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

License: Apache License 2.0

JavaScript 64.57% Handlebars 30.62% SCSS 4.82%

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impmal-foundryvtt's Issues

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.

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

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

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

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

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.

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

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

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