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A system for running games using various 2d6-based role-playing games, specifically with the Cepheus Engine Core Rules and similar systems. <br/>This Product is derived from the Traveller System Reference Document and other Open Gaming Content made available by the Open Gaming License, and does not contain closed content from products published by either Mongoose Publishing or Far Future Enterprises. This Product is not affiliated with either Mongoose Publishing or Far Future Enterprises, and it makes no claim to or challenge to any trademarks held by either entity. The use of the Traveller System Reference Document does not convey the endorsement of this Product by either Mongoose Publishing or Far Future Enterprises as a product of either of their product lines.<br/>Cepheus Engine and Samardan Press™ are the trademarks of Jason "Flynn" Kemp; I am not affiliated with Jason "Flynn" Kemp or Samardan Press™.<br/> See the files OpenGameLicense.md and LICENSE for license details..<br/>

License: Other

TypeScript 55.17% HTML 29.05% Shell 0.18% Batchfile 0.21% CSS 14.32% JavaScript 1.07%
2d6 cepheus traveller foundryvtt cepheus-engine

twodsix-foundryvtt's Introduction

2d6 system

GitHub release GitHub commits the latest version zip Forge installs

PRs Welcome

French translation percentage German translation percentage Spanish translation percentage Swedish translation percentage Translation status

Discord

A Foundry VTT system for running games using various 2d6-based role-playing games, specifically those based on the Cepheus Engine.

Install by either searching for Twodsix in in FoundryVTT's Game Systems tab and clicking Install or by clicking the 'Install System' button in that tab and entering the following as the Manifest URL: https://github.com/xdy/twodsix-foundryvtt/releases/latest/download/system.json

TAKE A BACKUP before you switch from any 1.x or 2.x version of Twodsix to a Twodsix 3.x or 4.x version, as that requires Foundry v11. The conversion to v11 is one-way. The only way to go back is to restore a backup.

In play - using a number of Foundry modules - it can look something like this:

Screenshot 2023-05-26 at 12 18 03 PM

It is compatible with the core rules of Cepheus Engine, but the intention is to make it flexible enough to play other 2d6 rules variants.

System settings and compendiums are available that make it compatible with Cepheus Light, Cepheus Faster Than Light, Cepheus Atom, Cepheus Quantum and to some extent Barbaric!. (See the wiki for more information on how to set up Twodsix.)

Due to licensing restrictions the user will themselves have to fill compendiums for other variants with skills, items, etc.

This system may eventually claim compatibility with other specific rules sets once it:

  • actually has said compatibility
  • actually has the license to do so

See docs.md for documentation, check the wiki or ask on Discord.

The Programmer's Mantra

It is by caffeine alone I set my mind in motion
It is by the beans of Java that thoughts acquire speed
The hands acquire shakes
The shakes become a warning
It is by caffeine alone I set my mind in motion

Patch Notes:

See CHANGELOG.md

Contributing

See CONTRIBUTING.md and CONTRIBUTORS.md

Licenses

Project Licensing:

  • Everything in this project that is not covered by one of the following license exceptions is licensed under the Apache License v2 (see LICENSE).

Content Usage and Licensing:

  • Game system information and mechanics are licensed under the Open Game License, see OpenGameLicense.md for details.
  • Note:
  • This Product is derived from the Traveller System Reference Document and other Open Gaming Content made available by the Open Gaming License, and does not contain closed content from products published by either Mongoose Publishing or Far Future Enterprises (except for the limited inclusion of Classic Traveller rules, by permission). This Product is not affiliated with either Mongoose Publishing or Far Future Enterprises, and it makes no claim to or challenge to any trademarks held by either entity. The use of the Traveller System Reference Document does not convey the endorsement of this Product by either Mongoose Publishing or Far Future Enterprises as a product of either of their product lines.
  • Cepheus Engine and Samardan Press:tm: are the trademarks of Jason "Flynn" Kemp; I am not affiliated with Jason "Flynn" Kemp or Samardan Press:tm:.
  • Cepheus Light and Stellagama Publishing are the trademarks of Stellagama Publishing; I am not affiliated with Stellagama Publishing.
  • Cepheus Faster Than Light and Stellagama Publishing are the trademarks of Stellagama Publishing; I am not affiliated with Stellagama Publishing.
  • Barbaric!, Sword of Cepheus, Cepheus Light, Cepheus Atom, Cepheus Deluxe and Stellagama Publishing are the trademarks of Stellagama Publishing; I am not affiliated with Stellagama Publishing.
  • The Traveller game in all forms is owned by Far Future Enterprises. Copyright 1977 - 2008 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises's copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.
  • Rules for Classic Traveller (i.e. rules contained in the Classic Traveller Book) used with permission from Far Future Enterprises and Mongoose Publishing. Those entities have granted limitted permision for Twodsix to incorporate rules mechanics and not ‘background text/lore’ from Classic Traveller - provided that it is done on a non-comerical basis.

