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dragonbane's Issues

Cannot add heroic abilities to character sheet

Not sure if I am doing something wrong, but I can't seem to add heroic abilities. I can add kin abilities and profession abilities by clicking in the blank text area, but the text area for heroic abilities has no height and it seems impossible to click anywhere to add text.

image

Italian Translation

Hi there,
I have translated the core italian translation file it.json but idk how to attach it because isn't a recognised file format here and I can't pull requests because I haven't got permissions. Please let me know how can I give you this file.
How the other languages are getting translated with? Transifex? Crowdin? Weblate?
Thanks!

French

Hi, thank you very much for your work !
Please consider adding french translation for the system
fr.json

Feature: Trained Skill Function

Issue: At characters generation currently there is no way to choose your Trained skills or indicate that they are trained. Commonly, players are mistakenly clicking the "XP roll" checkbox thinking it is to indicate which skills you are Trained in. The system already indicates which skills come with your Profession package.

Suggested Feature: add in a feature that allows the user to select a skill as Trained. This would automatically calculate its unimproved score as base x2.

Feature Request: Add the ability to apply arbitrary damage and healing via the chat window.

Right now the system is a bit inflexible as you are not able to apply damage or healing arbitrarily through the chat window. Sometimes it's necessary to do this (mistakes in setting up an attack roll, environmental damage, area of effect spells with multiple targets, etc.) /damage is a bit clunky as it needs to be in [[]] and then you have to click again after the die button renders in chat. /damage doesn't support combining dice types together (i.e. /damage 1d6+1d4).

There doesn't appear to be a way to apply healing at all (correct me if I missed it), so users are left having to manually apply healing to tokens. The 5e system gets around this by making every die roll available for damage / healing in chat.

Feature Request: Party Sheet for Overland Travel

First, amazing system, I think it is the best I have used in the last 3 years. So thanks!

I was wondering if we could add a basic party sheet that we can add characters, means of travel items, maybe even display bushcraft and hunting & fishing roll short cuts? That sort of thing.

Certainly not urgent, but hey, a person can hope. :)

Bug: Weird calculations in inventory

At some numbers the calculations for weight in the inventory becomes weird.
Example: The item bandages is bought and contains 10 bandages in total and they have a weight of 1 for the item. that means 10x0.1 = 1. So we have setup the item as such.

On my character i one bought bandages and have since then used 3, so i'm left with 7 which should be shown as 0.7 in my pack. But this is for some reason showing 0.7000000000000001 instead. But this only happens on some quantity values, between 1-10 this happens on 3, 6 & 7 for me.
2024-03-03 16_03_34-Foundry Virtual Tabletop - Opera

On quantity 6 it also shows as 0.6000000000000001.
2024-03-03 16_10_08-Foundry Virtual Tabletop - Opera

But on 3 it shows 0.30000000000000004.
2024-03-03 16_11_07-Foundry Virtual Tabletop - Opera

Professions can't add all associated skills

Due to character-sheet.js line 1395, professions fail to find core and weapon skills when dropped onto character sheets.

I only have the system installed. Not the for-purchase core rules or other modules; just to see if I like the FVTT system enough to purchase the core rules module.
I've manually made all skills the Artisan profession lists. But when I drop the Artisan profession onto a character sheet, it fails to add the core and weapon skills to it, because they aren't of type "secondary" or "magic".

Suggest reworking the skill lookup so it's instead of an "ensureExists()" sort of style. Check if the Actor already has the skill item. If not, add it. Pay no mind to skill type. Rather than assuming something else has already added a skill if it's of the "core" or "weapon" type. This would also make the system more flexible in supporting homebrew skill sets.

V12 Menu Issues

Number of button issues with FVTT V12:

  1. Certain menus, such as when editing scenes, SAVE won't exit the screen and it will stay locked on that menu.
  2. Transition from daylight to night to daylight won't take effect unless exiting the application.

Feature Request: Training

In the rules, there is a mechanic to improve skills with the help of training under a teacher. This is rolled directly, and if you succeed, you are not allowed to improve this without first improving the skills the natural way by rolling at the end of a session.

