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foundry-swnr's Introduction

Archived

I don't have time to work on it anymore, and frankly better of not lying to my self that I still do.

Stars Without Number: Revised

The year is 3200 and mankind's empire lies in ashes.

The Jump Gates fell six hundred years ago, severing the links between the myriad worlds of the human diaspora.

Now, the long isolation of the Silence falls away as men and women return to the skies above their scattered worlds.

Will you be among them once more?

Features

  • Player characters
  • Weapons and items
  • Psionic powers and foci

Dev crash course

  1. npm install
  2. Copy foundryconfig.example.json to foundryconfig.json and make edits if you want a different dataPath for working from.
  3. npm run build:watch
  4. npm run foundry in a second terminal if you stuff a copy of Foundry into ./foundry and want to use ./data as your dataPath

Special dev features

I've done some weird/unique things to this systems, and more are set to come.

  • Avoiding Javascript for Typescript for better type sanity
  • Since JSON it down right picky, I compile YAML into JSON
  • The NeDB files are a pain for diffs, between compaction and the append only nature which scrambles the lines around, so I make them as well from a folder of YAML files.

The todo list

  • Class power support
  • Ships
  • Vehicles
  • Copies of all the roll tables
  • Mods
  • Factions and Faction Assets
  • Deluxe Rules support, sans content:
    • Mechs
    • True Ai
    • Transhumans

Licence

This system is licensed under AGLP-3.0.

TL;DR: You mod it and share it, you send the changes. No ifs, ands, or butts.

The contents of src/packs/ are mostly text from SWN Revised Edition (Free Version) with slight alterations to better fit with Foundry VTT. All rights for the included content belong wto Kevin Crawford. I've followed what Kevin Crawford has said on Reddit. [1] [2]

Abandonment

TBD. I'll figure out the exact wording and times later, but I do want to make a proper note about it, since I'm aware that modules and systems not getting updates is a bad time for all users.

foundry-swnr's People

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foundry-swnr's Issues

Armor Equip and Weapon Magazine Checkbox weird behaviour/not working.

Armor Equip Checkbox:
The checkbox to set any armor as equipped to increase a characters AC, often immediately deactivates itself again after being activated. Sometimes this resets the AC back to its basestat, sometimes the armor included AC is kept, even if the box is unchecked. Closing the character sheet and opening it again also regularily either unchecks the box, or resets the AC to basestat.

Weapon Magazine Checkbox:
The Magazine [Currrent] [Max] Checkbox in any of the ranged weapons doesn't seem to work. By default it is deactivated, but ammo is still subsctracted if the auto roll button of the weapon is used. Checking the checkbox to positive, doesnt change that behaviour.

Every update wiping data from character sheets.

After the last two updates you've published all biographical information has gone missing from character sheets, including class, species/gender, homeworld, background, employer, and everything in the biography. I've been able to recover it by pulling an old version of the actors.db and copying the data over.

notably, nonbiographical information, such as hp, xp, ac, and items isn't wiped.

Editing skill settings does not change skill roll

Settings of skills like eg. heal is ignored in "skill check" form.
e.g. changing heal from "ask" to "3d6" and "ask" to "INT"
-> in "skill check" form: Dicepool is still fixed at 2d6 and Stats shows Strength.

v9

Hi.

Please remove the foundry vtt warning.
image

Replace "compatibleCoreVersion":"0.9.0" by "compatibleCoreVersion":"9"

"Skilled with Weapon" modifier should be removed from NPC Combat roll dialogue

On the NPC sheet, when clicking a Combat attack (eg. Unarmed), the "Skilled with Weapon" checkbox/modifier is erroneous, since only the "Attack Bonus Hit" value should ever be added to NPC attacks, not the "Trained Skill" value. This is based on the Xenobestiary descriptions for the "Atk" value and the "Skills" value.
I'm currently trying to make a compendium of the Xenobestiary's NPCs/Aliens for a friend and it's difficult since, by default, the attack dialogue comes up with the "Skilled with Weapon" checkbox already ticked.

