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Stars Without Number: Revised for Foundry VTT
License: GNU Affero General Public License v3.0
This project forked from spice-king/foundry-swnr
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.
Unable to find compendium.
Foundry VTT | Retrieved and compiled template systems/swnr/templates/items/armor-sheet.html
handlebar-helpers.ts:36 {skillID: '', skillItem: undefined}
handlebar-helpers.ts:36 {skillID: '', skillItem: undefined}
handlebar-helpers.ts:36 {skillID: '', skillItem: undefined}
handlebar-helpers.ts:36 {skillID: '', skillItem: undefined}
foundry.js:3055 Foundry VTT | Rendering BaseSheet
character-sheet.ts:461 S.Event {originalEvent: PointerEvent, type: 'click', target: i.fas.fa-dice-d20, currentTarget: div.item.skill.skillRoll.w-32.flex-grow.space-y-1, isDefaultPrevented: ƒ, …}
skill.ts:9 Skill roll SWNRSkill {apps: {…}, _sheet: null, parent: SWNRCharacterActor, pack: null, data: ItemData}
foundry.js:4662 Foundry VTT | Retrieved and compiled template systems/swnr/templates/dialogs/roll-skill.html
foundry.js:3055 Foundry VTT | Rendering ValidatedDialog
skill.ts:30 S.fn.init [div#app-51.app.window-app.swnr]
foundry.js:6771
Roll#evaluate is becoming asynchronous. In the short term you may pass async=true or async=false to evaluation options to nominate your preferred behavior.
evaluate @ foundry.js:6771
roll @ foundry.js:6874
_doRoll @ skill.ts:47
submit @ foundry.js:44072
submit @ ValidatedDialog.ts:46
_onClickButton @ foundry.js:44035
dispatch @ jquery.min.js:2
v.handle @ jquery.min.js:2
backend.mjs:306 Foundry VTT | Created ChatMessage with id [vrXEZikEZwATU6U4]
character-sheet.ts:200 S.Event {originalEvent: PointerEvent, type: 'click', target: div.save.sheet-button.gap-2, currentTarget: div.save.sheet-button.gap-2, isDefaultPrevented: ƒ, …}
foundry.js:4662 Foundry VTT | Retrieved and compiled template systems/swnr/templates/dialogs/roll-save.html
foundry.js:3055 Foundry VTT | Rendering ValidatedDialog
foundry.js:6771
Roll#evaluate is becoming asynchronous. In the short term you may pass async=true or async=false to evaluation options to nominate your preferred behavior.
evaluate @ foundry.js:6771
roll @ foundry.js:6874
_doRoll @ character-sheet.ts:221
submit @ foundry.js:44072
submit @ ValidatedDialog.ts:46
_onClickButton @ foundry.js:44035
dispatch @ jquery.min.js:2
v.handle @ jquery.min.js:2
foundry.js:44076
Uncaught Error: TypeError: Cannot read properties of undefined (reading 'total')
at ValidatedDialog.submit (foundry.js:44076:13)
at ValidatedDialog.submit (ValidatedDialog.ts:46:20)
at ValidatedDialog._onClickButton (foundry.js:44035:10)
at HTMLButtonElement.dispatch (jquery.min.js:2:43064)
at HTMLButtonElement.v.handle (jquery.min.js:2:41048)
submit @ foundry.js:44076
submit @ ValidatedDialog.ts:46
_onClickButton @ foundry.js:44035
dispatch @ jquery.min.js:2
v.handle @ jquery.min.js:2
foundry.js:6771
Roll#evaluate is becoming asynchronous. In the short term you may pass async=true or async=false to evaluation options to nominate your preferred behavior.
