Try this:
EDIT: see post 43
Printable View
Try this:
EDIT: see post 43
When attacking PC -> NPC with ranged weapon I get this error:
https://i.imgur.com/ynG0MzY.png
I had missed a couple things in that script that I had to prefix with ActionAttack.
Try Ammunition Manager v1.11.
Initial tests show the extension to be working in 4e. :-)
I noticed the Hit and Miss by 5+. Is it possible for that to apply to Skill Checks?
I love how this extension works. Thanks!
If I was to tweak it a little for 4e I would make the Load button only active with 'loadaction' in weapon name and remove the Hit 5+ Miss 5+ from attacks. For Skill Checks the "5+" "10+" would be very useful. As an example, skill checks for climbing have tiers of success or failure.
In my experience, the DC is rarely entered for skill checks which means that the necessary info is only available to the GM.
Do you typically roll skill checks in such a way that there is a DC available in FG?
I noticed that the 50% is being shown on Melee weapons
https://i.imgur.com/I8h2b5N.png
Well, I guess not. Usually its something like this:
https://i.imgur.com/XLHG6HN.png
Not that important though. I just got to remember it when I am DMing :-)
I'm not seeing this locally, perhaps you're still using the pre-release version?
I made it anyway since it could be useful when rolling skill checks from the party sheet or in a skill challenge (couldn't figure out how that part of the ruleset works so it's untested there).
Would it be possible to eventually make this extension work with NPCs using ammo? Checking if they have enough ammunition and removing the ones used would be absolutely fantastic!
Maybe by seeing the number of arrows a NPC has in the treasure section of its sheet, your Upgrade NPC Action extension could create an Arrows entry that would be used when said NPC were to use its corresponding ranged weapon attack.
Automating the different kind of arrow enchantments with pre-programed effects would be even more extraordinary, but I'm dreaming out loud here. (Ex: an entry of (5) +1 holy arrows having its [ATK:1; DMG:1; IFT:ALIGN(evil); DMG:2d6; DMGTYPE:good] effect ready to be triggered for these 5 uses while keeping track of them would be pure greatness!) I just don't know how feasible it would be though. ^^
Another suggestion would be to update the github for this extension to put the video of the latest version of the extension since I think the video of the first version is still uploaded there.
Also, amazing work as always!
4e bug:
When selecting the Attack die on the Combat tab an error is thrown.
New campaign, no extensions.
https://i.imgur.com/iS6oal9.png
https://i.imgur.com/8QhZ0bj.png
There is an incompatability with the "combat modifier calculation extension"
https://www.fantasygrounds.com/forum...tion-Extension
I have the latest live version, and when I only load this extension + combat modifier I get a error when I:
Target an enemy token and then double click on an attack (both melee and ranged throws error messages). I then get this error:
script execution error: [string "attacks"]:35: attemt to call field 'hasLoadAction' (a nil value)
If I attack by drag and drop method I do not get an error message.
I cross my fingers that this has an easy fix because I love both the "hit by x" amount from this extension and the range penalty from combat modifier.
Edit: Here is my compiled log file. (And I also post this in the combat modifier thread)
I actually don't think this was a compatibility issue. I found a typo in my code that I believe was causing this and kevininrussia's issue.
Download v1.13.
This time I swear I actually have a conflict issue. It is between Kels full overlay extension and your latest ammunition manager extension.
I get no error messages, but when I roll an attack vs an enemy it does not say hit by xx anymore.
When I only load you ammunition manager the chat reads: bla bla standard attack text + [HIT] [by 15+]
When I only load ammunition manager + full overlay the chat ready: bla bla standard attaak text + [HIT]
I have used both extensions for a long time without any problems, it was only when I updated to the latest live version and updated extensions it did not work anymore.
It might be something in Kels extension since he has not updated it yet, but I don`t think I can test that in any way.
My extension requires curent FG ruleset version. Kel's is not compatible with this ruleset version. Therefore not compatible with Kel's extension at this time.
I have configured this extension so Kel will very easily be able to make it compatible once that extension is updated.
I posted an incompatible issue between this extension and Kels fulloverlay extension. Report is in this thread:
https://www.fantasygrounds.com/forum...ensions/page35
Build 1.15 4E ruleset. I noticed that when last ammunition is used "Attacking without the required ammunition" is displayed on the PC Client chat but not the GM. Is that by design? This is also the case on ammunition recovery. "Recovered 4 pieces of ammunition" is displayed on the client chat but not GM.
