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Random assortment of possibly useful doodads, thingumabobs and whatchamacallits for the foundry vtt pf2e system.

License: Other

Shell 0.22% TypeScript 94.76% Handlebars 3.73% SCSS 1.29%

xdy-pf2e-workbench's Introduction

XDY - Code Busker

  • Developer, mostly backend.
  • Nerd, mostly rpg:s.

When the items in the above list interact, some kind of nerdish software may be created or extended. Lately that's been mostly:

But I've also added - and subtracted :) - bugs and features in at least the following projects:

I've even done something non-software-related:

If you've enjoyed something I've created:

  • ko-fi

If you've not enjoyed something I've created:

  • No coffee for me. Bad xdy. :(

xdy-pf2e-workbench's People

Contributors

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xdy-pf2e-workbench's Issues

Conflict with PF2E Attack Card Damage module

Ahoi.

When the experimental "Use mystified name in chat" option is enabled then PF2E Workbench breaks the functionality of the PF2E Attack Card Damage module. The latter still displays buttons in chat attack cards, but those buttons cannot be pressed/used anymore.

Feature Request: Random adjectives as an option instead of numbers for NPC Mystification

Is your proposal related to a problem?

Numbers as differentiators for multiple tokens of the same base actor are functional, but boring and more difficult to distinguish at a glance if the random numbers ended up similar.

Describe the solution you'd like

By adding random adjectives instead of numbers, different creatures are represented with effectively unique descriptors that are more interesting than just numbers. The Token Mold module offers an adjective-based approach (https://github.com/Moerill/token-mold#random-adjectives) and that part works very well, but it obviously doesn't support the trait-based mystification that you're doing.

So, for example, say I have an ancient red dragon actor I pulled from the compendium.

Today, I have Token Mold set up to replace the name of any unlinked token with a random adjective, completely obscuring what type of creature. So if I drag the creature to the map to create a token it will just get a random name, like "Treasured" (originally I wanted it to add "creature" so it would be something like "Treasured creature" but I couldn't get Token Mold to do that and it ended up not mattering - the random adjectives are fine standalone). My players will say, "I attack Treasured" or "I'd like to identify Treasured" instead of "I'd like to identify creature 29" and it's pretty solid. If they do identify them, though, I have to go back and manually rename the token, which is a huge hassle, particularly because the adjective is an effectively unique descriptor (the table has 4700 names) for them, so I basically just don't do it. I'll tell the players and maybe type the name of the creature in chat so they know how to spell it for their notes.

With the token mystification feature of PF2e Workbench, I'd like to be able to do something similar, but use the mystification features that are superior to complete replacement of name. So, for example, say I'm using the following NPC mystifier settings:

  • Mystify by NPC Traits
  • Word to prefix new name with: "Unknown"
  • Word to postfix new name with: [blank]
  • Add random number to name.
  • No random number for unique NPCs.
  • Keep token number when mystifying/demystifying.
  • (Experimental) Use mystified name inside chat messages.
  • No npc rarity in the name.
  • Word to replace rarities greater than common with: "Unusual"
  • No npc alignment traits in the name.
  • No npc traits not in the above trait types.

Today, if I have an "Ancient Red Dragon token" and I mystify it I might get Unknown Dragon 31. Pretty good, my players can tell it's a dragon, but not what type. If I demystify it, it's Ancient Red Dragon 31. Great! A few years ago, before I started using adjectives, this would have been all I could ask for.

If, however, a couple of settings were added/enabled (and I disabled the random number ones):

  • Add random adjective to name.
  • Source of random adjective list (e.g., a rolltable)
  • Position for random adjective [prefix | postfix]
  • Keep random adjective when mystifying/demystifying.

I could mystify the dragon and get something like "Unknown Swaggering Dragon" and demystify it to get "Swaggering Ancient Red Dragon" instead.

With adjectives, I might even leave them on for unique NPCs, because they're just kinda fun in general.

Describe alternatives you've considered

n/a

Additional context

You might ask: Doesn't a list of random adjectives mean you get some deeply stupid names for your creatures? The answer is yes. It's fun, though. Sometimes the names feel very appropriate ("Tyrannous" for a boss-level monster that the party learned ordered an earlier boss around), and sometimes they're entertainingly incongruous ("Neurological" for a big spider).

Separate Auto-roll damage for GM and players

I would like to allow Auto-roll damage to be only for GMs and for Players to have to use the chat cards / character sheet to roll damage.

