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foundryvtt-shadowdark's Issues

Closed Alpha testing

Please leave a comment if:

  • you have prior experience with foundry

A few things we want tested:

  • dice rolling
    • does it make sense, does it fit the purpose?
    • is there usecases not fulfilled?
  • sheets
    • how does the sheets work?
    • should we modify something?
  • localization
    • does the system work with the supported languages?
  • compendiums
    • are the compendium items correct?

Please also comment with what you'll focus on!

Usability Improvement: the plus in front of the Talents sections is confusing

There are software tools that use the plus in front of a section to expand collapse the section. Here, it adds a new talent. This happened to me several times by accident.

Suggestions:

  1. Move the plus to add a new talent to the end of the section header
  2. Have a way to collapse the talent sections on the tab Talents (sections are Ancestry, Class, Level)

Bug: Collected Compendia Typos

  • Longbow costs 9gp, should be 8gp

  • Shortbow has Range set to "Close" (should be "Far"), 1d6 2H damage (should be 1d4), and is missing the actual 2H property

  • Multiple backpacks all cost 0 slots. My understanding is the first one's free, subsequent backpacks are 1 slot each. Perhaps the Free Carry rules haven't been implemented yet?

  • I think it makes more sense for "Flask" and "Bottle" to be two separate items, even though they are functionally identical. My character is carrying a flask or a bottle, not a "flask or bottle."

  • Spells with a duration of days or real time (Light) just have "--" in the Duration field. Is this intentional? I think the UX would be better if there was actually a "Days" option. And maybe "Special" instead of "--" for spells like Charm Person or Light that have unusual/variable durations.

  • The Alarm spell description includes an extra paragraph from Alter Self that should be removed. That same paragraph is missing from the description of Alter Self.

Feature: Scroll Creation

Dragging a spell to the inventory should create a spell scroll instead of adding the spell to the actor.

Feature(dice): Advantage parsing due to Talents

Why?
Some talents give advantage on rolls, such as:

  • HP rolls
  • Spellcasting Checks (Magic Missile)

How?
Introducing something like this in the DataModel could be read from the Dice mechanics and apply advantage automatically:

{
  system: {
    talents: {
      advantage: ["hp", "spellcast"],
      weaponMastery: ["whip"; "bastardSword", "longbow"],
      meleeAttackBonus: 4,
      meleeDamageBonus: 2,
      rangedAttackBonus: 1,
      rangedDamageBonus: 2,
      spellcastingCheckBonus: 3
    },
  },
}

This should be implemented in conjunction with #34 .

Feature: Talent Bonuses

Currently, Ability Score Improvements are supported using Talents. And the groundwork is there for building a more complete set of support for talents.

The following types of talents needs design for both data models as well as how to implement using talents.

  • Weapon Mastery
  • Armor +1 AC bonus (it now applies a general AC bonus, assuming the player has the mastery armor on)
  • Hauler (Enable adding CON mon to gear slots)
  • Advantage to casting a selected spell

The following talents needs to jacked up to the Dice Mechanics:

  • +1 to melee and ranged attacks
  • +2 to melee OR ranged attacks (Priest)
  • +1 to spellcasting checks
  • +1 damage die on Backstab

Nice to have:

  • Dialog asking for type of Ability Score Improvement

Feature: Light Timer

Why?
In-game light timer built for torch-tracking purpose.

Ideas

  • Perhaps the module Hourglass could be used as inspiration

Feature: Unique tokenizer mold

Why?
By having a Shadowdark mold, we can make our Player/NPC tokens feel unique for our system. Creating a mold that is compatible with the module Tokenizer would simplify the creation of said tokens.

Sources
Tokenizer modulle

Attack roles fail when Dice So Nice module is enabled

DiceNotation.js:14 Uncaught (in promise) TypeError: Cannot read properties of undefined (reading 'dice')
    at new DiceNotation (DiceNotation.js:14:9)
    at Dice3D.showForRoll (Dice3D.js:613:24)
    at RollSD._rollDiceSoNice (RollSD.mjs:639:5)
    at RollSD.mjs:613:18
    at new Promise (<anonymous>)
    at RollSD._renderRoll (RollSD.mjs:597:10)
    at async RollSD.RollD20Dialog (RollSD.mjs:396:10)
    at async ItemSD.rollItem (ItemSD.mjs:65:3)

Funny UI Behaviour with Light Tracker

So I just pulled down the newest code, recompiled via gulp and put it into my systems directory.
When I launch the game world, the Light Tracker pop up is front and center. Everything looks OK.

before

When I click "Turn off the lights" it causes the bottom part of the UI to jump up to about half-way down the screen (just below the last button on the left button list), where it remains even after refreshing with F5. (It seems to be related to the content in the right sidebar - a lengthy chat log will push the lower elements back towards the bottom of the screen, but it will jump back up for tabs that have less content.)

after

The same issue occurs with a new world.
I took screenshot but I can't figure out how to upload them.

