I have a session this weekend with some range characters. I would be happy to test a UI and gather feedback from them after, if that would be of value.
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I have a session this weekend with some range characters. I would be happy to test a UI and gather feedback from them after, if that would be of value.
the other option looks like this
https://i.imgur.com/bsVVZKA.png
I don't want to make a working prototype of that unless it's chosen as the approach because it means changing stuff in other places that will have to be rolled back if it isn't liked
It does look like the hits are tied to the recovery that way. Maybe stack the ammo and recovery selections on top and the two lines for misses and hits under. . A vertical stack, that way the selections feel connected and the misses and hits don't feel connected to any one selector?
Yeah, having them connected just feels less flexible
Ammunition Manager v4.0-beta.2
Click here to see raw code changes
- Reworked UI in 5E and PFRPG to count hits and misses separately and allow recovering either to different ammo items (such as for magic items that lose their magic when they hit).
- Pretty major back-end changes to support these changes in a modular fashion.
- All data for extension is now stored in a sub-node of each weapon rather than directly inside the weapon -- kind of like having a subfolder.
- Removed Starfinder support as it is being forked into its own extension by SoxMax.
- Updated UI to resize its width along with the rest of the weapon details window.
- Optional Custom Weapons ext can now add and remove item names and properties from search lists.
This has been pushed to FG Forge's Test channel.
The UI is kind of a middle ground between the previews I posted.
Very cool. My first tests indicate it is working well. I like the new layout. I will have the group test it today and report back.
I have (a bit prematurely) uploaded a new "custom weapons" extension to the first post for use with v4.
It can now allow adding/removing search terms for weapon name and properties.
For users of v3 versions, it only allows adding weapon names.
Initial test of this did not remove "load" from crossbows when I added the line to the 5e section. It maybe me misunderstanding how to use the new ext but I thought I could remove the load and no longer need to add the noload property.
function onInit()
local sRuleset = User.getRulesetName()
-- replace result handlers
if sRuleset == "PFRPG" or sRuleset == "3.5E" then
table.insert(AmmunitionManager.tLoadWeapons, 'T-Shirt Cannon') -- use lines like these to require loading actions for weapons that include this word in their name
table.insert(AmmunitionManager.tLoadWeaponProps, 'junk') -- use lines like these to require loading actions for weapons with this property
table.insert(AmmunitionManager.tNoLoadWeapons, 'crossbow') -- use lines like these to remove loading actions from weapons that include this word
table.insert(AmmunitionManager.tNoLoadWeaponProps, 'heroic') -- use lines like these to remove loading actions for weapons with this property
elseif sRuleset == "4E" then
table.insert(AmmunitionManager.tLoadWeapons, 'Softball Bat')
elseif sRuleset == "5E" then
table.insert(AmmunitionManager.tNoLoadWeapons, 'crossbow') -- use lines like these to remove loading actions from weapons that include this word
end
end