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foundryvtt-forien-quest-log's Issues

Adding a Category to Quests

It would be great if quests could be assigned to a category, so it could be marked as a quest relevant to the storyline, a side quest or someting else.

The category should be visible to the gm and optionally to the players, just as tasks or rewards.

[BUG] Questlog do not renders in gamemaster screen

Module Version: v0.3.3

First, when I tryed to create a new quest, filled all the boxes, it did not do anything. No quests appeared in the log. Then now, when I click in the quest log ad a GM, it do not opens at all.

Don't know how to reproduce the bug. But I looged as a GM in google chrome and it appeared like this:

Screenshot_6

As a player in the host app, I could open the questlog with no problems. As a GM either in the app or in browser, I coundn't

**Foundry Version: 0.6.3 and 0.6.4 (the bug started in 6.3, I download the 6.4 and the bug persisted)

**Game System: Dungeons & Dragons 5e

Pin to map Quest

Hi, I find your module a wonderful way to not only keep track of story objectives but also personal objectives for players.

One feature that would make it even more interactive would be the option to pin the quest (or even the single objectives?) to the map [and when clicked it would open the journal entry of the quest].

Thanks for all the hard work ;)

Feature Request Quest Chains

Would be cool if we could have an overreaching quest with the ability to make subquests inside of it where each subquests might have it's own quest giver and tasks.

To many draggable handles[BUG]

Module Version: v0.4.3

Describe the bug
Gotta admit not sure if bug or styling issue.. Decided bug since its propably an issue inside the code.
image
As can be seen your window has "to many" draggable handles. A window is supposed to have 0 or 1 (i think). Dragging that one onto the canvas results in the entity getting created.
In the case of the quest log dragging onto the canvas doesn't do a thing. So disabling the handles would propably be the best idea (i think)
image
Second screenshot to show what draggable handles are

Browser:

  • Firefox

Foundry Version:

  • 0.6.4

Game System:

  • DnD 5e 0.93

Overflow of players on the "Manage Quest" tab

On the Manage Quest tab when editing a quest, if you got a lot of players like me, they doesn't expand to another column, the instead overflow to the Side Quests part of the window.

image

My suggestions are:

  1. Don't give all that space to the bottom row
  2. Allow the players to expand to another column
  3. Add overflow-y: scroll and max-height: 68% to .users (this is the WORST but is a quick and ugly fix)

They are in order of my personal preference :P.

I want to try to fix it on my own but I don't have much time now, so I'm going to leave this here and if it's not solved by the time I can get some time off, I'll take care of it ๐Ÿ˜‰

Additional tab for "Bounties"

It would be awesome if, in addition to the "On-going, completed, hidden" tabs, we could have a "Bounty/ Job Board" where DMs could post jobs and the players could choose which ones to move to their "on-going" tab.

CSS problem

cssfix

#forien-quest-preview .quest-body .details .tasks-gc .tasks-box .task i.state.fa-check, #forien-quest-preview .quest-body .details .tasks-gc .tasks-box .task i.state.fa-times
Has the following CSS in it.

font-size: 1.6em;
line-height: 1.6em;
margin-top: -0.4em;
position: absolute;

I suggest either removing the position or set it to relative. It causing this weird floating css issues.

Edit reward

As it is now, a reward or task can't be edited once added. So the only option is to remove the entry and remake it.

Suggest a way to edit the text, by clicking it to allow changes to be made by the GM

Indent sub quests

Indent the sub quests under their quests in the main display. Would also be cool to have the main quest collapsible to show/hide its sub quests.

Allow creating entity links in Objectives by dragging entities onto inputs

Module Version: v0.4.4

Describe the bug
Once a quest has been created, it is impossible to edit a task to add a link to an actor, journal or item entry. The task leaves the edit mode once the focus leaves the dialog when we attempt to drag/drop the entity on the task.