evaluate @ foundry.js:6771
roll @ foundry.js:6874
_doRoll @ character-sheet.ts:221
submit @ foundry.js:44072
submit @ ValidatedDialog.ts:46
_onClickButton @ foundry.js:44035
dispatch @ jquery.min.js:2
v.handle @ jquery.min.js:2
foundry.js:44076
Uncaught Error: TypeError: Cannot read properties of undefined (reading 'total')
at ValidatedDialog.submit (foundry.js:44076:13)
at ValidatedDialog.submit (ValidatedDialog.ts:46:20)
at ValidatedDialog._onClickButton (foundry.js:44035:10)
at HTMLButtonElement.dispatch (jquery.min.js:2:43064)
at HTMLButtonElement.v.handle (jquery.min.js:2:41048)
submit @ foundry.js:44076
submit @ ValidatedDialog.ts:46
_onClickButton @ foundry.js:44035
dispatch @ jquery.min.js:2
v.handle @ jquery.min.js:2
character-sheet.ts:200 S.Event {originalEvent: PointerEvent, type: 'click', target: i.fas.fa-dice-d20, currentTarget: div.save.sheet-button.gap-2, isDefaultPrevented: ƒ, …}
foundry.js:3055 Foundry VTT | Rendering ValidatedDialog
foundry.js:6771
Roll#evaluate is becoming asynchronous. In the short term you may pass async=true or async=false to evaluation options to nominate your preferred behavior.
evaluate @ foundry.js:6771
roll @ foundry.js:6874
_doRoll @ character-sheet.ts:221
submit @ foundry.js:44072
submit @ ValidatedDialog.ts:46
_onClickButton @ foundry.js:44035
dispatch @ jquery.min.js:2
v.handle @ jquery.min.js:2
foundry.js:44076
Uncaught Error: TypeError: Cannot read properties of undefined (reading 'total')
at ValidatedDialog.submit (foundry.js:44076:13)
at ValidatedDialog.submit (ValidatedDialog.ts:46:20)
at ValidatedDialog._onClickButton (foundry.js:44035:10)
at HTMLButtonElement.dispatch (jquery.min.js:2:43064)
at HTMLButtonElement.v.handle (jquery.min.js:2:41048)
duplicate an NPC, it creates extra 'Unarmed' selection in their equipment list
via bluetrace DM on discord
Hello everybody.
Is there currently no way to add a working supressive fire weapon to a vehicle? I've tried to add the machinegun from the heavy weapons compendium but it is not possible, and vehicle weapons do not have the capability.
Cheers, I love your system!
Problem statement: the "character" sheet (character-sheet.html) has the class property of "profile-img" on the IMG tag of the character avatar:
<img
class="profile-img w-24 h-24 object-contain"
src="{{actor.img}}"
title="{{actor.name}}"
data-edit="img"
/>
the NPC sheet (npc-sheet.html) lacks this property, and as such the Tokenizer module can't be used to create and assign tokens.
As a game master, I want to be able to use the Tokenizer module ( https://github.com/mrprimate/vtta-tokenizer/) to automatically create tokens for NPC sheets in the same way I can use the plugin on PC sheets.
Acceptance criteria:
Via Ramirez in Discord
Bug: Cursor does not change shape when hovering over clickable stat (after making it clickable in system settings). Cool that we can do it, though! Was missing that.
confirmed via
https://user-images.githubusercontent.com/578441/210602509-0c2f2838-b7f7-4268-b65c-c2f9ec646ffe.mp4
Wintersleep response:
A link / hand has to be on or off for simplicity -- regardless of the system setting. I opted for off with it still being clickable. If folks feel strongly, I could make it on
When you add crew members to the ship, if you change current crew number afterwards to a smaller one, one of the characters disappears from the crew list
Adding that character back by drag and drop does not do anything except increase the current crew number
NPCs are adding both their skills and attack bonus to attacks, when it should just be attack bonus.
cupofcoffee reporting on discord
dropdowns for sensor rolls
In some places, the rules in all three *WN systems grant characters/vehicles/ships temporary HP boost (Biopsionic technique the name I forgot of, Juggernaut Stims, Star Captain in SWN, armours in CWN, Courage Elixir in WWN are the ones that come to mind). Would be nice to have a way to display it other than just adding HP over maximum HP as I (and probably others) do at the moment.
via reddit:
In the skill tab on the character sheet, it would be nice to have a Unspent Non-Combat Skill Points, the Expert Class gain +1 Skill point when Leveling Up that can only be applied to non combat skill progression. That way it could be saved for later lvl ups and don't mix with the regular unspent skill points.
