tposney / midi-qol Goto Github PK
View Code? Open in Web Editor NEWLicense: Other
License: Other
In GitLab by @DeVelox1 on Aug 27, 2020, 23:30
In GitLab by @tposney on Aug 23, 2020, 02:24
Grab the event globally and then use it inside doitemRoll
In GitLab by @DeVelox1 on Aug 28, 2020, 18:48
It seems that any items tagged as a "Magic Item" (as per the functionality of this module https://foundryvtt.com/packages/magicitems/) can't automatically roll attack/damage or fast forward rolls.
An example:
Settings: speed roll "on", auto roll & fast forward attack/damage "on"
Expected result: clicking the magic item automatically rolls attack/damage and fast forwards prompts
Actual result: regular item card is shown in chat with attack/damage buttons and clicking them does not fast forward prompts
Normal items work as expected and the same magic items also work when the "Magic Items" module is disabled.
It might be worth noting that this only takes effect after an item has been tagged as "Magic" and the page has been refreshed, the reverse is also true, removing the "Magic" tag doesn't take effect until next page refresh.
Sometimes midi-qol is not seeing the created templated. I guess a race condition who hooks item.roll first.
In GitLab by @p4535992 on Aug 23, 2020, 21:01
Environment Details
Foundry VTT Version: 0.7.1
Operating System: [Linux]
How Are You Using Foundry: [Linux,Native Application (Electron), Chrome]
Which Game System: Dungeons and Dragons 5th Edition, version 0.95
Modules Enabled?: yes
OS, Hosting, Browser (if applicable): Linux/Node/Chrome
Module Version : 0.2.3
Description of the issue:
It's happening!!!! some player click on the damage button before click on the attack button.
These are the steps for the behavoiur of the current issue:
Here the screenshot of the issue the first image is when we clicked attack and damage, the second images is when we clicked damage and attack:
A possible solution can be let the damage button disabled until you haven't clicked the attack button possibly with another settings (because can be useful in other use cases)
Another things if i enable "Add damage buttons to chat message" while i enable "Merge Rolls to one card" the buttons doesn't show up.
In GitLab by @tposney on Aug 25, 2020, 24:04
In GitLab by @tposney on Aug 22, 2020, 14:47
Instead of a single attack and damage roll, roll per target and display combo cards for each
In GitLab by @tposney on Aug 21, 2020, 23:59
In GitLab by @bsleys on Aug 27, 2020, 05:48
It appears the setting "Auto check if attack hits target" and Auto check Saves" show players the full rolls and not just the results no matter what the settigs. IE Check - Only GM sees and Save - All see results will display 1d20 + 2 + 2 on the attack card and can be expanded by the player to see the full dice roll. Unless I'm mssing something the attack should just so the lower button to the players ie the result of an 8 on the 1d20 + 2 + 2 when the die roll was a 4. Same would be true for NPC saves.
Implement, first find if there is an active specific owner for the token, and if not see if there is any active player who has default owner permission and get them to save
In GitLab by @tposney on Aug 22, 2020, 16:27
Create a TrapWorkflow, triggered by
new MidiQOL.TrapWorkflow(actor, item, [targets], {x,y})
Which will roll the atack/and or damage and apply to the passed targets. If the item has an area template it will be placed at x,y.
Sample macro looks like
// Requires midi-qol to work at all
// Rolls an attack from actor args[0] using item args[1] and display a token args[2]
let tactor = game.actors.entities.find(a => a.name === args[0])
if (!tactor) return `/Whisper GM "DoTrap: Target token ${args[0]} not found"`
let item = tactor.items.find(i=> i.name === args[1])
if (!item) return `/Whisper GM "DoTrap: Item ${args[1]} not found"`
let trapToken = canvas.tokens.placeables.find(t=>t.name === args[2])
new MidiQOL.TrapWorkflow(tactor, item, [token], trapToken.center)
Once a button is used it is no longer active so should get taken away.
