I heard that changes are coming in July and they are currently now on Test. I tried the ammo tracker and it is throwing an error after the attack. Have you had a chance to review the changes?
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I heard that changes are coming in July and they are currently now on Test. I tried the ammo tracker and it is throwing an error after the attack. Have you had a chance to review the changes?
I just pushed a version to test which should be compatible with the new builds. It let me remove almost 500 lines of code!
I also broke out the attack hit margins into its own extension (which only works on the test branch):
https://forge.fantasygrounds.com/shop/items/693/view
*snips & edits*, still testing, I'd delete this if I could
Those messages show up when the ranged weapon has ammo selected that isn't found in the inventory.
The first message also means that the ammo was probably chosen quite a while ago (before v3).
My advice is to change the ammo on that weapon to blank/nothing and then pick the correct ammo again.
well it's a melee weapon so it doesn't really have ammunitions to choose from ... it does that with any weapon from any character, be it melee or ranged. It also gives that error sequence every time I (or any player) clicks on the "actions" tab of a character sheet, it freezes up for a while then loads heaps of those lines. I even tried deleting it and remaking it anew, it persists.
Attachment 53293
Well, I tried to recreate it so I can test it and now I can't get it to act up. Go figure.
I started with LIVE to see what the steps to reproduce it were and now I fail to be able to reproduce it.
Just checking in to see if you have moved the test version over now that FG dropped the update? Thanks!
Cool. I have been holding off the update until the other ext I use get corrected and uploaded. I don't want my sessions broken since they are currently in a state of working (which is not the normal) :)
I'm getting a script execution error [string "scripts/manager_action_attack.lua"]:666:attempt to call field 'calculateMargin' (a nil value).
I only get this error when I run Ammunition Manager and Extended Automation (first) together. Neither of them produce the error on their own. It's a 3.5E campaign.
Seems to be a compatibility issue between the those two extension and the FGU update?
Edit: Just visited the EA forum and Kelrugem said his extension is not compatible with the new update until he has a chance to work on it, so the compatibility issue is probably on his end.
My players noticed that in 5e, when they change the ammo amount in inventory it breaks the link on the actions tab (after an attack roll). If they open the weapon with the magnifier on the actions tab and close it it re-links until the next attack roll. If it is a crossbow the load button pops as well requiring ayou to click to load it (which is not a 5e thing.)
Maybe we should not adjust the ammo amount manually? Thoughts?
Yeah, there have been issues with that.
I think in other places in the ruleset the linked fields are read-only so I might have to do that as well.
I am down with that because once they make a change it is a pain for the rest of the time we are playing.
Also, Once it is broken I can't get it to reset even after a restart. It is now a problem in that the player is better off not linking at all as it is way more clicks to make it work as intended than letting FG handle the ammo. But when I restarted removed the bow and arrows added them back and still have a link issue and now I FG ammo tracking fails....
Okay I have pushed my working copy to live.
It's not great in Starfinder(sorry) but should fix your issue.
I am running a lot of exts. I will get it down to which ones are the issue and report back. Thanks!
Clean campaign. New character. 5e. Added bow and arrows. The links stay after the attack rolls and recovery click but the recovery number bounces back. Here I shot 4 times recovered 2, shot a 5th time and shots went from blank to 5. Only using Ammo manager 3.8
Maybe the shots number is not being reset after the recovery?
All good now. I had to pull the old character off the CT to reset everything. Thanks!
I was testing it today and I see the load/unload button is still there for the hand crossbow. Every time I roll an attack I have to click the load button. That is not a rule in 5e. Is there a way to disable that for 5e?
As someone who does not play 5E, I'm working on the word of others on that one.
https://www.fantasygrounds.com/forum...ing#post642282
https://www.fantasygrounds.com/forum...l=1#post642209
and more.
I don't really want to keep changing the behavior of the extension for 5e when I hear differing opinions on that, so I would need a pretty clear description of how best to handle that if I am going to change it further.
In the meantime, perhaps remove the "loading" property from weapons if you don't want to have to load them.
No worries. I see the technical reason to have it but it is a little too "in the weeds" for my group. We can manage the rule without the additional clicking. Plus there are feats that override it as well.
I was just thinking I was missing a setting or option to switch it off.
I will edit the properties. That works for me. Thanks for the extra info.
Thanks. I like your work around, so either works for me. I don't want to create any confusion with RAW/RAI and table specific requests.
Edit: The removing of the loading fixes my issue. I did note the crossbow expert feat did not resolve the loading requirement. I still had the button and was required to click it. I removed it and the character from the CT and added them both back with no change.
So I am trying to use this extension with SFRPG, and it doesn't seem to work that much. At least with the laser weapons. If i have 1 battery in my inventory, an azimut laser pistol can only fire once, then it says it is empty. And it does seem to remove batteries as charges.
/H
The starfinder interface/featureset is pretty different from the other rulesets supported in Ammunition Manager. I should make another video for that sometime.
In SFRPG, you 'load' a battery by double-clicking the ammo count and then remaining charges are tracked for that battery using the checkboxes. It is working for me, so to help more I'd need to see a screenshot of the Actions tab and the item sheet showing the battery that you linked it to.
So it is defenitely being weird. I did unload any other extension before doing this. And i did figure out how to "reaload", but it didn't really act as expected.
Link removed.
/H