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foundryvtt-starfinder's Introduction

Starfinder

This is a game system definition of the Starfinder RPG for the awesome Foundry Virtual Tabletop.

Join the discussion

If you have quesions or just want to chat about all things Starfinder, then join us on the official FoundryVTT discord server here.

Version support table

If you wish to use Starfinder with older versions of FoundryVTT, the following table will help:

  • FoundryVTT v0.5.5 or earlier: The latest supported Starfinder system version is v0.2.2
  • FoundryVTT v0.5.6 till v0.6.6: The latest supported Starfinder system version is v0.5.1
  • FoundryVTT v0.7.0 till v0.7.10: The latest supported Starfinder system version is v0.10.0.0
  • FoundryVTT v0.8.0 till v9.269: The latest supported Starfinder system version is v0.18.3
  • FoundryVTT v9.269 till v9.280: The latest supported Starfinder system version is v0.19.2
  • FoundryVTT v10 and up: The latest supported Starfinder system version is the current version

Please keep in mind the Starfinder system identifier changed with Starfinder system version v0.3 from 'starfinder' to 'sfrpg'. If you have a world older than this version, you will have to update your world.json file to reflect this, or your world will not load.

Installation

  1. Download the current release that is compatible with your version of Foundry VTT from the releases tab. Unzip the files and place them in the data folder for your installation. See https://foundryvtt.com/article/configuration#where-user-data for more details about where your data is stored for Foundry. Make sure to put the files in a folder named sfrpg in the systems directory. NOTE: This is no longer the perfered method of installing modules. Please use the module browser within foundry.
  2. Copy this link and use Foundry's Module manager to install it: https://raw.githubusercontent.com/foundryvtt-starfinder/foundryvtt-starfinder/master/src/system.json

Use

The Starfinder FoundryVTT system works similar to most of the other systems available on FoundryVTT, so if you have experience with FoundryVTT overall, you should have little difficulty using the Starfinder system. There are a few notable differences in the implementation details, either because of the way the system dictates things should function, or because of quality of life changes that have been integrated.

Skills

Skills in Starfinder are more dynamic than they are in D&D 5e. Skills can have skill ranks and other miscellaneous modifiers applied to them. To view more detailed information on skills you can right click on the skill name. This will bring up an edit dialog where you can edit properties. You can also have multiple profession skills, all tied to different specialities or fields of study. You can add new ones by clicking the "Add Profession" button at the bottom of the skills panel. This will bring up a similar dialog where you can specify the linked ability, the number of ranks in the skill, any miscellaneous modifiers that might apply, and the name of the profession or speciality.

Ability Score Increases

Because ability score increases in Starfinder work a little different than other systems, there is an 'asi' item you can add to your character where you select the ability scores to increase. This properly automates on the character sheet in the right order of operations, meaning that personal upgrades or ability score penalties, damages, and drains do not affect your ASI gains. The base ability score box on the player character sheet should include your original, level 1, original, rolled/point-bought/stat-array'ed score, before Race and Theme bonuses are applied.

Inventory

The inventory in Starfinder has a few quality of life features. If you right-click a stack of items it will split the stack in half. If you drop identical items on top of each other, the stacks will merge. If you hold down the shift key when dropping an item, the game will ask you how many of the item you wish to drop. If you drag and drop an item onto another item that can contain it, such as an armor upgrade on an armor, the armor upgrade will be nested under the container.

Combat

Combat in Starfinder can vary from regular, character to character combat, but it also includes vehicle chases and starship combat. To accomodate this, there is a combat type selector underneath your combat encounter when you create it, allowing you to switch combat types.

Modifiers

Instead of the Active Effects, as introduced in FoundryVTT v0.7, Starfinder uses what is called Modifiers, which was built before FoundryVTT introduced Active Effects. The Modifiers system works similar, in that you can specify attributes to modify, along with the amount to modify it by. These amounts can be numbers, but also formula, so for example, "2", "1d6", and "@details.level.value" are all valid values. Finally, you can set a modifier type to be either "constant" or "roll formula". A constant modifier is always active as long as the modifier is enabled, a roll formula will show up on the appropriate roll made, allowing the player to choose what modifiers affect them at that point.

