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License: GNU Affero General Public License v3.0
Stars Without Number: Revised for Foundry VTT
License: GNU Affero General Public License v3.0
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.
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).
Having the ability to just add an impromptu item to the inventory list of a character sheet would increase the flexibility immensely.
Common across all drones, unless modified by a fitting:
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.
Sheet generates an "dronatized" Item for the weapon that can be dragged onto a character sheet.
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.
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 :)
Brilliant game system - works very well but Foundry is flagging version compatibility issue.
Having a way to select a focus level when looking at the focus tab of a character sheet would be gret. Even better if the system could automatically apply the bonuses.
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.
"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.
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:
It looks like all the information that undoes itself is under the data
attribute of the actor. Is this just a version compatibility issue?
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.
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
When creating a custom item any text entered in the description vanishes as if not saved when closing the item record.
Saving throws should succeed at = or > value.
It is currently only at > value.
Tanks for your work.
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.
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.
When clicking into the input field of the Saving Throw in the NPC sheet it makes a roll.
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.
Foundry version: 0.8.8
swnr version: 0.5.1
On PC actor sheets, the biography field doesn't seem to show anything when a sheet is opened. Upon clicking the edit icon, though, I can see that the data is there. I can also see that the biography field in actors.db
is populated.
Attached json for the actor.
fvtt-Actor-dino-martinoli.json.txt
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.
I was wondering if there were plans to update to the latest release version.
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.
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:
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.
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
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.
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)?
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.
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)
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.
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.
When choosing Ammo Type from a dropdown menu, it sets it to "None" instead, but the ammo field still appears:
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.
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.
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