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fvtt-tokenactionhud's Issues

Unable to move the Token HUD - Always Repositions to the top left of the scene

Like the title says. The HUD will let me move it, but if I click off a character and then back on...it is back up at the top left of the screen. I do not have "hover" enabled.

Using Token Action HUD Ver. 1.3.0
Foundry 0.8.9
DND5e 1.4.2

Is this a known issue? I seem to remember it being able to reposition until recently.

Lobo

Better Rolls for 5e Handler (most likely) no longer required

I have removed the last batch of DOM hijack hijinks in favor of libwrapper shenanigans. The amount of midi/br incompatibilities surfaced have been unreal however there might no longer be any need to handle explicit compatibility with token action hud.

I did a cursory check and it seems fine. But if any bugs surface from handler removal I'll most likely deal with them.

HUD is getting stuck on most recent menu

I have noticed an issue across several games, all PF2e, where when the HUD menu is moused over and then the cursor leaves the HUD, the HUD stays up with the most recently viewed menu open. Two players, as well as myself, have experienced it. A server restart (I'm using Forge) makes no difference. Switching focusing to another actor resolves it until the HUD is moused over again.

SFRPG - Upgrade to 0.8 API

Most of the SFRPG extension is operational, but has not been upgraded to the 0.8 API fully.

The Document#_id property is deprecated in favor of Document#id or Document#data#_id. Support will be removed in 0.9.0
and
You are referencing Actor#getOwnedItem(itemId) which is deprecated in favor of Actor#items#get(itemId). Support will be removed in 0.9.0

As examples.

Enhancement - Macro solution to add a category, sub-category, action

If there is a way to do this from a macro/script, I haven't found it yet. I've gotten close with manual setFlag() attempts, but it never seems to work. If there was a way to do this, we could distribute custom sub-categories with our own actions for other users. Like have a macro/script that builds a custom menu.

Thanks,
Great module!

PF2e - Strike section

When a character is updated with a Effect example montain stance. The strike section does not show the strike give it by the stance until you refresh or deselect and select the token again.

Picture example

Allow removing Active Effect

Allow removing Active Effect from the HUD level. Most likely for GM only, or controlled via configuration option.
Either add a trash can icon next to the effect or change right click listener to prompt the user if he wants to remove effect from token/actor.

Reasoning:
Sometimes you want to end the effect sooner and you need to got to given character and remove the effect there. It would be a nice QoL to have an option to remove AE from token/actor from HUD level. It's easier accessible than character sheet tab.

Warnings about deprecated methods that I come across

The Actor5e#useSpell method has been deprecated in favor of Item5e#roll
The check for item.data.type === 'spell' in line 95 of dnd5e-base.js I think is not needed anymore (scripts/rollHandlers/dnd5e)

Deleted lines 95 and 96 to just use the item.roll always.

Allow to set up an icon for main categories

Allow setting up an icon for main category that could be displayed next to text or can replace it completely (text can be shown as a tooltip on hover). The size of an image should be restricted by a module to enforce consistency, but it should retain being customizable by GM/Player.

Reasoning:

  • Consistent width of the buttons
  • Icons can be configured per world. That could help people with dyslexia or people that prefer visual indicators rather than text.
  • The look can be customized to world setting and create more immersion or adding a little bit of a "game" look.

[PF1]Condition order always changes

After applying conditions the order in drop-down menu will always change.
Before
image

Enabled condition
image

Disabled condition
image

And the order of conditions will be individual for EVERY token, which makes it totally confusing when applying conditions with this mod.

In dnd5e system this issue doesn't occur.

TAH conflict with Item macro

Token Action HUD and Item Macro conflict
The TAH doesn't dispay on screen when IM is active

Versions

Foundry vtt: 0.8.8
D&D 5e system: 1.3.6
Token Action HUD: 1.1.17
Item Macro: 1.5.5

Player option to disable

Since in a group not everyone wants to use Token Action HUD, an ability for either a player or the Host to be able to enable and disable individual instances of it would be great. A couple of my players have a small screen on their laptop and would prefer not having it up as it takes up too much space on the screen for them.

Inventory doesn't show custom containers

I tried using it in Pathfinder 2e and the Inventory shows all the containers except a custom one I did (I'm an alchemist and I chose to have them in a bag, for easier clicking when using). Either change Inventory so it's able to get custom containers, or in the custom categories allow us to drag-and-drop them so it's created.

Pf2e Cantrips for spontaneos caster - arglez

I was searching on issues but i dont see anyone with the same problem.
only affects the cantrips on spontaneus casters. The cantrips appear as they where spells of level 1

The Prepared casters are working fine

5e Enhancement: option to hide effects tab - SR5060

Would be nice to have the option to hide the effects tab for those who don't need it. There aren't any actions we control directly through effects (all controlled via items) and token icons provide reasonable status indicators.

