would love to see a reload for 5E
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would love to see a reload for 5E
The previous discussion was about loading single-shot weapons like crossbows. The reload button has been removed since ammunition now feeds from the inventory.
See the video for more info.
Thanks for the update!! There appear to be a couple of bugs to iron out.
Attachment 51798
Right you are. Too close to game time for debugging. I wonder which one is the culprit.
Attachment 51803
I got a bug report with only this mod loaded and it is only a bug with one of my existing campaigns.
It only applies for one of my existing campaigns, which I have attached. I do not know why, but it worked last time I opened this campaign two weeks ago.
This bug does not appear in any of my other campaigns.
The error thrown in the console windows when I try any attack with any weapon is:
ERROR script execution error: string "scripts/manager ammunition.lua 340 attempt to call field 'getWeaponName' (a nil value)
In 5e, to make use of INFAMMO is it put in the weapon properties?
No, that is an effect.
So you can trigger it from a spell, for example.
You can see it in action here: https://youtu.be/yW0JeWRxnx8?t=130
The conflicting extensions is Celestion's "Advanced Effects" on the Forge https://forge.fantasygrounds.com/shop/items/68/view. When I load only Ammunition Manager and Advanced Effects the crossbow in an unloaded state will still attack. With only Ammunition Mangers loaded it will not attack.
I will send him a note mentioning the conflict with Ammunition Manager as well.
Ah. I have submitted a fix there but it is awaiting acceptance.
https://github.com/CelestianGC/AdvancedEffects/pull/6
Sadly v5.3 has not made it to the forge yet. I will have to disable the forge one and manually load the one from github. That worked, unloaded shots are blocked.
New bug when I try to attack.
Attachment 51959
No time to chase it now.
Yes, I suspect so. I will look into that.
The two conflicting extensions are:
advanced effects
automatic flanking and range,
https://www.dmsguild.com/product/314..._0_0_0_45545_0
I tried loading advanced effects 5.3 from github
Click attack button on crossbow, hand and I got this error.
Attachment 51968
So there seems to be a problem with the Advanced Effects patch and a problem with Automatic Flanking and Range.
Re AE, I messed up the compatibility patch I sent to Celestian :(
So I have posted a working one: https://github.com/CelestianGC/AdvancedEffects/pull/7
You can show the author of that extension this section of char_weapon's onAttackAction function which should make it very easy to see how to add support to that paid extension.
I sent Kent/Posideon your note.
He is listed as "posideonsian#3316" on this Discord server https://discord.gg/rob2e
also as
https://www.fantasygrounds.com/forum...kentmccullough
Bmos, pending the compatibility fix for automatic flanking and ranged from Kent, you might consider adding an option to disable the load button function in 5E Ammo mgr so all three extensions can be used together.
Web
P.S. Kent sent me a private message that he was working on it.
Awesome, thanks for organizing that :)
Also that is a great idea (even for reasons other than compatibility) since I know some groups don't use reloading actions but would still like ammo counting.
But I would also point out that such a fix would break the feature allowing effects attached to magic ammo to be counted since it is in the same overwritten function.
Here are my private messages with Kent
Brill — 03/15/2022
Hi Kent. I am trying to use a new extension from BMOS called "ammunition manager". It had a conflict with Celestian's "advanced effects" which was cleared up. It also has a conflict with "Automatic Flanking and Range" and he asked me to send this to you.
March 13th, 2022, 18:23#267
bmos bmos is online now
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You can show the author of that extension this section of char_weapon's onAttackAction function
https://github.com/bmos/AdvancedEffe...n_adnd.lua#L34
which should make it very easy to see how to add support to that paid extension.
bmos' extensions
he/him | Discord Tag: wil.thieme#3396
GitHub
AdvancedEffects/char_weapon_adnd.lua at 4bf14978a0d575e2b03be651e08...
Item Enhancement Extention. Contribute to bmos/AdvancedEffects development by creating an account on GitHub.
AdvancedEffects/char_weapon_adnd.lua at 4bf14978a0d575e2b03be651e08...
He uses that to prevent firing of an unloaded "loading" weapon.
Brill — 03/15/2022
BMOS is listed as https://www.fantasygrounds.com/forum...hp?194283-bmos
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posideonsian — 03/16/2022
gotcha, will try and get this fixed up soon
Is there a place where all the current features, options, effects are tracked for Ammunition Manager? I look on the forge, "bmos extensions" forum and this forum and I could not find a complete current description anywhere (e.g. about magic ammunition tracking which only had a few lines in GitHub #12).?
Not really. I can't remember if I even mention it in the video.
Basically that is (IMO) an Advanced Effects feature so go there to learn more.
The only thing that is different when you use Ammunition Manager with it is that it uses effects tied to ammunition along with the weapon rather than just the weapon.
EDIT: I have updated the README with a better explanation of how this works:
Quote:
If used with Advanced Effects for Pathfinder and 3.5E or 5E Advanced Effects, "Action Only" effects attached to equipped ammmunition used in an attack will be included in the roll.
This allowed things like "Magic Arrow; ATK: 1 enhancement" to be added to the arrow effects list and it will only be used to modify the attack when the archer uses those arrows (even if those arrows are equipped constantly in the inventory).
EDIT TO ADD: Annnnd it looks like you've already made a patch! Thanks!
Hi there. After the latest updates it seems like Ammunition Manager is not playing nicely with the Advanced Effects extension by celestian (https://forge.fantasygrounds.com/shop/items/68/view).
I've isolated the error I'm getting down to these two extensions. I don't get the error when running either one by itself, but I do when running them together.
Attachment 52123
Hope it's an easy fix, as the advanced effects extension is amazingly useful and I'd hate to have to pick between one extension or the other!
bmos, I found another incompatibility. The 5E Auto Encumbrance extension https://www.dmsguild.com/product/358...iate_id=712946 assumes the unit for each Crossbow Bolts (20) is 20 bolts not one when it calculates weight.Attachment 52141
When you link from Ammo Mgr to the inventory item "crossbow bolts (20)" ammo mgr assumes the unit for crossbow bolts (20) is a single bolt. If you put it one unit in inventory for each bolt then the weight you carry is 20x too much. If you leave the unit in inventory as 1 per quiver of 20 bolts then when you link them you only show the number of quivers in the action tab and not the number of bolts. Do you understand?
Web
Interestingly, today I have Advanced Effects, Automatic Flanking and Range and Ammo manager all loaded. I am no longer getting the nil pointer error that I got on 3/12 and the load button is properly preventing attacks. Woopee!
Getting this error with the Ammo Manager. Happens when I click on the Attack roll in the Action tab. I am running 5e.