NPC weapon attacks always use Burst Mode

I could reproduce this consistently.

Add weapon that can first Burst Mode
Try to fire it
Disable Burst
Notice it still says burst: true in the log

Workaround: can disable this by disabling the feature allowing the weapon to have burst mode completely in its sheet

**Release b0.5.0** Items are not being removed from sheets

When pressing the little trash can icon near an item, be it skill, weapon, armor, etc, it disappears from the sheet as you would expect. Then, when you close the sheet and open it again, the items you've deleted will be back. This happens any time the sheet is updated, in fact, such as when you drag and drop another item onto it.

"Dice Pool" and "Stats" drop-down menus

"Dice Pool" and "Stats" drop-down menus are greyed-out when you attempt to roll a skill, so you're not able to select the proper attribute or adjust the dice pool. The default entries (2d6 and Strength) apply correctly, but cannot be modified.

Avatar image aspect ratio is not maintained

Version
Foundry Version: 0.7.9
Module Version: 0.4.0 Prerelease

Expected Behavior
The character portrait should always maintain its original aspect ratio in the character sheet, regardless of the sheet's size.

Actual Behavior
When I use a non-square avatar image for a character portrait, the image aspect ratio gets skewed when the character sheet is widened beyond a specific threshold.

Example: https://streamable.com/imu2pq

Steps to reproduce

  1. Create a new character actor
  2. Upload a non-square avatar
  3. Resize the character sheet and observe warping

Rework bottom tabbed section

I'm not loving how it is.

At least weapon, armor and general inventory could get condensed into one tab with rework.
Skills, foci and powers are another possible set of tabs to merge.

Define NPC data and sheets

NPC data

Combat stuff

  • Moral Score: 1-12 (as seen in book, 6-12)
  • Morale check: 2d6 > morale score is a failure, which means a score of 12 can't fail, Warpaint has +1 bonus to score
  • Hit Dice: 1d8 per die for HP
  • AC: plus same type as PCs, (powered, combat, normal, primitive)
  • Attack bonus: often the same as HD, might be higher, some times two attacks, gengineered murder beast has 4 attacks
  • Damage: unarmed/weapon, might have extra damage, bots and beasts have dies for damage
  • Movement: 10m is standard
  • Skills: bonus for skills for their profession, not used for the rest
  • Saves: flat, typically 15 - half HD, round down
  • Psychics: 1/3 HD, rounded up for effort
  • Special traits: foci

Social stuff

  • Faction affiliation
  • Homeworld
  • Disposition/reaction roll
  • Goals
  • Notes/Bio

Sheets

  • Split combat and social into two sheets?
  • Third option with both?
  • Do one, but make the sections toggle visablity?

How do I roll attack with a weapon.

I love that you are developing this system module for Foundry.

Our group is trying out Stars Without Number. We have tried it out on Roll20 but Foundry is soooo much better.

But I am unable to figure out how to roll attacks with the weapons. An actor, once equiped with one of the weapons in the compendium, has a weapon on which a player can click on. It asks the pertinent questions.....but then no dice roll results from the click.
Are we doing something wrong.

and apologies for logging the question here in the "Issues" section. I wasn't sure where else to contact you through regarding your module.

Thanks so much for your module and your help.

Misclick on charsheet deletes items

If you accidentally click the trashcan icon while rolling a skill-roll @skilltab or doing an attack-roll @weopns-tab the skill/item is instantly deleted.
Is it possible to implement a lock/edit charsheet option (e.g. where the trashcan icon is not displayd or something like that)?

Request: Create Readme that includes a quick feature list and todo list

I'd like to contribute! Could you help me out by making a Readme to help new contributors?

Just something basic to get us started:

  • Title
  • Description (Describe by words and images alike)
  • Technologies Used
  • Special Gotchas (Problems you faced, unique elements of your project)
  • Technical Description (Installation, Setup, How to contribute.)

