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cortexprime's Introduction

Cortex Prime

version 0.2.11 (Beta)

Feedback?

All feedback is welcome! To send feedback you can either visit the Cortex Prime or FoundryVTT discords and @Necrophage for any feedback. Additionally, you may submit an issue here on Github.

Beta Version

This is currently in Beta. Most of the primary features have been implemented and tested through alpha. Adjustments or reworking of these features may still occur based on feedback. Which means there is a risk of breaking changes with major updates. Many of the minor updates should not break anything. Please do expect some lingering bugs from the core features and from any new enhancement features that may occur during Beta.

How to use

When creating a new world the GM will have to set up the character sheet in the system settings, including their trait sets, traits, and all of their various options.

To see how to use this system, there is a help tab in the actor sheets that will give a breakdown on their current features.

cortexprime's People

Contributors

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Stargazers

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Watchers

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cortexprime's Issues

Unlinked token sheets based on actor templates cannot have dice removed by right clicking dice icons after closing and reopening sheets

Describe the bug
Unlinked token sheets based on actor templates cannot have dice removed by right clicking dice icons after closing and reopening sheets.

To Reproduce
Steps to reproduce the behavior:

  1. Create an actor based on any sheet template (e.g., "Mob Template")
  2. Ensure Prototype token setting is set to "Unlinked"
  3. Add a trait with multiple dice to the actor (e.g., 3d6)
  4. Drag actor token onto Scene to create unlinked token sheet
  5. Open the unlinked token sheet
  6. Close the unlinked token sheet
  7. Reopen the unlinked token sheet
  8. Right click on one of the die in the trait (e.g., 1d6)

Expected behavior
Right clicking on the 1d6 in the example above should remove that 1d6 from that trait for just the unlinked token sheet. However, it does not do anything unless you link it to the actor. However, linking it to the actor updates it for all linked tokens and for the actor, which causes problems when running multiple instances of the same mob.

Desktop (please complete the following information):

  • OS: macOS Sonoma 14.1.1

Feature request: Ability for the GM to clear all temporary assets and step ups and downs at the end of a scene.

Is your feature request related to a problem? Please describe.
Myself and my players are new to using the Cortex system. One of my players expressed that is a bit complicated to handle all the things that are reset at the end of a scene. Forgetting what was changed and by how much, forgetting if they made an asset permeant, etc. I'm inclined to agree and going through as the GM to make sure things were reset is a lot of work too.

Describe the solution you'd like
As the GM, I would like my players to be able to check a check box on assets to mark them as permeant and step up or step down dice in a way that shows that it clears at the end of the scene and what it reverts to. (ex. When stepped from a D6 to D8, the D6 icon shows as greyed out and is not added to the dice pool, and a D8 icon is added, shows as active, and is added to the dice pool)

Additionally, as the GM, I would like an option in the tool bar that I can click at the end of a scene to clean up all temporary changes from all character sheets so that my players don't need to be bothered with it.

QoL Request: "Roll/Display Separately" toggle (for Resource dice)

ATM it's a bit hard to tell which dice in a roll are resource dice.
I did notice that the dice roller keeps the dice in order they were added to the pool so it is possible to work it out but it definitely slows things down when you have to match the dice.

Could there be another setting in the Dice Settings that designates a trait/sub-trait should be separated from the main pool (and not chosen for effect)?
Something like this:
Dice result with separation of resource dice

It would also be useful for games that have other dice that need to be rolled separately (like mine).

Can't set dice on sub-trait

Affected module version: 0.0.3
Foundry VTT version: 0.8.8

I tried to create skill specializations by creating a Trait set with dice, sub-traits, and sub-traits have dice. When I add a custom skill trait, I can add the specialization sub-trait, but cannot change it's dice size. I see the following error in the console logs.

Uncaught (in promise) TypeError: Cannot read property 'value' of undefined
    at CortexPrimeActorSheet._onDieChange (actor-sheet.js:284)
    at HTMLSelectElement.dispatch (jquery.min.js:2)
    at HTMLSelectElement.v.handle (jquery.min.js:2)

Traits getting mangled when rearranging trait groups in the config.

