Thread: PFRPG Ammunition Manager
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August 8th, 2022, 16:07 #361bmos' extensions
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August 8th, 2022, 16:59 #362
Ah, ok. So it works as intended. Thanks for the clearification!
/H
We don't stop playing because we grow old,
we grow old because we stop playing!
Now running the first installment of Horizons of the Vast, a Starfinder Campaign, and Kingmaker 2nd ed.
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August 10th, 2022, 02:46 #363
I also made a new 'general' video covering the basics:
bmos' extensions
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August 10th, 2022, 08:41 #364
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- Jan 2021
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Is there any way to make INFAMMO, weapon-specific in 5e?
One of my players has a returning Javelin (which would obviously make use of the INFAMMO), but he also carries a normal shortbow that uses ammo normally.
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August 10th, 2022, 12:46 #365bmos' extensions
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August 17th, 2022, 15:20 #366
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- Mar 2016
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I have tried looking through this thread but was unable to fine an answer. I hope I didn't overlook something.
My Question is, I am using Pathfinder 1st and have a Gunslinger with a revolver, holds 6 rounds. Has 50 Metal cartridges in his inventory. when I link the ammo it sets to the whole. Is there a way to still have the checkboxes when an ammo is linked like a clip size? I saw mentions of "maxammo" but nowhere could I find what context that is and nothing to tell me how its used.
I could just have loads of inventory entries for clips and do everything manually, but that is like not even having this installed.
Sorry am a little frustrated I cant get anything to work how I need.
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August 17th, 2022, 16:39 #367bmos' extensions
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August 17th, 2022, 16:47 #368
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August 17th, 2022, 17:39 #369bmos' extensions
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September 21st, 2022, 02:19 #370
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- Jun 2019
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Hey there, I've found an extension conflict between this extension and 5E - Advanced Effects.
For whatever reason, when I have these two extensions (only) loaded up together in a D&D 5E campaign, I run into a strange issue while trying to make use of the crossbow "noload" weapon property that you included in your extension. It looks as if despite the noload property getting rid of the load button ... ... it doesn't actually get rid of the need to click the load button.
This means that my players will try to attack with their crossbows but will only generate a message in the game's chat box informing us that they tried to attack with an unloaded weapon.
If I get rid of the noload property, the load button reappears like it should ... and I can click it then fire the weapon and the weapon behaves like it should. I can even click it, then apply the noload property and the load button will disappear and the weapon will fire like it should ... ... once ... and then it will go back to telling me that the weapon isn't loaded if I try to fire it again.
Could you have a look and perhaps a chat with the author of 5E - Advanced Effects to see where the problem appears to be happening? Thank you very much.
Again, this only occurs when your extension, and 5E - Advanced Effects are being run together. If I run your extension only, the noload property works exactly like it should.
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