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The official system for playing the Warhammer Age of Sigmar: Soulbound RPG on Foundry Virtual Tabletop

License: GNU General Public License v3.0

JavaScript 57.30% SCSS 9.60% Handlebars 33.10%
warhammer vtt foundry

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aos-soulbound-foundryvtt's Issues

Items - lack of speed modify bonus

It will be useful to have in item bonus tab:
speed (foot and fly)
For example
AETHER-ENDRIN or Celestial Wings grand fly when equipped .

[UI] Monster/NPC and weapon traits

It will be very useful when creature will apply automatically all trait from theirs weapon like piercing, crushing, slashing, etc. Many monsters has it and calculating every time especially piercing is so much time consumption task in medium and large scale combats. I writing about this because our last battle was 3PC and almost 40 monsters/NPC where most of them have piercing+crushing/slashing and calculate piercing for almost each attack and manually apply to token was a nightmare.
Maybe some workaround could be when you choose from chat "apply damage" then pop up window will show and there you will have a damage value which you can change to needed one. It will be much faster then apply damage and them manually apply additional damage from piercing or other sources.

It could be implemented as:

  1. Monster check box(less flexible) - when character has marked it, then all traits in weapons is automatically applied.
  2. each weapon trait can be marked as "apply always" - then we can decide with one is always applied and it can be used also for player character when they buy a talent.

[Branch UI] Chatcards need some kind of outline to be distinguishable

Right now old Messages appear as a wall of text :
image

They really need more definition compared to the old style :
image

The new ones lessen this problem by having a box around the content though. The Dice also loose some of their charm by not using the hammer of sigmar symbol for the Six on the dice

Token Bar2 Resource non functional when set to combat.health.wounds

By default, a token uses combat.health.wounds as the Bar2 Resource. This does not currently functionally link to the Character Sheet, nor retain a value when entered in the Token status field.

  1. Right Click on a token that has a Character Sheet link
  2. Enter any number into the top (blue) Bar2 field and press 'enter'
  3. Right click on the token again and/or open the Character Sheet and view 'Wounds' stat

Bug: The value is not stored OR updated in the character sheet

NPC/player sheet - move talents list to combat tab from stats tab.

All create has traits where most of them are important during combat- talent category is used. Few of them could have spells/miracles. Switching tabs to check trait is very annoying and slow down the combat flow. For the player it will also useful.

I see that more useful will be replace talents(stats tab) with spells/miracle (combat tab).

But I thing the best solution will be put weapons tab and spells/miracle tab on the same bar (like stats, combat, etc) and below insert talents.
obraz

[Master] -> [UI] data conversion/move

I currently playing on master version. Will it be possible to convert/move actors/items/journals data from master to UI? I mean the moment when UI will be playable.

[Branch UI] UI rework breaks application of weapon damage and trait effects.

roll.html is missing the trait effects section that gives the user feedback about specific weapon traits that are applied in the calculations and the options to apply Rend and Cleave Damage to actors. Due to the specific html elements missing from the template the conditions for the option to appear are never met. The apply function also relies on these elements to determine how much damage to apply to the actors / armour

This has to be included in some way for the apply option to be available without further refactoring the code

       {{#if traitEffects.length}}
        <p style="margin-top: 5px"><strong>{{localize "CHAT.TRAIT_EFFECTS"}} :</strong></p><ul>
            {{#each traitEffects as |effect|}}
                {{#if effect.isRend}}
                    <li><span class="rend-value">{{effect.text}}</span></li>
                {{/if}}
                {{#if effect.isCleave}}
                    <li><span class="cleave-value">{{effect.text}}</span></li>
                {{/if}}
                {{#if effect.isPlain}}
                    <li>{{effect.text}}</li>
                {{/if}}
                
            {{/each}}
        </ul>
        {{/if}}

Damage application is currently also broken.

Old Message :
image

New Message :
image

[UI] Focus apply

Now focus is applied only to maximize the amount of success. But there are many situation where you need 6 on die to activate (like talent crushing blow) or as much 6 as you can(like weapon trait REND or Cleave or talent Piece Armour). or 6 is counting as 2 damage and other thing were you need "6" on die. I suppose the best solution will be add it to roll popup window as checkbox like there is now for double training/focus as "one 6" and "Max 6".
Other solution for this is showing in chat window with roll results information how much focus was added. with this information you can easily move focus to other die "in your head" to have a wanted "6".

It also can be done by link talents, traits end other with specific roll but checkboxes are more universal solution.

Request: add two checkbox to all roll popup windows where focus can be applied. you cant mark both checkbox for amount of 6 in the same time so when you try mark second one the first one should unmark or second one is disabled until first remain marked.
"One 6" - we need one "6" on die so if we have it(by natural roll or by adding focus) remaining focus is used to maximize the amount of success.
"Max 6" - the amount of success is not important, we want to as much "6" on die as amount of focus allow.
obraz

AND/OR
show in chat window with roll results how much focus was applied to this dice.

obraz

weapon bonus - apply only when used to attack

Now bonuses are applied always when item is active. And this is ok for items. But there are abilities which give character static step bonus to melee/accuracy/defense and/or static bonus dices when character make an specific attack, for example character which fight dual weapons will have AMBIDEXTROUS-always will have 1 bonus dice and RELENTLESS ASSAULT - always will have melee +1 step.