All NPCs in the Bestiary Compendium throw this error when an attack is made. Morale checks and other rolls work ok but not attack rolls. This is the same when rolled from locked compendium or imported to actors. Other compendium items appear to function normally, attacks with vehicles and ships roll normally.
Foundry VTT v10 b291 SWN v1.0.0 Active modules 0
\\Uncaught (in promise) Error: Unresolved StringTerm none requested for evaluation
at StringTerm.evaluate (foundry.js:11730)
at Roll._evaluate (foundry.js:9292)
at Roll.evaluate (foundry.js:9256)
at Roll.roll (foundry.js:9362)
at SWNRWeapon.rollAttack (weapon.ts:115)
evaluate @ foundry.js:11730
_evaluate @ foundry.js:9292
evaluate @ foundry.js:9256
roll @ foundry.js:9362
rollAttack @ weapon.ts:115
Love the sheet but looking at potentially adding multiple fire mods for ammo use and hit modifiers.
Any idea how I would implement some custom fire rate or ammo use a round?
Getting the message:
"Error: Unable to load valid system manifest data from "https://github.com/wintersleepAI/foundry-swnr/releases.../system.json" System validation errors: packs: 27: type: may not be undefined 26: type: may not be undefined."
Vehicles currently expect weapons to be starship weaponry. They should instead accept personal weapons.
Originally reported in discord:
Suggestion: Player Token HP and char sheet HP are not connected by default. Lost HP is not shown correctly when char sheet is opened. This is ok for npc, but can it be different by default for player chars?
@wintersleepAI followed up with
If I am understanding you correctly this is a foundry behavior. By default tokens are not linked to the prototype actor, but requires that someone checks the box manually to link (see the diagram above). This means all tokens are about the same actor vs creating a new one when dragged. I think I do have the code to link by default for an actor type (eg characters could come linked by default) -- this is what factions do. I hesitated doing this on actors as it changes a core behavior and might go against what someone expects.
IMO, there are a few things to take from this:
Well mostly...
If a drone has a weaponry fitting it can be equiped with a small arm. As it stands now, we can equip ship weapons onto drones which... while entertaining, isn't the intent.
I think the solution is to hide the defense category on drones, and somehow change the filters being passed to the weapons stuff to just pull up a list of small arms items.
We don't need to do validation that there are enough weapon fittings to fit the chosen number of weapons, but that may be neat too. Bonus points, have it hide the weapons section if there are no such fittings.
Because the "+" lets us load a freeform fitting, we can actually just stat out whatever weapon we want it to have. So this isn't a huge deal.
Item descriptions for the item type disappear after update in v10.
Error: You are accessing SWNRBaseItem#data which has been migrated to SWNRBaseItem#system Deprecated since Version 10 Backwards-compatible support will be removed in Version 12 at logCompatibilityWarning (commons.js:1993:19) at SWNRBaseItem._logDataFieldMigration (commons.js:8429:14) at Object.get (commons.js:8393:18) at character.ts:173:39 at EmbeddedCollection.filter (commons.js:4103:14) at SWNRCharacterActor.prepareDerivedData (character.ts:173:18) at SWNRCharacterActor.prepareData (foundry.js:14126:12) at SWNRCharacterActor._safePrepareData (foundry.js:14101:14) at SWNRCharacterActor._initialize (foundry.js:13929:19) at new DataModel (commons.js:6817:12)
This warning floods my console every time I launch the world using this system. I'm concerned with updating to the next update, as it says this backwards compat will be removed in v12, I don't wanna run the risk of borking my world file again with an update.
