View Full Version : Extension: Reload Consumption
chillhelm
November 4th, 2021, 12:29
Hi all,
just hacked together a tiny extension that will add a reload button to your weapons on the combat tap of your character sheet.
Anyways, here is how it works:
Weapon Record Info now has two new entries:
Ammo Name (here you put the name of the ammunition as it is labeled in your inventory)
Mag. Reload: Checkbox whether or not the Ammo is stored in magazines (machine guns, laser rifles etc.) or as individual bullets (crossbows, revolvers etc.)
How to use:
Equip a weapon and carry some appropriate ammunition. (The Ammo must be carried or equipped, not just in the inventory).
Fire a couple of rounds. (The reload button does nothing if your ammo is at maximum).
Click the reload button (looks like the "new round" button on the CT) right next to the ammo tracking column.
At this point your ammo will be subtracted from the inventory (as long as there is 1 magazine or some loose bullets carried) and the weapon will be reloaded.
If there is not enough bullets for a full reload (when not reloading a magazine) as many bullets as are avaiable will be reloaded.
Here is a short demo video:
https://www.youtube.com/watch?v=kWFWSsUwo7c
Forge Entry: https://forge.fantasygrounds.com/shop/items/329/view
Update:
Added updates by Mike Serfass. Improved layouts and locking ammo fields when the weapon is locked.
Known Issues:
Reload button is visible even on melee weapons.
Ammo Information is visible on weapons that don't have ammo.
bmos
November 4th, 2021, 22:12
If you take a look at the code of Ammunition Manager (my extension which does something similar for other rulesets) you can probably see how to hide the button and info for melee weapons.
Happy to explain if it isn't easy to find :)
Beerbelly
November 4th, 2021, 22:21
I love it. thank you so much.
chillhelm
November 4th, 2021, 23:38
> you can probably see how to hide the button and info for melee weapons.
I'm guessing hiding/showing it in the onInit function and then subscribing to onUpdate on the weapon type node? Or is there a clever trick?
I mostly just wanted to get it out there since I had it working.
And IMHO having ammo should be decoupled from being Ranged/Melee. Tasers for example have battery charge, but as it stands the Savage Worlds Ruleset (in FG, in the books it's possible).
bmos
November 5th, 2021, 00:15
I'm guessing hiding/showing it in the onInit function and then subscribing to onUpdate on the weapon type node?Pretty much.
Mike Serfass
November 5th, 2021, 05:55
Thank you chillhelm! We'll put this to use in our sci-fi game.
TomtheBu
November 5th, 2021, 07:57
Hi Chillhelm, this is a very nice and needful extension. Thank you! Is it also possible to handle more than one ammo type per weapon without the need to change the ammo name? I think of a bow, which can use normal arrows and elf arrows.
Doswelk
November 5th, 2021, 10:02
Personally I'd create sub-attacks for different arrows, as I expect elf arrows will have different range/AP/damage or something else than normal arrows.
I have not used this yet so maybe that isn't the correct answer. :D
GunnarGreybeard
November 5th, 2021, 14:43
Thanks! Just the other night my players were asking about something like this. Planning to try it out this weekend.
TomtheBu
November 5th, 2021, 16:31
Personally I'd create sub-attacks for different arrows, as I expect elf arrows will have different range/AP/damage or something else than normal arrows.
I have not used this yet so maybe that isn't the correct answer. :D
I never used different ammo types for one weapon before either, so I am still testing this for my (hopefully soon) upcoming fantasy game.
I use the weapons directly to reflect the different ranges atm. Therefore I want to use bow, short bow, long bow and elf bow to handle this. I thought about (with this extension in mind) to use the item "elf arrow" where I will add my custom #damaging (damage+1), #penetrating (AP+1) and #accurate (attack +1) tags from the master effect list to the modification field. Then equipping the item, to make it work.
The only disadvantage of this method is the missing ">" in the effect code to make the attack exclusive with the used weapon. But maybe it works similar with keywords like elfbow.
My other idea to add different ammo to a weapon was adding mods or enchantments to the weapon including different effects. This could be done including the ">" in the code.
If there would be also an effect code to change the range of the weapon, I would be very happy to integrate it as well.
But due to this new extension it could be possible to handle it in the one or the other way. Gameplay and further testing will show.
macDsinfo
January 21st, 2023, 14:04
thank you
JAREKPRIEST
November 15th, 2023, 12:26
After many sessions I come across this, super cool, thanks
Mike Serfass
April 22nd, 2025, 16:46
This extension is becoming outdated.
I have a temporary fix, which I attached. Replace the existing file in extensions with this one.
I cannot update chillhelm's code in the Forge. This is the best I can offer for now. A better solution is being worked on.
64294
Updated for the 2025-05-06 release.
miked2681
April 22nd, 2025, 21:40
I've been using this extension for some time now with a few changes of my own, that I've updated with the formatting above, and I thought I'd finally share it in case anyone can make use of it for their games. I'm no coder and this took me quite a bit of trial and error as I muddled my way through trying to figure out some of what was being done in this extension, as well as in the base ruleset coding and how I could copy and tweak it a little for what I wanted. All credit goes to chillhelm and the good folks behind the ruleset.
https://i.ibb.co/fGkTb26d/Reload.png (https://ibb.co/0VCzkc4y)
What I've changed:
1) I moved the "Magazine?" checkbox up under the Ammo Name field. I also changed this from doing a full reload while consuming a single "magazine" item, to doing a full reload while consuming however many bullets were missing. I did this to try and simulate tactical reloads, or when switching ammunition types, and you wouldn't just throw away a partially full magazine.
As example, you say start your adventure with 2 magazines worth of standard ammo (24 "Test Ammo" in inventory) and 1 of APDS ammo (12 "Test APDS Ammo" in inventory). You've done some shooting and are now at 5/12 ammo in your pistol, 1 press of the Reload button will consume 7 "Test Ammo" from the inventory giving you a fully reloaded pistol and simulating that you've got the partial mag left.
2) I added a "Battery?" checkbox for all your laser/blaster needs. With this box checked, 1 press of the Reload button will do a full reload while consuming 1 single ammunition item, This is basically just what the Magazine? box did before.
3)With no boxes checked, 1 press of the Reload button will reload a single bullet. I figured this would be useful for something like Deadlands where the majority of the weapons are revolvers or otherwise reloaded with 1 bullet per Action.
I don't know if this will be useful, or even make sense the way I did it, to anyone else but it works for my brain and how I play. If I were smarter, I'd hide the unused checkbox fields when the weapon is locked but I couldn't ever figure that out.
Mike Serfass
April 23rd, 2025, 00:58
Nice improvements!
miked2681
April 23rd, 2025, 01:17
Nice improvements!
Thank you! I was really pretty nervous about sharing it, and trying to explain my changes and reasoning behind them.
Jiminimonka
April 23rd, 2025, 06:58
Nice one. Thanks
Mike Serfass
May 6th, 2025, 05:24
I updated the extension for today's SWADE update.
I also updated the attached file in post 13.
64295
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