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bmos
October 6th, 2023, 13:05
In your screenshot the crossbow has a load button, in mine it doesn’t.
How can I make it appear for me too?Ah, that is just there because that weapon has the "loadaction" property.
Just open the weapon details and add "loadaction" to the list.

TheoGeek
October 9th, 2023, 04:28
Something I noticed recently that could be something I'm doing, but the Ammo field is being shown for melee weapons as well as ranged weapons (it shows Ammo: 0), and it doesn't go away when I switch between ranged, melee, and thrown. Is that supposed to be displayed for every weapon all the time?

Thanks!

bmos
October 12th, 2023, 17:29
Looks like I broke it when working with Halahad's issue. Oops!

nephranka
October 18th, 2023, 18:00
Looks like I broke it when working with Halahad's issue. Oops!

Will there be a new version to fix this or is it already out? Thanks!

bmos
October 19th, 2023, 13:41
Yup! But too busy at the moment. It's better to be broken as it is now then broken as it was before these two hotfixes.

nephranka
October 19th, 2023, 13:49
Yup! But too busy at the moment. It's better to be broken as it is now then broken as it was before these two hotfixes.

Thanks for the update!

SmokeMeowt
October 23rd, 2023, 05:31
Quick question, I'm on the PFRPG1e ruleset if that makes a difference. Is there any known conflictions between this and Drain and Permanent Bonuses extension?

Whenever I edit any part of the window from the magnifying glass by the ability score, I get the following error:

"Weapons ammoshortcut node was not found, searching inventory instead.
Couldn't locate linked ammunition item. Ammunition not being tracked.

Mazzar
November 9th, 2023, 05:34
I seem to also be getting a problem where the Attack button in the Actions tab is locked out even if I have loaded the weapon. It won't roll the dice. If I remove the Loadaction, the load button disappears and the attack roll works. So to duplicate (if you can), set a Crossbow, Light to have loadaction, then press the Load button and then try rolling an attack from Actions tab. On mine, it won't click over to a dice roll. It just drags the window instead. Even if I double click it doesn't work. 5E ruleset. I think it always thinks it is unloaded even if you pressed the Load button. Thanks.

Also, its not displaying the ammo type on the Action screen properly:

bmos
November 12th, 2023, 15:04
Quick question, I'm on the PFRPG1e ruleset if that makes a difference. Is there any known conflictions between this and Drain and Permanent Bonuses extension?

Whenever I edit any part of the window from the magnifying glass by the ability score, I get the following error:

"Weapons ammoshortcut node was not found, searching inventory instead.
Couldn't locate linked ammunition item. Ammunition not being tracked.Have you tried un-linking the ammo and then re-linking it? There should not be any conflicts between those as far as I can remember.

nephranka
November 17th, 2023, 16:15
I saw an update come through for this ext. If it was addressing (maybe in part) the ammo field for melee weapons, then it did not resolve the issue. Again mainly a cosmetic issue and not breaking the game currently.

bmos
November 18th, 2023, 12:01
I saw an update come through for this ext. If it was addressing (maybe in part) the ammo field for melee weapons, then it did not resolve the issue. Again mainly a cosmetic issue and not breaking the game currently.
Thanks for the reminder. Have not had time to look into that.
The update was adding support for PFRPG2-Legacy.

nephranka
November 18th, 2023, 14:10
Thanks for the reminder. Have not had time to look into that.
The update was adding support for PFRPG2-Legacy.

No worries.

Mazzar
December 5th, 2023, 03:22
I seem to also be getting a problem where the Attack button in the Actions tab is locked out even if I have loaded the weapon. It won't roll the dice. If I remove the Loadaction, the load button disappears and the attack roll works. So to duplicate (if you can), set a Crossbow, Light to have loadaction, then press the Load button and then try rolling an attack from Actions tab. On mine, it won't click over to a dice roll. It just drags the window instead. Even if I double click it doesn't work. 5E ruleset. I think it always thinks it is unloaded even if you pressed the Load button. Thanks.

Also, its not displaying the ammo type on the Action screen properly:



@bmos have you had a chance to look at this?

bmos
December 14th, 2023, 03:17
@bmos have you had a chance to look at this?
I just tried to reproduce and could not:

5E

Added Crossbow, Light
Added "loadaction" property to it on Actions tab
Loaded
Fired

When you click load, does it say in chat that it had been loaded?

