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Home Page: https://deathsave.dev
License: GNU General Public License v3.0
Combat Carousel Foundry VTT module
Home Page: https://deathsave.dev
License: GNU General Public License v3.0
The current one is too small IMO and is hard to see on large monitors.
Option to limit the number of seen actors to just a few, in order to allow the carousel to be moved to a new location that has limited width.
Option to move the upper left corner of the Carousel to a point based on the percentage of screen space, per user. This allows the carousel to be moved elsewhere (in order not to interfere with Token Action HUD for example) such as at the bottom to the screen, or to the upper right corner of the canvas, especially if the user can limit the number of bricks show on it.
If a hover workflow starts and the mouse is moved to quickly, it's possible to click Remove Combatant instead of Roll Initiative
reported by @Rawrly85
Description
When the Combat Carousel is docked (or 'hidden), it will re-appear every time the GM moves to the next turn. This can be problematic for players who hide it to save screen real-estate.
To Reproduce
Steps to reproduce the behavior:
Be a player.
Hide the Combat Carousel.
(As a GM) Move to the next turn
Expected behavior
When hidden, the combat carousel should remain hidden.
Desktop (please complete the following information):
OS: Windows
Browser: Various (Chromium Browsers mostly: Chrome, Brave, Edge)
Is your feature request related to a problem? Please describe.
The combat carrousel takes up a lot of screen real space with no option to shrink it down. This makes playing in relatively small monitors really hard.
Describe the solution you'd like
A simple slider or scale field to shrink down the icons on the carousel would be nice.
Describe alternatives you've considered
There's no real alternative solution other than not using the carousel.
Additional context
Notice how the carousel and quick drop menu compete for a good portion of the screen space.
As the title states, it's odd that the button appears when no combat is in progress. It led me to believe at first that the button was broken. It also adds more clutter to an already cluttered UI at times.
allow the addition of more bars like the health bar to track resource 1-3 (or whatever other options are available in the token drop down) configurable in the settings
Use Entity.hasPlayerOwner instead
For some players, finding the little ribbon on the Carousel to see who is active can be difficult. Some CRPGs that use a carousel for turn-based combat (such as "Temple of Elemental Evil") display it so that whoever is active is always in the left-most slot. Others (like "Divinity: Original Sin") use a carousel, but make the active combatant's portrait noticeably larger than the others.
For game systems that only determine initiative once, and give each combatant a single turn within that (and seldom change the order), it can be clearer to some users who is active by using the latter method. When combat begins, highlight the left-most portrait -- and when they finish their turn, move their portrait to the right end of the list, and highlight the next portrait (which is now on the left end). As players get closer to the point where they can take their turn, their portrait gets closer to the left side.
Naturally, this should be an OPTION. Not all players will find this method intuitive, and in rulesets with more fluid initiative (for instance, if you reroll every round), this method won't work at all.
The module does not show the savage worlds card rolls. Would it be possible to add it? A button to throw initiative would also be good. Thanks for the job!
The border around the active player is very thin and not really well seen. My suggestions of improving it:
From the player view, the flag always starts on the first actor they can see in the list. From the GM view, the flag can be on one of the invisible actors, and will be on the wrong actor in the player's view. The normal combat tracker handles this correctly and does not highlight and actor from the player's view if it is an invisible actor's turn.
To replicate the issue, add an invisible actor to an encounter with two or more visible actors. Give the invisible actor a higher initiative roll and the players view will have the flag on the wrong actor at the start of the round. Advancing the turn always advances the flag on the player's view to the next visible actor.
*I have Foundry 0.7.5 and am using OSE ruleset (which is very nice btw) with the Combat Carousel Module (also very good). Ihave the bug where Hit Points are not shown in a green bar in Combat carousel in OSE whereas in other rulesets like PF1 and PF2 for example the little green bar is shown. Ideas?
In the other rulesets I am using stock standard Combat carousel and have not had to change any settings to get green health bar in Combat Carousel.What can I do to get this to appear in the OSE ruleset ,it is very handy and I need it?
With combat started player (TRUSTED) is able to click on any card in the carousel and make it that actor's turn
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Players should not be able to affect the turn sequence in this manner.
Screenshots
I have an MP4 of it, but github doesnt allow it
Desktop (please complete the following information):
Describe the bug
NPC characters do not get an appropriate image on the carousel. The mystery man icon shows in place even when their token is set to different image.
To Reproduce
Expected behavior
The image in the carousel should be the same as the token.
Desktop (please complete the following information):
When I have 2 actors in a combat and I cycle through from one round to another, the animation shows the actors moving off-screen and then realigning and then floating back it.
Expected behaviour: Having either the entire UI clear and the new round populate OR that there's a break that shows the end of the round and the actors are then showing again, like a true carousel.
Describe the bug
Can't scroll all the way to the left. There are several characters to the left of the one shown in the picture.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
should be able to see all the characters left and right
Desktop (please complete the following information):
chrome, 7.4
avatar potrait logic needs to be improved as it currently doesn't handle square avatar images well, made via Tokenizer to fit square avatar panels in sheets. It should be fit by height, not fit by width.
eg. a thicker border etc
for example Token img or token actor portrait
Describe the bug
Wiki images are broken. Tested on Firefox / Chrome
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Expected images to show differing CC states.
Desktop (please complete the following information):
https://discordapp.com/channels/751505150862164129/751524268956713092/779834954938187796
If you use the module "Easy Target" which makes you hold down the ALT key and then left click to target. players are able to target enemies in the combat carousel (the picture of the carousel itself) and then gain the vision of THAT token (enemy)
Right Click to open sheet
This Can Currently Be done by double left click but often only changes whose turn it is in the combat.
Double Right Click Pan to Token
More useful on bigger maps where tokens are spread apart.
Target from Carousel Bar
Add the ability to target enemies straight from the Carousel.
It's not exactly a feature, but I'm here to report a correction in the description of the location to make it uniform and within the standard for Brazilian Portuguese translation the reference is as follows:
{ "lang": "pt-BR", "name": "Português (Brasil)", "path": "lang/pt-br.json" }
similar to the native combat tracker add the following functions:
Roll All
Roll NPCs
Reset Initiative
Is your feature request related to a problem? Please describe.
When using Combat Carousel in pack with Hidden initiative the Combat Carosel shows real order and unhide the order
Describe the solution you'd like
Shows order only for gm and show it only after first round/ Or add possibility to attach combat order from basic interface
Describe the bug
When the player clicks the d20 on their card, it doesnt roll initiative, it just makes it their turn. Applies if player owns more than one actor, it switches turn to that actor. GM can still roll initiative with the d20 icon. See Issue #19
To Reproduce
Steps to reproduce the behavior:
1.Be a player, et your actors added to Carousel
2. Click on the red d20 icon to roll initiative
Expected behavior
Initiative should be rolled. It is not.
Screenshots
Video available on request (Github wont let me attach mp4)
Desktop (please complete the following information):
probably doesn't work for anything other than "Always"
Need to determine how to localize during module export
Some players don't have the screen real estate for the carousel to be up 100% of the time. However, if they minimize it by clicking the icon, as soon as the active player changes, all the icon's reappear. It should respect the players choice to hide the carousel and only reappear when the player chooses to
Is your feature request related to a problem? Please describe.
The problem is some time i miss click on the card of the carousel and click by mistake the red dice button and launch the reroll iniative and changing the order on the carousel.
Describe the solution you'd like
Add a module settings to hide and show the red dice button
Describe alternatives you've considered
Open a window popup for make sure it wasn't a miss click
Additional context
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