Bugs and Issues

If you have any issues or concerns, please don't hesitate to open an issue on the tracker https://github.com/foundryvtt-starfinder/foundryvtt-starfinder/issues or reach out to us on the Foundry discord server: #starfinder, where the community can help out.

Legal

This game system definition uses trademarks and/or copyrights owned by Paizo Inc., which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This game system definition is not published, endorsed, or specifically approved by Paizo Inc. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Inc. and Paizo products, please visit paizo.com.

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foundryvtt-starfinder's Issues

Spell area details can't map to spells.db

All current spell areas:

  count text
      1 100-ft.-radius emanation centered on you
      1 10-ft.-radius spread
      2 10-ft.-radius spread; see text
      1 120-ft. spherical emanation centered on you
      1 20-ft. radius
      1 20-ft.-radius burst
      1 20-ft.-radius emanation
      1 20-ft.-radius spherical emanation centered on you
      6 20-ft.-radius spread
      2 20-ft.-radius spread centered on you
      1 30-foot-radius spread centered on you
      1 30-ft.-radius burst
      3 30-ft.-radius spread
      1 5-foot-radius burst
      1 5-ft.-diameter burst
      3 60-ft. radius
      1 all creatures in 40-ft. radius burst
      5 cone-shaped burst
      3 cone-shaped emanation
      3 cylinder (20-ft. radius, 40 ft. high)
      1 cylinder (40-ft. radius, 40 ft. high)
      1 emanation with radius of 1 mile/level centered on you
      1 line-shaped burst
      1 one 10-ft. cube/level
      1 one 20-ft. cube/level (S)
      1 one 30-ft. cube/level (S)
      1 one 60-ft. cube/level (S)
      1 one creature or object or one 20-ft.-radius area
      1 one or more living creatures with a total CR of 8 or lower, all within a 10-ft.-radius burst
      2 see text
      1 up to one 10-ft. cube/2 levels (S)
      1 up to one creature/4 levels, no two of which can be more than 30 ft. apart
      1 : You wind up in an area that’s visually or thematically similar to the target area. Generally, you appear in the closest similar place within range. If no such area exists within the spell’s range, the spell simply fails instead.

Current Spell Area value:

{
  "area": {
    "value": null,
    "units": "none",
    "shape": "",  // cube,cone,emnation,etc
    "effect": "" 
  }
}

Suggested patch fix:
Put the full text of the area into 'effect'. We can still use the two word description (such as 'radius 'spread') whenever we only have those.

Create a second text box for 'Short Description' on Item & Actor typed Entities.

We discussed this months ago and never put it here. Just remembered about it, so here goes:

I would greatly value the addition of a second 'Description' box field for Item and Actor type Entities, so that a shorter and more succinctly informative dialogue can be drawn from when posting them as a Chat Card.

As it stands, some Entities have absolutely gargantuan descriptions by necessity. Allowing a second 'short style' description field which the Chat Cards pull from, it would allow you to segregate fast information from full information in a much cleaner way.

This could also be used in a variety of useful ways by players themselves to input any important info they want to mark down as an extra.

Damage Type Values (incomplete feature, suggestion)

Currently, selecting a damage type in an attack roll does not actually affect the output in the chat window at all.
Additionally, you cannot select multiple damage types within a single attack (as is often necessary within the system).

I suggest allowing multiple damage types to be selected per attack, and for the final damage value to be divided between the chosen types as intended.

Lastly, I believe entering a space for an Icon to be used to represent the damage types on output. There's a handful of great ones in the recent game dev icon set I could hand over for the purpose.

Drones have no skills

Maybe I'm just blind and I'm totally overlooking it, but I can't seem to figure out how to get Skills to show up on the Drone's character sheet. Figured I'd post here in case it was a bug. Thanks for all the work you do on this system!

Deleting a skill removes the skill from the sheet permanently with no way to restore it.

If you right-click a skill in your skills list on both the Character or NPC sheets, you get a little popup with some settings to tweak. One of them is a checkbox "delete?". If you check it and submit, the skill is permanently removed from the sheet with no way to restore it. The skill is still listed under "Toggle Skills" on the NPC sheet, but toggling the skill does not restore it either.