Hello bmos,
for using an extension, does only the GM need to install the extension or does everybody that plays the campaign does have to install the extension?
Installing extensions is just for GMs. Players can't install them.
EDIT: just to clarify, players can put the ext in the folder of course but you only load the ext file when you are creating or loading a campaign. When players connect to a host, their clients load the relevant extensions from the host automatically.
Many thanks for the answer! :-)
Hard at work on next Ammunition Manager update:
Attachment 48650
Finally getting around to decrementing ammo from inventory.
EDIT: here is the first public build. tell me what I have broken! ;)
Ammunition Manager v2.0
* Lots of code improvement and simplification.
* Opening PFRPG/3.5E ranged weapon details screen (magnifying glass button) now allows linking an inventory item with the subtype "Ammunition" or "Ammo" to the weapon. Attacks made with this weapon will decrement the count of that inventory item. If the name in this field doesn't match any inventory item, old behavior of this extension will be used.
Click here to see raw code changes
EDIT2: here is a new video which includes the new feature:
https://www.youtube.com/watch?v=ORv6Ild71ek
I do like how if it's not linked, it reverts to ticking off the count, thats a good fallback!
Thanks :) Hopefully I'll have a chance next week to implement an ammo counter.
EDIT: just posted v2.1 which improves the UI
Ammunition Manager v2.1
* Revise labels and tooltips to improve intuitiveness
* Change ammo search box into a dropdown list of all options
Click here to see raw code changes
Attachment 48686
Can someone with 4E data take a screenshot of the item sheet for an arrow? I need to know what "Class" and "Subclass" are used for ammunition.
EDIT: I have posted a new build that works in 4E if Class is Ammo or Ammunition:
Ammunition Manager v2.2
* Substantial reduction in redundant code between 4E and PFRPG (at least 80 lines).
* Implement item tracking in 4E ruleset. Class of the desired ammunition item should be set to Ammunition or Ammo.
* Increase height of ammo picker list to match neighboring number fields (all rulesets).
Click here to see raw code changes
EDIT: if you have already downloaded Ammunition Manager v2.2 as of Aug 15 at 1:03pm, please redownload. I had uploaded the wrong ext version.
Also:
I'm starting to plan out how I could make this work for NPCs as well.
The main issue I'm seeing is that an NPC could have multiple ranged attacks and there isn't an obvious way to keep ammunition separate for each weapon like we have for PCs.
Thoughts?
Up next: SFRPG support :D
EDIT:
Ammunition Manager v2.3-hotfix.1
* Code improvements
* Ammo is once again tracked via checkboxes. To reload quiver, double-click on max ammo counter.
* Excess recovered ammo added to inventory item.
* Starfinder is now a supported ruleset, but it might need updates to handle game mechanics better (I am not familiar with them). No hit margin tracking has been added to SFRPG.
* HOTFIX: issue with Starfinder attacks not being resolved vs target.
Click here to see raw code changes
I'll find time soon to post another video explaining the UI and features.
EDIT: new Ammunition Manager video coming out later this morning (once it uploads and processes):
https://youtu.be/luAgwIrQ-JE
EDIT2: also 5E is now supported:
Ammunition Manager v2.4-hotfix.2
* 5E now a supported ruleset!
* HOTFIX: for issue with Starfinder attacks not being resolved vs target.
* HOTFIX: if a weapon was created for a character that had no inventory items, a script error could occur.
* HOTFIX: ruleset-specific loadaction items
Click here to see raw code changes
Maybe an additional field for ammunition in the NPC main sheet that works the same way than the PC version, and that recognizes which weapon is used in the Attack field (and the combat tracker one too?). Maybe a drop down list of which ammunition is used so we can select the ones we want to use and that is automatically populated by recognizing precise keywords in the NPC's inventory. Ex: Arrows (12), Bolts (8)
The parenthesis number would be picked up and it would tick down in the dropdown menu when used as ammunition.
A (-none-) option in the dropdown menu could be used when the NPC attacks with a melee weapon. Only when the corresponding ammunition would be used will it lower.
I don't know how it would be feasible, but they are my thoughts about how I would like to use it easily with my friendly npc's that have limited ammos!
Thank you for making this compatible with 5E! Having said that, would it be possible to make it where you could change the recovery option from misses to expended? 5E rules state you get back 50% of expended ammo after an encounter.