Feature: Gulp/rollup autoreloading

Why?
This would enable the development flow to be smoother, as we can have the tests run automatically with Quench as well as the system automatically reloading on code change, thus removing the need to refresh the browser / reload the application.

How?
This is implemented using Rollup for OSE, which is where I know the feature from. I have no knowledge of how to setup autoreload for Gulp, eventhough I've tried.

Talent Roll Table Entries with Broken Links

I have noticed that a few of the Rolls on the Talent Table have broken item links.

So far I have noted:
Fighter - Weapon Mastery Item
Priest - +1 to Spellcasting Checks
Thief - Backstab bonus die
Wizard - +1 to Spellcasting Checks. Also, the 12 result does not list +1 to spellcasting checks as an option.

Feature: Wands & Spells casting

Should calculate the appropriate target value. See castSpell().

After reviewing this #72, and instead of adding a new type of items, basic items with the linked spell in description and with the spell DC indicated for now. If we get requests for this later, we could implement it, but I think the current solution is good enough for initial release at least.

All Combat Tracker All the Time

A few humble suggestions regarding the use of the combat tracker:

  • The combat tracker is always active, marking player and GM turns. This seems like a no-brainer, given the mechanics of SD.
  • The combat tracker might include a real-time (but pauseable) timer to keep track of light.
  • The combat tracker might also include a Days/Weeks/Hours tracker that can be used to keep track of how long the characters have been in the SD
  • Given the nature of how the system will probably use the combat tracker, maybe also consider an option that displays the combat tracker along the left side of the screen (for those who want something more permanent and persistent than a pop-out)

Thanks for all the work you-all are doing on this!

Bug with Max HP when adding Stout to the character sheet

As soon as I add Stout to a character, I cannot increase the Max HP anymore. When I change HP, Max HP reverts to whatever it was before the increase to Max HP. Makes levelling up hard to do, unless I am missing something.

  1. Write in MaxHP (note the value)
  2. Add Stout
  3. Increase MaxHP (e.g. due to level up)
  4. Change HP
  5. Max HP changes back to the value at Step 1

Backstab doesn't work for higher level

Create a thief, equip a weapon, set level to 2 or higher.
Click on weapon
In the roll dialog check Backstab box
Then click "normal" roll

System shows exactly two dice being rolled for damage. But it should be 1 + 1/2 level rounded down.

Incorrect display of attack bonuses

image

The bonus for the longbow is shown as +4 here, but it should be +5 for a 1st level elf fighter here(+3 dex, +1 elf ancestory, +1 weapon mastery) , and when I upped my level 3 it should be +6 but it doesnt change, it is still +4. The rolls work correctly, it is just the display on the character sheet that is off.

Feature: Crowdin for community translations

Why:
Translators of the system should not need to be in the know about git and code contributions, but rather just contribute with translating the system.

Suggested how:
Implementation of Crowdin into the project, allowing community contributions to the translations.

Needed steps:

Sources:

Hauler talent in Compendium shows duplicate effects

image

If you import it and delete one of the items, both are deleted.

Exporting the Item data doesn't show two Effects for some reason:

	"effects": [{
		"label": "Hauler",
		"icon": "icons/containers/bags/sack-leather-tan.webp",
		"origin": "Compendium.shadowdark.talents.7JTDRLtHc6FOrIEc",
		"changes": [{
			"key": "system.bonuses.hauler",
			"mode": 5,
			"value": "true",
			"priority": null
		}],
		"disabled": false,
		"transfer": true,
		"_id": "rqplFhIShnvmV0U4",
		"duration": {
			"startTime": null,
			"seconds": null,
			"combat": null,
			"rounds": null,
			"turns": null,
			"startRound": null,
			"startTurn": null
		},
		"tint": null,
		"flags": {}
	}],

Also, as this is a pre-canned effect, shouldn't it appear in the Talent Type(s) list?

Feature: Make Weapon Mastery selection on talent selectable

Why?
Now you have to manually fill in the name of the weapon you want weapon mastery in. This needs to be the slugified version of an items system.baseWeapon value for the talent to activate. E.g. the weapon "Bastard Sword" would have a slugified baseWeapon as bastard-sword which the talent must match.

How?
If we introduce a select field in the talent active effects partial instead of using a field to just add text, this would simplify life for the user.

