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Argon-PF2E

An implementation of the Argon - Combat HUD (by TheRipper93 and Mouse0270) for the Pathfinder Second Edition system. The Argon Combat HUD (CORE) module is required for this module to work.

image image

All icon included in this project are from Game-icons.net, used under the CC BY 3.0 license

The documentation for the core argon features can be found here

This module adjust various Argon features for the Pathfinder 2e system:

  • Portrait
    • The hero points are displayed and can be adjusted via left- and rightclick
    • The character sheet can be opened via rightclick
    • The current taken can be panned to via doubleclick
    • The currently worn armor can be inspected by rightclicking the AC box
    • Qucik buttons for the party sheet and potential familiars/master can be displayed
  • Action tracking
    • The module tracks boths actions and reactions used, including reduced actions via conditions
    • The CORE Argon action pips can be replaced by PF2e specific icons
  • Skills and Attributes
    • Skills, lore skills and saves are displayed, including their proficiency level via color
    • The skill actions can be directly used from the skills section
  • Weapons
    • Icons for toggles such as thrown, versatile and modular will be displayed on the hud
    • The used ammunition can be adjusted from the hud
    • The amount of weapon sets can be adjusted
  • Tooltips will display traits, required actions and further details such as damage, range, area...
  • Movement HUD will track different movement types (including step and crawl) and allows for check like swim or climb to be rolled
  • Special actions
    • Certain actions like escape or drop/stand up will be tracked and switched automatically
    • Toggle options can be changed from the hud

The staff automation added by PF2e Dailies can be directly used from staves in item sets.

The reload and unload actions as added by PF2e Ranged Combat can be used directly from ranged weapons item buttons.

Client Customization

  • Standard action slots several standard PF2E actions (e.g. Seek, Hide, Shove) can be chosen to be displayed on the action bar for quick use
  • Macro buttons addtional macro buttons can be displayed, whose macros can either be set per character or per user

Languages:

The module contains an English, a German, a Polish (thanks to Lioheart), and a Brazilian Portuguese (thanks to zengerbr) translation. If you want additional languages to be supported let me know.

If you have suggestions, questions, or requests for additional features please let me know.

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enhancedcombathud-pf2e's Issues

api to use argon hud actions

Hi when you add this part game.modules.get("enhancedcombathud-pf2e").api.useAction(actiontype, actionamount)) to Macro and HUD is turn off macro is falling because HUD didn’t have information about actor. Can you add if condition to check if HUD is on and if yes is run rest of script and if not it ignore.

Macro buttons

You cannot drop actions like Feint from your character sheet. Only the macro of the action.
Also, it would be great to add the Standard actions to the macro buttons.
They are better implemented with a good Description and Traits.
Otherwise, allow for more Standard actions dependent on actor.

Minion Actions?

Is there a way to spend an action to grant a minion (familiar/animal companion/summoned creature) two actions? I don't see a built-in option, and the actual actions responsible for doing such (Command Animal/Sustain) don't seem to do it either, even when targeting the creature to grant actions to. Barring that, is there a way to make it such that the Minion can be manually granted actions? Regular characters in combat can have actions added/subtracted by left/right clicking, but the Minions cannot. I suspect this is a side effect of them being excluded from initiative, which is the normal means by which the system knows a character is in combat and should be able to track actions in the first place.

This is an excellent module and I'm excited to introduce it to my players, but 3 out of 4 of them have minions, so it feels a bit weird that 3/7ths of the creatures in the party don't track actions.

Request: Actions (runs BAM from Workbench)

BAM (Basic Action Macro) is one of the most important macros that come with Workbench. It gives the players an entry to run every action check in the game, from Shove to Decypher Text.

An option that when turned on will add a big or small block for Actions to run the macro would get the players to run BAM in combat without access to the macro bar.

Spells in the HUD don´t autorefresh

The spells in the HUD don´t reflect the spending when you left click on them.
In the character sheet the consumption is marked.
If you close and open the HUD the change is reflected.