No ammo left warning on ammo-less weapons

Analog melee weapons, like the survival knife, cause a yellow "Knife, survival has no ammunition left!" popup. Not the biggest issue since it doesn't stop you from doing anything, but I wanted to mention it.

Quicker way to roll attacks and damage

Currently, if one defines or adds a weapon to a character sheet, in order to roll attacks or damage with that weapon, one must first click the weapon. This posts a link into the chat, with buttons for rolling attack or damage. This means that in order to attack with a character, you first have to open the Actors tab, open that character's sheet, click the weapon you want to attack with, open the Chat tab, and only then click attack. As a GM, this can get rather tedious, and I've taken to just rolling manually with the /roll command instead.

It would be neater if one could directly roll attacks and damage on the character sheet, without having to post a link to the weapon in question in the chat.

This could be achieved by adding attack/damage roll buttons into the "item-properties" box which is added to "item-flexrow" when it becomes "item-flexrow expanded".
This way, one could click a weapon entry in a character sheet to expand it, and then get buttons to roll attacks and damage, and only those rolls would get posted to the chat.

One could also have some sort of "roll attack" and/or "roll damage" button added directly to "item-flexrow", which would then always be visible, but this might look cluttered - especially if one has many weapons on one character sheet.

[Content Submission] CRB classes

Here's the db files for classes and class features. The classes db just replaces the current classes db. the class features needs a new pack in the system json (set to class-features), then that can also be dropped in the packs folder. They should all be linking correctly between sheets.
CRB Classes.zip

Active Feat incorrect chat text

When creating an active feat with a non-combat/non-damage Action Type (such as Healing), the chat flavor text still shows the button for the roll as "Damage", and the subsequent chat for the actual roll says "Damage Roll"

In-app Archives of Nethys SRD Search Tool

Unfortunately, adding direct AONSRD hyperlinks within distributed Foundry mods (even if not for profit) is disallowed by the CUP license.
However, something to serve this purpose is still highly desirable.

I suggest: A Search Tool, similar to Search Anywhere.

It would ideally work to allow users within FVTT to search AONSRD from within the app, the query opening in a new browser tab utilising AONSRD's already-existing Search functions.

The benefits of this is that it would provide are all fundamentally to do with community solidarity, and ease of transition to Starfinder in Foundry for folks coming from elsewhere.
Being the official SRD for Paizo ttrpgs, AON is the device that everyone uses and trusts as a first port of call (outside of the actual books themselves). To keep this connection would make it very comfortable for people wanting to get into Starfinder from elsewhere, and teach good habits to anyone experiencing SF via FVTT as their first.

Additionally, if an Entity's accuracy in an SF compendium were ever called into question then the ability to search it up on AON for clarification quickly and in-app would be very useful.
This kind of thing happens multiple times per session, in my experience. I'm very proficient in the use of the books themselves but not everyone is going to have them, or the time to learn them back to front.

Refactor Starship sheets

Now that Starship Operations Manual is out, it's time to revisit starship sheets and consider a complete refactor.

Unable to add weapons to starship character sheets

There's no option to add entries to the "Weapons" tab on the starship character sheet, and dragging an item from the equipment compendium onto the sheet causes the actor sheet to become un-openable.

Allow the save DC field to take a roll formula instead of it autocalculating it

Hello,

Just an improvment to manage saving throw related to skills or attributes check.

for example on this item

Restraining spinneret
Starfinder Armory p.87

Your hand conceals a rapid-acting spinneret you can use to entangle an opponent with sticky webbing if you succeed at a melee attack against their EAC. You can add your Dexterity modifier to this attack roll rather than your Strength modifier. If you hit, your target gains the entangled condition for 1d4 rounds. Ending the entangled condition requires the target to succeed at an Acrobatics check or Strength check as a move action (DC = 10 + half your level + your Dexterity modifier). Once you have used your restraining spinneret, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately.

And another weapons, amelioration and so one, exist with the same way. Also for some cases, for spell.

It can be a good thing to make this case possible.

We have the same request to manage DC like that => DC = 10 + half your level + your Dexterity modifier (today i can't manage half your level to display the right DC)

Thanks ;)

Starship Shields Do Not Calculate correctly.

under module/rules/actions/starship/calculate-max-shields.js, there is a formula:

const shieldMax = Math.max(Math.floor(data.attributes.shields.max * 0.7), 1);

The 0.7 value should be .25 to correctly calculate the maximum value o the shields divided by 4.