Arimil508
December 14th, 2023, 06:26
Hey I have a question.
I know it might not completely be related to this extension but I realized that I do not know how to do it.
I was wondering how I would go about making an ammo like incendiary that would do lets just say 1dx extra damage on top of the weapons damage and have it only proc when using the weapon it is loaded in.
Is there a way to have an effect know what weapon an ammo is linked to

If this is a stupid question with a vary simple answer I apologized it is like 2 am and my sleep addled brain cant think of it.

estrolof
December 15th, 2023, 15:52
CAVEAT: The answer below applies to D&D 5E. I don't know if it's measurably different in 4E or Pathfinder *shrug*

Yeppers! I use this for flame arrows, lightning arrows, etc.; though it requires the Advanced Effects extension too.

NOTE: You could just add an action that applies an effect DMG: 1d6 fire or whatever and just trigger it whenever the character hits with a fire arrow. But, if you're curious (or have a wide array of magic arrows with alt damage), you can do the following...

1. Create the item (missile) adding the damage entry - let's use an arrow +1
* The item needs the subtype Ammunition
2. Add the Effect Feature: ATK:1; DMG:1; DMGTYPE: magic to the arrow itself
* You could add DMG: 1d6 fire or DMG: 1d20 psychic or whatever you want
* I have an arrow that takes advantage of TheoGeek's Nat20 extension vs goblins (IFT:TYPE(goblinoid); DMG: 1d6 nat20 so it does extra on a natural 20 if it's a goblin or hobgoblin)
3. Mark the effect as ActionOnly (a small tick dot to the right when you're skipping "Duration" - optionally, I mark it as Hide as well because the player doesn't need the clutter on the CT
* This means the arrow's effect is only ever used when the arrow is used. But, an arrow isn't a To Hit item, which is why we need THIS extension. :D
4. Add the item to the character's inventory and mark it as equipped (with the character in the Combat Tracker the effect is applied to the character)
5. On the ACTIONS tab, locate the bow the character is using; then click the gear icon (on the right) to access the settings for that weapon.
6. With this extension, you'll see an AMMUNITION section at the bottom of the entry. Use the drop-down menu to select the missile type from the character's inventory (again, it needs to be "equipped")
7. In 5E, magic arrows are no longer magical if they hit. So, set up the Recover to entries (Top is on misses, bottom is on hits; so "Return to Original" and Arrow respectively).

Because the effect is on the character on the CT, and because the effect applies as ActionOnly, it won't apply to other weapons. Only a bow that has been declared 'Use this ammo'. Hope that helps!
* I've made some arrows that can't take advantage of this (AoE explosives and such)

bmos
December 16th, 2023, 00:09
CAVEAT: The answer below applies to D&D 5E. I don't know if it's measurably different in 4E or Pathfinder *shrug*

Yeppers! I use this for flame arrows, lightning arrows, etc.; though it requires the Advanced Effects extension too.

NOTE: You could just add an action that applies an effect DMG: 1d6 fire or whatever and just trigger it whenever the character hits with a fire arrow. But, if you're curious (or have a wide array of magic arrows with alt damage), you can do the following...

1. Create the item (missile) adding the damage entry - let's use an arrow +1
* The item needs the subtype Ammunition
2. Add the Effect Feature: ATK:1; DMG:1; DMGTYPE: magic to the arrow itself
* You could add DMG: 1d6 fire or DMG: 1d20 psychic or whatever you want
* I have an arrow that takes advantage of TheoGeek's Nat20 extension vs goblins (IFT:TYPE(goblinoid); DMG: 1d6 nat20 so it does extra on a natural 20 if it's a goblin or hobgoblin)
3. Mark the effect as ActionOnly (a small tick dot to the right when you're skipping "Duration" - optionally, I mark it as Hide as well because the player doesn't need the clutter on the CT
* This means the arrow's effect is only ever used when the arrow is used. But, an arrow isn't a To Hit item, which is why we need THIS extension. :D
4. Add the item to the character's inventory and mark it as equipped (with the character in the Combat Tracker the effect is applied to the character)
5. On the ACTIONS tab, locate the bow the character is using; then click the gear icon (on the right) to access the settings for that weapon.
6. With this extension, you'll see an AMMUNITION section at the bottom of the entry. Use the drop-down menu to select the missile type from the character's inventory (again, it needs to be "equipped")
7. In 5E, magic arrows are no longer magical if they hit. So, set up the Recover to entries (Top is on misses, bottom is on hits; so "Return to Original" and Arrow respectively).