The feature I would like to see is the following:

  • A flag on a skill to determine if it has been improved with the help of a teacher.
  • One-cclick training to directly roll an improvement check; if this is successful, check the flag (see above). This one-click training should be disabled if the flag is set!
  • When rolling an improvement roll (using the currently available methods) and it is a success, the flag (see first bullet) should then be reset, enabling the one-click training again.

Even just the flag (that could be set/unset by the player) to remind the player that a skill can be trained or not with the help of a teacher would be greatly helpful.

Missing localization strings

I was working on localization and found a few issues

  1. Missing localization: Broken
    image

  2. Missing title: Weapon Features
    image

  3. Missing title: Bonus Armor

  4. Missing tooltips:

DoD.damageTypes.bludgeoningTooltip
DoD.damageTypes.piercingTooltip
DoD.damageTypes.slashingTooltip

image

  1. Hardcoded ampersand: Abilities & Spells
    (it's Latin-only symbol and doesn't exist in other languages. Please add it to en.json so it will be possible to replace with "and")
    image

Error when clicking [[/damage ...]] links from item sheet

I've been adding the new Kin from the Bestiary into my own World, but although the enricher correctly renders the link from [[/damage 2D6 bludgeoning]], clicking the button causes an error:

Uncaught (in promise) Error: undefined. Roll.safeEval produced a non-numeric result from expression ""
[No packages detected]
    at DoDRoll.safeEval (foundry.js:10378:13)
    at DoDRoll._evaluateTotal (foundry.js:10283:36)
    at DoDRoll._evaluate (foundry.js:10231:24)
    at DoDRoll.evaluate (foundry.js:10191:25)
    at DoDRoll.toMessage (foundry.js:10872:40)
    at HTMLAnchorElement._onClickInlineRoll (foundry.js:66333:17)
    at HTMLBodyElement.dispatch (jquery.min.js:2:43184)
    at y.handle (jquery.min.js:2:41168)

This appears to be because there's no .inline-damage-roll listener activated for the Item Sheet - modifying the file locally, I added an import for the DoDChat class, and copied the listener from other sheets, and it now works as expected.

// systems/dragonbane/modules/item-sheet.js

import * as DoDChat from './chat.js'

// ...

  activateListeners(html) {
    if (this.object.isOwner) {
      // ...
     }
    html.on('click', '.inline-damage-roll', DoDChat.onInlineDamageRoll)
    super.activateListeners(html)
  }

// ...

Bug: Small/Tiny items don't work for weapons.

I have noticed that tiny/small items don't work for weapons. I had a look in the code and it seems like it only works for "items".
eg. item below:

if (item.type == "item") {
    if (item.system.weight == 0 && item.system.type != "backpack" && this.actor.type == "character")
    {
        smallItems.push(item);
        continue;
    }
    inventory.push(item);
    continue;
}

weapon below:

if (item.type == "weapon") {
    if (item.system.worn) {
        // TODO limit 3
        equippedWeapons.push(item);
    } else {
        inventory.push(item);
    }
    // weapons can be mementos
    if (item.system.memento && this.actor.type == "character") {
        if (!memento) {
            memento = item;
        } else {
            // Memento slot busy. Clear flag and process as normal item
            item.update({ ["system.memento"]: false });
        }
    }

    continue;
}

As seen weapons is never on any condition added to the smallitems collection.

(Un)Removed "selection" method for dealing damage for players.

I am new to this so, if this comment is in the wrong location let me know. In the most recent update I noticed that I can no longer apply damage to characters. I see that it was removed on purpose. (Removed "selection" method for dealing damage for players. #136) I assume there was a conflict with something else, but is there a way to turn it back on or perhaps a fix planned for the future. Thanks.

Feature request - Damage numbers

Is it possible to add an toggle in the configuration to hide the calculation of damage rolls in the chat window to combat meta gaming.
Only printing the original damage number for the players and not the final damage that actually gets attributed to the monster/npc

Now you not only see a monsters armor but also if it's resistant or immune. Would be nice to be able to roleplay those numbers and make the users use skills like beastlore to find out whats happening.

YZE Combat interop

Dragonbane-style initiative now works with YZE Combat's latest version (1.1.0).

However, a few features are still missing and are best left to be implemented in the system with required API changes in YZE Combat resolved upstream.

