I do not know what "versatile" weapons means in this context or how to configure one. Also not clear what wasn't working and what was?
My testing locally seems to show things still work at least superficially.
Printable View
Versatile weapons are ones that can have a different damage dice based on if you are using it with one or two hands. A warhammer does either a D8 or D10 damage if it is used with one or two hands, respectively. Before the update, you had to create and maintain two different attack actions for the versatile weapon; one for each damage dice. Now FGU has native support for any weapon with the versatile property such that if you switch between the one or two handed options, it switches the damage dice automatically. If I have advanced effects loaded, if I switch between what hand(s) are holding the weapon the damage dice doesn't change. If I don't load it, then the damage dice will automatically change when I swap between how the weapon is held. I would load images to help describe what I am saying, but I don't know how on these forums :(. It is a small quality of life issue. It is not like it breaks FGU or your extension. I just wanted to point it out.
JUst talked with Rob, he said they had trouble with Advanced Effects too... It is interfering in the latest update where they added Weapon Versatility ... for whatever reason AE is interfering with versatile and light weapons, it can't recognize either and so the weapon handling will not switch to versatile damage on weapons or take off bonus str/dex modifier on off hand weapons ...
Just thought you should know.
I think this fixes the issue with the new versatile weapons in 5e. If someone more familiar with 5e could confirm (see attached) I'd be grateful.
This is version 4.7. If it passes I'll remove from this post and update the first post download link.
(removed download link and moved to release post)
Awesome! I will give it a shot tonight once I am done with work.
@celestian,
Just pushed a couple updates for next week into the Test channel that affect ActorManager2 and CharWeaponManager global scripts. Not sure if they'll affect your extension.
Regards,
JPG
It is working now for me too.
Update 4.7: Fix: Various tweaks for 5E 3.3.12 changes (versatile weapons)
(see first post)