Missing feature: mehanic drones can't have skills

Hello,

All drones come with at least two skills, either through their "Bonus Skill Unit" and through Skill Unit (Ex).

Currently the drone sheet always lists "this drone has no skills available" and there is no way to add them. This might be tied to the fact that modifiers are broken on the drone sheet, see #133

Allow modifiers to affect to-hit and damage rolls

Allowing custom modifiers to add bonuses to attack and damage rolls would allow for more flexible homebrew stuff, and allow for easily toggle-able abilities (for instance, the Solarian's Plasma Sheath)

Modifiers don't work on the Drone Sheet

Steps to reproduce:

  1. Create a drone sheet
  2. Add any modifier either directly on the sheet or through an item or feat. Easy to test is AC.
  3. Notice how modifiers don't change the values they are supposed to modify.

Add better support for multiclass characters

The dnd5e and pf1e systems both add a classes property to the actor data. This is useful for keeping track of class specific values like class level and key ability score. Look into adding similar functionality to starfinder.

[FEAT] Add Quick Roll information to Items & Chat Cards.

Similarly to D&D Beyond or HeroLabOnline, Items could benefit greatly from having their most important information shown upfront on the character sheet without having to dig into the Edit side of things.

For example: Viewing an 'Unarmed Strike' Item under Equipment on a Character Page should display the total To-Hit Bonus for the Attack and the Roll Formula for the Damage (and perhaps also the damage type, in this case 'B' for Bludgeoning).

Spells meanwhile could indicate Range by type 'Short/Medium' etc as well as Standard Save DC.

[Feature Request] Add a better system to track modifiers.

I'm a big fan of the Starfinder by Roll20 sheet on roll20. so I was hoping for a few features to be replicated on there.

In particular, I want to be able, As a Player, add in abilities I can just checkbox to apply to my character. E.G. Damai have an ability that gives them bonuses to skills if underground. in Roll20, I just click a checkbox I made beforehand to add the numbers into the skill rolls.

Another request is more homebrew friendly features. This is a very general request, but an example I have after messing with the sheet. I was seeing if I can modify the CMD for a -4 bonus to the total, but wasn't able to. Or the ability to give extra skill points to players (I'm involved with a game with those homebrew rules)

Lastly, and this is somewhat actually would be important to the SF ruleset. A way to catagorize bonus types, so you cannot stack bonus types that shouldn't be able to.

Thank you for your hard work on this sheet so far. I hope it continues to improve.

Action Economy Management (Hands)

A core part of Starfinder's action economy is what you are wielding in your hands, which is varied by the amount of hands you have and what equipment or feats you have to speed up and drawing/stowing processes.

This system does not currently allow a player to track the use of their hands in a sufficient way.

I would recommend the following:

  • Provide a location on the Attributes page of an Actor Sheet to input the valid number of Hands a given creature possesses.
    Important: Allow that number to be adjusted manually, though default to 2.
  • Provide a location in the Description page of Item Sheets to indicate the required amount of Hands necessary to consider the item Equipped.
    Important: Allow that number to be adjusted manually, defaulting to 1.
  • Provide a location in the Equipment page of an Actor Sheet unique to each Item listing in tickable-boxes of equal number to the Hands-required for the Item to be considered Equipped. Allowing the Actor to display which items they have equipped in a dynamic fashion.

Allow Skill Checks as an Item Output card option.

As titled. There's an abundance of features which include Skill rolls against CR-appropriate DCs but cost Initiative relevant actions (standard, move, etc) and it would be wonderful to be able to include them as Active Features (Items) within a character sheet for easy and clear usage.

Example: Trick Attack as a Feature, specifying the Skill being used (with a +4 Bonus likely via Specialisation) with a shorthand mention for the static DC it targets.
Usable with its own clearly defined Chat Card when you click the 'Attack' or 'Damage' button (where distinct). Perhaps if necessary call it a 'Use' Button.

