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foundry-summons's Introduction

Hi! I'm Vauxs

Also commonly known with other prefixes such as Mr, Sir, or That Vauxs.

You can see everything I made over at my website. But to summarize, I primarily create content for Foundry VTT or Pathfinder 2e, or both.

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foundry-summons's Issues

[BUG] Warp Gate | ERROR | Events | Error

Module Version: v1.6.0

Describe the bug
I've setup the compendium to let players summon from and when I went to test the summoning. I am able to get the Pick a creature dialog box. I select one and have it summoned only to get a very generic Warp Gate | ERROR | Events | Error dialog at the top. And the summoning process simply halts at creating the Circle Template on the map. When I investigated in the console I get a good bit more going on but I'm not entirely able to decipher it. I haven't done anything with Warp Gate beyond have the module installed so its at default settings. With Foundry Summons I only set the Animal compendium and that was all.

Love the idea of this module and look forward to using it!

Expected behavior
A token should appear after being selected.

Screenshots
image

Browser:
Opera GX

Foundry Version:
V11.313

Game System:
Chronicles of Darkness 2e V0.12.2

Add a Setting for Having the Token Images filter ON or OFF.

Spurred by #12. Currently the setting is for locking the filter so players and GMs alike cannot remove it.
This can create confusion as other systems likely do not have images for their tokens, but the filter is applied anyway, requiring manual deactivation of it in the menu which might not be an obvious solution at first glance.

Include the creature type for filtered list

It would be really nice if the creatures could be filtered via their creature type instead of just their name (DnD 5th Edition). It seems like this was already added for Path Finder 2nd Edition, so this could be a quick addition.

Maybe you also could add a filter field in the classic summoning menu with a drop-down of the existing creature types in the list.

Feature Request: Have Summoned Token Use Your Default Token Settings

Right now if I have a character in pf2e summon a creature token, it’ll get summoned with settings such that it’s name and health never shown to anyone and it doesn’t get the dead condition on death. At the very least the first of these are settings the token spawns with that don’t match what I have set for new tokens I create myself when I drag a new actor into scenes and make it difficult for even the player controlling them to keep track of how they're doing.

It’d save people time and feel intuitive imo for summons from this to create tokens that follow your chosen ‘new token’ norms (but with allegiance set to the summoner's). But if that’s not how you want to handle things by default, could that at least be a setting toggle (“use token defaults” or something)?

Thanks for everything you’ve done either way!

[Suggestions] Summon Multiple Creatures to Specific Locations

Not sure if this is a feature, and maybe I missed it - but it would be really cool if you could summon Multiple enemies from the Summon Dialogue box, and hold a key like CTRL or ALT to summon each one to a specific place on the map.

Currently when you summon more than 1 token from the Summon Dialogue, it summons them on top of each-other, and they have to be manually moved to their designated spots on the map.

It's more of a QoL suggestion, and I don't think it needs to be added anytime soon - just would be a nice feature to quick summon creatures onto specific map locations.

Pf1e summon list is empty.

Hello, I'm trying to run this module with Pf1e and after enabling all the Bestiaries in the settings, when I try to summon something by running the script I get an empty page like in this picture.
image

[BUG] Unable to summon eidolon

Module Version: v1.4.0

Describe the bug
Uncaught (in promise) TypeError: undefined. $creature.serialize is not a function
[Detected 1 package: foundry-summons]
at send (SummoningMenu.svelte:114:29)

To Reproduce
As user or GM, use "Manifest Eidolon"
Pick a creature pops up, minimized (if expanded, the eidolon is the only option)
Transparent eidolon image is on the cursor for placement, clicking results in error and a 2.5 ft circle template being placed. Eidolon is not summoned and pick a creature box remains open but minimized. Expanding it and clicking Summon 1 Name (Eidolon) repeats error.

Expected behavior
Eidolon is placed on map.

Browser:
Chrome 114.0.5735.134 (64-bit)

Foundry Version: 11.302

Game System: Pathfinder 2nd Edition 5.0.2

Additional context
Add any other context (like other modules installed) about the problem here.
Modules:
Automated Animations 4.2.60
PF2e Animations 2.15.2
Sequencer 3.0.14
socketlib 1.0.13
Warp Gate 1.17.2

[BUG]

Module Version: v1.1.0

Describe the bug
When opening the Open Summoning Menu the list of monsters is stuck in loading and the error attached happens

To Reproduce
Steps to reproduce the behavior:

  1. Go to Open Summoning Menu
  2. Click on Open Summoning Menu
  3. Scroll down to N/A
  4. See error - nothing loads

Expected behavior
A list of monsters should appear for me to chose to summon

Screenshots
If applicable, add screenshots to help explain your problem.