To Reproduce
Steps to reproduce the behavior:

  1. [Optional] Submit any new quest to the quest log.
  2. In the Quest Log, click a quest to open the quest details dialog
  3. Add an objective, which will reference an actor, ex. "Find X".
  4. Click on the Actors tab
  5. Find the actor X
  6. Drag and drop actor X to the task
  7. Nothing happens.

Expected behavior
On step 7, actor information should be added to the task it was dropped on.

Foundry Version: 0.6.4 Electrum

Game System: dnd5e

[BUG] Using double quotes on a quest objective makes the text after it dissapear

Describe the bug
If I create an objective for a quest with the name Foo "Bar" and then edit it again, it will change it to just Foo

To Reproduce

  1. Create a quest
  2. Add a task with the name Foo "Bar"
  3. Edit the task
  4. The text "Bar" dissapeared

Expected behavior
It should keep the text

Foundry Version: v0.6.3

System: D&D 5th

Simpler way to link quests into rich text environments

Thanks for adding the @Quest[id] and @Quest[title] formats. It would be great if you could add support for dragging a quest into a rich text box as a quick way to add the links.

I've added a (very rough) PR #42 to make it easier to view the appropriate quest id text.

Allow Secret text in description

when adding secret text in the quest information tab (the one the players see), the secret text vanish when saving

reason for secret text is to keep some information from the players until they reach certain steps in the quest. And instead of then adding the information, having the secret text be revealed would be quicker.

Improve button placement

Please put the Quest Log button on a separate row so it doesn't break the other buttons in that window:

image

Issue/Feature request: Quest giver actor tweaks

Feature request: After a quest has been created it would be nice to be able to change the actor associated with it.
Issue: The artwork image version of the actor can get squashed if the original artwork has non standard aspect ratio.

example of squish:
image

Normal artwork on char sheet: (Tidy5eSheet)
image

[BUG] Players and GM cannot see quest givers or splash arts

Module Version: v0.4.4

Describe the bug
Neither me nor my players can see splash art or quest givers for any quests.

To Reproduce
Steps to reproduce the behavior:

  1. Go to '...'
  2. Click on '....'
  3. Scroll down to '....'
  4. See error

Expected behavior
Should be able to see splash art and givers.

Screenshots
https://i.imgur.com/9QWK1ms.png
Browser:
Chrome (me) and Firefox (player)

Foundry Version:
.6.4
Game System:
Pathfinder 1E
Additional context
Add any other context (like other modules installed) about the problem here.

Allow players to edit select details

I'd like to allow my players to be a bit more self selecting with quests, however if I hand over the ability for them to edit quests then they have full reign to do whatever.

I'd appreciate there being a middleground where they could accept from and perhaps junk the available (sub)quests on their own.

Clickable Rewards

Currently it is possible to drag items as a reward into the quest. Unfortunately there is no option to show the item sheet e.g. via clicking on the reward.

Dark Mode issues

image
The module does mostly work flawlessly with Stryxins DnD5e Dark Mode, but the side tabs of the quest log are not really readable as shown in the screenshot attached.

(though its not default fvtt i'd wish it to be more compatible ๐Ÿ˜… you could listen for the .dark-mode class, which is attached to body)

Unspecific Quest Giver

Not all quests come from an NPC and not every NPC needs an Actor assigned. How about a default option with a Placeholder (or selectable) icon and manual name input when creating quests that aren't directly connected to a person?

[BUG] "Quotes" in quest names and objectives do not load correctly on re-focus

Describe the bug
Text in single-line, editable fields (Quest Name, Objective) do not re-load correctly if the text contains a double quote character.

To Reproduce

  1. Creat a Quest Title or Objective with quotes, for example:
    Go talk to Jimmy "The Greek" Boneswaggler
  2. Blur the field (click elsewhere). Notice it looks correct.
  3. Focus the field (click on it) again.
    Notice that everything from the first "double quote" on is lost. For example:
    **Go talk to Jimmy **
    Note that it would even preserve the whitespace at the end. I'm guessing there's some input sanitization going on that's dropping potentially malicious input. Good idea. :)

Expected behavior
All text in the field should be there when editing.