Because the effect is on the character on the CT, and because the effect applies as ActionOnly, it won't apply to other weapons. Only a bow that has been declared 'Use this ammo'. Hope that helps!
* I've made some arrows that can't take advantage of this (AoE explosives and such)Exactly right, and also relevant to PFRPG

Mazzar
January 4th, 2024, 19:05
I just tried to reproduce and could not:

5E

Added Crossbow, Light
Added "loadaction" property to it on Actions tab
Loaded
Fired

When you click load, does it say in chat that it had been loaded?

This issue is that I cannot roll an attack at all. Its like the die is disabled when I click and drag to the chat window (or double click it)

Mazzar
January 5th, 2024, 18:38
This issue is that I cannot roll an attack at all. Its like the die is disabled when I click and drag to the chat window (or double click it)

@bmos I think I figured it out. There is an interaction with 5E-Advanced Effects by @Celestian. When I disable that extension, this works fine.

bmos
January 8th, 2024, 02:18
@bmos I think I figured it out. There is an interaction with 5E-Advanced Effects by @Celestian. When I disable that extension, this works fine.
I have confirmed the issue and submitted a patch to Celestian to bring that back into compatibility.

nephranka
February 4th, 2024, 12:27
Ran into some strange behavior last night. When you drop a heavy crossbow into inventory the actions tab shows the weapon with the wrong amount of hands and no damage listed in the box and no ammo below it.

If you dbl click the damage it works and if you open the weapon you can select the ammo source. You can even change the hands. (s1)

Once you log back in it is updated and fixed. (s2)

5e and the only ext is loaded. I am not sure if I am doing something wrong.

bmos
February 6th, 2024, 14:19
5E's campaign/scripts/char_weapon.lua script has been the bane of this extension since I added support for 5E.
I will take another look at it when I can.

EDIT:
I just tried this with only 5E loaded. A heavy crossbow does not automatically set itself to 2 handed.
But yeah the rest of it is definitely not working right.

nephranka
February 6th, 2024, 16:31
5E's campaign/scripts/char_weapon.lua script has been the bane of this extension since I added support for 5E.
I will take another look at it when I can.

EDIT:
I just tried this with only 5E loaded. A heavy crossbow does not automatically set itself to 2 handed.
But yeah the rest of it is definitely not working right.

Thanks for checking into it. I hope it is an easy fix as it did once work.

bmos
February 8th, 2024, 01:54
Pretty sure I fixed it
https://github.com/bmos/FG-Ammunition-Manager/releases/tag/v4.6

nephranka
February 8th, 2024, 02:41
Pretty sure I fixed it
https://github.com/bmos/FG-Ammunition-Manager/releases/tag/v4.6

Thank you!
Seems mostly working with a couple of notes:

1. Heavy crossbow still only starts with 1 hand
2. Adding crossbow bolts (20) adds 20 crossbow bolts (note the s)...where buying 20 crossbow bolt gets you different entries in invetory.

Side note: saw s'1'|s'gp' in the chat and may be debug info

On the plus side....converting crossbow bolts (20) is a QoL improvement!

bmos
February 9th, 2024, 18:10
Thank you!
Seems mostly working with a couple of notes:

1. Heavy crossbow still only starts with 1 hand
2. Adding crossbow bolts (20) adds 20 crossbow bolts (note the s)...where buying 20 crossbow bolt gets you different entries in invetory.

Side note: saw s'1'|s'gp' in the chat and may be debug info

On the plus side....converting crossbow bolts (20) is a QoL improvement!1. As noted previously, this seems to be the default value of the 5E ruleset.
2. I can regex away the last "s" in the item name, but I'm worried there might be an item that actually ends in s...

nephranka
February 9th, 2024, 18:30
1. As noted previously, this seems to be the default value of the 5E ruleset.
2. I can regex away the last "s" in the item name, but I'm worried there might be an item that actually ends in s...

I am sorry I missed that note. As for the s...it is half a dozen in one and 6 in the other, if you know what I mean. Both ways have good and bad. I was more pointing it out in case you did not know that it does not match the individual name.