Virtual Table Top Platform Licenses:

Font licenses:

Asset licenses:

twodsix-foundryvtt's People

Contributors

awitteck avatar cholston avatar dependabot[bot] avatar descention avatar forjasalvaje avatar foundryvtthub avatar gitlocalize-app[bot] avatar imgbot[bot] avatar imgbotapp avatar jonepatr avatar kampfzwerg42 avatar marvin9257 avatar meldinov avatar restyled-commits avatar robunderscore avatar semantic-release-bot avatar shammond42 avatar sheck avatar ultrakev avatar xanastay avatar xdy avatar

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twodsix-foundryvtt's Issues

Add support for renaming advantage/disadvantage (depends on #59)

Is your feature request related to a problem? Please describe.
Advantage and disadvantage aren't always called that, support the existing system setting to change the names. (i18n is not an appropriate solution, this changes per system, not per language. Though, of course, that setting could well support i18n, but that's a separate issue.)

Describe the solution you'd like
Whenever CONFIG.TWODSIX.ROLLTYPES is used, show the appropriate term instead.

Describe alternatives you've considered
Just use the current terms and remove the setting. But that seems a shame.

Additional context
https://www.drivethrurpg.com/product/207748/Advantage-and-Disadvantage-2e
Issue #59

Fix createTwodsixMacro

Describe the bug
You can drag an item to the hotbar, but clicking it brings up an error like: "Your controlled Actor does not have an item named New Weapon"

To Reproduce
See above.

Expected behavior
It should roll dice.

Additional context
N/A

The skills of exported characters look weird, are we setting everything right?

Describe the bug
Name should be the same in both places:

  "_id": "c5sTwjko0Rn0ff4d",
      "flags": {},
      "name": "Athletics: Dexterity",
      "type": "skills",
      "img": "icons/svg/mystery-man.svg",
      "data": {
        "name": "Skill Name",
        "value": -3,
        "characteristic": "DEX",
        "type": "skills",
        "total": -3,
        "mod": 0
      },

To Reproduce
Create an actor with a skill, export the actor.
Expected behavior
Name should be the same in both places.

Make it easier for others to test PR:s

Is your feature request related to a problem? Please describe.
Buggy releases...

Describe the solution you'd like
Do builds from PR branches that can be downloaded (i.e. everything but the actual release step. Or, maybe flag as prerelease? Investigate.)

Describe alternatives you've considered
Make a dev branch for stabilization instead?

Additional context
Will require changes to the github workflows.

Allow handling "natural 2" always a failure/"natural 12" always a success, as a system setting

Is your feature request related to a problem? Please describe.
CE doesn't have this rule whereas CL and CFTL do have it, so it must be a system setting.

Describe the solution you'd like
A natural 2 becomes a failure with effect -1 if it would be a success.
A natural 12 becomes a success with effect 0 if it would be a failure.

Describe alternatives you've considered
Let people remember to handle it themselves.

Additional context
https://www.drivethrurpg.com/product/186894/Cepheus-Engine-System-Reference-Document
https://www.drivethrurpg.com/product/257644/Cepheus-Light
https://www.drivethrurpg.com/product/263755/Cepheus-Faster-Than-Light

Switch to foundry 0.7

Is your feature request related to a problem? Please describe.
0.7 goes stable on Oct 21. Test using 0.7.4 and fix any problems on a branch, then switch over to supporting that.

Describe the solution you'd like
See above.

Describe alternatives you've considered
Staying on foundry 0.6

Additional context
See ForjaSalvajes posts on discord for the problems he has running twodsix using foundry 0.7

Skill sheet jump to top on changes.

Describe the bug
The skill sheet, or item sheet jumps to the top when a change is made.