Additional Items

Can we have Background and Deities also converted to an Item based system? This would allow for more control for GMs over the game world and the current Background field is too small to display all the information.

Example:
Acolyte. You're well trained in religious rites and doctrines. The second half gives more context and would be nice to be able to pop out on a click as an item.

Feature: Weapon & Armor type customization

Why?
Talents like Weapon Mastery, and +1 to Armor of your choice implies that a choice of type has to be made.

How?
Initial idea is to have predefined types in the data-models, and/or config. These lists can then be used to generate selection dialogs which then defines a list of talent-activated equipments. These lists can then be parsed by the dice roller to determine talent bonuses.

To enable customization, we could implement a custom setting in the system settings, allowing the users to add a semi-colon separated list of custom weapon/armor types: whip;cast iron pan for example. These could be combined with the data-model types before displaying. This would also be a handy way to expand a sub-type selection dialog for items that this may be relevant to.

Character Sheet Sorting for Non-Spellcasters

Since only 1/2 of the classes in the game will have anything on this tab, can it be moved to near the end, after Inventory? Ideally it would be able to be toggled on/off for spellcasting classes, but that may be an improvement for the long run.

Feature: Talents

How?
Using active effects can help us create Talent items that apply their bonuses. Could then be reused for magic items and spell effects later.

What
From talents:

  • Fighter
    • WEAPONMASTERY: Gain +1 to attacks AND +1 to damage with certain weapons
    • ATTACKBONUS: +1 to Attack Rolls
    • ABILITY2: +2 to Ability Score (Str, Dex, Con)
    • ACARMORTYPE: +1 AC on armor type
    • ABILITYANY2: +2 to stats (separate, or same)
  • Priest
    • From Fighter: ABILITY2, ATTACKBONUS, ABILITYANY2
    • SPELLADVANTAGE: Advantage on spellcast
    • SPELLCHECK: +1 Spellcasting Rolls
  • Thief
    • From Fighter: ABILITY2, ATTACKBONUS, ABILITYANY2
    • INITADVANTAGE: Advantage to Initiative roll
    • DAMAGEDICE: Backstab deals +1 dice of damage
  • Wizard
    • From Fighter: ABILITY2, ABILITYANY2
    • From Priest: SPELLCHECK, SPELLADVANTAGE

// NOTE: I'm updating this as I work through the following:

  • Bonuses from Magic Items
  • Bonuses from Spells

Add Quickstart material to system

The following need to be added either to compendiums, or in the case of the rulebooks and pregen characters themselves, they should probably be bundled in an Aventure compendium.

Items types to add:

  • Armor
  • Basic Gear
  • Spells
  • Talents
  • Weapon
  • Magic Items
  • Magic Items from The Lost Citadel of the Scarlet Minotaur

Actors to add:

  • Monsters from the Quickstart
  • Pregen Characters

Journals to add:

  • Game Master Quickstart Guide
  • Player Quickstart Guide
  • The Lost Citadel (adventure)

Scenes to add:

  • The Lost Citadel (map)
  • Walls / Door / Light Sources configured for the map
  • Note links to individual rooms added to the map
  • Monsters added to map
  • Adventure packaged into Adventure format

Random tables to add:

  • Activity
  • Distance
  • Treasure 0-3
  • Magic Item Idea Generator
  • Traps
  • Hazards
  • Something Happens!
  • Rumors
  • Ruin Encounters
  • The Lost Citadel of the Scarlet Minotaur
    • Rumors
    • Random Encounters
    • Beastmen NPCs
    • Ettercap NPCs
  • Adventuring Site Name
  • Talents
  • Background
  • Character Names
  • Wizard Mishap Tier 1-2
  • Random Character Generator

Feature: System tutorials through the Tour system

Why?
To help new users of the system to quickly get a hang of it.

What?

  • [-] General setup
    • How to roll weapon attacks
  • Lightsource tracker
  • Manual restoration of spells
  • [-] Talents (split to #257)
  • The Lost Citadel import
  • Dice rolling
    • Create temporary actor, make a roll
    • Indication of Advantage
    • Backstabbing

Manually Adding Active Effects seems unresponsive

When editing or creating a new talent, you can click below Talent Type(s) and get a menu of effects, but after you make your selections the save button does not do anything and even if you manually close the dialog it does not update.

Bug: Talent Sheet touch-ups

Why?
The Talent Item has quite wonky reactive design as for now, and it most likely breaks due to localization.

How?

  • The styling (at least) should be reviewed and improved.
  • The structure of the generated psuedo-tables is not great right now, adding a new Header to every effect.

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