Browser:
Chrome

Foundry Version:
11.302
Game System:
DND5e 2.2.1
Additional context
Warpgate is installed.
Chris Premades and all the dependencies
MidiQol, DAE.
Screenshot 2023-06-23 at 08 41 22

[BUG]Could not find the default blank NPC.

v1.6.2

Console Error during macro : Could not find the default blank NPC. Please refresh to generate one!

Enabled Debug Mode and found empty "foundry summons blank actors" folder,
By reading your other issues i created a Blank NPC in this folder and refreshed by compendium macro .
Nothing changed.
Another weird thing, the summoning menu from the macro i pasted below: left dropdown menu reveal only actor in the SCENE, right menu allows me to select the correct actors inside the selected compendium
i made sure to have everything updated and it was.

Screenshot 2023-12-12 231127
Foundry Virtual Tabletop 12_12_2023 23_09_52

i am using this macro provided by Eskiemoh

`let compendium = 'world.grimm-summons'
const object = {
creatures: [game.packs.get (compendium)],
options: {noAnimation: true}
}
let summon = await foundrySummons.openMenu(scope)

let summonToken = summon.tokenIds

for(i = 0; i < summon.amount; i++){

new Sequence()

.wait(50)

.effect()
.file('modules/jb2a_patreon/Library/Generic/Impact/Impact_11_Regular_Blue02_400x400.webm')
.atLocation(summonToken[i])
.scaleToObject(4)
.waitUntilFinished(-1000)

.animation()
.on(summonToken[i])
.opacity(1)

.play()

}`

thanks for your time

[BUG] Arms Reach Incompatibility

warpgate.js:69 Warp Gate | ERROR | Events | error TypeError: Cannot read properties of undefined (reading 'id')
at summon (summon.js:175:97)
at async Events.run (warpgate.js:100:156)
at async warpgate.js:193:184
at async UpdateQueue.runUpdate (warpgate.js:187:142)

In watch function (fs-summon)
async ƒ summon(data) {
if (!game.user.isGM)
return ui.notifications.error(Foundry Summons | ${localize("fs.notifications.error.permission")});
debug("Received", data);
if (game.settings.get(modul…

[BUG] No image summon

Module Version: v1.4.0

Describe the bug
Uncaught (in promise) Error: Sequencer | Module: Automated Animations | Effect | size - inSize must be of type number or object
at custom_error (lib.js:451:10)
at Proxy._customError (sequencer.js:402:12)
at Proxy.size (effect.js:1012:27)
at sourceEffect (commonSequences.js:15:6)
at AAHandler.compileSourceEffect (workflow-data.js:226:9)
at Module.ontoken$3 [as ontoken] (staticAnimation.js:29:17)

To Reproduce
As user, cast "Dancing Lights"
Pick a creature pops up, select any color
Proper transparent image pops up and it summons the tokens, but they have no image and throws the error.

Expected behavior
Dancing lights have token images.

Browser:
Chrome 114.0.5735.134 (64-bit)

Foundry Version: 11.302

Game System: Pathfinder 2nd Edition 5.0.2

Additional context
Works when cast as GM. User is "Trusted Player" with permission to everything except "Modify Configuration Settings"
Attempted with "Summon Animal" to summon 1 eagle. Same effect.
Opening the token config, I found it actually has an image applied, but it's not visible on the map. Refreshing doesn't change this.

Modules:
Automated Animations 4.2.60
PF2e Animations 2.15.2
Sequencer 3.0.14
socketlib 1.0.13
Warp Gate 1.17.2

I had reenabled my other modules before taking this picture of the eagle attempt, but the result was the same.

image

[Request] - returning some data from the ``foundrySummons.openMenu()`` function and a way to keep the tokens invisible

  • The idea would be to get at least the token summoned returned from the foundrySummons.openMenu() function so we could make custom Sequencer animations on top of the summoned tokens directly from a macro.

  • Also, providing a way to keep the tokens invisible when they spawn will make it possible to control the fadeIn() from Sequencer instead.

const newCreatures = foundrySummons.openMenu(scope)
console.log("RETURN", newCreatures)

Instead of having to rely on the hooks:

Hooks.on("fs-postSummon", (postSummon) => {
    console.log("from Worldscript", postSummon)
    new Sequence()
    .effect()
    .file('jb2a.smoke.puff.ring.01.white.0')
    .atLocation(postSummon.tokenDoc)
    .scaleToObject(1.5)
    .play()
})

D&D 5e request - pull from an approved 'list' for ranger or druid summons?

LOVE this mod for my 5e game!! I was wondering if it would be too much of a problem to make the mod pull from a created list that the player has ownership of, like an 'approved' folder that has creatures it can summon for the summon woodland beings spell?
(I've no idea how it works but..) Kind of like having a folder the mod points to, that has creatures already pulled into it from the various manuals, and then that becomes the list they have available to summon from..
I hope I typed that correctly.

