forum threat, but not repeat the post to avoid forking discussions.
56862

bmos
March 27th, 2023, 22:24
Hello Bmos, hello B9,
I have discovered a compatibility issue in-between B9's Advanced Weapon Damage and Bmos' Ammunition Manager extension. Nothing causing a script error, just an inconsistent UI.
Tested with a fresh 5e campaign and only those two extensions (plus B9 Core, so actually three) loaded.
When both are loaded, the "load" button is visible even for melee weapons. You can load and unload them (with corresponding chat notification), and both extensions work, so it's just cosmetics.
Likely this is because B9 is overriding onDataChanged in char_weapon without calling previous copies via super.onDataChanged.
I don't know this for sure, but that's the most likely thing I can think of. If I'm correct, the hiding of the ammo checkboxes and linking of the ammo field when you link ammo should also not be working.
If overriding this is required for the features of that extension (since of course it's usually best to call the prior function when you override it), it shouldn't be hard to add some compatibility code to the replaced function based on this (https://github.com/bmos/FG-Ammunition-Manager/blob/main/campaign/scripts/5e_char_weapon.lua#L55-L59).

bratch9
March 27th, 2023, 23:05
Likely this is because B9 is overriding onDataChanged in char_weapon without calling previous copies via super.onDataChanged.
I don't know this for sure, but that's the most likely thing I can think of. If I'm correct, the hiding of the ammo checkboxes and linking of the ammo field when you link ammo should also not be working.
If overriding this is required for the features of that extension (since of course it's usually best to call the prior function when you override it), it shouldn't be hard to add some compatibility code to the replaced function based on this (https://github.com/bmos/FG-Ammunition-Manager/blob/main/campaign/scripts/5e_char_weapon.lua#L55-L59).

I've released v2.7, which adds calls to the super onInit/onClose which clear up the loading/unloading icons on my tests... but not sure if the 'DB.addHandler(DB.getPath(nodeWeapon), 'onChildUpdate', onDataChanged)' in my onInit and in yours will both be called due to them been on the same node...

As I'm not sure on the exact setup and usage for 5e to have these show up or not and work etc.. can some one check with the v2.7 and see if this has resolved the issues. If not we can talk about now to deal with DB.addhandler calls from both extensions.

-pete

bratch9
March 27th, 2023, 23:19
Likely this is because B9 is overriding onDataChanged in char_weapon without calling previous copies via super.onDataChanged.
I don't know this for sure, but that's the most likely thing I can think of. If I'm correct, the hiding of the ammo checkboxes and linking of the ammo field when you link ammo should also not be working.
If overriding this is required for the features of that extension (since of course it's usually best to call the prior function when you override it), it shouldn't be hard to add some compatibility code to the replaced function based on this (https://github.com/bmos/FG-Ammunition-Manager/blob/main/campaign/scripts/5e_char_weapon.lua#L55-L59).

So I did a check with the hotfix version and my version against the 'onDataChange' call back registered by both extensions. It does seem with debug.chat tests in both extensions that both get called..

So you dont need the refactor your 'onDataChange', as calling the super is not required. And also you would need to pass down the 'nodeWeapon' into the 'super.onDataChanged(nodeWeapon)'.

But feel free to have a test against v2.7 to see if other conflicts exist, but you should not need that slight refactor as both are getting called.

It probably was just the onInit/onClose in my extension not calling the super, which was skipping your onInit/onClose which registers you onDataChange etc... all getting lost with the error in my code.

-pete

bmos
March 28th, 2023, 01:26
So I did a check with the hotfix version and my version against the 'onDataChange' call back registered by both extensions. It does seem with debug.chat tests in both extensions that both get called..

So you dont need the refactor your 'onDataChange', as calling the super is not required. And also you would need to pass down the 'nodeWeapon' into the 'super.onDataChanged(nodeWeapon)'.

But feel free to have a test against v2.7 to see if other conflicts exist, but you should not need that slight refactor as both are getting called.

It probably was just the onInit/onClose in my extension not calling the super, which was skipping your onInit/onClose which registers you onDataChange etc... all getting lost with the error in my code.

-peteI think onChildUpdate actually provides nodeWeapon as an argument there anyway.
But I look forward to confirmation that it's sorted, thanks!

Ratupper
March 28th, 2023, 01:57
Hello, can this be extended to pathfinder 2.0? SoxMax created a ammo manager for starfinder https://forge.fantasygrounds.com/shop/items/1128/view and the ruyles as far as I know aren't any different but if you need any info I am happy to help. Your extensions are amazing you are very talented. You have made my GM job much easier.

bratch9
March 28th, 2023, 11:30
I think onChildUpdate actually provides nodeWeapon as an argument there anyway.
But I look forward to confirmation that it's sorted, thanks!