Change checking versions from 0.6.5 -> 0.6.9
In GitLab by @dumbmuscle on Aug 27, 2020, 20:34
I like the option of being able to force players to select a target before they roll. However, the current warning that displays is likely to seriously annoy some of my players. I suggest phrasing this more neutrally - e.g. "You must target a token before rolling"
Potentially have a couple of options to choose from, if you want to keep the current version - or make the warning message user-definable (which would help if a GM wants to add some tutorialising in there - e.g. I'm using "Target a token (double right click or alt-click) before rolling" because I have EasyTarget installed)
(I've done this locally by editing my copy of the localisation file - but that's obviously going to get overwritten every time the module updates)
In GitLab by @p4535992 on Aug 22, 2020, 06:50
Environment Details
Foundry VTT Version: 0.7.1
Operating System: [Linux]
How Are You Using Foundry: [Linux,Native Application (Electron), Chrome]
Which Game System: Dungeons and Dragons 5th Edition, version 0.95
Modules Enabled?: yes
OS, Hosting, Browser (if applicable): Linux/Node/Chrome
Description of the issue:
Not sure if is more a Midi QOL or a Token Action HUD issue.
When only the module Token Action HUD is enable the roll system work fine when i click on a link weapon. Here a screenshot:
When i enable the Midi Qol module and click on the link weapon the roll show on the card the saving throw and spell template, but it's only a battle axe!!. Here a screenshot:
if i click on the "saving throw" or the "place measured template" i get a exception on the web console.
if i click the weapon from the character sheet it's all good like always.
IF not auto targeting we can wait until the damage roll is done before recording targets. This might enable a workaround for mess not working with midi-qol.
Look at special noises for critical/fumble
In GitLab by @tposney on Aug 24, 2020, 16:03
In GitLab by @ZBell on Aug 28, 2020, 06:16
Hello, I am not sure if this is intended behavior but when using the Merged Attack and Damage options the Item Card is always displayed, showing more information than otherwise would be shown. I've attached some screenshots to illustrate a Save spell and a regular Melee attack. Sorry for the wonky placement of images.
I think it might be preferable if the extra information could be hidden as an option so that Attacks and Spells using Saves might look more like these attached screenshots.
I don't know that it's possible but it might be nice if only the final results of the rolls were displayed as well, rather than allowing players to see the actual dice rolled. Sort of a middle ground between hiding the results from the players and showing them everything. Like in this set of screenshots below.
If a roll is a fumble the workflow ends. Perhaps it should wait for a damage roll to allow for special features.
Think about this, probably should not auto end the workflow if not auto rolling damage
In GitLab by @Pyroman2xxx on Aug 23, 2020, 11:09
I know this is a work in progress but it is unclear how to make a weapon bypass non-magic Physical. The overview says to put a "+" in the item detail but I cannot find anywhere to enter this except Chat message flavor.
There should be a way to distinguish magic weapons that do not have a bonus to attack or damage since these will still bypass non-magic Physical reduction.
Thanks!
In GitLab by @p4535992 on Aug 24, 2020, 05:26
Environment Details
Foundry VTT Version: 0.7.1
Operating System: [Linux]
How Are You Using Foundry: [Linux,Native Application (Electron), Chrome]
Which Game System: Dungeons and Dragons 5th Edition, version 0.95
Modules Enabled?: yes
OS, Hosting, Browser (if applicable): Linux/Node/Chrome
Module Version : 0.2.3
Description of the issue:
When "Auto check if attack hits target" is set to "Check - all see result" hide the attack roll done .
NOTE: Temporary workaround is set "Merge Rolls to one card" for avoid the conflict of the chat cards.
Steps to reproduce the issue:
Here some screenshoot:
Here with "Auto check if attack hits target" set to "None"
Here with "Auto check if attack hits target" set to "Check - all see result"
In GitLab by @tposney on Aug 26, 2020, 17:22
Add sounds for hit and miss
Add weapon per attack/critical/fumble
Add sounds for per item hit miss or per class (i.e. melee ranged spell range spell melee).
In GitLab by @sPOiDar on Aug 23, 2020, 10:55
In workflow.ts
the hook is still named minor-qol.RollComplete
, not sure if this is intentional for compatibility.
Also in workflow.ts
, there is a localisation reference to both minor-qol.saving-throws
and minor-qol.saving-throw
, which no longer exist in the English lang file.
All non-English language files still have minor-qol.*
keys so none of them are functional, and they have some keys that have been deleted from English, and some missing translations.