Expected behaviour
Should stay on the skill you are on.

Additional context
This is default HTML behaviour and requires a JS fix.

Enable simultaneous rolling of to hit and damage by clicking an item that does damage (usually a weapon) that has a linked skill

Is your feature request related to a problem? Please describe.
The damage a weapon does is affected by how well the attack hits.

Describe the solution you'd like
Link the item to a skill. When you click the dice icon for the weapon, roll a to hit (either assuming Normal difficulty=target 8, or giving a way to say what difficulty it is, such as the current shift-click for skills), if it's a hit, roll the damage and add the Effect of the hit.
Should probably have a way to retroactively change the difficulty on the chat card (i.e. a dropdown with the difficulties), changing that changes whether it was a hit, and how much damage it did.

Describe alternatives you've considered
Just do everything manually.

Additional context
https://www.orffenspace.com/cepheus-srd/personal-combat.html#damage
Depends on #102

Add a 'new item' button at the end of the various item forms.

Is your feature request related to a problem? Please describe.
It'd be useful when adding a bunch of items to not have to keep pressing 'close', then the add new button in the menu, instead having a 'add new item' button taking one to a new item form for a new item.

Describe the solution you'd like
See above. But less wordy. :)

Describe alternatives you've considered
See above, but keep that lack of functionality.

Additional context
twodsix-charsheet-issues

Use the health bars to show 'hits'

Is your feature request related to a problem? Please describe.
Without filling the bars with something useful one can't see at a glance how a Traveller is doing in combat.

Describe the solution you'd like
Add end+str+dex to a bar (if hasn't been already), probably call it 'hits' to support simpler creatures than Travellers.

Describe alternatives you've considered
Open the character and study the numbers.
Keep track mentally of all damage done. (Yeah. Right.)

Additional context
It might be a good idea to set the secondaryBar to characteristics.psi.current
If it hasn't been fixed already, also look at this from discord:
12:51 PM] ForjaSalvaje: @xdy also check that you can input values on Wounds above the MAX value for the Stat. For example I was able to set Wounds to 9 on an END of 6... so I got a MOD higher than possible. That could make mistakes for players.

Handle migrating items that are on characters

Is your feature request related to a problem? Please describe.
The current code doesn't handle it, so handle it!

Describe the solution you'd like
A migration of items should also migrate the items on characters.

Describe alternatives you've considered
Just have people rebuild their characters. Over and over and over and...

Additional context
Some system has probably solved it, look around.

Start using migrations for changes in template.json

Is your feature request related to a problem? Please describe.
We need to change template.json sometimes, but now that people have started using the system they would have to remake their world to use the changes, which is a hassle. So, we should handle those changes for them.

Describe the solution you'd like
At world startup, find out which version the world currently uses, and migrate to the latest version automatically.

Describe alternatives you've considered
Keep irritating people.
Don't ever change the template.json.

Additional context
Many other systems have working migrations. Do it like one of them does.
pf2e is based on the 5e one, but they've done more migrations, so probably a better structure.

Support doing damage to characters from the chat damage rolls

Is your feature request related to a problem? Please describe.
Doing damage manually is a hassle. Asking the players/GM to enter damage to their characters is also a hassle.

Describe the solution you'd like
I want to be able to select one or more targets, click a button somewhere and have the damage applied to them as if they did it themselves.

Describe alternatives you've considered
Do it manually.

Additional context
See #87 (this issue covered too much, so I split it up)
For example code, see this: https://github.com/moo-man/WFRP4e-FoundryVTT/blob/master/modules/actor/sheet/actor-sheet.js#L1392 and https://github.com/moo-man/WFRP4e-FoundryVTT/blob/master/modules/hooks/chat.js#L275

Redo system settings

Is your feature request related to a problem? Please describe.
Take over the system settings layout. (Maybe as a popup form that I can actually control). The current random dump of assorted settings with long descriptions isn't really fit for purpose.

Describe the solution you'd like
As for settings, several settings will most likely end up under a common umbrella ('Use Cepheus Light', 'Use Cepheus FTL', and if Kevin's plans go right 'Use MGT2', etc). The separate settings would still be available - several of them are/will be handy for people that mix rules from the various variants. Like, say, me, for instance. :), but possibly hidden under a folding section or something like that.
This is also not particularly close in time as it would require taking full control of the system settings gui instead of just adding to the Foundry default one.
And, I'm lazy. :slight_smile:

Describe alternatives you've considered
Keep adding stuff!

