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A Foundry VTT game system for LANCER RPG.
License: GNU General Public License v3.0
This project forked from eranziel/foundryvtt-lancer
A Foundry VTT game system for LANCER RPG.
License: GNU General Public License v3.0
The bonus id should probably be a selector
It should be less hideous, also.
Many talents/systems have them.
See the Pilot.Counters
getter or the Mech.MechCounters
getter.
Issue:
Reproduce:
The gear will still be deleted. Even worse, closing the sheet seems to sometimes save this invalid state. Pretty wacky!
I'm not overly concerned about the loadout issue - more concerned about what other side effects this might be having.....
Or at least make them work with the new model
Selectors and range/damage displays are obvious examples of these, but there are undoubtedly more.
Specifically:
Escalated priveleges would likely be needed to import items from compendium / create new actors.
I recommend we copy Bolts' method
Can't just use mystery-man for everything
This will drag along required deployables or integrated equipment on frames. Nifty!
This will be done on the machine-mind side. Noted here so people are aware this is on the agenda
Consistency is key, and I detest the fragmentation of the other two. See existing uses of activate_general_controls
for reference.
NOTE: The current calls to bind gen-control assume modification of a compcon item.
In order to have it instead just call .update, use a different class (e.x. dat-gen-control
), and also bind on that class with a call to .update as the commit callback.
I messed it up pretty bad. Again, this is just UI
If you click it too many times it just keeps going. The display is bounded, the value isn't.
No other way to add them, really. There should NOT be a "+" button - if the user wants to make up their own tag, then they should make an item of it.
Oh god oh fuck it works and I hate that it works
Validate that mounts aren't over capacity, wrong size, etc.
The WeaponMount.validate() function should accomplish this - simply becomes a matter of displaying it
What is NOT checked for currently in validate function is whether there exists a bracing mount for a superheavy. That is todo
It too goshdang big for most usecases
I will admit I don't really know how tokens work, and thus have no idea if bonuses and stuff will properly extend to unlinked actors.
E.g. level up pilot -> re-prepare/render any mechs piloted by that pilot, and similar things for deployables and stuff
They are all currently disabled
The effect model got 100% junked, so this'll need to be redone basically in its entirety
It's a value on MechLoadout so just display that
Like, dear god please someone who is good at css please help my family is dying
See mech sheet for reference.
Shouldn't be too different than how we drag things normally.
At present, machine mind support for npc's is pretty undeveloped. Seemed a waste when it is likely to be refactored soon. In the meantime, it might be good to do the following for the time being:
actor.data
instead of machine mind for the time being.Alternatively, we yolo it and make our own model. this shouldn't be purely my decision
Do as title says. Tons of work got put into making those AOEs, would be a shame to see them go to waste
Seems like these should be draggable as macros, maybe?
If you have too many items you can't equip ones at the bottom. How embarassing!
This might be a little galaxy brain, admittedly
There's a lot of utility here, actually
For one, the ref just looks like shit currently.
But beyond that, each manufacturer has fields for color. This could be used to style the item sheet!
I might've already done this.
Would be useful to show these for anyone interested in combat automation
Resetting mounts should also add integrated mounts as befits the pilots core bonuses/the mech.
Not too huge a deal, as they come in on import/could be created manually
Provide mechanism to select which mechs to import (active? all? provide checklist somehow?)
Provide mechanism to enable/disable deployable import
Maybe more
I made them have bonuses and stuff, but unsure if that was a good call. Seems fun though? We'll see.
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