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View Code? Open in Web Editor NEWCombat Utility Belt module for Foundry Virtual Tabletop
Home Page: https://deathsave.dev
License: GNU General Public License v3.0
Combat Utility Belt module for Foundry Virtual Tabletop
Home Page: https://deathsave.dev
License: GNU General Public License v3.0
When the module is first enabled the condition lab shows in the sidebar. This should be hidden until Enhanced Conditions is turned on.
This way NPC names can be hidden for important reveals, but exposed for generic enemies (eg. goblin, wolf, etc)
TypeError: Cannot read property 'find' of undefined at CUBCombatTracker._giveXP (combat-utility-belt.js:1861) at CUBCombatTracker._hookOnPreDeleteCombat (combat-utility-belt.js:1913) at combat-utility-belt.js:169 at Function._call (foundry.js:1668) at Function.call (foundry.js:1653) at Function.trigger (foundry.js:2345) at Combat.delete (foundry.js:7598) at Object.callback (combat-utility-belt.js:1942) at Dialog._submit (foundry.js:10473) at HTMLButtonElement.<anonymous> (foundry.js:10457)
Most likely due to the render event. Need to save current form state, or switch off using a render.
Not sure if this is desirable behaviour or not... logging bug to mark that this is known. Wontfix until it is raised by a user
Track when a condition is added to a combatant and how many turns remain until it expires.
Reported by puggahz on discord:
./modules/combat-utility-belt/icons/
@Genkitty on discord made suggestion for this for foundry native
need to more intelligently search for the condition using the img
Most noticable if default status effects are not turned off and you select one of them while the token has a mapped status effect active.
TypeError: Cannot read property 'replace' of undefined at Roll._replaceData (foundry.js:5498) at Roll._init (foundry.js:5482) at new Roll (foundry.js:5407) at CUBTokenUtility._rerollTokenHp (combat-utility-belt.js:2074) at CUBTokenUtility._hookOnCreateToken (combat-utility-belt.js:2094) at combat-utility-belt.js:124 at Function._call (foundry.js:1668) at Function.callAll (foundry.js:1628) at Function.handle (foundry.js:2375) at Function.trigger (foundry.js:2356)
Probably due to the innerHTML change -- need to refactor this to use a .contents() update instead?
IkabodoToday at 2:38 PM
And maybe a way to hide the name when showing artwork too?
#57 Merge tposney changes
It would be nice if this feature had an option to tint the token (most likely towards red as damage increased).
Currently goes to owner. Could probably have a check if owner is not online or something. Or just go to the triggering user
From ikabodo on Foundry Discord:
When a lot of tokens die on the screen it tends to get cluttered, but having a corpse remain is still useful.
May theory is that a greyed out token is less obvious, but still clearly visible.
That and the obvious game-related feeling that a greyed out character is deaed (like in most games).
Currently hooks are all over the place. We should consolidate all hooks into the CUBSignal class then call other class handler methods from there
Would love to see the ability to track and edit HP from the combat tracker. Additionally the ability to see attributes like AC and Speed. Basically anything that you may need to know quickly about a combatant in combat.
Finally if there was a way to add conditions from the combat tracker and have the condition token visible in the tracker that would be a bonus! Thanks
The Grappled Condition does not appear by default in the D&D 5e Conditions list. The Icon and Journal Entry for Grappled do exist in the module.
Game Systems should be exposed in a way that allows users to add additional systems
Currently NPC names are exposed in the chatlog when they roll initiative.
Adjust the Hide NPC Names class to hide these names as well.
Currently if a creature is named "Dretch" but an attack uses "dretch" in the description, the search gets dodged.
Keep up the good fight boss. This is an incredibly useful mod!
When initiative is rerolled it seems to be duplicating rolls for some/all combatants.
Felix Yesterday at 1:06 AM
@ errational the combat utility belt is awesome! especially the conditions lab is excellent. the only suggestion is that I'd love to have some controll over the order in which the icons get used/added to the menu so I can have a custom sorting similar to what I'm used to
When players cast a spell from their sheet (or DDB) automatically create a matching template on the VTT
This file is necessary for anyone that might want to fork this repository and contribute code. It holds all of the metadata needed for a node based project and without it, others won't be able to properly setup there development environment.
We should refactor all strings to support localization
combat-utility-belt.js:1100 Uncaught (in promise) ReferenceError: CHAT_MESSAGE_TYPES is not defined at CUBEnhancedConditions.outputChatMessage (combat-utility-belt.js:1100) at CUBEnhancedConditions.lookupEntryMapping (combat-utility-belt.js:1087)
Spell items
in foundry contain metadata about their template/size. It should be feasible to use these to create template placeables
on the canvas when a spell is cast
Currently conditions are output to chat regardless of whether the recent update was an addition or removal.
Instead what we should do is track outgoing conditions with some flavour like
Bob is no longer:
Blinded
we should make this a user setting
We should also keep track of which effects
are actually conditions
and only trigger chat output when they are
foundry.js:1671 TypeError: html.find is not a function at CUBHideNPCNames._hookOnRenderChatMessage (combat-utility-belt.js:538) at combat-utility-belt.js:181 at Function._call (foundry.js:1668) at Function.call (foundry.js:1653) at ChatMessage.render (foundry.js:19725) at async ChatLog.postAll (foundry.js:29662) _call @ foundry.js:1671 call @ foundry.js:1653 render @ foundry.js:19725 async function (async) render @ foundry.js:19707 postOne @ foundry.js:29621 postAll @ foundry.js:29662 async function (async) postAll @ foundry.js:29660 _render @ foundry.js:29550 async function (async) _render @ foundry.js:29549 _render @ foundry.js:16758 async function (async) _render @ foundry.js:16738 render @ foundry.js:2928 initializeUI @ foundry.js:4410 setupGame @ foundry.js:4351 async function (async) setupGame @ foundry.js:4350 _initializeGameView @ foundry.js:4848 initialize @ foundry.js:4331 async function (async) initialize @ foundry.js:4324 window.addEventListener.once @ foundry.js:4967 async function (async) window.addEventListener.once @ foundry.js:4966
Currently setting a token overlay to dead
does not also mark the corresponding combatant as defeated
. Add this logic to the InjuredAndDead gadget
When hovering over a token in the combat tracker it still shows the name.
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