Before opening an issue read THIS
A Solasta inspired hud to make your games easier for your players and teaching new players without a hitch
Read FAQs at the bottom of the page
License: GNU General Public License v3.0
When switching weapon sets, changes to the character's stats are not reflected in the hud. The most simple example of this would be switching from a set with shield to one without a shield or vice versa.
The changes are only shown when you deactivate the hud and enable it again (or if the hud gets updated for other reasons such as updates to HP).
The same is also true for items with active effects that change the characters stats (+1 to AC or +1 to spell save DC for example).
It would be nice if the ammo spent get's updated after a roll that spends ammo.
Right now the ammo updates if you click it again.
A feature that would be nice is the ability to either track different movement types or change them. The issue comes in with a character like an Aarakocra as they have 2 different speeds. Currently it only tracks the largest speed.
The tooltips are a little disturbing. They are too big (i have found no option to customize its size, which would be nice) and sometimes appear when I'm trying to select some other option and they get in the way. It would be nice to have an option that makes them appear when I click or right-click the button or something like that.
(Great module, thank you!)
The readme includes this line:
Q: Can you add compatibility for X system? > A: No, Argon is hardcoded for dnd5e. If you want you can make a fork for a specific system. You have to include the licence section and credit the original authors (theripper93, Mouse0270) and include links to our patreon page\website (if provided). While you are free to fork this project it must remain free and you cannot profit out of it.
I wanted to ask what particular limitations you are putting on the code in this project. I don't see any License file or annotation except regarding the imagery, which makes me hesitant to fork this project as I am not sure what parts I would be allowed to use in another application.
Applying an established open source license to this project would clarify what rights a developer who forks this project has and what limitations you are putting in place.
Hi.
First of all: awesome module!
I don´t know if a complete integration with MidiQOL is in the scope of the module but while testing it I noticed that it works wonderfully for everything except for skills and saving throws.
While trying to roll a skill or a saving throw using the hotkeys setup in MidiQOL for advantage/disadvantage from the HUD it rolls them normally, without adv/dis, while for spells, attacks and features the hotkeys work fine.
Since MidiQOL automates adv/dis, this makes it so it´s impossible to roll skills, abilities and saving throws with adv/dis from the HUD.
Hi,
First of all thanks for such an awesome module. Been very useful for my new players.
I have 2 rangers in the team and wanted to suggest adding an auto update to the ammo counter when firing an arrow or bolts. The ammo number is really visible but it's sad that it doesn't update automatically..
Hope it'll arrive one day,
Cheers,
And thanks for all the hard work
The "Don't autoscale" flag is working the opposite of what the text says.
Right now, if unchecked (which means "scale") the HUD is actually scaling. And when checked (which means "don't scale") its size is fixed.
As I have important combat stuff on my macro bar it would be really great if there were an option in the settings to not hide it when opening the HUD.
The movement tracker does not recognize movement types other than walking. If a creature only has Flying, for example, the movement tracker shows 0 of 0 movement.
The license file in this project states that it's licensed under the GPL.
However, in your readme you also state "You have to include the licence section and credit the original authors (theripper93, Mouse0270) and include links to our patreon page\website (if provided). While you are free to fork this project it must remain free and you cannot profit out of it."
Those are not terms that you can impose in an enforceable way while licensing under GPL - GPL requires credit, and requires that anyone who uses the code also licenses the result under GPL, but has no "non-commercial" restriction (so someone is able to make a profit, provided they also release the new source code under GPL), and the credit required under GPL doesn't include your patreon details.
If the intent is that this should be an alternative license available to those who don't want to relicense their work under GPL, then that's an option available to you- but it should be clearer (and is only available as an option if you're not inheriting the GPL license from some other project).
Right now there is a single option to hide both the player's list and the Hotbar.
It will be best if these are separated into their own flags.
Example: As a GM it's very useful to have the list to players to see who is in and to be able to pull players into separate scenes.
Dodging already applys an effect to the token/actor. It would be great if users could hook those effects to pre-existing conditions in CUB's condition lab.