Yep the callback does provide the node...

but you line

if super and super.onDamage then super.onDamage() end

does not pass it down... I was point out the bug that it should have been...

if super and super.onDamage then super.onDamage(NODE) end

but I assume you have removed this code as both extensions have registered handlers and both handlers get call... so no need to try and call a super function.

-pete

bmos
March 28th, 2023, 12:34
you line

if super and super.onDamage then super.onDamage() end

does not pass it down... I was point out the bug that it should have been...

if super and super.onDamage then super.onDamage(NODE) endAh, I see what you mean! Indeed that is a mistake on my part.
I have pushed a new version out with this fix in case there will be an extension with a lower load order that misses that call. Thanks for pointing that out and explaining it so clearly!

Arnagus
March 28th, 2023, 19:44
Testing with B9 - Advanced Weapon Damage 2.7, Common Core v0.1a & Bmos Ammunition Manager v4.0-hotfix.3, the issue persists
56871

bratch9
March 28th, 2023, 22:49
Testing with B9 - Advanced Weapon Damage 2.7, Common Core v0.1a & Bmos Ammunition Manager v4.0-hotfix.3, the issue persists
56871

Because AWD replaces some of the onDataChange, onAction,onDamage as it has to evaluate damage line clauses and reject or include depending on if things like 'slashing,type(undead) in the weapon damage line, it would be best if Ammo manager could load after AWD, so after loadorder 110. I'm not sure if Ammo manager can move from its 34, which seems a very specific number so maybe locked to a low value due to other extension conflicts. I dont know.

But since Ammo manager only seems to not call the super version in cases when no ammo exists and should not process, it make more sense for a load order after mine.

( I'm also not convinced that some of the addhandler calls should also call the supers as it assumes only one addhandler will fire, when they all fire from each level... so you end you with multiple calls as each addhandler fires and then the supers call extra versions on top of the addhandler version of other extensions.. it gets a mess. I need to look into what the original ruleset code is registering and what is been called. )

At the moment the self.onDataChange in the ammo manager oninit, is causing the AWD onDataChange function to be called, which does not call down to the super and hence does not call the ammo manager onDataChange. But if you edit and cause an update action then both extensions onDataChange get called from the addhandlers registered from each extension and it should sort the 'load'/'unload' visibility. But if we both have super calls in these then they will nest recursive which could cause data to be process multiple times which might cause issues... Specially on the onDamage and onAction versions of these functions.. we dont want to end up doing multiple 'performRoll' action calls which would happen if both extension 'onDamageAction' were called and hence can not and should not have super calls. In these cases the resolution is to basically have one extension that is loaded last have to 'process' all other extensions.. This can be seen in both our code as we both have to 'have special' code for 'AdvancedEffects' extensions as our call cause us to replace the lower order loaded 'AdvancedEffects' onDamageAction changes... so it propagates code from other extensions into each of ours. With the current load order, I'd have to include and process Ammo managers 'code' for onDamageAction in my onDamageAction to resolve all extensions and end up with just a single 'preformRoll' call.

So its not just a case of load order, and super calls... this gets very messy very quick due to how the ruleset was written and how things merge.

( Sorry if i have to edit this in the morning to have it make sense, its late night for me )

-pete

Arnagus
March 29th, 2023, 06:49
Sounds like a lot of effort, likely too much for a cosmetical issue - I have advised my players to ignore the "load" button on melee weapons. Functionality was not affected (at least when I reported the issue), so when they "load" a sword it's funny one or twice then no more

bmos
March 30th, 2023, 12:04
Hello, can this be extended to pathfinder 2.0? SoxMax created a ammo manager for starfinder https://forge.fantasygrounds.com/shop/items/1128/view and the ruyles as far as I know aren't any different but if you need any info I am happy to help. Your extensions are amazing you are very talented. You have made my GM job much easier.I'll look into it, but not sure when/if it'll happen. As always, my extensions are listed on GitHub if someone wants to make a port to another ruleset.

bmos
April 1st, 2023, 21:42
Hello, can this be extended to pathfinder 2.0? SoxMax created a ammo manager for starfinder https://forge.fantasygrounds.com/shop/items/1128/view and the ruyles as far as I know aren't any different but if you need any info I am happy to help. Your extensions are amazing you are very talented. You have made my GM job much easier.I got the UI all working, but to get it to track attacks, hits, and misses I ran into a roadblock: PFRPG2 is lacking the tie-in-point I've used in all the other rulesets. I have requested that be updated (https://www.fantasygrounds.com/forums/showthread.php?77377-onPostAttackResolve).