I see that you've made the choice to go with Typescript and YAML over raw Javascript and JSON. So that's pretty notable and I'm interested in how that affects my approach to contributing. It certainly differs from other notable systems like the dnd5e one used as FoundryVTT's example.

Editing or Adding Foci is missing?

I'm not sure if I'm doing something wrong or if it's a bug. I feel like I'm doing something wrong, because this would be a pretty major bug.

When I go to the Foci page on the character sheet, it looks like the image below. It's just blank with no clear way to add or edit Foci.

Screen Shot 2022-08-24 at 8 40 18 AM

Version information:

Screen Shot 2022-08-24 at 8 47 40 AM

Ammo tracking is broken

When attempting to fire a weapon a weapon with ammo a second time, you tte the " ... is out of ammo!" error. At a glance this might be because the check uses ammo.value instead of ammo.current?

I'd create a PR but I can't get the project to build (missing foundryconfig.json I think?)

As an aside, I'd like to thank you for setting this up! I was looking for a SWN system one day and then the next it was just there :)

Demo Charge Crashing Character Sheets

When a character or GM drags in the Demo Charge item into a character sheet, it doesn't appear and the sheet loses the ability to drag any new items.

If closed, the sheet then cannot be re-opened.

The error that appears in the console.

foundry.js:2013 TypeError: Cannot read property 'mod' of undefined

[Detected 1 package: system:swnr]

at SWNRWeapon.<anonymous> (handlebar-helpers.ts:43)

at SWNRWeapon.c (handlebars.min.js:27)

at eval (eval at createFunctionContext (handlebars.min.js:29), <anonymous>:11:1084)

at h (handlebars.min.js:27)

at c (handlebars.min.js:27)

at Object.<anonymous> (handlebars.min.js:27)

at Object.c (handlebars.min.js:27)

at Object.eval [as main] (eval at createFunctionContext (handlebars.min.js:29), <anonymous>:159:49)

at c (handlebars.min.js:27)

at d (handlebars.min.js:27)

at e (handlebars.min.js:28)

at renderTemplate (foundry.js:3637)

at async CharacterActorSheet._renderInner (foundry.js:2220)

at async CharacterActorSheet._renderInner (foundry.js:2747)

at async CharacterActorSheet._render (foundry.js:2055)

at async CharacterActorSheet._render (foundry.js:2736)

**Release b0.5.0** Ammo field on the weapon window shows strange behaviour

When choosing Ammo Type from a dropdown menu, it sets it to "None" instead, but the ammo field still appears:
image
Furthemore, modifying the ammount of ammo, on either side of the "/", sets the ammo to "None".
Choosing an ammo type from the dropdown menu doesn't work properly, sometimes resetting the field to "None" (while preserving the actual ammo input field), and sometimes it actually changes the displayed ammo type.
There are also various strange behaviours, like quirck checkboxes unchecking themselves.

Add the quantity value to Weapons and Armor

Currently the only way for a character sheet to hold several quantities of the same type of armor is to have multiple instances take up space.

Screenshot 2022-07-10 215527

In the example above, you have a character holding three chaincutters, 3 combat field uniforms and 7 biofuel tanks. Unlike the biofuel tanks, you can only show a character having multiple items of the same the weapons and armor is to have it take up a significant amount of sheet space.

A possibly quick and simple fix is to add the quantity value to the weapons and armor classes, and only have one include it's enc for Readied when readied, the rest of the enc from the other weapons/armors going to Stowed (and if stowed away, have all count it's enc to Stowed).