Create a diversion gives an error

Create a diversion return error (from Standard action) or don't do anything (from the skills on the left bar) because you have to select which variation you want.
An easy fix might be to send it to chat and select from there which variation of the action you are using. #

The distance is not counted correctly while moving diagonally

The distance counter (which shows squares on the right side of the portrait) counts the squares just 1 by 1. But in pf2e, the first square of diagonal movement you make in a turn counts as 5 feet, but the second counts as 10 feet, and your count thereafter alternates between the two.

Could you please check this when you have time? Otherwise, it's an awesome tool and a great pf2e implementation! Thank you so much for the work!

No translation when using Argon HUD

When using Argon HUD and system translation at the same time, translations of some actions displayed in Argon HUD do not appear.

obraz

When the module is disabled, the Hide action is translated correctly. This applies to system translations in all languages.

Grip changing on weapon and causing two handed weapons to appear as unequipped

After the update to version v1.1.3 I found that dragging weapons to the slots above the character portrait is changing the grip on the weapon.

In my case, my player has a arbalest, a two handed crossbow. When I drag that on the HUD it changes to a one handed weapon, and then is technically unequipped. The PF2E Ranged Combat module is not letting my player attack. I have to go into my character sheet and re-enable 2 hands.

Foundry v11 build 315
Module version v1.1.3
Argon Core version 2.5.5
Browser: Chrome

2H weapons changing grip automatically

Hey!

One of my players reported that everytime he changed the grip of his sword (katana) to 2h, a couple of seconds later it auto-changed to 1h. I'm not 100% sure if this is something others have noticed, but it started when I implemented this module.

Add support for macro

Hi, a lot of macro may be sueful in combat like Double slice, Twin takedown, Exploit vulnerability, Certain strike , etc

It would be nice to have a way to add macro to actions list (like treat wounds) and as main actions (like Certain strike/Double slice, etc which would be used very often in combat) and set them a possible action cost like Certain strike cost 1 actio, double slice 2.

Change of shade when the number of actions goes beyond the remaining pool of actions

When using an action, the number of available actions from the bar at the bottom decreases, but after all actions have been used, I would like the actions I should no longer use to be highlighted in a certain way because I do not have enough available actions.

For example, the Demoralize action should be grey because I can no longer use it due to the lack of available actions.
obraz

Request: Stamina Variant Rules

I'm not sure how hard it will be to implement, but it will be great to have Stamina values displayed alongside HP.
https://2e.aonprd.com/Rules.aspx?ID=1378
Also, there are a few ways to restore it: Take a Breather exploration activity and Steel Your Resolve action.

I think these three options will be a nice minimum implementation for the system:

  • Stamina points;
  • Take a Breather exploration activity;
  • Steel Your Resolve action.

Thank you!

P.S. Stamina variant rules can be enabled as a Variant Rule in PF2e system settings.

Support Toggles with Options

Currently all toggles seem to believe they are on and off. Supporting toggles with multiple options like that for kineticist or swashbuckler would be nice

Hide shield related buttons/icons if no shield equiped

Hi, would that be possible to only show shield related feature if the character actually has a shield held/worn ? So it would make some free space for non-shield user.
(for example the shield block reaction adds the "abilities" reaction section for my PC because I'm a fighter but I don't have a shield.)

I have the shield cantrip, could the shield block reaction of the spell only appear when the spelle ffect is on the actor and not hidden in the "abilities" category but more visible ?

Request: Additional Attack Effects

Would it be possible to include the Additional Attack Effects in the attack popout?

When looking at attacks in the character sheet I always use the effects noted beside traits to refer to additional effects, in this case Grab and Burn Eyes.
image
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It would be great if these would also show in the popouts for the attacks as a quick way of determining additional effects
image
image

Argon Combat HUD - Players should not see HUD on defeated creatures

When characters select a defeated creature after an encounter, they can see the HUD, which gives away everything about the creature. One of my players, right after a combat encounter when they were going to collect loot, selected the defeated creature and told me the Argon Combat HUD displayed for him for that creature. This occurs even with all other modules turned off.