Dax Doomslayer
April 2nd, 2023, 16:38
Hi - I'm trying to use this extension for the first time and I'm not sure what I'm doing wrong. Ruleset is 5E, new campaign and no extensions are enabled. I can't seem to get the 'load button' to show nor does the "loadaction" command seem to work to show this button.

56934

Dax Doomslayer
April 2nd, 2023, 16:43
Hi Bmos,
I'm trying to use this extension for my 5E game for the first time. I'm trying to figure out what I'm doing wrong. It seems I don't get the load button to appear and the "loadaction" function doesn't work. I'm using a new campaign with no extensions enabled. Attached is a screenshot. Any help/guidance in what I'm doing incorrectly is appreciated!56935

bmos
April 2nd, 2023, 22:51
Hi Bmos,
I'm trying to use this extension for my 5E game for the first time. I'm trying to figure out what I'm doing wrong. It seems I don't get the load button to appear and the "loadaction" function doesn't work. I'm using a new campaign with no extensions enabled. Attached is a screenshot. Any help/guidance in what I'm doing incorrectly is appreciated!56935loadaction needs to go in weapon properties. I think the video might still say it needs to go in the name of the weapon, but that has changed.

Dax Doomslayer
April 3rd, 2023, 21:55
loadaction needs to go in weapon properties. I think the video might still say it needs to go in the name of the weapon, but that has changed.

Yup - that was the issue! Thanks bmos!

webdove
April 5th, 2023, 22:15
Hi BMOS, I am confused by the update date showing on my inventory on the forge. For Ammo Manager my inventory says date 3/2/23, but the shop page says updated 4/3/23. Shouldn't they say the same date? I did just run an FG update.

bmos
April 5th, 2023, 23:33
Hi BMOS, I am confused by the update date showing on my inventory on the forge. For Ammo Manager my inventory says date 3/2/23, but the shop page says updated 4/3/23. Shouldn't they say the same date? I did just run an FG update.The date shown on the shop page just means the last time I updated the listing. That could just mean I edited the description or it could mean I posted a build. v4.0-hotfix.4 is the latest build.

bratch9
April 8th, 2023, 12:44
Hello Bmos, hello B9,
I have discovered a compatibility issue in-between B9's Advanced Weapon Damage and Bmos' Ammunition Manager extension. Nothing causing a script error, just an inconsistent UI.
Tested with a fresh 5e campaign and only those two extensions (plus B9 Core, so actually three) loaded.
When both are loaded, the "load" button is visible even for melee weapons. You can load and unload them (with corresponding chat notification), and both extensions work, so it's just cosmetics.
I suspect this is due to both extensions changing the weapon entry in the actions.
I am sending a note to the other forum threat, but not repeat the post to avoid forking discussions.
56862

released v2.8 advanced weapon damage to deal with this conflict with Ammunition Manager.

Please let me know if I have missed any features. ( As I could not get return ammo % box to work even with just the Ammo extension, so not sure how to configure this.. )

But the 'load' button turns on/off as you add/change the 'loadaction' in the properties, and toggle on the weapon and gives reports for non-loaded weapon in the state and no-ammo responses.

I added the extra path and ammo path items for extra effects and ammo manager etc... into my onDamageAction, so rActor.itemPath and rActor.ammoPath should be configured.

I think this should cover all the conflicts between us.

-pete

Xerophilex
April 8th, 2023, 15:10
My player can't seem to equip a +1 Arrow using your extension during our last session. They can only select mundane arrows as ammo. Are we missing something? I tried giving them the Arrow +1 again then equipping it in their inventory.

EDIT: It's working now.

Arnagus
April 8th, 2023, 17:51
I added the extra path and ammo path items for extra effects and ammo manager etc... into my onDamageAction, so rActor.itemPath and rActor.ammoPath should be configured.
I think this should cover all the conflicts between us.