Running Foundry v11 build 315 and SWNR 1.1.0. With 65 active modules.
When dragging a weapon from player character sheet inventory tab onto hotbar, it creates a Display macro rather than an Attack macro:
await Hotbar.toggleDocumentSheet("Actor.XSf4e3sD4m6H2d0V.Item.yIx0xpehvdv19gZw");
Same for skills from player character sheet skills tab:
await Hotbar.toggleDocumentSheet("Actor.XSf4e3sD4m6H2d0V.Item.spERkKi3nIHHm0jk");
I get the same behaviour if I drag a weapon from an NPC sheet onto the hotbar.
Thank you for the amazing work!
The structure changes in v10 appear to have broken the description fields on all items. Existing descriptions display fine however making changes to the field result in the below error
Uncaught (in promise) Error: undefined. data.description is not an active editor name! [No packages detected] at BaseSheet.saveEditor (foundry.js:6060:46) at jR.save_onsavecallback (foundry.js:6102:39) at plugin.min.js:4:1197 at jR.<anonymous> (plugin.min.js:4:1412) at commands.exec.<computed> (tinymce.min.js:4:358670) at iR.execCommand (tinymce.min.js:4:358116) at jR.execCommand (tinymce.min.js:4:383782) at Object.onAction (plugin.min.js:4:842)
This prevents updating the description field on any item. The biography field seems to work fine even though the code for the two appears to be the same. As far as I can tell there are no other issues with the system in v10, just lots of deprecation warnings due to the data structure change.
What it says in the title, I have a person helping me with my game and if I set permission on any character sheet to Limited, they only see the picture and the name when they open the actor. This only happens if you set permission in the "All Players" field. If you set the individual permissions for player accounts, GM accounts have no problem accessing the sheet.
It seems like to update this system one has to reinstall the system with the new json link provided in each new release.
Could a consistend, self updating json link be created so that the update button in foundry itself can be used?
I was just testing the ship cost calculation, comparing it to my own spreadsheet and it seems like the the modifiers for fitting cost still do not apply.
change chat dialog to show pass/fail instead of 1/0
Hello,
more of a general feature request or question.
The Spice-King version recently included auto rolltables from the book, which was a long requested feature.
Is this already present within the newest release of this branch? Or will it come someday?
Thank you for your great work here!
There are often situational bonuses, so the weapon attack roll should have a misc damage modifier (like it already has for the attack roll)
When dragging a weapon from one sheet to another, they can no longer be used to make an attack, until the item is edited so that the skill choice menu resets.
Supposedly the chosen skill is tied to the previous character.
If I click "skill adds to damage" on an item assigned to a NPC, it doesn't roll. No error, it just does nothing. It does work on PCs. I'm thinking since NPCs do not have skills, that would be why it doesn't work. But they do have a trained skill attribute. Shouldn't that work in place of a typical PC skill?
Hey guys,
Thanks for making this system for Foundry. It's been my primary focus to get my roll20 campaign fully realised in Foundry due to this System :)
All in all, it works great but with the latest v11 Foundry version I have noticed an uptick in an error that I was getting far less frequently in the latest v10 patch.
Error: Error: "Actors is not a valid embedded Document within the Token Document."
freebootersofnewbendigo.forge-vtt.com-1686889833371.log
Full disclosure: I have been building this campaign in Foundry for almost a year on and off so there has been a lot updates and changes to Foundry since then. Lately with v11 this error is happening all the time for tokens that are not explicitly linked to Actor data. This is a big problem for NPCs in battle situations. The main trigger in my use case is when I roll an attack with damage and try to apply the damage to the selected NPC token from within the damage roll. (The little +, - buttons under the damage number) Trying to do this will always display the error UNLESS I connect the NPC token to the NPC actor sheet.
I'm not much of a JSON person, so a lot of how Foundry works under the hood is lost on me, so apologies if this is more towards the App and not the System.
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