CC @tak5haka

German Translation

I have updated the de.json based on the recently released German quickstarter. Please update :) Thx!

de.json

Can't modify skill level to lower than base chance

Foundry v11.313
Dragonbane v1.4.0
Modules disabled during testing

To preface, I'm using the "Severe Injuries" optional rules, which is why skills would be getting edited down (some injuries permanently reduce skill levels). Setting a skill higher works as expected.

To replicate:

  1. Launch Foundry and a Dragonbane world as normal
  2. Create a new actor (can be player, NPC, or monster)
  3. Edit any skill to lower than the base chance. The number should immediately revert back to base chance.
  4. Edit the skill again. The new number should stick this time, however, if you make a roll, anything under the base chance still succeeds even if it's higher than the new number.
  5. Attempting to edit a third time doesn't do anything; the text box doesn't even terminate when hitting the [Enter] key.
  6. Editing anything else on the character sheet, closing the sheet, or refreshing the page will revert the number back to base.

Torch item (better as a weapon)

Are you in charge of the Core Rules add-on module? I'm struggling to find who to contact about it.

If you are: Torches are currently items rather than weapons, but weapons would make more sense.

Firstly they could take up a hand slot when held, as they should, and secondly they could then also have the correct stats included for when used as a weapon.

Sorry if I'm directing this suggestion to the wrong person, but if you know where I should be sending this that would be very helpful too. Thanks.

Lift the limit of 18 on Basic Abilities / Grundegenskaper.

It seems as if there is a hard limit on the Character Sheets of 18 on basic abilities / Grundegenskaper. It would be fantastic if that could be lifted, not only would it no longer put a cap on fantasy, or houserules or the ability to use those sheets to create powerful and cool foes or npc. If for some reason one would want it could be colored somehow once it shot above 18 to highlight the fact that it is out of the ordinary, but out of the ordinary I would say is a good reason in the first place to play roleplaying games.

Thanks for the great work.

Kind regards
Carl

Heal Spells (Treat Wound)

In a previous update you wrote: "If the spell's damage starts with a "-" sign, it's a healing spell."

This currently isn't in place for the spell under the latest update (no "damage" listed).

Feature Request: Used Action indicator in Combat

It would be nice having a used Action indicator in the combat. Because its not easy handling bigger fights with much combatants and used actions which could not be used for the reaction.

This doesnt have to be automatically. But a check or something like this on the char sheet would be nice.

If automation is possible:

  • A check in the roll dialog: use action
  • If used, check the action used on the sheet
  • after a round, reset all used actions from the actors which are in combat

Dragonbane Core Rules module - broken link in RollTable, "Random Events - Outskirt"

I wasn't sure where to report this, as it's with the purchased module, "Dragonbane Core Rules"

Let me know if there's a better place.

There's a minor issue with the RollTable at:
Dragonbane - Adventures/3. Outskirt/Random Events - Outskirt

It has a broken link at result 3, Troll in the Barn.
It references an actor, @UUID[Actor.9hXYTV2fbOckrKRy]{troll}, which does not exist.
It should reference @UUID[Actor.nQ3SHOJlCByiJ6Uq]{troll}

Enhancement: Sub Catagorize Rolls

There's no way to tell if a roll was related to a weapon skill vs Core skill vs Secondary. (Attributes vs skills are fine from parsing the flavor text)

I know PF2e adds it as a rolls.options.domains field but other systems just describe it in the rolls.flavor text like DnD5e.

I would like to use this to help categorize rolls for the Dice Stats module.

Add the skills related Skill Type to the flavor text or the roll object could be an great way to resolve the issue rather then all skills just saying Skill

Current Roll object with no way to see the type of skill:
image

German Language File

de.zip

I have created a German language file for the Dragonbane system for Foundry VTT. I hope that this can be included in the next update.

LG
Kai

Missing some options for IR sensor when using the Material Plane module

I'm using the module Material Plane together with an IR sensor to move tokens in Dragonbane, there is one problem though and that is that the options to calibrate the sensor isn't showing up in Dragonbane game.
It works in other games and I can calibrate in another game and then start Dragonbane after that and it stays calibrated but it would be nice to be able to do it in the game in case someone moves the tv or the sensor by accident.

Skärmbild Dragonbane
Skärmbild Pathfinder

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