Thread: PFRPG Ammunition Manager
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August 3rd, 2022, 00:00 #351
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August 3rd, 2022, 01:08 #352
All good now. I had to pull the old character off the CT to reset everything. Thanks!
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August 3rd, 2022, 21:59 #353
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?
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August 3rd, 2022, 23:27 #354
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.
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August 3rd, 2022, 23:48 #355
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.
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August 3rd, 2022, 23:54 #356
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August 4th, 2022, 00:56 #357
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.Last edited by nephranka; August 4th, 2022 at 10:37.
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August 7th, 2022, 19:35 #358
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
We don't stop playing because we grow old,
we grow old because we stop playing!
Now running the story of Tuskhaven a Pathfinder 2 Kingmaker campaign.
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August 7th, 2022, 20:26 #359
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.
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August 7th, 2022, 21:07 #360
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.
/HLast edited by Honken; August 11th, 2022 at 21:36. Reason: Removing the link, no longer needed.
We don't stop playing because we grow old,
we grow old because we stop playing!
Now running the story of Tuskhaven a Pathfinder 2 Kingmaker campaign.
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