Thank you for the great work!!

[BUG] Addition of pack check in SummoningMenu.svelte blocks data.creatures folder usage.

Module Version: v1.7.2

Describe the bug
Call to data.creatures.some() fails when creatures is a string.

To Reproduce
Steps to reproduce the behavior:

  1. Create an actor folder named "Summons".
  2. Create a macro with script foundrySummons.openMenu({creatures:"Summons"})
  3. See error in console data.creatures.some is not a function

Expected behavior
Summoning menu should open with no monsters listed (assuming Summons folder is new and empty).

Browser:

  • Chrome

Foundry Version:

  • 11

Game System:

  • DND5e

[BUG] Default NPC Not Generating

Module Version: v1.7.0

Describe the bug
When attempting to summon a creature, an error occurs that the blank NPC could not find the default blank NPC. Happens anytime I attempt to summon a creature.

To Reproduce
Steps to reproduce the behavior:

  1. Launch Summoner Menu
  2. Pick Creature
  3. Click Summon
  4. Attempt to Place Summon

Expected behavior
Should be able to summon a creature.

Browser: Google Chrome, Edge

Foundry Version: v.11

Game System: Custom Sheet System (CSB)

Additional context
Add any other context (like other modules installed) about the problem here.

[BUG]

says module was installed successfully, but module never installs.

[BUG] An error message appears.

Module Version: v1.7.0

Describe the bug
Ever since I deleted the compendium with containing summon actors, whenever I join the server, I get an error message.
On the client's side, an error message saying ""undefined" is not valid JSON [Detected 1 package: system:shadwroun5e]" appears.
On the player's side, there are a lot of messages that the player does not have the right to create or delete the actor.

To Reproduce
Steps to reproduce the behavior:

  1. On the game settings menu, select the summoning source compendium.
  2. delete the selected source compendium on compendium pack.
  3. An error message appears when entering the server.

Expected behavior
The error message is not poping up.

Screenshots
client side error message
image
player side error message
image

Browser:

  • Google Chrome, FVTT program

Foundry Version:
v11 build 315
Game System:
shadowrun 5e
Additional context
Add any other context (like other modules installed) about the problem here.

[BUG] "Sorted by" dropdown only contains "Alphabetical"

Module Version: v1.5.0

Describe the bug
When I cast any summon spell, I don't get an option to sort the summons by level. I only get the option to sort them alphabetically

To Reproduce
Steps to reproduce the behavior:

  1. Add a summon spell to a PF2e PC actor
  2. Click on 'cast.'
  3. Open the "Sorted by" dropdown
  4. See error

Expected behavior
The "Sorted by" dropdown should have options to sort by Level Ascending or Descending as it does when I use the Example Filtered Menu Macro or on the Open Summoning Menu Macro

Screenshots
image

Browser:

  • Chrome, Edge

Foundry Version:
V11.306

Game System:
PF2e system v5.2.3

Summon should include Create Undead

I may just be implementing it incorrectly to tie it to the Pathfinder 2E Spell Create Undead, as I have a necromancer in one of my groups and this implementation would make using these types of spells a lot more streamlined.

Check for Existing Blank Actors

I somehow didn't think of people (or something else) deleting the template actors, causing errors as they still persist in the settings despite no longer existing.

  • On load, prune non-existent actors from settings.

[BUG] Scrolling Status Text setting gets turned off when a creature is summoned

Module Version: v1.7.2

Describe the bug
When a creature is summoned, the 'Scrolling Status Text' setting for the world gets disabled and isn't turned back on.

To Reproduce
Steps to reproduce the behavior:

  1. Turn on 'Scrolling Status Text'
  2. Summon a creature
  3. Go into the settings menu again
  4. Scrolling Status Text is turned off

Expected behavior
The setting remaining unchanged

Foundry Version:
11 315

Game System:
Pathfinder 2e 5.11.5

Additional context
The issue seems to be that the token flag that store the state of the 'Scrolling Status Text' value is lost when the token is turned into a object, and as a result, the setting isn't turned back on after the summoning.

Table headers with sort/reverse sort, configurable fields for create row data

I'd like to be able to show additional fields from the index in the creature data row.
It would also be nice to have headers to label all that additional data.
And as long as there are headers, it would be neat if clicking on those headers sorted/reverse sorted the creature table.

So, I've already created changes in my fork to do all these things. If the implementation isn't up to standards or you just don't feel like pulling it in, no worries. I won't create a PR for it yet, but if you want to review the changes, I've linked the diff below. Thanks!

main...peaklo:foundry-summons:main
Alt text

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