Indeed, button is gone, ammo is correctly substracted - all is well. Many Thanks!
56999

nephranka
April 19th, 2023, 16:36
I was wondering if it is possible to display the current ammo name on the actions tab. As it is now, you have to drill in with the magnifier glass to see what ammo is selected. This is more a QoL thing. Thanks for all the work on this ext!

bmos
April 19th, 2023, 20:18
I was wondering if it is possible to display the current ammo name on the actions tab. As it is now, you have to drill in with the magnifier glass to see what ammo is selected. This is more a QoL thing. Thanks for all the work on this ext!I could have the ammo name appear where the counter usually goes, or I could make it a tooltip. I'd love to hear thoughts on which would be preferred.

nephranka
April 19th, 2023, 20:22
I could have the ammo name appear where the counter usually goes, or I could make it a tooltip. I'd love to hear thoughts on which would be preferred.

I think the players would like anything that does not require additional action like a mouse roll over. That said you may not have the room to fit it so a tool tip maybe the next best thing.

bmos
April 19th, 2023, 22:45
I think the players would like anything that does not require additional action like mousr roll over. That said you may not have the room to fit it so a tool tip maybe the next best thing.

When ammo is linked, the counter disappears so there should definitely be room.

nephranka
April 19th, 2023, 23:07
When ammo is linked, the counter disappears so there should definitely be room.

Sounds good to me. Option 1.

bmos
April 21st, 2023, 22:17
Sounds good to me. Option 1.https://i.imgur.com/1CIlloc.png

nephranka
April 22nd, 2023, 00:21
Looks good.I have a session Sunday, so I should have some feedback if you get it live before then.

bmos
April 22nd, 2023, 00:24
Looks good.I have a session Sunday, so I should have some feedback if you get it live before then.It's live now!

nephranka
April 22nd, 2023, 01:10
I will give it a test and report back! Thanks!

Xerophilex
April 22nd, 2023, 01:25
Thanks for the much needed qol update! Would it be possible to also put the recover missiles button(s) there? That way you only need to open the window when loading or switching ammo.

bmos
April 22nd, 2023, 11:13
Perhaps, but there are two of those buttons so the space might get pretty tight.

nephranka
April 24th, 2023, 00:33
Things are working well except when the player has ADV or DIS. The ammo is not tracking (reducing value or tracking hits/misses). Having both ADV and DIS and normal attacks are working. Might be a conflict so I will do some testing.

Edit: Found it. It is a conflict with drop order: https://www.fantasygrounds.com/forums/showthread.php?75979-5E-Dropped-Order

Xerophilex
April 25th, 2023, 20:47
May have found a cosmetic bug where both the ammo name and the old pips for ammo tracking are showing up at once. I will try to replicate when I prep for this week.

Maldev
May 6th, 2023, 06:38
G'day there.
I have been experimenting with this nice extension in d&d 4E and have mixed results.
When I use a bow from the combat tab it works aok. See image
57276

When I use that weapon from the Powers tab, with the correct weapon selected, it does not use ammunition at all.
Three other 4E campaigns don't work with the powers tab
So is that a thing with 4E?

I use the 4E d&d ruleset
No other extesions
Win 10
16g Ram

However in another 4E campaign, chock full of extensions it works in the Combat tab
AND the powers TAB with all powers using that weapon.
57274

I have no idea why that is the only campaign that works. I typically use the same extensions across all my games.
I went down a Rabbit hole trying to work out why, but my brain can't work it out...

Hopefully someone knows why it doesn't work with the powers tab usually...
Cheers

bmos
May 6th, 2023, 13:07
G'day there.
I have been experimenting with this nice extension in d&d 4E and have mixed results.
When I use a bow from the combat tab it works aok. See image
57276

When I use that weapon from the Powers tab, with the correct weapon selected, it does not use ammunition at all.
Three other 4E campaigns don't work with the powers tab
So is that a thing with 4E?

I use the 4E d&d ruleset
No other extesions
Win 10
16g Ram

However in another 4E campaign, chock full of extensions it works in the Combat tab
AND the powers TAB with all powers using that weapon.
57274

I have no idea why that is the only campaign that works. I typically use the same extensions across all my games.
I went down a Rabbit hole trying to work out why, but my brain can't work it out...

Hopefully someone knows why it doesn't work with the powers tab usually...
CheersInteresting. How do you get a weapon onto the Powers tab?
I am so minimally familiar with the 4E ruleset that testing this sort of thing is difficult.

If it's easier, could you send me the broken campaign?