Have it you can create 2 weapons , one when you use dual, and second when a single weapon is used. We will have a flexibility. This will be much easier then change each time melee and input bonus dice value.
I know that now item can be activated/deactivated but in my opinion it is unnecessary clicking/checking and the bonus dice cant be now added to item.

Maybe solution will be add second bonus tab (Attack bonus) with
attributes(body,mind,soul)
abilities(melee,accuracy.defense)
bonus dice

or just add checkbox to current bonus tab which will mark that this bonus will be applied only when used to attack (bonus dice have to be added to this tab).

[Branch UI] Opponent Part in Combat Dialog is not filled correctly

The Values for a Targets armour and defense are not set in the dialog even when using the target function :
image

By default the Target Armour should be filled with the targets current armour or 0 if nothing is targeted. Currently the field is just empty.

By default the Target Defense should be filled with the targets current defense or Good (3) if nothing is targeted. Currently the field is always set to default.

[Branch UI] UI Elements become transparent once popped out

image

On that Note the Font for Character Names really doesn't work with a dark background and isn't easy to read then.
That also means it doesn't play nice with UI themes Modules that usually use a dark background for the Foundry UI elements

Bonus damage field in combat roll window

In combat roll window under bonus dice it will be nice to have bonus damage field.

There are monsters traits and other situation which give you, but not always, extra fixed damage, example: if you hit undead add +2 dmg or weapon/spell will have extra damage if circumstances are met.

Spells/Miracles don't apply Damage or include "Overcast" attribute

When rolling for a Spell or Miracle effect, there is no functionality for automatic calculation of Damage or usage of the "Overcast" attribute for the Spell/Miracle.

Request: Add a "Damage" stat to the Spell, and allow it to include modifiers to account for overcasting, as per weapons (ie 1+S).

image

Manual change attacker melee/accuracy during attacker attack roll

There are talents (like BLOOD FRENZY or PATIENT STRIKE or BATTLE RAGE) , spells etc. which increase attacker melee/accuracy by "X" step usually for 1 round. But there is no possibility to do it quick during a combat roll. We can only manipulate target defence.

Proposition: add additional field with attacker melee or accuracy (which can be changed for this roll like for defence) for a weapon roll which will be determined by skill chosen in roll window. Melee/accuracy label and value have to be dynamically changed when skill in roll windows is changed(as example for axe which is a melee weapon but you can throw it )
ballistic skill -> Attacker accuracy
weapon skill -> Attacker melee
obraz

Quick Mettle manage during combat

Mettle is the most used attribute during a combat which have to be changed after each additional action/attack and there is no easy way to manage(now you have to go to character sheet and edit current value). GM also can easy check how much mettle everybody have in this point of combat. End in the new turn everybody, who have at least 1 total mettle, regain 1 mettle.
Maybe it can be solved in better way....

Propositions:

  1. add third attribute bar for current Mettle quick manage
    obraz

  2. Add Mettle to encounter tab. Rules:

  • visible only for MG
  • display current Mettle/Total Mettle on bar for every player/NPC even for these which have total Mettle 0. Can happened that Mettle will be granted to character with total Mettle 0 as temporary effect during current combat and modify character sheet make no sens.
  • "re-fill" Mettle button (manage by MG only) will add 1 Mettle for every one(defeated excluded) who is on encounter list and have total Mettle 1 or more. Using "re-fill" button cant go with current Mettle value over total Mettle
  • Plus button beside current Mettle value field on bar should allow add mettle over total Mettle (short temp special effect from spell or something else, useful during this turn/combat and not important letter so the is no sense to modify character sheet). I know that these +/- button dont look great but clicking button is much faster then mark the value and input new value from keyboard. Maybe drop list with values 0-7 will be better ..i dont know. But manage Mettle on encounter tab will be much faster for GM then edit value like in point 1(which also will be available for GM and players)
  • When encounter list is cleaned, all player character should have set current Mettle equal to total Mettle and the same for all other NPC on list.

obraz

Edit:
I see that Mettle can be displayed on bars from point 2 but cant be modified there.

[UI] Custom XD6 roll and custom damage.

Custom XD6 roll - it will be good to have possibility to just roll 1d6, 2d6, Xd6 from example from chat window directly without any other features.

custom damage - just send to chat custom damage value. Then it can be easily applied to tokens: Push the value to chat, select affected tokens and applied to all in the same time. This will required 2 fields: damage value(entered manually), ignore Armour.
Use cases: hazards, blast, spread, monsters traits/spells/miracles affected zone,

Initiative rolling not functional in Combat Tracker

"So far, the biggest problem I have is that tokens added to an encounter don't roll their initiative when clicking on the roll initiative button. I think this is a .7.8 problem, as the option to either use initiative RAW, or Initiative +1d6 or +2d6 has been removed."