I played around with the Actor Settings a bit in order to get a nice character sheet for ToX. After adding about 6 Trait Sets and filling out most of them with presets (attributes, values, three different distinctions) I tried to rearrange the sets in order to get a better visual on my sheets. Unfortunately this mangled up my groups. It seems that only parts of the trait sets were copied to the new position and this destroyed my test character twice. Has this been reported or should I try to reproduce this (again) and make some screenshots?

Foundry 9.269, CP 0.2.7, no active mods.

Feature Request: Separate sections

On the character sheet there is a separate section for Assets and Complications.
Would it be possible to do the same for user created traits?

Feature request: update system for Foundry 11

I've been running Cortex games on Foundry for over 3 years now with this wonderful system, but Forge recently updated their recommended stable release from Foundry 10 to Foundry 11. As I also run other systems, I decided to update, as I'm sure other people did, but was disenhearted to find out this system is incompatible with Foundry 11 at the moment.

Would it be possible to update the system to run with Foundry 11?

Feature Request: User defined column break

Is there a way to allow the user to define where the column break should be?
When I first made it my character sheet looked like this:
Original Character Sheet

I switched the order of some of the traits and got something more balanced but then I noticed the column break didn't occur in the same place on all character sheets.

New Layout Comp 1 New Layout Comp 2

Trait Sets don't load on Sheet open

Describe the bug
When a Character Sheet is opened, either from the sidebar or a Canvas Token, some of the Trait Sets fail to load until a change is made to the Actor, at which point they reappear. Closing and reopening the Sheet will cause them to disappear again until another change is made to the Actor.

To Reproduce
Steps to reproduce the behavior:

  1. Open a Sheet for a Character Actor with custom Trait Sets (see screenshot below for my setup)
  2. Observe that the custom Trait Sets do not appear
  3. Click the + button to add a PP
  4. Observe that all expected Trait Sets reappear.

Expected behavior
All Trait Sets should appear when the sheet is opened, without requiring a change to the Actor.

Screenshots
Character sheet on open:
image

Character sheet after adjusting any value:
image

Character sheet settings
image

Desktop (please complete the following information):

  • OS: FoundryVTT v11.302 NodeJS, running on Ubuntu
  • Browser Firefox
  • Version 114.0.2 (64 bit)

Additional context
Add any other context about the problem here.

Dice pool display problems for actors with "." in their names

Description
Actors with fits '.' in their names causes the dice pool to not show dice added to the pool

To Reproduce
Steps to reproduce the behavior:

  1. Create a character actor with a '.' in their name
  2. Add some traits
  3. Attempt to add a trait to the pool
  4. See error

Note this hasn't been checked with other actor types or other symbols, but I suspect is a string sanitisation issue.

Wishlist: Traits as items

Other games use the item tab to create equipment, loot or entire classes that can be drag-and-dropped onto characters.
It would be cool if you could develop similar functionality for Cortex: imagine pregenerated, complex assets/complications that the GM can just drop on a character.

Dice result symbol is the same as dice type sybol

In the cortex prime rulebook, it describes a difference in style for dice results and dice types, where types are solid pink with a white number in the middle, and results are solid white with a pink border a black number within. (Then solid green with white text for effect dice)
image

The rolls in foundry using this module show dice results and dice types the same way (solid pink)

image

This should be changed to reflect the styles used in the core rule system.

Manually added traits move from one trait set to another if you change the order

First, let me say that I am super happy with what you did so far and it works most of the time. Thank you for that!

At the moment, I am developing a new system using your Cortex Prime module and currently creating character sheets for the players. I gave a few of them individual traits already and it worked great until I decided to swap the position of some of the trait sets. Looks like the traits added individually stay in the position and therefore with a different trait set instead of moving with it when you update the character sheet. Only the predefined ones are moving with it correctly.
Example: I created a Talents trait set and added individual Talents as traits to each of the character sheets. Then I moved the position of the trait set up by one (i.e. switched it with Stress, the trait set that was above it before) and updated the character sheet. Now the Stress trait set has all the traits I added to the Talents trait set.

I hope this makes sense. Let me know if you need more info.

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