The Judge
April 28th, 2024, 17:24
I get a console error when creating a new ammo type and then adding it to either the character or Items list. In this case, I made a bane crossbow bolt. Error reads
Handler error: 9string "FG-Ammunition-Manager...ager ammunition.lua"9263: bad argument #1 to 'match' (string expected, got nil)
60694.

The Judge
April 28th, 2024, 19:17
With this extension and Advanced Effects Feature added, I am not seeing this
5. On the ACTIONS tab, locate the bow the character is using, then click the gear icon (on the right) to access the settings for that weapon.
6. With this extension, you'll see an AMMUNITION section at the bottom of the entry. Use the drop-down menu to select the missile type from the character's inventory (again, it needs to be "equipped")
60696

bmos
April 29th, 2024, 12:15
With this extension and Advanced Effects Feature added, I am not seeing this
5. On the ACTIONS tab, locate the bow the character is using, then click the gear icon (on the right) to access the settings for that weapon.
6. With this extension, you'll see an AMMUNITION section at the bottom of the entry. Use the drop-down menu to select the missile type from the character's inventory (again, it needs to be "equipped")
60696
I suggest watching the video: https://www.youtube.com/watch?v=i_vmW9WVkbM
You're opening the item page, but the ammunition drop-down combobox is on the weapon details page (accessed via the magnifying glass)

bmos
April 29th, 2024, 12:16
I get a console error when creating a new ammo type and then adding it to either the character or Items list. In this case, I made a bane crossbow bolt. Error reads
Handler error: 9string "FG-Ammunition-Manager...ager ammunition.lua"9263: bad argument #1 to 'match' (string expected, got nil)
60694.
This is because of the name of your ammunition item which does not match what I saw as the 'standard format' used in official module conversions:
60702

I pushed a fix for the script error but think it needs some more testing to ensure the item name is preserved correctly when formatted as you have it.

Azure Fang
August 24th, 2024, 21:12
[8/24/2024 1:10:40 PM] [ERROR] Script execution error: [string "FG-Ammunition-Manager:..pts/ammo_weapon.lua"]:43: attempt to index global 'ammopicker' (a nil value)

Getting three instances of this whenever the actions tab on the mini character sheet is opened.

bmos
September 4th, 2024, 13:37
Hi, unfortunately I haven't had time recently to handle the updates for my extensions and don't foresee having time for this in the near future.


Hey y'all.

I've been having a hard time finding time to work on these extensions lately, since I haven't personally been using FG in quite a while and I've had a lot of stuff (mostly good) going on in my life.
A number of my extensions are not working so great with the August ruleset updates (mostly just some UI stuff) and there are another set of breaking changes coming down the pipe later this month also (generally good changes I'm sure).

I am monitoring all my GitHub repos, so if anyone has the skills and motivation to make pull requests to update them as needed I am here to assist in that.
I also am open to requests from other devs who want to take over these extensions and if someone does step up for an extension I can eventually transfer repos/forge items to you.
I hope to keep Aura Effect going until the official AoE/proximity effect features make it into FG, but updates to the rest of this stuff will probably be limited.

Sorry for the disruption to all who rely on these for their games.
Thank you all for the support and messages over the years, this has been a great community to be part of and I hope to get back to playing in FG again someday.

BushViper
September 26th, 2024, 12:21
False alarm.

estrolof
October 11th, 2024, 03:17
First, I'm hoping bmos is still doing well out there.
Second, I acknowledge I'm in over my depth - but I'm trying to grow. (LOLOLOL)

As others are probably aware, this extension throws an error...or Warning.

[WARNING] window: Anchored static height ignored for control (ammopicker) in windowclass (char_weapon)

It throws it A LOT. But in D&D 5E is appears to work, and one can ignore the console error. But, the Ammo Quantity and Selected Ammo name are misaligned on the Actions Tab.

Fortunately, bmos has (a) included a License that says we can muck about in there and learn from their past effort, and (b) included all the files (I think they're all?) on github - so while it appears the extension loads in the Vault, I went and made the documents locally based on copy/paste from github and it seems to work - albeit with the Warning and misalignment.

Now, I think (and expect I'm wrong) that this is related to the LENGTHY discussion SilentRuin and everyone were having with JD and Teddy about the 2024 "anchors" which I kinda followed but couldn't explain to a 5 year old (and probably don't really get anyway). But...I found in the 5e_record_char_weapon.xml file makes a reference to windowclass name="char_weapon"

Am I seeing this correctly, that THIS is where the hiccup is happening? And if so, am I going down the right rabbit hole in thinking "char_weapon" is what changed? Like...it's called something else now? Or should I let Fiver and Hazel do their business and just let the cat eat me in the farm yard?