  1. Open Combat Tracker
  2. Add tokens to Encounter
  3. Select "Roll Initiative" button for any character
    Bug: Roll button non functional

image

Source: Copied from Age of Soulbound Discord chat https://discord.com/channels/658075953590697984/788867933978755123/790528401286889473

[FeatureRequest]

Please implement a means of creating Weapon and Spell macros by dragging the items from the Character Sheet to the Quickbar, basically replicating what would happen if you roll either from the character sheet.

Success values don't have a method of applying Focus values

Rolling against a DN with a Focus value doesn't apply the Focus rating to the successes, and doesn't allow any manual way of doing so to modify the result.

Request: When the dice are rolled, if a player has a Focus rating, being able to select a Dice result and increase a D6 result up to the number of Focus available.

image

[Branch UI] Sidebar Theme renders some Text invisible

Opend Black Folders :
image

Foundry Version Information :
image

Volume Controls :
image

Compendiums :
image

Combat Tracker :
image
Less Pronounced with an Encounter present Visibility especially of icons is still pretty bad :
image

In Essenz the Sidebar needs to be significantly darker.

Token's third stat value unclear / non functional

When right clicking on a token, there is a third stat value that can be entered that doesn't appear to be functional. There is a small chevron attached to the field, but no context menu.

Bug: Updating this value has no functionality in either the Combat Tracker or the Character Sheet
Request: Add a tooltip to this icon

image

[UI] cant make a roll

player not able to make a test:(after roll button pressed window is closed but the is no results in chat, I set to have at least 1 dice in pool )
-weapon roll

NPC not able to make a test:(after roll button pressed window is closed but the is no results in chat, I set to have at least 1 dice in pool )

  • weapon roll
  • skill roll
  • spell/miracle roll

[Branch UI] Speedfield is again a simple text field

The Speed Field has been broken up into two drop down Fields for Ground and Flight Speed where the user could select a actors respective speeds. The rework has returned that to a simple text field where anything can be entered

[UI] Spell roll - cant roll

Also here has tu be changed in dialog.js
export class PowerDialog extends RollDialog {
static async create(data) {
return new Promise(async (resolve, reject) => {
const html = await renderTemplate("systems/age-of-sigmar-soulbound/template/dialog/spell-roll.html", data);
return new this({
title: data.title,
effects : data.effects,
content: html,
buttons: {
roll: {
icon: '',
label: game.i18n.localize("BUTTON.ROLL"),
callback: async (html) => {
let testData = this.extractDialogData(html)
testData.itemId = data.power.id
testData.dn = {
**difficulty : parseInt(html.find("[name='difficulty']")[0].value),
complexity : parseInt(html.find("[name='complexity']")[0].value),
**_
name : data.power.name

doom apply - variants

There is no support for apply doom level. Doom can be added to:
mettle -> 1+doom
toughness -> 1+doom
armour ->1+doom
weapon/spell damage -> normal damage+doom

So maybe there is possibility to take Doom from party sheet and apply.
For me the most easier way to quick config this is add it, maybe on stat tab on the right site of skills list, a check boxes which will apply doom and you will have all in one place to it will be much faster to check/change it.

I assume that UI branch will be a master in the future so it can look like below. If you mark checkbox the chosen "thing" will be recalculated in "doom way".

obraz

Items - active aetheric devices item always show as weapon in combat tab

there are devices which have to be active but should not be added to combat tam as a weapon.
example
Basic aether-rig - active add 6 energy(capacity) but it is also appear in combat tab as a weapon because we always have to choose category melee or accuracy.

I dont know how it is connected but maybe it will be enough to add third category - NONE. and devices witch category NONE will not show as weapon.

Roll Party-Sheet Items into one.

image

Problem

All items on the party sheet are currently distinct items. Allies have their own item, Rumours have their own item etc.
All these items only have a discription and a state to tell if something applys, with poor visibilty on the icon to boot.
From a Data Perspective these items are identical, they only differ by Usecase.

Solution

Create a single item with different subcategories for each existing type.

Enhancements

Dragging an NPC on the party sheet should create an ally or enemy entry. On drop show a dialog to ask wether the item should be created as an Ally or Enemy. Set the Item titel to Actors name, leave the discription blank for the GM to enter. Or include that in another dialog.

Rumour, Fears, and Threats have a relationship to each other. While running a campaign Rumours provide forshadowing of events to come. After each Adventure at the GM discretion a Rumour escalates to a fear, Acting now as an Adventure seed.
If the Players do not resolve a Fear after an Adventure, it escalates further into a Threat causing Doom to increase and creating consequences in the World.

Currently there is no easy way to escalate any of these three types. One has to create three distinct items with the same text and titel. Create a method to change the category of rumours to fear and from fear to threat

Initiative value not updating in Combat Tracker from Character Sheets

When using the Combat Tracker, tokens linked to Actors with Character Sheets don't populate with base or fixed Initiative values.

  1. Open Combat Tracker
  2. Add a Token linked to a Character Sheet actor that has an Initiative value set
    Bug: All base initiative values are set to 0

image

Note: This may be a knock-on of #1 as the basic system is not functional currently.

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