https://www.youtube.com/watch?v=b-zeWXdpPXM
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Ah, ok. So it works as intended. Thanks for the clearification!
/H
I also made a new 'general' video covering the basics:
https://www.youtube.com/watch?v=i_vmW9WVkbM
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.
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.
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.
I'll test as soon as I get home this evening, thank you for the quick reply.
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.
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?
Justed tested and didn't see an issue with PFRPG. Can you send me your test campaign?
Here it is :)
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.
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.
Attachment 54972
Oops! Thanks for noticing!
I think I've got it all working again.
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".
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 :)
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)?
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
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/forum...oval-Extension
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!
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!
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 :)
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.