Maldev
May 7th, 2023, 05:53
Yeah, I know: 4E... ;)
I don't know which campaign to send you, as ALL bar two (now) campaign don't work from the powers.
Here's one attached. Tested with no other extension. Only works in the Combat tab, not the Power
Explaining the Evil 4E.... :)
So in the Character sheet, RHS: select the combat tab (arrow top RHS image)
57283
Then middle arrow points to weapons implement area.
The number to the left of the weapon name can be selected as the default weapon in the powers tab.
Using the next image, see Main weapon selected under middle arrow.
57284
That will be the default weapon for all powers.
You can manually select a weapon for each power, or leave blank and the default weapon will be used.
see image LHS arrow for wpn select box.
The bottom RHS arrow ponts to the magnifying glass to open the LHS Spell/Ability for editing.
Hope this makes some sense.
Cheers

bmos
May 7th, 2023, 12:42
Yeah, I know: 4E... ;)
I don't know which campaign to send you, as ALL bar two (now) campaign don't work from the powers.
Here's one attached. Tested with no other extension. Only works in the Combat tab, not the Power
Explaining the Evil 4E.... :)
So in the Character sheet, RHS: select the combat tab (arrow top RHS image)
57283
Then middle arrow points to weapons implement area.
The number to the left of the weapon name can be selected as the default weapon in the powers tab.
Using the next image, see Main weapon selected under middle arrow.
57284
That will be the default weapon for all powers.
You can manually select a weapon for each power, or leave blank and the default weapon will be used.
see image LHS arrow for wpn select box.
The bottom RHS arrow ponts to the magnifying glass to open the LHS Spell/Ability for editing.
Hope this makes some sense.
CheersOhhhh I get it now. You don't put weapons on the powers tab you just link a power to a weapon so using the power should probably also use ammo if the weapon ranged. Thanks for explaining that.

Here's why it's not working:
The attack message in the chat box is not tagged as ranged. I think this is a ruleset bug.
https://i.imgur.com/hVPbYDp.png
ATTACK () should be ATTACK (R)

Maldev
May 8th, 2023, 02:02
Duplicate

Maldev
May 8th, 2023, 02:04
I tested some more, changing and checking the ATTACK().
It isn't working even with the (R) tag
57290
Same campaign, no other extensions loaded. :confused:
Still works from the combat tab.

bmos
May 8th, 2023, 02:21
I tested some more, changing and checking the ATTACK().
It isn't working even with the (R) tag
57290
Same campaign, no other extensions loaded. :confused:
Still works from the combat tab.Can't see the attachment unfortunately. How did you add the R tag?

Maldev
May 8th, 2023, 02:34
Can't see the attachment unfortunately. How did you add the R tag?

Sorry
57292
I changed the tag to R or M in the power
57293

bmos
May 8th, 2023, 13:01
Thanks for that! Beyond that issue there is also the option "Power: Show item used" which must be enabled.

Maldev
May 8th, 2023, 13:33
No probs :)
Oops, forgot that in that campaign.
However, turned it on in options and restarted.
Still doesn't work from the powers tab

bmos
May 8th, 2023, 16:40
Hmm. It is working on my end.

Maldev
May 9th, 2023, 05:32
To confirm..
New day, computer restart and yep working here.
I had some problems with ammunition and the modules the arrows came from.
As in not recognizing ammo in the inventory. Pretty sure I have solved that aspect.
Thanks for the help!
Cheers

BushViper
June 26th, 2023, 18:49
Is anyone else having issues with arrows not being deducted from inventory automatically?

rmilmine
June 26th, 2023, 21:15
There seems to be a conflict with the extension On Hit Effects.
When both are on I get the following strangeness on the weapon window:
57964
Not sure what is causing this duplication of display. Both sets of items for the Ammo extension are usable.

bmos
June 27th, 2023, 00:51
There seems to be a conflict with the extension On Hit Effects.
When both are on I get the following strangeness on the weapon window:
57964
Not sure what is causing this duplication of display. Both sets of items for the Ammo extension are usable.
I pushed an update to fix that.

bmos
June 27th, 2023, 00:52
Is anyone else having issues with arrows not being deducted from inventory automatically?
Which ruleset?

BushViper
June 28th, 2023, 05:06
Which ruleset?

Sorry. 5e.

bmos
June 28th, 2023, 11:32
Sorry. 5e.hmm, that's the one I tested with (in a new campaign).
Can you disable all other extensions and see if it's still broken?

BushViper
June 28th, 2023, 23:27
hmm, that's the one I tested with (in a new campaign).
Can you disable all other extensions and see if it's still broken?

Yes, with nothing loaded but Ammunition Manager, it's still broken. I tried half a dozen different things (such as removing arrows from a quiver and placing them directly in inventory, etc.) to see if it would register, but I could never get it to work.

bmos
July 3rd, 2023, 11:54
There was an issue with weapon names that contained multiple words (SmiteWorks might have changed how they're capitalizing that).
I made searching for a weapon with the same name not-case-sensitive.