<windowclass name="char_weapon" merge="join">
<script file="campaign/scripts/5e_char_weapon.lua" />
<sheetdata>
<buttonfield name="isloaded" source="ammunitionmanager.isloaded">
<anchored width="27" height="10">
<top parent="name" anchor="bottom" offset="11" />
<left offset="2" />
</anchored>
<state icon="button_load" tooltipres="tooltip_actions_unloaded" />
<state icon="button_unload" tooltipres="tooltip_actions_loaded" />
<default>0</default>
<script file="campaign/scripts/ammo_isloaded.lua" />
</buttonfield>
<label name="label_ammo">
<anchored>
<left offset="125" />
</anchored>
</label>
<basicnumber name="maxammo">
<script file="common/scripts/number_crosslink_unlink.lua" />
</basicnumber>
<combobox_ammo name="ammopicker" source="ammunitionmanager.ammopicker">
<anchored>
<top parent="maxammo" anchor="top" offset="0" />
<bottom parent="maxammo" anchor="bottom" offset="2" />
<left parent="maxammo" anchor="right" offset="15" />
<right parent="attackframe" anchor="right" offset="0" />
</anchored>
<itemsheetname><string /><field>subtype</field></itemsheetname>
<itemsheetname><string /><field>type</field></itemsheetname>
</combobox_ammo>
</sheetdata>
</windowclass>

<windowclass name="char_weapon_editor" merge="join">
<placement>
<size width="380" height="470" />
</placement>
<sizelimits>
<minimum width="380" height="470" />
<dynamic />
</sizelimits>
</windowclass>

<windowclass name="char_weapon_editor_main" merge="join">
<script file="campaign/scripts/char_weapon_editor_main.lua" />
<sheetdata>
<subwindow name="weapon_ammo_subwindow" insertafter="header_damage">
<anchored>
<top parent="columnanchor" anchor="bottom" relation="relative" offset="0" />
<left offset="-5" />
<right offset="2" />
</anchored>
<class>weapon_ammo_subwindow</class>
<activate />
</subwindow>
</sheetdata>
</windowclass>

HuseyinCinar
October 15th, 2024, 10:41
In PF2, I can't get the LOAD button to show up. Is that function busted for anyone else?

bmos apparently left and is not able to update this, I'm not too familiar with devs and extensions and the forums here. Is someone else taking over? Is there a replacement extension that I should look into?

Arimil508
October 16th, 2024, 03:57
is anyone currently developing or making fixes for this extension anymore.
i know Bmos is not able to and we have a github of the extension.

nephranka
February 5th, 2025, 20:02
Looks like on TEST this is busted. As no one has picked it up so, I thought I would give everyone a heads up that way you can get a replacement in place before TEST goes live.

BaneTBC
February 11th, 2025, 18:49
Moon Wizard is currently working on a built-in solution around this (so expected across multiple rulesets). No ETA on release yet, but it is being actively worked on.

Morenu
February 13th, 2025, 02:49
Moon Wizard is currently working on a built-in solution around this (so expected across multiple rulesets). No ETA on release yet, but it is being actively worked on.

F#$* yeah!

brendude
February 20th, 2025, 05:02
Anyone else experiencing issues with this mod after the latest update?

Getting errors like this when opening the actions tab:

[2/20/2025 12:03:58 AM] [WARNING] window: Anchored static height ignored for control (ammopicker) in windowclass (char_weapon)
[2/20/2025 12:03:58 AM] [ERROR] window: Control (ammopicker) anchoring to an uncalculated control (maxammo) in windowclass (char_weapon)
[2/20/2025 12:03:58 AM] [ERROR] window: Control (ammopicker) anchoring to an uncalculated control (maxammo) in windowclass (char_weapon)
[2/20/2025 12:03:58 AM] [ERROR] window: Control (ammopicker) anchoring to an uncalculated control (maxammo) in windowclass (char_weapon)
[2/20/2025 12:03:58 AM] [ERROR] window: Control (ammopicker) anchoring to an undefined control (attackframe) in windowclass (char_weapon)
[2/20/2025 12:03:58 AM] [ERROR] window: No vertical anchor defined for control (label_range) in windowclass (char_weapon)
[2/20/2025 12:03:58 AM] [ERROR] window: No vertical anchor defined for control (label_ammo) in windowclass (char_weapon)
[2/20/2025 12:03:58 AM] [ERROR] window: No vertical anchor defined for control (maxammo) in windowclass (char_weapon)

