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thandulstogglableeffects's Introduction

Thandul's Togglable Effects

Foundry VTT module that provides custom scene control which allows toggling buffs and effects for most of common spells on actors associated with selected tokens.

Effects panel in scene controls:

togglables1

Effect added to selected actor:

togglables2

Preconfigured values for the effect:

togglables3

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thandulstogglableeffects's Issues

Manifest needs fixing

Manifest is not available in root, and doesn't contain a working URL to project and to manifest itself for updating so updates constantly throw errors.

Effect doesn't end

The "bless" effect doesn't end after 10 rounds in combat.

Might not be related to your module, not sure.

Option to disable automation?

I have a barbarian in my games with some extra effects on rage - extra resistances and such, like BearBarians get. It's been causing some slight problems when combined with the automation system, since the two effects both activate at once. Oddly, it adds +22 to the damage, instead of +4...

I could just have the custom effect just add the difference resistances, but what if I want to remove one? Not really the case here, but it might happen in the future somehow.

I'm running into a similar problem with Shield, as well - I've already set up the dynamic effects for it on most of my actors, so when I cast Shield it pops up a duplicate shield effect, giving +10 to AC instead. I can just go through and manually reimport every Shield spell, but... I'd like to not have to do that.

Is it possible that a toggle for the automated effects could be implemented - or even better, maybe something that checks if an effect is already set, if possible? This module is an enormous help when I don't have the effects set up in advance, but I'd like to be able to set them up in my own way too.

Enhancement request

Love these and how quick it is apply them.
Requesting a hunter's mark

Nice if we could tie a macro to the the apply.

Suggestion: Smaller icons

It would be great if the icons looked smaller. I use the minimal UI.... but it doesn't seem to interact with the icons.

with smaller icons you can enter more states or options. Currently some icons are not visible or are cut off because of the large size.

Size icons

Suggestion: box width and height

Hello,

I would like to suggest, if possible to implement, an option to set the width and height of togglables
Me and my players use notebook, and the screen sometimes is greater than the screen.
Still missing parts even with fullscreen.
image

Can't toggle rage on a token without the Barbarian class

An uncaught TypeError is thrown trying to check to see if the actor is a "Path of the Totem Warrior" or not.

effects.js:241 Uncaught TypeError: Cannot read property 'data' of undefined
    at Function.rage (effects.js:241)
    at Function.getEffectForActor (effects.js:53)
    at HTMLLIElement.handleEffectToggleEvent (effects.js:29)
240        const classItem = actor.data.items.filter(isBarbarianClassItem)[0];
241        if(classItem.data.subclass === "Path of the Totem Warrior") {

Note: I don't know if anyone would ever actually want to do this or not in practice - I only noticed it because I was clicking on random effects testing my mod (re: illandril/FoundryVTT-token-hud-scale#10).

Add an option to only show the icon to the GM?

Hi!
I just wanted to ask if it might be possible to add an option to only show the icon to activate the effects panel to GM users? One of my players gave themselves buffs without them or me noticing because he was curious what the icons would do and then it kind of bugged out. Trying to disable them in the character sheets effects tab didn't do anything so I had to disable the mod alltogether to finally get rid of all the effects he unjustifiably gave himself.

Pass Without Trace effect incorrect

My understanding is Pass Without Trace should add 10 to all stealth rolls (data.skills.ste.mod Add 10)

However, the current effect is doing data.skills.ste.value Add Not Proficient

I'm not fully up to speed on active effects, but the final result seems to add 2 to the Skill, instead of 10 to the skill modifier

Add custom effects

Hello,

Great module!
Definitively fixing some caveats about active effects like how to apply them to players or foes.

Do you plan to add some way of adding custom effects?
Also, not having to click on the toolbar icon to display that window would be a plus, I think

Shield is disabled at the beginning of the next round

Shield should be disabled at the beginning of you next turn, not at the beginning of the next round.
A little change can fix this issue in effects.js
Combat utility belt will not update the effect on the token if a duration is not set when the effect is created. Must be greater or equal to 0.2 to be sure that turnStart is triggerered first.

static shield() { 
        return {
            name: "Shield",
            label: "Toggled Effect: Shield",
            icon: "modules/ThandulsTogglableBuffsAndEffects/media/shield.jpg",
            duration: getDurationData(1), 
            flags: {
                dae: {
                    specialDuration: ["turnStart"]
                }
            },
            changes: [
                {key: "data.attributes.ac.value", mode: 2, value: "5"},
              ],
        };
    }

Mage Armor toggles Hybrid Transformation

Thanks for the great module! I just discovered it today. I tried with the latest version (1.2.8), and the Mage Armor toggle does not trigger the Mage Armor effect, but Hybrid Transformation instead. All other effects seemed to work fine. I tried it with no other module enabled, same issue.

Bugs out when also using Illandril's Token HUD Scaler

Love the module, but it bugs out when also using Illandril's Token HUD Scaler module. Basically creates 2 versions of it, one at the normal size, and one at the scaled size from Illandril's module. Not sure which module is causing the error so I'm posting this to both modules.

Guidance improvements.

Two issues I have found with the guidance cantrip:

  1. It doesn't apply to initiative checks.
  2. It persists after making an ability check

The second one is low priority, you just need to remember to cancel it after using it. The other is different since initiative is something that can't be edited like you can normal ability checks.

Priority issues with AC calculation

Hey, thanks for the very quick update with your Mages, not beasts version! I noticed another issue, however: the priority for mage Armor is too high, resulting in issues in AC calculation. Indeed, the priority is set at 40 (which is the default for "upgrade" effects), while priority for shield and other "add" effects is 20.

As a result, those two effects do not combine. Let's say I have a character with 14 dexterity and no armor, and apply both effects. In your configuration, Foundry will first apply shield (priority 20), resulting in an AC of 17 (10 + 2 for dex + 5 for shield), then check the AC from the mage armor effect (priority 40) and see that it is 15 (13 + 2 for dex) and therefore keep the 17 AC as it's higher than 15. This issue will arise with any other "add" effect that people might create within Foundry (e.g. from bracers of defense or ring of protection), as most people will keep the default priority of 20 for add effects.

So you want a low priority for Mage armor (e.g. 5), so that Foundry first applies the 13 + dex formula, then adds the +5 from shield (or other "add" effects) on top of that.

That's the only priority issue I saw.

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