Ideally, it would like like the options below
World setting: "Autoroll damage for GM"
World setting: "Allow players to autoroll damage"
Client setting: "Autoroll damage if GM allows it"

Testing Bug Reporter

Core: 9.245
System: pf2e v3.3.0
Module Version: xdy-pf2e-workbench v2.21.8

Description:
If this issue is open, close it. :)

Active Modules

babele--v2.2.3;
bug-reporter--v1.3.2;
dice-so-nice--v4.3.0;
fr-core--v9.245.0;
lang-fr-pf2e--v3.3.0;
lang-sv--v1.0.1;
lib-wrapper--v1.11.1.0;
module-credits--v1.0.0;
pf2e-tweaks--v0.6.1;
tidy-ui_game-settings--v0.1.29;
xdy-pf2e-workbench--v2.21.8;

Additional Details

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[Feature Request] Sound Effect/Animation for Regular Successes

While Automated Animations somewhat cuts it with the animations, it plays the Primary Sound on every Roll, regardless of if it's a hit or not. This means when you have a sound set on a Crit Succ./Miss/Crit Miss, it overlaps with set Hit sound in Automated Animations. These animations/sounds are also weapon specific and not universal, which is something that'd be convenient to have (as in, universal Hit animation/sound effects).
A feature that adds a field where you can set a sound to play just when it registers a regular Hit would be very nice.

Error when using the play animation and/or sound feature

Iโ€™m getting an error when I try and use the play animation and/or sound feature. Iโ€™m on Foundry Version 9.255 and Pf2E 3.7.2.10818. I have the Sequencer module enabled and this is the configuration I have for the feature.
Error 3

The sound plays when the players attack but they get this error message.
Error 1

I see this error in the console too.
Error 2

Hero Point Timer crash

First time that I bring up the Hero Point Timer UI it comes up fine, however after submitting a change the window will not reappear unless I reload foundry. The following error occurs in the console:

Uncaught TypeError: ui.windows[key].data is undefined
[Detected 1 package: xdy-pf2e-workbench]
heroPointHandler http://192.168.178.43:30000/modules/xdy-pf2e-workbench/xdy-pf2e-workbench.bundle.js:872
onDown http://192.168.178.43:30000/modules/xdy-pf2e-workbench/xdy-pf2e-workbench.bundle.js:1005
_executeKeybind http://192.168.178.43:30000/scripts/foundry.js:1624
_processKeyboardContext http://192.168.178.43:30000/scripts/foundry.js:1663
_handleKeyboardEvent http://192.168.178.43:30000/scripts/foundry.js:1701
KeyboardManager http://192.168.178.43:30000/scripts/foundry.js:1358
xdy-pf2e-workbench.bundle.js:872:13
heroPointHandler http://192.168.178.43:30000/modules/xdy-pf2e-workbench/xdy-pf2e-workbench.bundle.js:872
onDown http://192.168.178.43:30000/modules/xdy-pf2e-workbench/xdy-pf2e-workbench.bundle.js:1005
_executeKeybind http://192.168.178.43:30000/scripts/foundry.js:1624
_processKeyboardContext http://192.168.178.43:30000/scripts/foundry.js:1663
_handleKeyboardEvent http://192.168.178.43:30000/scripts/foundry.js:1701
KeyboardManager http://192.168.178.43:30000/scripts/foundry.js:1358

This is happening with v9.245. It was happening on PF system 3.2.2.x as well as reproducible on 3.3.0.10241.

Automatically move combatant non-functional

The following two features do not seem to be currently working.

  • Optional feature to automatically move combatant that goes to 0 hp to just before the current combatant. (See above.)
  • Optional feature to automatically move combatant that gets the Dying condition to just before the current combatant. (See above.)

Created a new world with only pf2e workbench enabled to make sure it wasn't a module conflict,

The manual keybind works fine however.

Verified with -
Foundry: V9.249
PF2e ruleset: 3.4.4.10487
PF2e Workbench: 2.26.1

[Request] Add a number or suffix to demystified creatures

I'd like to be able to demystify any creatures that they know about but when they do it would be ideal if they were differentiated from each other.

So for example a Corrupt Guard would be placed down/demystified as Corrupt Guard 1, Corrupt Guard 2 (or even with random numbers).

Empty settings set to null on save

When saving settings, all the entries that contain empty strings are set to "null" instead of empty.
This is causing mystification to result in "Null Animal 10" instead of the expected "Animal 10"

Manually changing the settings in settings.db to the empty string resolves the issue temporarily.

mystify "null" prefix - request

allow users to completely remove the prefix word. (eg Unknown)
If I leave it blank or put a space, "Null" is prepended to mystified names.
my workaround is to use "."

so the best I can get is have ". undead" ". aberration" etc...

null prefix
<script async src="//s.imgur.com/min/embed.js" charset="utf-8"></script>

NPC Mystifier being applied to PCs

Hi!

I'm having an issue with the NPC Mystifier turned on by default: It's also being applied to PC tokens when I place them on the map.
Is there any way to disable the NPC Mystifier for PCs or Linked tokens?
I know Token Mold has an option to skip linked tokens. Maybe it's possible to make something similar?