In GitLab by @dumbmuscle on Aug 20, 2020, 22:05
As title - when "merge rolls onto one card" and "Add damage buttons to chat message" are both checked, the damage buttons do not appear on the merged card. This is inconvenient, as this is where they would be the most useful (since the right-click menu doesn't work on the merged card)
In GitLab by @tposney on Aug 21, 2020, 12:45
In GitLab by @tposney on Aug 21, 2020, 09:01
In GitLab by @dumbmuscle on Aug 20, 2020, 21:20
A few things in the Midi-QoL config menu aren't displaying properly
this has created a new problem for me, since with minor qol it would PM me when my attacks hit as the DM but not show players, and when players would attack someone it would show them whether it hit
midi qol seems to either have display public always or only show DM, any way to get around that?
In GitLab by @tposney on Aug 24, 2020, 22:20
Add a new flag auto roll attacks, that is used along side the rest of the settings, auto fast forward speed item rolls etc.
Event not defined in doItemRoll in firefox. Work out how to do this properly.
In GitLab by @tposney on Aug 24, 2020, 23:16
In GitLab by @tposney on Aug 27, 2020, 16:12
Each part of the roll, attack,damage etc is treated as a new spell cast by cub-concentrator.
Possibly change the type of the item-card so it is not picked up more than once.
Since the sound effect is keyed to the display of the roll card, need to do this in midi-qol. May as well give a bit more flexibility and choose sounds.
Later versions investigate per weapon sound effects?
Consider integration with other modules that provide sound effects.
In GitLab by @DeVelox1 on Aug 27, 2020, 23:46
In GitLab by @dumbmuscle on Aug 20, 2020, 21:31
When I select the option to "Autotarget for ranged target spells/attacks", nothing changes in how things roll, and the box is unchecked the next time I open the menu. It seems that the option isn't saving correctly.
Console shows this as the fetched parameters (where > indicates something expandable)
{speedItemRolls: "off", mergeCard: true, hideNPCNames: "", useTokenNames: true, autoTarget: "wallsBlock", …}
addChatDamageButtons: true
autoApplyDamage: "yes"
autoCheckHit: "all"
autoCheckSaves: "all"
autoItemEffects: true
autoRollDamage: "onHit"
autoShiftClick: "off"
autoTarget: "wallsBlock"
checkSaveText: false
configSettings:
rangeTarget: true
> __proto__: Object
hideNPCNames: ""
mergeCard: true
mergeCardCondensed: true
playerRollSaves: "letme"
playerSaveTimeout: 30
speedItemRolls: "off"
> submit: (2) ["", ""]
useTokenNames: true
> __proto__:Object
In GitLab by @p4535992 on Aug 25, 2020, 22:25
Environment Details
Foundry VTT Version: 0.7.1
Operating System: [Linux]
How Are You Using Foundry: [Linux,Native Application (Electron), Chrome]
Which Game System: Dungeons and Dragons 5th Edition, version 0.95
Modules Enabled?: yes
OS, Hosting, Browser (if applicable): Linux/Node/Chrome
Module Version : 0.2.4
Description of the issue:
Steps for reproduce the issue:
Not sure if is a issue for this module or is some configuration on Cozy Player.
In GitLab by @DeVelox1 on Aug 27, 2020, 23:29
I really like the condensed, merged card output but because the item card is always shown in that view it often makes it less compact than just having two roll cards (in case of spells, magic items etc. where descriptions are very long).
Standard roll button should create a chat card that behaves just like a standard roll card, including no fast forwarding of rolls, but should use the new combo card if enabled.
In GitLab by @tposney on Aug 24, 2020, 11:43
In GitLab by @bsleys on Aug 27, 2020, 05:40
When casting a leveled spell the popup appears to select the spell level to use and interrupts the fast forward of alt or ctrl clicking to cast the spell. As a work around holding alt/ctrl on the popup "Cast spell" button does pass though the adv/dis to the roll however it should be saved from the initial spell click and forwarded on.
In GitLab by @tposney on Aug 21, 2020, 09:01
in 0.2.4 the return from doRoll is null. Correct it to return the same result as item.roll() does.
In GitLab by @dumbmuscle on Aug 20, 2020, 22:03
Currently, if auto shift click is off, and auto-roll damage is on, shift clicking the attack button will skip the dialog for attacking, but then pop up the dialog for the damage roll (for adding bonuses, etc). I suggest adding an option to skip the damage dialog if the attack was shift-clicked.
A declarative, efficient, and flexible JavaScript library for building user interfaces.
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google ❤️ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.