Define Drone data and sheets

Drone Data

Stats

  • Each drone has a cost
  • a maximum number of fittings
  • an Encumbrance weight for carrying it along
  • a hit point rating
  • a maximum control range
  • and a minimum tech level

Common across all drones, unless modified by a fitting:

  • 30 meters per second combat speed
  • 100 kilometers per hour out of combat speed
  • Type A power cell consumption per hour of use (combined with extended flight fitting, this effectively sets flight time)

Fittings

Need to allow it to have a number of fitting items which are mostly descriptive in nature.
However, Weapon fitting and expert system are slightly complex.

Potential Stop-Gap implantations for weapons

  • Add the actual weapon item to the operator's sheet and use pilot or program
  • Perhaps we have a weapon capacity and expert system capacity stat that is defaulted to 0 and incremented with the associated fittings. This could also work with "onboard batteries" for the extended flight fitting (where flight time could be a stat equal to { battery_count } hours.

Ideal implementation

Sheet generates an "dronatized" Item for the weapon that can be dragged onto a character sheet.

Drone Fittings Item

I'll go ahead and describe drone fittings here since it's kind of a lump of functionality. We can break this out into a separate issue if need be.

  • Name
  • Description
  • ?? expert system capacity and weapon capacity

Saving Descriptive Text

When creating a custom item any text entered in the description vanishes as if not saved when closing the item record.

Incompatible with Tokenizer module

Version
Foundry Version: 0.7.9
Module Version: 0.4.0 Prerelease

Expected Behavior
When using the Tokenizer module (v2.2.8), clicking the character portrait should open up the token editor instead of the default file upload dialog.

Actual Behavior
When I click the character portrait, the default file upload window appears.

Additional Info
Granted, it's not necessarily top priority to maintain compatibility with every single module in the universe. That said, it appears that the fix for this may be relatively simple. It appears that Tokenizer looks for profile images with one of a number of different CSS classes as seen here in order to hook the profile picture change event. If that's all that needs to change, then either this system needs to change the profile-image CSS class to match something that Tokenizer is looking for (e.g. profile-img) or Tokenizer needs to be updated to include profile-image in its list of detectable profile image classes.

Given that Tokenizer is ostensibly written to be compatible with "most used game systems", it may be reasonable to treat their list of CSS classes as sort of a standard-by-fiat, such that any system that wants to be compatible with the module should implement one of those features. A quick perusal of the SWNR system code base suggests that changing the name of these classes would have no detrimental effects, as it does not appear that these CSS classes are addressed anywhere outside their definition.

That said, it's also reasonable that augmenting this list in Tokenizer is another route to fixing this, and arguably more appropriate. I could see it happening either way.

0.8.6 Compatibility

I was wondering if there were plans to update to the latest release version.

Changes to character sheet disappear

I'm running Foundry 0.8.6.

Whenever I make edits to a character sheet, the changes undo themselves as soon as I click away, with the exception of the name and profile image fields:
swn

It looks like all the information that undoes itself is under the data attribute of the actor. Is this just a version compatibility issue?

Vacc Suit Lacking Armor Stats

The Vacc Suit provides no armor statistics.

In SWNR, it's the same as a Armored Vacc Suit, except that it's twice as easy to puncture.

This means it provides a AC of 13 when worn.

Attack Skill Issue

I just updated to SWN 0.3.2 ans have the latest Foundry 7.9. When I go to attack with a weapons it says I do not have a skill picked. I have skills and have them picked in each weapon edit area. - From Discord.

Psychic skills not adding to character sheet

When you click the "No skills? Clear here to add some!" button in the skills tab and select "Add Psychic Skills", the psychic skills are not being added to the list of skills. The same problem seems to apply for the Space Magic skills.

Duplication of Sheet Name

Found on the Version 10 - Build 286.

Whenever a sheet is updated in anyway, the name of the sheet in the tab duplicates, and continues to duplicate with every change. This doesn't appear to break anything else or impact any sheet functions negatively.

Screenshot 2022-09-23 173731

Define power systems structure

I wish to support as much home brew content as possible, so baking in the various power systems feels kinda bad, plus that means baking in the deluxe and paid supplements in order to support them.

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