drental / fvtt-tokenactionhud Goto Github PK
View Code? Open in Web Editor NEWCreating a token action HUD module for Foundry VTT
Creating a token action HUD module for Foundry VTT
Everything in the "Active Feats" and "Passive Feats" category is getting lumped together into a single misc category:
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:
Ideally I'd like to see the passive feats hidden, and the remaining ones split by action type.
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.
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.
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
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
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!
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)
```
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
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.
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
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?
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.
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.
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.
expand the HUD to the left or right from the anchor and/or show the groups above the HUD instead of under it
Please add support for my system, the files are on the zip file.
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.
To sum up, the order for 5E should be:
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.
Sorry to bother, the module its trowing some errors, and it doesn work anymore.
Currently, when you use Token HUD in SWADE with BR2, it pops up the basic action card rather than the BR2 Card. Please add an option to use the BR2 Action card instead. :)
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;
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.
5e: Can't remove effects, dropdown from tabs persists even moving the mouse off the HUD and even clicking elsewhere.
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.
some more systems have been requested, and I am not sure about how valid some of the open issues still are.
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.
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.
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:
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
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
Skills drop-down list is not working in latest Token HUD for WFRP4E
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.
Add a push to all users function for added categories/subcategories
In some cases it would be nice to remove a subcategory from core categories or blacklist items if they're covered by macros elsewhere.
aka: make the base queries more generic(?)
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
create a proper json structure for the lang files
change the payload to be an array instead of a join with a separation character
use game.user.character for a default HUD when nothing is selected.
Most likely a lot of work
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.
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
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:
A declarative, efficient, and flexible JavaScript library for building user interfaces.
๐ Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. ๐๐๐
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google โค๏ธ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.