Hiding would clean up the UI and avoid accidentally deactivating effects inappropriately

Token Action HUD missing entirely for all players

I play PF2E. Recently updated to 0.8.9, if that is in any way connected. Since then, the HUD has not appeared when we click on a token. The module is active. Please let me know if you need more information. Hope to solve the issue as your module is invaluable.

5ะ• organization improvements

Few simple breakdowns of the Item type may be needed for 5E to make it clearer, especially when used during combat. Although there's now support for Action, Bonus Action, and Special Actions, for those who do not use that breakdown the current order is a bit cumbersome especially in the mid-tier where players have a lot of inventory items to use.

Worse, static magic items get priority over the Inventory group where the weapons are (even the Magical weapons!) the most used part of the Inventory. Also, the Inventory tab is often overloaded with items in later games making it unpleasant to look at during every turn where the player's only intent is to use a weapon.

  • Create a new group called Weapons, exclude them from Items, and put it first in order. This will make it just as simple and logical as Strikes in PF2 and avoid piling weapons with all other usable items. It makes sense to include all Ammunition type Consumables items here as well.
  • Move Magical Items after Weapons but before Inventory. Usually, magical weapons count as Weapons and do not appear in Magical Items. They will appear in the Weapons group.
  • I would also suggest, but it is nice to have and not as critical, to put Consumables as a new group that is separate from Inventory and that is between Magic Items and Inventory, to make it much more helpful to players to find healing potions, etc.

To sum up, the order for 5E should be:

  • Weapons - only the weapon group from Items with Weapon type and Consumable type Ammunition sub-type
  • Magical Items - all magical items to either remind them during combat or with activations
  • Inventory - all inventory with Armor, Tools, etc.
  • Consumables - nice to have, where only Consumable items are placed.
    ...all other tabs, in current order...

SFRPG - Spellbook tab missing

Original Issue: espositos/fvtt-tokenactionhud#246

agentnos commented on Jun 2
Foundry Version 0.8.6 and Starfinder version 0.11.2, the spellbook tab is not showing up. Also the features tab is not showing any differentiation between active and passive features.

Badger Triage (Confirmed):
No errors, just missing spellbook tab

SFRPG - Please split feats by action type

Everything in the "Active Feats" and "Passive Feats" category is getting lumped together into a single misc category:
image

Toggling the "Display miscellaneous feats" option in the Module Settings area will entirely show or hide all of these together.

It seems the the SFRPG system distinguishes between Active and Passive feats purely by whether or not the Activation Cost type is empty. The number seems to be irrelevant, and the "None" option is still considered Active... It literally needs to be set to the blank option:
image

Ideally I'd like to see the passive feats hidden, and the remaining ones split by action type.

Identify disabled features in PF1 - mkahvi

Features can nowadays be disabled in character sheets to support various conditions that do exactly that. TAHUD currently shows them as being perfectly functional.

This needs simple test against the boolean item.isActive which should be the same as with buffs, for determining if an ability is disabled or not. These features can be displayed as disabled, or even omitted entirely.

This doesn't necessarily need to have a way to toggle this for features, but if the UI method for that can be figured out over triggering the feature, that'd be awesome.

SFRPG - HUD doesn't show for starships equipped with weapons

Original issue: espositos/fvtt-tokenactionhud#245

Foundry 0.8.6
Stafinder 0.11.2
Token Action HUD 1.0.22

When a starship is equipped with a weapon the HUD will not show. This happens regardless if the weapon is mounted or has a slot specified. When all weapons are removed the HUD shows again. This happens for all old and newly created starships. Prior to Foundry 0.8.X update this issue did not exist.

Badger Triage (Confirmed):
Error in sfrpg-actions.js:358 "Cannot read property 'arc' of undefined"

Initial Fix:
Line 358 should read const groupName = w.data.data.mount.arc;

add hotkeys and A11y support

The token action hud is a full sheet accessing module, it would be best if it could add an interface for blind people to get better use out of foundry.

GURPS support

@Drental I'm one of the developers for the Foundry implementation of the GURPS RPG. I'd like to see about adapting this very cool tool for our system. Let me know how I should proceed. Thanks!

Item Macro Hook inoperable

I have found with the recent module, edition, and VTT upgrade that item macro hooks no longer seem to function. I've tested that the macro itself still functions from the character sheet.

Could we log this as something to fix?

Thanks!