And tThanks for the awesome work on this module! :D

[Feature Request] Animation and sound played on critical successes

Thank you for doing this module with several useful features!

I wanted to kindly ask if it was possible to implement the same configuration which exists for misses, but for critical successes as well, where they can be customised like it is already done within the module for misses. (a line for animation path and a line for sound)

Feature Request: No Number added to Unique Creatures

I'm loving this module, thank you! I was just wondering if it would be possible to add an option where numbers are only added to non-unique creatures? The addition of numbers is great, but it would be helpful to have it so that when a named NPC is mystified/demystified, it doesn't add a number to the token name.

Add an optional feature that handles flat checks

Like, check if target is one of hidden, invisible, etc that gives a flat check.
If so, either roll a flat check along with attack, or if that seems difficult, add a flat check button to the attack chat message.
I.e. in the first case the workflow would be:
Pick target, roll, which rolls a flat check the result of which is added to the message (with gm visibility), the gm tells you if you hit.
I.e. in the latter case the workflow would be:
Pick target, roll, if a hit, click the 'flat check' button which rolls a blind gm roll, he tells you if you hit.

Maybe differentiate between the different types of flat checks, some don't really need to be blind rolls.
Or, maybe, always do open rolls for flat checks?

Auto Expire Reactions

Got a suggestion for another feature. I implemented this in my own private module (along with the auto expire effects) but may be worth adding to your "bag of tricks" ๐Ÿ˜„

It doesn't seem the current system tracks Reaction timing very well, and so activating things like Quick Block and other reactions out side of your turn doesn't gel well with the timer.

Simple solution: at the start of a combatants turn, I look for any and all items that start with "Reaction: " and delete them. It worked well enough. I then just create Items Effects with a name like "Reaction: Quick Block" or "Reaction: Used" (to denote a generic reaction used)

It's a little heavy handed, and if we could get the devs to add either a checkbox like Sustained for "Reaction" OR add it to the Duration drop down (after/before Unlimited?) OR a third option to Expires On "Next Turn"? Just thoughts, not sure what the best way to denote it best.

Mystification is renaming tokens to an original state

So the gist is that if a token had been laid down previously with another sequencing module (Token Mold for this instance), when attempting to mystify the token, it will change the name back to it's original name when placed, and then will allow the token to be mystified. Replication steps are per follows:

  1. With the Token Mold module active and Workbench inactive, place a few tokens for reference with Token Mold's sequencing options enabled. Once token(s) are placed with a sequenced number, close the Foundry application, and then relaunch.
  2. Following the same procedure as just performed, place more token(s) down and change the number that has been provided to the token through the token editor to a different number as they will initially follow a new order of sequencing.
  3. Once a second set of tokens has been placed, activate the Workbench module (Token Mold can remain active or be in active, neither state affects this) and disable the options for numbers to be applied to tokens.
  4. Select any token from the second set that was placed and the sequenced number changed, attempt to mystify the token. It will first change the current token name to it's original name, and then will mystify on a second attempt. When un-mystifying the token, the name will reappear as the original name that was initially given before any kind of changes were made.

There are no errors or warnings that appear in the console when this process is performed, and showing it in action would require the use of screen capture to record video of the instances occurring.

Make a setting app

The current mess of settings needs sorting out.
One tab per feature I guess? (I.e. currently: mystification, moving combatants)

Feature request:

Demyistify all for one, all tokens with the same base actor etc.

(Technically it'll be 'demystify all tokens with the same base actor', meaning that demystifying unique creatures of the same type, e.g. Gobbo the goblin that has it's own actor, won't demystify all regular goblins, nor will demystifying one of them demystify Gobbo. But, close enough to be useful I think.)

This is exactly what I had in mind.

Hero Point Timer - Reset

Choosing the option to "Reset To" and selecting ALL seems to not set the value in the box, but add the value in the box.

Settings and values before reset:
before-reset-to

Values after reset:
after-reset-to

Request: Clean up settings.

I like that this module ist so incredible customizable, but it would be nice if its setting entry was a little more compact.

I saw in other modules that it is possible to have buttons in the settings to open separate windows, and I'd like to see the NPC-Mystifier customization go into it's own window.

Feature request: Additional options for collapsible chat cards

Was hoping to be able to have the collapsible chat cards on, but be able to have everybody GM included able to decide if they are open or collapsed by default. Thanks!

You'd mentioned maybe doing this on discord:
"Most likely I'll change from a checkbox to a client setting dropdown with 'disabled','collapsed, click title to open','open, click title to collapse'."

[Issue] Sounds do not play if Animation path is left empty

Sounds don't play if the Animation field for the corresponding Degree of Success is left empty.
i.e.: if I set a Sound for Misses, it won't play unless there's an animation set in the Animation field for Misses.
Something to look into.

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