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Warhammer 40,000: Imperium Maledictum roleplaying game system for Foundry Virtual Tabletop

License: Apache License 2.0

JavaScript 67.85% Handlebars 27.78% SCSS 4.37%

impmal-foundryvtt's Introduction

Warhammer 40,000 Roleplay: Imperium Maledictum

The official system for playing Warhammer 40,000 Roleplay: Imperium Maledictum on Foundry VTT. Created by Moo Man.

Install

  1. Go to the setup page and choose Game Systems.
  2. Click the Install System button, find Imperium Maledictum in the search feature, and click install
  3. Create a Game World using the Imperium Maledictum system.

See Environment Setup for instructions on how to build the project for development purposes.

Official Modules

Special Thanks

  • Cubicle 7
  • Games Workshop

Environment Setup

If you want to contribute to system development, clone the project to any folder to begin setting up your environment

1. Install Dependencies

npm install

2. Configure your Foundry Data Path

Copy and rename example.foundryconfig.json to foundryconfig.json and change the path property to your Foundry's Data location

3. Build the project

npm run build

This will build the project into the location specified by the path property in step 2, which provides a working system that Foundry can use.

Related Websites

Join the community

If you want to be more involved in development, test latest features, or provide more feedback, you can always join my Moohammer Discord Server. Alternatively, I'm very active on the Foundry Discord Server, just stop by the #warhammer channel!

Licence

Apache License 2.0

impmal-foundryvtt's People

Contributors

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impmal-foundryvtt's Issues

Showing damage on a weapon roll

Is your feature request related to a problem? Please describe.
I'm super frustrated when I roll attack on my Lasgun and it shows the success level but won't show the damage. I always need to do mental maths to figure out that the damage is 6+SL = 6+2 = 8.

Describe the solution you'd like
The damage should be shown in the card
There should be an option (like in the demo) to apply damage to selected tokens

Additional context

image

Ranged (Pistols) skill specialisation not applied to Pistol - String mismatch between weapon type "Pistol" and suggested specialisation "Pistols"

Ranged (Pistols) skill specialisation not being applied to weapon skill calculations.
String mismatch between weapon type "Pistol" and suggested specialisation "Pistols"

To Reproduce

  1. Give a character specialisation in Pistols and advance it to +5
  2. Give the player any Pistol and equip it
  3. View equiped weapon through the Combat tab to see its skill
    Result - your Pistol uses your unmodified Ranged skill

Note: worked around it by editing the specialisation to be "Pistol" instead of "Pistols" - skill was correctly calculated after that.

Screenshots
Weapon Type - Pistol
image
Skill Spec - Ranged (59), Pistols (64)
image
Result - Pistol (59)
image

After workaround
image
image

Version Numbers
image

Thanks for your work

Effects and Scripts Cheat Sheet

I will fully admit to being relatively inexperienced with the intricacies of Foundry, so maybe this is a resource found elsewhere, but a Compendium entry on the basics of creating our own custom Effects and Scripts for the IM module specifically would be nice. I'd love to actually have Effects I create confer things like Advantage or Disadvantage, but I have no idea how, and a in-game reference I could pull up would greatly improve the QoL of the game(s) I run.

Premium Core Rulebook Module Critical Wounds Tables Incorrect

Describe the bug
Some of the rolltables in v.1.0.3 of the Imperium Maledictum Core Rulebook module are weighted incorrectly. Each of the Foundry VTT tables entries is weighted equally, whereas in the print rulebook, as well as the pdf copy I have (updated 24 March, 2023) each Critical Wound table (pp. 359-362) includes some effects with a higher probability than others. One such example is provided in the screenshots below.

To Reproduce
Open a Critical Wounds table from either the rolltable tab in Foundry or the pertinent compendium and compare to the printed source

Screenshots
image

image

Version Numbers
Foundry v11.315, System v1.3.1, Core Rulebook module v1.0.3

routePrefix Filepath

Describe the bug
Absolute filepaths don't work right with web roots/routePrefix. Relative filepaths work fine.

To Reproduce
Make use of Foundry while using the routePrefix option.

Screenshots
image

Version Numbers
Foundry 11.312; ImpMal System 1.2.0; ImpMal Rulebook 1.0.2

Unclear SL value in the dialogue when you have an ActiveEffect that modifies SL

Describe the bug
When you have an ActiveEffect that modifies SL, e.g. Psy Focus, when you do a test you see the following:
image

If my GM gives me an extra SL, I tried changing it to 2:
image

When select field is out of focus, SL changed to 3:
image

The UX could be more optimal, as it can currently cause confusion and if you're not paying attention then you'd roll with a too high SL than intended.

Version Numbers
Foundry: 11.315
IM: 1.3.1

Impossible to load scene

When I activate a scene, the loading stop at 56% and hang. Only fix is to reload foundry is safe launch mod which disable all modules.
The scene is a default scene with a background image jpg hosted on my foundry server. No other setting was modified apart from load an image as background.
I can properly use the warhammer fantasy version of your system on the same setup.