MDarque
February 20th, 2025, 16:04
Yes, I'm getting the errors as well. I disabled this extension for now until it gets fixed.

thedruski
February 21st, 2025, 13:50
Yeah, I'm getting this same issue. It's likely due to the rerformatting of the Actions tab and the "ammopicker" pulling from something that no longer exists.




Anyone else experiencing issues with this mod after the latest update?

Getting errors like this when opening the actions tab:

[2/20/2025 12:03:58 AM] [WARNING] window: Anchored static height ignored for control (ammopicker) in windowclass (char_weapon)
[2/20/2025 12:03:58 AM] [ERROR] window: Control (ammopicker) anchoring to an uncalculated control (maxammo) in windowclass (char_weapon)
[2/20/2025 12:03:58 AM] [ERROR] window: Control (ammopicker) anchoring to an uncalculated control (maxammo) in windowclass (char_weapon)
[2/20/2025 12:03:58 AM] [ERROR] window: Control (ammopicker) anchoring to an uncalculated control (maxammo) in windowclass (char_weapon)
[2/20/2025 12:03:58 AM] [ERROR] window: Control (ammopicker) anchoring to an undefined control (attackframe) in windowclass (char_weapon)
[2/20/2025 12:03:58 AM] [ERROR] window: No vertical anchor defined for control (label_range) in windowclass (char_weapon)
[2/20/2025 12:03:58 AM] [ERROR] window: No vertical anchor defined for control (label_ammo) in windowclass (char_weapon)
[2/20/2025 12:03:58 AM] [ERROR] window: No vertical anchor defined for control (maxammo) in windowclass (char_weapon)

bmos
February 25th, 2025, 03:06
SoxMax has contributed initial changes to patch this for the new ruleset.
There may be more to come.
Unfortunately these patches are only for 3.5E or PFRPG so it is most likely broken in other rulesets.
It's posted as a test build for now either on the Test channel in FG or downloadable as an ext from GitHub:
https://github.com/FG-Unofficial-Developers-Guild/FG-Ammunition-Manager/releases/tag/v4.7-test.1

bmos
February 27th, 2025, 01:58
https://github.com/FG-Unofficial-Developers-Guild/FG-Ammunition-Manager/releases/tag/v4.7

4.7 is now live on the Forge. It now also has changes for 5E :)
Again, thanks to SoxMax!

BaneTBC
March 11th, 2025, 22:35
Any chance for 5E that the portion you had previously where it just counted total arrows used can be brought back? Right now, it's doing Missed and Hit, so if 3 misses and 3 hits are recovered, it's just returning 2 arrows instead of 3 (half rounded down from what I could tell). I believe previously you had it just counting a total number of arrows shot for 5E due to the difference in rules.

Chidgey
April 30th, 2025, 10:57
Latest release is giving the following error with new fantasy ground version for Pathfinder 2 ruleset...
window: Control (ammopicker) anchoring to an undefined control (attackframe) in windowclass (char_weapon)

Honken
May 11th, 2025, 14:09
Since the last update, i get these Errors. And i disabled all other extensions too to be sure it was this one.



