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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
...
I patched and labelled my version of advanced effects to 5.3a. It works properly now with ammo manager.
The remaining conflict is with Auto Flank and Range (which I use a lot).
If you're telling the program that your ammo item is 20 arrows, then yes it will fire 20 arrows **imagines firing entire quivers from a bow**
Change the item in your inventory to weigh 1/20 as much and change the count to be 20x as much.
That isn't an incompatibility, you just need to finish setting up your inventory. The count field is called count and the name field is called name. If you have your count entered in the name field, it isn't going to be used for the count.
Also your link is wrong.
New problem. I tried "Crossbow Bolt, +3", "Blinding Crossbow Bolt" and "Bolt of Slaying". I had to set the ammo to blank then to the inventory ammo for it to take. However, none of them had any special effects. Does one need to do something else for magic bolts to work?
Yes, see the README.
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).
I try to use the extension in DnD 5e, but now I have a strange behavior with Javelin.
When I made an attack with Javelin, it doesn´t count the number of "ammunition" used. How can I fix this?
Sounds like an extension conflict (that issue comes up with a number of extensions).
Disable all but Ammo Manager and, assuming it works correct by itself, re-enable extensions in small batches to figure out which is causing the issue.
Let me know what it is and the FG forum name of the author and I can work with them to add compatibility.
Thank you, bmos. My mistake. I did add "loading" in weapon properties of javelin and its working fine! Sorry!
I believe they do. Scratch that they do not as is pointed out by webdove.
The PHB weapon table does not say "loading" for thrown weapons.Attachment 52456
This pops up when opening the actions tab in the mini char sheet in pf1e for the first time.
Attachment 52483
When you load the campaign, what Ammunition Manager version number shows up in chat?
Those error messages are not in the current version of my extension.
Assuming the version shown is not v3.5-hotfix.1, you need to go into your extensions folder and delete your manually-installed version of this extension (and any other extensions of mine that are there).
If you install a version manually, it will use that instead of the (likely more up to date) Forge copy.
I have verified that that is version I am using. I also tried only loading Ammunition Manager and it still pops up.
Attachment 52485
4E bug
No other extensions loaded.
When opening the mini character sheet by clicking the "MINI" at the bottom left of a character sheet I get this error popup:
[ERROR] Script execution error: [string "campaign/scripts/4e_char_weaponlist.lua"]:39: attempt to index global 'missedshots' (a nil value)
My local FG install is broken right now, so I couldn't test my fix.
But I pushed it anyway since it should work.
Getting these errors now:
[5/4/2022 12:46:33 PM] [ERROR] Script execution error: [string "campaign/scripts/4e_char_weaponlist.lua"]:43: attempt to index global 'activatedetail' (a nil value)
[5/4/2022 12:46:33 PM] [ERROR] Script execution error: [string "campaign/scripts/4e_char_weaponlist.lua"]:43: attempt to index global 'activatedetail' (a nil value)
[5/4/2022 12:46:33 PM] [ERROR] Script execution error: [string "campaign/scripts/4e_char_weaponlist.lua"]:44: attempt to index global 'ammunition_label' (a nil value)
[5/4/2022 12:46:33 PM] [ERROR] Script execution error: [string "campaign/scripts/4e_char_weaponlist.lua"]:44: attempt to index global 'ammunition_label' (a nil value)
[5/4/2022 12:46:33 PM] [ERROR] Script execution error: [string "campaign/scripts/4e_char_weaponlist.lua"]:43: attempt to index global 'activatedetail' (a nil value)
I wish I could help but I only play 5e. In 5e no errors.
[5/4/2022 4:05:55 PM] [ERROR] Script execution error: [string "campaign/scripts/4e_char_weaponlist.lua"]:45: attempt to index global 'recoverypercentage' (a nil value)
[5/4/2022 4:05:55 PM] [ERROR] Script execution error: [string "campaign/scripts/4e_char_weaponlist.lua"]:45: attempt to index global 'recoverypercentage' (a nil value)
[5/4/2022 4:05:55 PM] [ERROR] Script execution error: [string "campaign/scripts/4e_char_weaponlist.lua"]:45: attempt to index global 'recoverypercentage' (a nil value)
[5/4/2022 4:05:55 PM] [ERROR] Script execution error: [string "campaign/scripts/4e_char_weaponlist.lua"]:45: attempt to index global 'recoverypercentage' (a nil value)
[5/4/2022 4:05:55 PM] [ERROR] Script execution error: [string "campaign/scripts/4e_char_weaponlist.lua"]:45: attempt to index global 'recoverypercentage' (a nil value)
Error popup with PC equipped with a bow and ammo. Only seems to happen on one character for some reason.
[5/5/2022 1:59:39 PM] EXTENSION: (LINK)\nAmmunition Manager v3.5-hotfix.4:\nThis extension aids in tracking ammunition and whether ranged weapons are loaded.
[5/5/2022 1:59:39 PM] MEASURE: LOAD - PART 2 - 0.9978936
[5/5/2022 2:00:04 PM] s'Ammunition Manager: Weapon's ammoshortcut node was not found. Searching inventory instead.'
[5/5/2022 2:00:04 PM] [ERROR] Script execution error: [string "campaign/scripts/4e_char_weaponlist.lua"]:36: attempt to index global 'missedshots' (a nil value)
I have an error (well if a player messes up). If a player adjusts total ammunition on the action tab or the inventory tab while that ammo is selected by the weapon detail screen, it glitches (starts blinking the number back and forth). If I turn off the ammunition (select the blank choice) in the weapon detail area, then I can change the amount of ammo.
If this is not "fixable" can you lock the amount on both tabs while the ammo is selected and in use?
players can't be trusted lol, and it has locked up the game once prior to your last few updates.
You can +1 on me on this behavior, though I was not sure of its cause - makes sense to me it would be a player trying to adjust something, but I get the same flashing, hang up.
any chance there will be support for weapons that have mags or ammo capacity. rather than just using the total amount of ammo in inventory
My FG install is messed up after the latest OS update, so I need to fix in the next week or so before I can do more dev work.
That is kind of how it works in this version, but I wasn't happy with it and may re-implement if I have a new idea.
The easiest solution right now is making multiple inventory items, one for each mag/quiver/etc, and switching between them.
For some reason, all weapons have ammunition, even stuff like swords. Not sure how to fix this.
I did! Thanks for the reminder!
I also managed to reproduce the issue although it seems a bit more complicated as at first it was not a problem.
But, when I opened the character sheet on both host and client with one on the action tab and one on the inventory, I was able to get it to misbehave.
Fortunately I also found a temporary fix: When it is glitching out, use the mousewheel and ctrl to change the number and it will fix it without reloading the game.