Foundry infos :
Foundry Virtual Tabletop: Version 11 Stable, 11.315
Game System: impmal, 1.0.1
Active Modules: 2
Performance Mode: 2

OS: Windows NT 10.0; Win64; x64
Client: Mozilla/5.0 (Windows NT 10.0; Win64; x64; rv:120.0) Gecko/20100101 Firefox/120.0
GPU: ANGLE (NVIDIA, NVIDIA GeForce GTX 980 Direct3D11 vs_5_0 ps_5_0)
Max Texture Size: 16384

No viewed scene

Actors: 4 | Items: 15 | Journal Entries: 0 | Rollable Tables: 0 |
Playlists: 7 | Compendium Packs: 1 | Chat Messages: 20

Zones throw an error when applying their traits to tokens within them

Describe the bug
Zone feature with shapes does not work as intended. Creates error messages in console log, tokens do not benefit from Zone features (such as cover). This bug was reproduced on clean slate worlds with no modules enabled.

Uncaught (in promise) TypeError: effects is not iterable
at ZoneHelpers._combineTraitsFromEffects (impmal.js:1881:27)
at ZoneHelpers.zoneEffects (impmal.js:1847:14)
at ZoneHelpers.checkTokenUpdate (impmal.js:1991:50)
at Object.fn (impmal.js:13437:21)
at #call (foundry.js:730:20)
at Hooks.call (foundry.js:712:38)
at #preUpdateDocumentArray (foundry.js:13674:44)
at async ClientDatabaseBackend._updateDocuments (foundry.js:13449:22)
at async TokenDocument.updateDocuments (commons.js:8001:23)

TypeError: Failed data preparation for Actor.. Cannot read properties of undefined (reading 'total')
at SkillModel.computeTotal (impmal.js:5953:46)
at SkillsModel.computeTotals (impmal.js:5914:22)
at CharacterModel.computeDerived (impmal.js:6045:21)
at CharacterModel.computeDerived (impmal.js:6670:15)
at ImpMalActor.prepareDerivedData (impmal.js:4268:21)
at ImpMalActor.prepareData (foundry.js:14212:12)
at ImpMalActor._safePrepareData (foundry.js:14187:14)
at ImpMalActor._initialize (foundry.js:14015:19)
at ImpMalActor.updateSource (commons.js:7271:35)
at ImpMalActor._preCreate (impmal.js:4102:14)

To Reproduce
Create shape, add Zone feature (Such as cover, etc).

Version Numbers
Version 1.0.0

Roles seem to be bugged in character creation.

I was making a character for a campaign and noticed that the talents given by their role were taking away from the character EXP pool, this included advances and so on. I dived into it to try and see if it was a problem on my end and discovered that the role talent trees were blank, they were not displaying any names.

I had guessed that when the role was inserted into the character sheet the user was meant to be prompted with the choices of what advancements they will take and so on, but even if that were not the case, at least on my end, the roles seem to be totally broken.

I have tried this on both versions of foundry. v11 and v12.

Screenshots
image

Version Numbers
Tested on both v11 and v12 Build 330.
This is using Imperium Maledictum 1.3.1
There were no extra modules installed outside the Core Rulebook Module.
image

Cover system - status effect implementation - QoL feature

Hi there, first of all thank you for your hard work.

It would be amazing if there was a Status Effect added for Light, Medium and Heavy Cover that would increase the character armor in all locations by +2 / +4 / +6 respectively as per the core rules.

Perhaps it could have 3 boxes next to it similar to the other status effects so that players can manually toggle their cover, as well as have 3 little icons on the token itself to add the different levels of cover. Cover bonuses should not be able to stack.

It may be best however, to have the cover type switchable from the "Combat" tab of the actor sheet? That way it saves a player having to switch between tabs as often?

The reason im requesting this feature is so that the automatic application of damage from the combat rolls in the chat bar takes the cover amount into account when calculating damage applied.

Bleeding effect not ignoring armour

Describe the bug
The Bleeding minor effect, which cause 1pt of damage after turn has finished is meant to ignore armour. It does not. Script for effect seems correct to me, but I am a novice.

[Feature] Add out-of-combat Purge button

Is your feature request related to a problem? Please describe.
Game mechanics with rolling on the phenomena table is different incombat and outcombat.

Describe the solution you'd like
Have two different Purge buttons.

Additional context
image

Psychic Flood doesn't add its warpcharge gained in the chat output

Describe the bug
Psychic Flood doesn't add its warpcharge gained in the chat output

To Reproduce
Use a power and have the Psychic Flood talent. In the screenshot situation I'd have expected a higher "Warp Charge Gained" value, so it would also include the Psychic Flood charges.

Screenshots
image

Version Numbers
Foundry 11.315
IM system 1.3.1

Wrong damage in combat

Describe the bug
Damage in combat seems to be wrong. See the screenshot attached
Test character shot with a laspistol (damage 5) and succeeded with +3 SL
Target dodged and succeeded with +1 SL
The chat correctly says it is a +2 attack, but the damage is 8 instead of 7.

Melee combat works as intended, see the second screenshot. (1 dmg from the staff +2 from SB)

To Reproduce
Just attack with a weapon a target and had them dodge.

Screenshots
wh40k_dmg
image

Version Numbers
Foundry V11 Build 315
40K Module V 1.0.1

Effect description in character sheet

Similar to WFRP module it would be great to add each effect description in character sheet which would save a lot of time on searching this in main rulebook. I've raised this in Moohammer discord, direct link below.

image-im
image-wfrp

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