Sorry. 5e.
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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.
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.
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.
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
Thanks you! What about missing elements?
Added to imgur:
https://imgur.com/a/WHwWjpa
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?
I think those equip/carry/drop button elements only appear in preparation mode in 5E, at least that's how it acts for me.
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
I updated it, but nothing changed. These elements are still missing(
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
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!
Looks like I broke it when working with Halahad's issue. Oops!
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.
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.
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:
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.
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.
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)