Screenshots
Before:
image
After clicking on the Quest title field:
image

Browser:
Chrome

Foundry Version:
0.6.2

System:
Foundry running on debian 10 buster, nginx as reverse proxy.
Client on Windows 10

Unable to open the quest log as GM[BUG]

Module Version: v0.4.4

Describe the bug
Trying to opening the questlog for viewing, editing or adding result in nothing happening

To Reproduce
Steps to reproduce the behavior:

  1. Go to 'Journal Entries'
  2. Click on 'Quest Log icon at the bottom of the tab'
  3. Scroll down to '....'
  4. See error

Expected behavior
The quest log to open

Screenshots
If applicable, add screenshots to help explain your problem.

Browser:

Foundry Version:
0.6.4

Game System:
Pathfinder 1

Additional context
Haven't had any issues with opening and editing the quest logs since last foundry update. Only updates I've done since is the mod updates. As a player I can open the quest log and view the quest 'players' have access to, but GM access isn't working.

F12 spit out this error when trying to open the questlog
SyntaxError: An error occurred while rendering QuestLog 4: Unexpected end of JSON input
at JSON.parse ()
at Function.getContent (quest.mjs:367)
at quest.mjs:390
at Array.forEach ()
at Function.getQuests (quest.mjs:389)
at QuestLog.getData (quest-log.mjs:61)
at QuestLog._render (foundry.js:3854)
at QuestLog.render (foundry.js:3824)
at HTMLButtonElement. (init.mjs:72)
at HTMLButtonElement.dispatch (jquery.min.js:2)

Button not working

I just installed the mod, and created an entry or two and clicked the Quest Button at the bottom of the journal page, nothing happens but I found this in the console:

NOTE that only the first click of the button registeres this event any other button presses do not show any errors.

Uncaught (in promise) SyntaxError: Unexpected token < in JSON at position 0
at JSON.parse ()
at Function.getContent (quest.mjs:115)
at quest.mjs:132
at Array.forEach ()
at Function.getQuests (quest.mjs:131)
at QuestLog.getData (quest-log.mjs:31)
at QuestLog._render (foundry.js:3845)
at QuestLog.render (foundry.js:3819)
at HTMLButtonElement. (init.js:34)
at HTMLButtonElement.dispatch (jquery.min.js:2)

Hide Sub Quests

Sub quests are usually offshoots that often have mission spoilers, so it would be nice if you could "hide" them as tasks.

[BUG] Quest tasks number in the list menu shows hidden tasks โ€“ Setting to not count hidden tasks

Describe the bug
Players can see hidden tasks number on the quests list

To Reproduce

  1. Create a quest in progress with two tasks, one of them hidden to the players
  2. The players can see that the quest have two tasks, even when seeing one when they enter the quest details

Expected behavior
Players should only see the number of visible tasks

Screenshots
Player View
image

Quest
image

Foundry Version: v0.6.3

System: D&D 5th

Improve UI when closing without save would lose work

Entering text in the Quest Description field will silently not save if you close the window without saving, resulting in lost work.

This is at least partially consistent with the rest of Foundry, however I think this is incorrect where it happens there as well.

For example, if I open a Journal entry, click "Edit", and start entering some text, then CLOSE the entry without saving - it still silently applies my changes so I don't lose work. (Honestly, I'm not sure if this is default Foundry behavior or I have a Module that does this.)

In Quest Log, if I enter a quest description and close the window without saving, I lose my work, which I did several times before figuring it out. (Even after running two 4-hour sessions, including all the worldbuilding needed, I never saw the "save" icon on the far right of the multi-line text fields until just now.

So - I understand this is kinda how Foundry does it - but others have already recognized it's a good way to lose work, so requesting that Quest Log either auto-apply changes, or prompt the user if they're about to lose work.

Make the 'P' in Progress Uppercase

This is probably a big deal to nobody, but my OCD is driving me crazy. Would it be possible to make that 'P' in the 'In Progress' tab uppercase?

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