Foundry Virtual Tabletop: 0.8.9
Argon - Combat HUD: 0.9.1
Argon - Combat HUD always uses the PHB: Equidistant 5/5/5 method of handling diagonal movement even when DMG: Alternating 5/10/5 movement is selected for the game under system settings. Under this rule every other diagonal is counted as 10 ft rather than 5 ft.
I have a character in my game with spells from it's subclass (Variant of Arcane Trickster) but they dont show up on the HUD.
Hi!
Any chance to change the color of the little stripes indicating if Action/Bonus/Reaction were used? Like making "not used" green and "used" red? Or very bright and much darker?
Right now it's barely visible, especially to an untrained eye. I thought it changes between the themes and is more visible in any of them but that doesn't seem to be the case.
Thanks!
Hi, firstly many thanks for an absolutely cracking module. I'm letting my players use it for the first time this weekend and this will be a superb help. They are newer to D&D so don't always realise the other options they can consider like disengage, grapple/shove/dodge etc.
Is there any chance of support for Simone's excellent "Magic Items" module in the future please? I notice for scrolls/staffs/wands etc that I have added spells to using that module, that I can't access them via Argon Hud. So I currently still have Token Action HUD running also so they can access them.
kind regards,
Dan.
This module is awesome!
The only thing I'd love to see added is better compatibility with Magic Items. Magic Items allows to store spells and features within items. Currently, these don't show up in the enhanced combat hud.
With Custom Hotbar, the Hotbar reappears immediately after being forced to disappear by Argon.
With GMScreen, Argon renders on top of GMScreen the first time it is called making it near impossible to open the drawer. Once the drawer is opened it will be on top of Argon and can be opened again, but the initial experience is less than perfect.
Hi man,
Love your module, been using it for the past few weeks, my players love it.
I would love to have an option to disable the macro bar only for players so it removes clutter on their end, but allows the GM to still be able to use quick macros with the keyboard and still seeing the argon interface.
Cheers
This is really a great module. I love the concept! Great execution!!
It was not immediately apparent that the movement section was pertaining to movement. At first glance, I thought it was some sort of resource tracker. To make it stand out as movement, maybe consider changing the "fa-cube" to "fa-running"?
When you use the Magic Items module (https://gitlab.com/riccisi/foundryvtt-magic-items) you have in your spellbook the spells that you can use thanks to magic items. It would be nice to make these spells appear in Argon HUD too.
Thanks!
Right now the HUD doesn't seem to make use of the features of Midi QOL if it's installed
I host the game on moltenhosting. When I'm logged in as a GM, everything works perfect. I open the HUD and the player configuration, macro button, and hotbar buttons all disappear and are replaced by the HUD. When I log in as a player, all the elements disappear except for the hotbar. It stays behind the HUD kind of peeking out the bottom.
I tested this on multiple browsers (Chrome, Edge, Firefox, Opera) and all had the same issue. I shutdown all my other modules, and the problem persisted.
FYI - this is a GREAT module.
First just want to say what a great job you did with the UI here, incredibly polished. I would love to be able to completely replace the hotkey bar with this functionality but I know some of my players like to keybind actions; it would be great to support that functionality eventually
Very strange one. When I am logged in to the Foundry client, either as a GM or as the player, only their prepared spells show up under the Cast Spell menu option, as expected. However, when I am logged in via a browser (chrome), either as a GM or as the player, or when the player is logged in on their own device via the browser, all of their spells for that level show up, regardless of if they are prepared or not.
(the list on the right is from the player's character sheet with the "prepared" filter selected)
Hi,
I wanted to let you know of an issue I've been having recently. I don't know exactly when that problem started, but there seems to be a scaling issue regarding the movement squares that are hiding the spell DC information. I tried different scale settings and even unchecking the auto resize option and it still keeps hiding that info. Here is a screen shot if you need visual reference.
By the way, I don't know if it's the right place to put a feature request. But I thought about maybe adding an option to only hide the macro bar and player list for players that won't use them but keep it for GM so they can see the interface and still use the macro bar for quick macros in combat. Hope it could be a possible feature in the future.
