forien / foundryvtt-forien-quest-log Goto Github PK
View Code? Open in Web Editor NEWThis module provides comprehensive Quest Log system for players and Game Masters to use with Foundry Virtual Tabletop
License: MIT License
This module provides comprehensive Quest Log system for players and Game Masters to use with Foundry Virtual Tabletop
License: MIT License
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.
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:
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
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 ;)
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.
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.
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)
Second screenshot to show what draggable handles are
Browser:
Foundry Version:
Game System:
I'd like to see links (i.e. @item[Item-Name]) working in all text boxes, including objectives.
have some kind of visual indicator for quest rewards to indicate that they are abstract and cannot be given directly to players.
Need to wait for Foundry VTT version 0.7.0 and appropriate Hooks.
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.
My suggestions are:
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 ๐
A way to hide quest objectives by default and revealing them one by one as the players continue to progress in order to not spoiler them up front would be very great.
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.
#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.
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 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.
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:
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
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
Foo "Bar"
"Bar"
dissapearedExpected behavior
It should keep the text
Foundry Version: v0.6.3
System: D&D 5th
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.
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.
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:
Expected behavior
Should be able to see splash art and givers.
Foundry Version:
.6.4
Game System:
Pathfinder 1E
Additional context
Add any other context (like other modules installed) about the problem here.
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.
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.
When hitting "Show Players" , rather than show notification to players that they don't have permissions to see the quest, show the GM.
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 ๐ you could listen for the .dark-mode class, which is attached to body)
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?
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
Expected behavior
All text in the field should be there when editing.
Screenshots
Before:
After clicking on the Quest title field:
Browser:
Chrome
Foundry Version:
0.6.2
System:
Foundry running on debian 10 buster, nginx as reverse proxy.
Client on Windows 10
be able to use a Compendium ID or Actor as a quest giver
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:
Expected behavior
The quest log to open
Screenshots
If applicable, add screenshots to help explain your problem.
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)
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)
Sub quests are usually offshoots that often have mission spoilers, so it would be nice if you could "hide" them as tasks.
Describe the bug
Players can see hidden tasks number on the quests list
To Reproduce
Expected behavior
Players should only see the number of visible tasks
Foundry Version: v0.6.3
System: D&D 5th
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.
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?
Could we get a penalty category similar to rewards.
I mean, is it needed?
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