[5/11/2025 2:59:21 PM] [WARNING] Frame acicon contains out-of-range values in TopLeft.
[5/11/2025 2:59:23 PM] [WARNING] template: Could not find template (number_charweaponfullattack) in class (char_weapon)
[5/11/2025 2:59:23 PM] [ERROR] Script execution error: [string "PFRPG2:..aign/scripts/char_weaponattack.lua"]:11: attempt to index global 'modifier' (a nil value)
[5/11/2025 2:59:23 PM] [WARNING] template: Could not find template (number_charweaponfullattack) in class (char_weapon)
[5/11/2025 2:59:23 PM] [ERROR] Script execution error: [string "PFRPG2:..aign/scripts/char_weaponattack.lua"]:11: attempt to index global 'modifier' (a nil value)
[5/11/2025 2:59:23 PM] [WARNING] template: Could not find template (number_charweaponfullattack) in class (char_weapon)
[5/11/2025 2:59:23 PM] [ERROR] Script execution error: [string "PFRPG2:..aign/scripts/char_weaponattack.lua"]:11: attempt to index global 'modifier' (a nil value)
[5/11/2025 2:59:24 PM] [ERROR] window: No vertical anchor defined for control (attack4) in windowclass (char_weapon)
[5/11/2025 2:59:24 PM] [WARNING] window: Anchored static height ignored for control (ammopicker) in windowclass (char_weapon)
[5/11/2025 2:59:24 PM] [ERROR] window: Control (ammopicker) anchoring to an undefined control (attackframe) in windowclass (char_weapon)
[5/11/2025 2:59:24 PM] [ERROR] window: No vertical anchor defined for control (attack4) in windowclass (char_weapon)
[5/11/2025 2:59:24 PM] [WARNING] window: Anchored static height ignored for control (ammopicker) in windowclass (char_weapon)
[5/11/2025 2:59:24 PM] [ERROR] window: Control (ammopicker) anchoring to an undefined control (attackframe) in windowclass (char_weapon)
[5/11/2025 2:59:24 PM] [ERROR] window: No vertical anchor defined for control (attack4) in windowclass (char_weapon)
[5/11/2025 2:59:24 PM] [WARNING] window: Anchored static height ignored for control (ammopicker) in windowclass (char_weapon)
[5/11/2025 2:59:24 PM] [ERROR] window: Control (ammopicker) anchoring to an undefined control (attackframe) in windowclass (char_weapon)
[5/11/2025 2:59:24 PM] [ERROR] window: No vertical anchor defined for control (attack4) in windowclass (char_weapon)
[5/11/2025 2:59:24 PM] [WARNING] window: Anchored static height ignored for control (ammopicker) in windowclass (char_weapon)
[5/11/2025 2:59:24 PM] [ERROR] window: Control (ammopicker) anchoring to an undefined control (attackframe) in windowclass (char_weapon)
[5/11/2025 2:59:24 PM] [ERROR] window: No vertical anchor defined for control (attack4) in windowclass (char_weapon)
[5/11/2025 2:59:24 PM] [WARNING] window: Anchored static height ignored for control (ammopicker) in windowclass (char_weapon)
[5/11/2025 2:59:24 PM] [ERROR] window: Control (ammopicker) anchoring to an undefined control (attackframe) in windowclass (char_weapon)
[5/11/2025 2:59:24 PM] [ERROR] window: No vertical anchor defined for control (attack4) in windowclass (char_weapon)
[5/11/2025 2:59:24 PM] [WARNING] window: Anchored static height ignored for control (ammopicker) in windowclass (char_weapon)
[5/11/2025 2:59:24 PM] [ERROR] window: Control (ammopicker) anchoring to an undefined control (attackframe) in windowclass (char_weapon)
[5/11/2025 2:59:24 PM] [ERROR] window: No vertical anchor defined for control (attack4) in windowclass (char_weapon)
[5/11/2025 2:59:24 PM] [WARNING] window: Anchored static height ignored for control (ammopicker) in windowclass (char_weapon)
[5/11/2025 2:59:24 PM] [ERROR] window: Control (ammopicker) anchoring to an undefined control (attackframe) in windowclass (char_weapon)

The Undead Lumberduck
May 20th, 2025, 23:05
Hi, I just wanted to say that this is an error I am also encountering. I am running in the 5e ruleset.

SmackDaddy
July 2nd, 2025, 16:52
Any update on Moon Wizard's built-in solution at this point (merely progression and not "release date" is what I am asking)?

Moon Wizard
July 2nd, 2025, 19:32
It's a slow process; because it's a back burner project for me. I only get to work on it when I'm not working on all the other prioritized and scheduled projects.

I also need to get it to work for a half dozen systems at once to make sure the coding is robust enough to be used across multiple game systems; and supports our primary rulesets.

Regards,
JPG

FayeLinks
August 7th, 2025, 04:34
This was working for me a couple of weeks ago and now I can't seem to get any ammunition to show in the dropdowns within the weapons actions. Anyone know what's going on?

Arimil508
August 7th, 2025, 05:27
Can Confirm the bug. Do not know if it is a conflict or updates to core rpg

OdricDragore
August 9th, 2025, 08:23
This was working for me a couple of weeks ago and now I can't seem to get any ammunition to show in the dropdowns within the weapons actions. Anyone know what's going on?