Thanks again for the stunning work,
Cheers,
Remi
Seems like after upgrading to 5e version 1.5.2 Argon Combat Hud is no longer working?
First off, awesome work!!
and more of a question.
Is there an easy way to remove active effects from a character?
example:
i've clicked hide
click "apply active effects"
Actor gets hide icon
next turn he attacks and is no longer hidden
how can i remove the icon? (without going to character sheet and effects and deleting effect)
Is there any chance to make configuration changes apply without having to close and re-open the HUD?
theripper93, you;ve smashed it again! Love it.
Some suggestions from me, with the aim of helping new players as I think this is especially helpful for that:
Grain of salt, of course! Keep up the great work. Cheers Wok
Hey, it seems that when an item or a spell have a item-macro, that the HUD doesn't work. If I click on the item icon from the hud, nothing happens. If i remove the code inside the item its works.
Can you fix the problem ?
Great job by the way !
Thx
I think in one of the latest updates weapons started showing up in the use item category. I'm not sure if this is a design choice or not, but I kinda liked the clean look of it before (weapons in sets, and items in items). Stops players from forgetting they only have two hands.
Maybe add a setting to filter out weapons in use items? Just a suggestion.
Using modules like Magic Items can allow characters to inherit spells from items and other sources. These spells show up in the character's spellbook tab.
They don't show up in the "Cast Spell" menu of the HUD. Ideally they'd either show up under the appropriate spell level or, to match the character's spellbook, have a separate "Name of Item" tab that would expand all the spells the item provides like this:
and hopefully they'd follow whatever standard flow it uses from the character sheet so it correctly subtracts the charges from the item. Maybe even show charge cost similar to the using of potions, and show the total charges remaining in the place where spell slots are shown?
I know it says in the FAQ that Argon is "hardcoded for dnd5e", but is this because it's impossible for you to set it up any differently, or just because you'd rather not commit to creating a custom implementation of the module for every foundry system? If it's the latter, would it be possible to just allow users to configure the module's various functions and HUD elements for whatever system they're using themselves? Like, set custom attribute or item paths to define how to track movement and actions and spells/abilities?
Hi
When you use actions added by the combat hud and refresh the page it causes errors that stop the token from being accessible citing "Canvas drawing failed for the TokenLayer, see the console for more details".
The console error looks like this
The problem stops if you remove the effect of whatever action you used from the token it's affecting.
Thanks
It would be very useful if the HUD had a handle that would allow repositioning the HUD freely, instead of having to use fixed X,Y in the configs.
When activating the "Only show prepared spells" option, only certain cantrips will show for spell casters. An example, a druid in my group has only Resistance showing as a cantrip in his spells, though he has Control Flames, Create Bonfire, and Mending chosen as cantrips. A cleric in my game has none of their cantrips available, and a High Elf ranger does not show his racial cantrip as an available option.
The latest update to turn off autoupdate was great! But I suggest an additional option for it.
Right now the autoequip runs when you select any npc. This causes the combat bar to update several times for the gm and all players when the GM selects a token. Normally not an issues, but causes performance issues i larger battles. Especially combined with other modules.
Since autoequip mainly matters for shields I'd say it's ok to be able to equip when you switch set, but not each time you open a new npc.
There is a very slight chance that another GM could equip something when you are not there, but I'd say thats very minimal in most cases.
Just a suggestion!
It would be nice to be able to customize the time of hovering before showing tooltip.
I say it because when I try to cast a spell in the middle of a square, I end up activating the tooltips of a spell that is in the border of the square. So I would like the tooltip to wait a little longer before showing itself.
Foundry 0.8.8
DnD 5e 1.4.2
Argon 0.8.9
I have multiple of the same enemy placed on the map (not linked to actor), with different names. Using the combat hud rolls from the incorrect token (the one that is not selected)
Sorry for the crap quality gif. Had to drop quality a ton to get github to let me upload it. But you can see I have 'Adaptable Cultist Enchanter' selected when I open the HUD and roll a spell. The chat comes up with the other 'Funny' cultists name.
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