BushViper
July 5th, 2023, 01:37
There was an issue with weapon names that contained multiple words (SmiteWorks might have changed how they're capitalizing that).
I made searching for a weapon with the same name not-case-sensitive.

Back to working as intended. Thank you.

celebrindal
July 9th, 2023, 00:03
How can I see which build is the most recent that I should have Bmos? I've got everything going via the forge vs manually grabbing files so I'm assuming that I've got the latest but can't confirm. I'm running it looks like --Ammunition Manager v4.3-hotfix.1- While it doesn't appear to be causing errors I am seeing in the console messages like: warning window: Anchored static height ignored for control(ammopicker) in widnowclass (char_weapon) after the big update.

bmos
July 9th, 2023, 02:44
That is the latest
https://github.com/bmos/FG-Ammunition-Manager/releases
If/when I have time I will clean that up, or feel free to submit a pull request on GitHub or via the forum if you know how to work with those files.

Halahad
October 1st, 2023, 19:51
Hi, cant PM to you in FGU. "bmos has exceeded their stored private messages quota and cannot accept further messages until they clear some space."
I'll answer you here if you don't mind

You:" Do you have this problem when you don't use Ammunition Manager? I just tested in 5E and when adding a "Crossbow, Hand" it did also appear on the actions tab."

My answer:
No, only with this extension. Without it everything works fine. I also noticed that the weapon is added to actions, but is marked as not equipped, although the weapon is equipped in the inventory. There is also no visual indication of damage (the dice are rolled correctly, but there are no numbers).
I have a similar problem with a similar extension (GEONE's Ammo Manager) too. If I remove an item from my inventory, its action is not removed from the actions tab.
Tested both extensions separately on a completely clean campaign (without other extensions).

Screenshots:
https://imgur.com/a/WHwWjpa
Information in the description below the screenshots

bmos
October 2nd, 2023, 21:37
I noticed that the weapon is added to actions, but is marked as not equipped, although the weapon is equipped in the inventory. There is also no visual indication of damage (the dice are rolled correctly, but there are no numbers). If I remove an item from my inventory, its action is not removed from the actions tab.Confirmed! I'll try to fix it.

Halahad
October 2nd, 2023, 21:48
Thanks you! What about missing elements?
Added to imgur:
https://imgur.com/a/WHwWjpa

bmos
October 2nd, 2023, 22:13
Thanks you! What about missing elements?
Added to imgur:
https://imgur.com/a/WHwWjpa

those element just don't show there in the standard theme. they show up on the left iirc.
pushed a fix, let me know if it works for you

Halahad
October 2nd, 2023, 22:22
Thanks a lot! The fix worked - now the weapon is equipped correctly and the dmg is displayed correctly too.
I deeply apologize to you, but I did not quite understand your answer about the elements. Can you write to me detailed what actions I need to perform for these elements to appear? Or are they not intended for 5e dnd?

bmos
October 2nd, 2023, 22:27
I think those equip/carry/drop button elements only appear in preparation mode in 5E, at least that's how it acts for me.

Halahad
October 2nd, 2023, 22:34
I mean elements like: Indicator of loading, range etc (those that are added by your extension).

In other modes (prep/combat) they are not there either

bmos
October 3rd, 2023, 01:31
I mean elements like: Indicator of loading, range etc (those that are added by your extension).

In other modes (prep/combat) they are not there eitheraha! now I see what you mean. I have pushed another fix :)

Halahad
October 3rd, 2023, 03:16
I updated it, but nothing changed. These elements are still missing(

bmos
October 3rd, 2023, 23:27
Does it say v4.4-hotfix.2 in the chat when you load it up?
This is what I'm seeing in 5E:
https://i.imgur.com/wZXuMb8.png

Halahad
October 3rd, 2023, 23:34
Yes: https://imgur.com/30Xgv7S

bmos
October 5th, 2023, 03:16
Yes: https://imgur.com/30Xgv7S

That all looks normal.
The first one doesn't have anything shown because ammo is 0.
The second one just says Arrows because you have it linked to an ammunition item.

Halahad
October 5th, 2023, 03:20
That all looks normal.
The first one doesn't have anything shown because ammo is 0.
The second one just says Arrows because you have it linked to an ammunition item.

In your screenshot the crossbow has a load button, in mine it doesn’t.
How can I make it appear for me too?