Same situation for me.

Arimil508
August 10th, 2025, 15:41
Looks like this effects a few extensions like effect builder.

celebrindal
September 12th, 2025, 13:07
I'll bump this as well, I 'm seeing several extensions have broken after the major patch a few weeks ago. I'm compiling a list for my server/group and will update this post with ones that I see as either broken (throwing errors and busted), spams (throws errors in the logs but seems to otherwise work), and limps (seems to work but you can't make any changes or add, if applicable, new things).

Current examples:
limps - Extraplanar containers. No errors seems to be fine with items loaded. But if you collapse it won't un-collapse but doesn't throw any errors.
limps - Ammunition manager

XenusUk
November 2nd, 2025, 19:47
This was working for me a couple of weeks ago and now I can't seem to get any ammunition to show in the dropdowns within the weapons actions. Anyone know what's going on?

Same here using PF1e ruleset. Seems to have broken on the 4.8.x release.
Interestingly, it is still picking up the previously selected inventory ammo item (before it broke) and showing the correct number as per the inventory.
I have checked the inventory items are all equipped.
Can confirm Ammo Manager 4.7. and advanced charsheet 1.11.

UPDATE
Suspect he 4.8.0 Corerpg combobox changes may be the root cause. It's just the ammo selection box control that's broken.

celebrindal
November 2nd, 2025, 21:45
Moon Wizard is currently working on a built-in solution around this (so expected across multiple rulesets). No ETA on release yet, but it is being actively worked on.

When I spoke to Moon about it, he was hoping by year end, no promises tho.

XenusUk
November 4th, 2025, 18:14
It's a slow process; because it's a back burner project for me. I only get to work on it when I'm not working on all the other prioritized and scheduled projects.

I also need to get it to work for a half dozen systems at once to make sure the coding is robust enough to be used across multiple game systems; and supports our primary rulesets.

Regards,
JPG

First time I've seen the wish list. Added some upvotes. The ammo one appears to be this one: https://www.fantasygrounds.com/featurerequests/featurerequests.php?titlesearch=Working%20consumab le%20items

graphil
December 20th, 2025, 08:26
Plus one from me. I have a light crossbow in 2024 5E and bolts are not showing in the downdown.

Asgurgolas
December 20th, 2025, 14:19
Same goes for pretty much any ranged weapons. The old ones (like, those who were scripted like last year or so) still work, but can't change ammo and if they run out, it's over.

bmos
December 23rd, 2025, 01:08
Hey,
I'm generally not working on extensions anymore, but if anyone is interested in updating this the code is on GitHub and if you make a pull request I can publish it to the Forge.
For now I have de-listed the extension.
Happy Holidays~

bmos
December 24th, 2025, 14:59
Actually I felt like dropping a little Christmas gift for y'all so enjoy v4.8 which seems to be working again <3
I haven't tested it that comprehensively because I don't remember how it all works, but the basics appear to be working.
The PFRPG2 weapon editor window is a bit weird because you have to scroll past the effects to get to the ammo section.

I also dropped 4E as the code of that ruleset seems to be diverging more from the others.

Asgurgolas
December 25th, 2025, 11:29
so much love <3

Arimil508
December 25th, 2025, 17:05
Actually I felt like dropping a little Christmas gift for y'all so enjoy v4.8 which seems to be working again <3
I haven't tested it that comprehensively because I don't remember how it all works, but the basics appear to be working.
The PFRPG2 weapon editor window is a bit weird because you have to scroll past the effects to get to the ammo section.

I also dropped 4E as the code of that ruleset seems to be diverging more from the others.

Thank you.

Arnagus
December 26th, 2025, 13:55
Actually I felt like dropping a little Christmas gift for y'all so enjoy v4.8 which seems to be working again

A marvelous Christmas gift indeed - many thanks, will use it in our next session again!

graphil
December 26th, 2025, 17:55
Thx bmos

Kelrugem
December 27th, 2025, 15:18
Thanks, bmos, much appreciated :)

marceo
December 30th, 2025, 19:51
thank you very much :o

bwatford
April 27th, 2026, 06:45
This one is now throwing an error in test channel when attempting to roll damage.

Script execution error: [string "FG-Ammunition-Manager:...5e_char_weapon.lua"]:33: attempt to call field 'performRoll' (a nil value)