Solution: Players should only gain Argon Combat HUD access to tokens they actually own.

Request: Hide Expended Spells

Prepared spellcasters can end up with a staggering number of spells available -- and when the ones they've used are still visibly there, just gray, it can be hard to tell which ones are actually still ready. Can we get an option to hide grayed-out spells?

Target Selection Option

The Core Hud module appears to have a target selection mode that allows the player to automictically be prompted to pick their target. From what I can tell, this does not work in PF2E. Is this available or something that will be added?

Request: Raise Shield

Raise Shield would be much easier to use (on npcs) as a regular tile and not as 'feature' dropdown

feature request: swap function.

it would be cool if there was a small swap button next to the weapons to use the remaster swap action.
image
so that you could select consumables and replace what is in your hands.

intiative could have a drop down menu before rolling.

sorry if theres alot of things i was just so excited now there is an argon hud mod for pf2. glad to have it anyway.

my suggestion for an improvement is that when you click the intiative button. a pop up in the center of the screen with a drop down box would be useful for selecting which skill before going into initative.

or shift click to bypass and default to perception.

Kineticist Elemental Blast Permutations

First of all, props for the module. It rules.

Elemental Blast is not working quite right with the various options. It's a very complicated attack that works weirdly compared to everything else on every other character sheet so this doesn't surprise me. Sorry about the length of this but I wanted to be very thorough with what I talked about.

The first thing that's not working correctly is the sync between the one-action and two-action toggle of Elemental Blast on the character sheet and the action HUD. On the character sheet is toggle that allows the PC to set the type of Elemental Blast to either One Action or Two Action.

image

The Argon HUD has no way to allow the character to choose between these two types of Blasts, and does not update when the types are changed from the character sheet. It will, however, update the blast type if the HUD is reloaded (clicking the crossed swords twice, once to unload and once to reload) or if the user toggles a different weapon set, then retoggles the weapon set with Elemental Blast. A quick fix would be to have the HUD to show a small one/two action icon on the Elemental Blast, maybe next to the Melee/Ranged Icon and the Damage Type Icon so that the user at least knows what Elemental Blast type they are getting if they click the attack and can refresh the HUD to get the other kind, if they want.

The second thing that's not working correctly is the interaction between the Feat Versatile Blast and Elemental Blast. This feat allows the character to select different damage types for their Elemental Blast, depending on what type of Elemental Gate(s) they have. There's a small icon on the HUD that allows the user to toggle between the damage types that the Versatile Blast provides. The issue is, for elements like Earth, it only picks up 2 of the 3 damage types. It will show Bludgeoning and Piercing, but not Poison. For things like Fire, that has only Cold and Fire types, it works great. For elements with 3 damage types, it only has two, and it always seems to be the two leftmost buttons damage types from the Character Sheet.

image

The last is Weapon Infusion. This is getting picked up by the HUD and applies successfully when clicked, however when the effect is applied to the Kineticist PC they get a bunch more options for their Elemental Blast on their character sheet.

image

They get two new dropdowns that allow them to choose "Infusions" for both their Melee and Ranged blast. These Infusions add traits to the attack like Volley, Reach, etc. None of these are accessible from the HUB. It does look like they get applied from the character sheet if the HUD is reloaded or the weapon set is selected/deselected, but there's some strangeness. For instance, the Range of the attack is six times larger than it should be when Thrown, Propulsive, or Volley is selected (these are ranges of 20ft, 50ft and 100 ft but are shows as 120ft, 300ft and 600ft). The different damage types that can be selected from the HUD are still set at only 2, so the new damage types granted by Weapon Infusion either overwrite one of the base damage types (for Fire you can only select Bludgeoning and Cold). So there's some weirdness going on with the traits that Weapon Infusion grants.