TAH error with Item Macro

QoC improvements

create a proper json structure for the lang files

change the payload to be an array instead of a join with a separation character

Token HUD absent for only one PC

Hello, thank you first of all for a fantastic mod for FVTT. I've recently begun a FVTT PF2E campaign (Forge server, updated to ver 0.8.9) and ran a session this past weekend. The session mostly ran smoothly except at the end where, just for one PC's token, the HUD does not appear. For the tokens of the other four PCs, the HUD appeared and worked normally. I've reloaded, recreated the in-game token and checked versions and looked for new updates several times now but this has made no difference to this perculiar problem.

Is this something previously mentioned and how might you suggest I resolve this?

New Utility options - Select all PCs/NPCs

Since there is support for group ability checks (I noticed this by a chance in PF2) it would simplify things if there was a quick way via Token Action HUD to select all players or all NPCs in the scene, so next the HUD can be used for a group check/save.

This is mainly useful for the PCs (for group Perception, etc.) so if you feel like it, you can only implement this part.

Certain tabs not working on one token

I am using Foundry VTT 0.8.8 with D&D 5e, your latest updated for Token Action Hud. I have one token that doesn't display Inventory or Features. All other tokens work and when I create new ones they work. I wouldn't worry about it, but it is for a Player's pet and I even tried recreating it and it still has issues. Thank you

Does not work in 0.8.8

Throws the following error:

Uncaught (in promise) TypeError: Cannot read property 'type' of undefined
    at ActionHandler5e.<anonymous> (dnd5e-actions.js:367)
    at Array.reduce (<anonymous>)
    at ActionHandler5e._categoriseFeats (dnd5e-actions.js:366)
    at ActionHandler5e._getFeatsList (dnd5e-actions.js:354)
    at ActionHandler5e.doBuildActionList (dnd5e-actions.js:36)
    at ActionHandler5e.buildActionList (actionHandler.js:32)
    at TokenActionHUD.updateHud (tokenactionhud.js:386)

Foundry: 0.8.8
dnd5e: 1.3.6

[PF2] [FEATURE REQUEST] Allow users to split their spells by spell slots

When an actor has a lot of spell slots (Such as a high level caster) and the user doesn't have a particularly large monitor. The list of spells reaches the bottom of the screen and makes it impossible to utilize the spells tab of the HUD. Having an option to split the spell tab into multiple spell slots would be really useful.

Example of a lv6 character having a lot of spells listed and almost reaching the bottom of the screen:
image

Support for PF2E flexible casters spells

In PF2E release 2.13.0 new way to cast spells for prepared casters was added. Unfortunately those spells seem to be stored in different way, and thus tokenactionhud can't display them.

Since all spells can be heightened in flexible casters it could lead to unnecessary clutter and repetition of the same spells on each slot equal or higher than the original level that those are learned at. Maybe it would be better to display them line by line, with levels next to them (similar to different weapon attacks in Strikes section). So for example
[Magic Missile] [1] [2] [3] [4] [5] [6] [7] [8] [9]
For flexible caster on level 20, instead of listing magic missile in every level. Otherwise we'll probably end up with very large lists. And this way the length of the list will be maxed on 18 spells.
Ideally used up slots could be greyed out or disappear from the list next to the spell.

You are referencing Actor#getOwnedItem(itemId) warning

foundry.js:12448 You are referencing Actor#getOwnedItem(itemId) which is deprecated in favor of Actor#items#get(itemId). Support will be removed in 0.9.0

Lines 824 and 835 in dnd5e-actions.js

It might be a good idea for down the line compatibility to change the:
let target = actor.getOwnedItem(consumeId);
to
let target = actor.items.get(consumeId);

Also line 15 in rollHandler.js

Foundry VTT | Error thrown in hooked function TypeError: Cannot read property 'id' of null

Foundry 0.8.8 , TAH 1.1.15
Open an item from the Items Directory sidebar.

When you close it the following error is logged in console. The next time you open and close it, the error doesn't reappear. If you in the meantime click on the canvas or pick a token and reopen the same item, the error triggers again.

Foundry VTT | Error thrown in hooked function 
TypeError: Cannot read property 'id' of null
    at TokenActionHUD.validActorOrItemUpdate (tokenactionhud.js:428)
    at init.js:78
    at Function._call (eval at <anonymous> (listeners.js:56), <anonymous>:4:14)
    at Function.callAll (foundry.js:153)
    at ClientDatabaseBackend.callback (foundry.js:8880)
    at foundry.js:8819
    at Array.map (<anonymous>)
    at ClientDatabaseBackend._handleUpdateDocuments (foundry.js:8819)
    at ClientDatabaseBackend._updateDocuments (foundry.js:8707)
    at async Function.updateDocuments (document.mjs:366)
    ```

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