Weapon capacity not decreasing when attacking

When making an attack with a weapon that has charges programmed and usage set, the capacity does not decrease in the character sheet. When the attack occurs, it shows the ammo decrease in the chat window, but it isn't saved and actually reflected in the owner's sheet. Subsequent attacks always show the initial charge less the attack. v

Example:

Created Azimuth laser pistol, capacity 20 / 20, usage 1 / 20 (or 1 / blank, or anything you want for testing purposes)
Assigned item to player.
Player makes attack.
Text in chat shows 19 / 20 charges.
Character sheet still says 20 / 20.
All future attacks show 19 / 20.

Add AON Link Button to All Entities

I believe a very important step to creating a system for a Paizo game is to take full advantage of the OGL, and the officially-supported online SRD.

To accomodate this as best possible, there should definitely be a Source hyperlink which takes you to the Archives of Nethys SF SRD for any Entity that possesses one.

Ideally, the current 'Source' category should be specify the page number of the source in addition - but also by a hyperlink that takes you to the AON SF SRD page of the item (which discloses the specific source page as well).

The sooner this can be done, the sooner a fully comprehensive compendium can be created and most easily maintained by any end user.

Invalid items allowed on starships

Items that aren't meant to be used by a starship are allowed to be added currently. There needs to be a check to make sure that the item being dragged onto the ship is an allowed item type.

Weapon View should list only existing properties when in view mode

When viewing a weapon (and not in edit mode) we should see only the viewed properties. So when viewing "Weapon Details" under "Weapon Properties" for the Advanced Autobeam Artillery you would see only the applicable terms (Which would ideally have a mouse linking to or explaining the term):

Advanced Autobeam Artillery:
Weapon Type: Heavy Weapon
Weapon Properties: Two-handed, Automatic

Hyperlinking text with certain formatting in HTML Text Fields does not display correctly - Picture Inside

As titled. Currently when you use certain text formatting within descriptions it will break the links and throw out the formatting entirely when viewed outside of the Edit box.

Edit Box: https://media.discordapp.net/attachments/526670777941229570/728869576044970004/unknown.png?width=830&height=512
Result: https://media.discordapp.net/attachments/526670777941229570/728869636472307730/unknown.png?width=789&height=515

[Content Submission] Spell Lists and a few mistakes

rules.zip

I linked all the spells on the Mystic and Technomancer Spell Lists. I added remaining spells that were in the sfrpg system to the list with short descriptions from aonsrd.

I also found a few spell mistakes while going through them.

Missing Spells: Detect Tech; Dismissal; Resistant Armor, Greater.

Incorrectly Assigned spells:
Modify Memory - Should be Mystic and Witchwarper
Grave Words - Should be Mystic and Witchwarper
Dispel Magic, Greater - Should be Technomancer, Mystic, and Witchwarper

NPC sheet, every attack seem to add STR mod, even ranged

image

I set up a small arm weapon attack for my NPC, and it will always use the STR mod if I leave the Ability Modifier empty. By default ranged attacks should use DEX mod, and also when making NPCs, typically we don't add the ability mods to attack rolls. We add a custom attack bonus that we pull out of per CR bonus chart, and this bonus is independant of the ability MOD, as opposed to PC who are governed by it.

When looking at the formulae in the screenshot, it's mistakenly adding @abilities.str.mod to any attack roll.

What we need : a field in the Ability Modifier named NONE. I need the option to add none of the ability modifiers and leave that decision to me and my custom made attack roll bonus.

Thank you for your hard work,
Sincerely,
Jules

Add dynamic modifier system

We need a way to add modifiers to actors that is simple and dynamic. This needs to allow setting a "type" to the bonus so that only the highest modifier of a type is added, etc...

Installation issue

Hey, glad someone has been working on this!

I tried downloading and installing your module on my Linux install of FVTT 0.4.3. I have the files in the starfinder folder under modules however Step 2 I'm getting "Incorrect manifest file https://raw.githubusercontent.com/wildj79/foundryvtt-starfinder/master/system.json for module installation. Requires module.json"

I'm not a dev but have a fair amount of IT experience. Not sure if this is a FVTT issue or specific to your module.

Adding notes to items or starship sheets breaks the avatar image

Adding text to the notes section on a starship sheet causes the avatar image of the sheet to break.

Adding text to an item breaks the image on the item.

This might be caused by VTTA tokenizer, but I am unsure as I haven't had time to extensively test - setting the image again fixes it.

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