Ok that's it for me! Sorry to be longwinded, thank you again for this great HUD!

Request: Ability to switch between melee and ranged elemental blasts

Unless I am missing it, with the Kineticist class, when dragging the elemental blast attack gained after toggling Channel Elements to the quick swap section only allows the melee blasts. While attack roll modifiers should be the same, the damage between the two can be different.

Reaction Effect

There is a great module "Pf2e Reaction Checker" that marks token with "Reaction was Used" effect for everyone to see. It would be great if used reaction from the HUD would be linked to that module, cause it's vital to know who already used a reaction in combat.

Request: Saving Throws

Could you please not bury the saving throws under a menu? Hitting them fast is important to me. Maybe bury the rest buttons under the menu instead.

As a GM I sometimes have to make 10 saving throws at once for a group of enemies, any chance you could get that working? It works in the Action Bar module and that's keeping me from switching.

Kineticist Elemental Blast Support

Hi there!

I've been testing your module and love the pf2e support so far. My pal plays a Kineticist and had some issues with the usage of Elemental Blasts. We can drag and drop the Elemental Blasts into the weapon set as described in the changelogs of version 1.1.0, the problem is that the Blasts then do not have options for an attack roll, MAPs and the such. Only the info card about the general action is printed to the chat. Also, no toggles for a melee or ranged blast are available or switches for damage types, which can be used given the right feats.

Am I missing something, or is this indeed a feature that is not yet implemented or cannot be implemented due to its complexity?
elemental_blast

Missing Core skills from NPC HUD

As seen in the below picture, there are no skills to roll like there are for PC sheets. I recall seeing them in the past, but with the update I did today (PF2e Combat HUD v. 1.11.3) (PF2e v. 5.15.0) they are not present on NPCs.

image

Spells that consume a selected number of actions.

Is there any way for spells such as Heal, which lets the user select how many actions they will spend with the spell, to remove the expected number of action pips? From what I could see, these spells seem to remove the minimum number of pips even after the larger number is selected.

Attacks missing (multiple)

As I was testing with my PCs, I have noticed that some weapons/attacks can't be added on the weapon list above the character portrait nor appear as an option within the icons:

  • Foxfire (Kitsune racial)
  • Eidolons attacks (primary or secondary - though they can be added if you pull them from the inventory directly, as if they were weapons/items).
  • Flurry of blows (Monk) missing from the bar
  • Spellstrike (Magus) doesn't use the macro version/automated version

EDIT 1:

  • When adding new default basic actions through the module, "Feint" is missing its icon.

There might be more but so far I found thesse ones. Great module btw, loving it!

Settings not applying to player HUD

I'm having an issue where any settings I adjust (such as adding standard action buttons, changing the symbol of the icons, showing saves, etc.) is not showing up when a player is looking at their HUD. The setting adjustments show on my GM view, but not the player view. I can look as a player at the HUD and not see any changed settings, such as the Demoralize button. But as a GM I can see the Demoralize button.

Thanks.

Ammunition Drop Bar is Difficult to Use

Thanks for the great work first of all.

I find the ammunition bar on the ranged weapon difficult to use. If I move the cursor out of the range of the weapon icon, the ammunition drop down bar will disappear, so I have to use arrow keys to switch weapon. The bar itself is quite small and can not be scaled in setting, unlike the change grip or reload button (if using ranged combat mod), so it is easy to click at the upper half of the bar, and the drop box will be there for only one second and then disappear. Not sure this issue only applies to me or everyone else.

My own solution is using switch ammunition macro from PF2e Ranged Combat first and click reload on the weapon icon, so I can do it all with my mouse, no arrow keys involved. Thus I think it is a good idea to allow ranged combat users to customize their ranged weapon icon as "switch ammunition" "reload" "change grip" instead of "ammunition bar" "reload" "change grip". It would still be struggling for users who do not use ranged combat though, if they are experiencing the same issue.

Screenshot 2024-02-20 200357

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