Additional context
See this for instance: https://github.com/edzillion/blood-n-guts/blob/dev/src/module/advancedConfig.ts

Translation issues

Missing localizations:
11:20 AM] ForjaSalvaje: @xdy testing Charsheet for Traveller looks good. But Settings are not getting translation text used on config system settings.
[11:30 AM] ForjaSalvaje: Also the Skill list shows Attributes like STR, DEX not translated like on Charsheet or when you edit the same Skill.
[11:35 AM] ForjaSalvaje: When you press SHIFT to roll the difficulty "Very Difficult" is not translated.
[11:40 AM] xdy: Could you make an issue on github and post images to it showing what's missing?
I'll test by translating to Swedish and making sure every English word on those pages gets translated. :slight_smile:
[12:20 PM] ForjaSalvaje: Config settings not translated and also Difficulty while pressing SHIFT to roll dice, set to VeryDifficult instead of translation... rest of terms are there for simple, difficult, etc...
image

[12:21 PM] ForjaSalvaje: Skill list on Charsheet is not using translated terms but other dialog boxes are.
image

[12:22 PM] ForjaSalvaje: Augment location is not using translation.
image

[6:27 PM] ForjaSalvaje: Might be another bug only with translation?
image
[7:21 PM] xdy: Yeah, forgot to add localization to that, I just reinserted the old code, from long before I added localization. :)
I'll note that in the bug.

** Note that only the second item above is still not fixed.**

But, the below ones aren't fixed:

1:46 AM] ForjaSalvaje: When you edit wounds, or change stats on Charsheet modifiers do not refresh on sheet even if you close and open it they show older Mod with +1 when you got wounds. Only way to refresh sheet I have seen is pressing F5.
[1:48 AM] ForjaSalvaje: Weapons on sheet if I assign a skill then it keeps it until you edit anything on the sheet. When I open the weapon again Skill is gone. So you have to reset it every time you edit the Charsheet.
[2:41 PM] ForjaSalvaje: @xdy more info on the first bug. I think it only affects translated Stats. I just created a new Actor and when I changed stats seems only the ones translated won't update. It might have to do with the open issue 113? I attach capture that shows only non updating stats are the ones translated and different to english.
image

[2:41 PM] ForjaSalvaje: The SOC issue with box sized is fixed! Thank you! 👏
[3:27 PM] xdy: Yeah, the translated stats being a problem seems reasonable, I've probably hardcoded the english names somewhere.
Saving the skill on the items definitely used to work, I'll take a look tonight and see if I messed it up in some recent change. Or, maybe that too is 'lost in translation'...
[3:27 PM] xdy: I'll add the above to issue #113 so I don't forget about it.

Support import of characters from 1001 characters

Is your feature request related to a problem? Please describe.
I want to be able to generate CE actors easily. http://members.ozemail.com.au/~jonoreita/SupplementOne/Cepheus_Engine_1001_characters.html generates a bunch of random ones - with some configurability, and outputs them in a fairly standard (UPP/UCF) format.

Describe the solution you'd like
I want to be able to paste one or more characters and make them into actors.

Describe alternatives you've considered
Well, I could start with a form for entering characters field by field, but, meh.

Additional context
A way to convert skillsmight be worthwhile. (e.g. for CE > CEL: "Cepheus Light skills are somewhat different than the
ones included in the Cepheus Engine core rules but are easily compatible. Most notably, Repair is the combination of
Electronics and Mechanics; Admin subsumes the Advocate skill; Carousing subsumes the Gambling skill; Piloting
subsumes the Navigation skill; and Deception is roughly equivalent to certain uses of Carousing and Streetwise in the core
rules.
" How to handle Repair and Deception? I guess split evenly, starting with a random selection.)
Should probably be a module, with other modules for importing from other generators.
It might be worth doing this by simply including 1001 characters in the module. Don't know what the license situation for that would be.

Should (in separate issues) set up support for importing from other random character builders (for various cepheus-compatible systems) too, such as:
http://www.batintheattic.com/traveller/
https://travellertools.azurewebsites.net/Home/Character?minAge=&maxAge=&firstAssignment=&finalCareer=&finalAssignment=

And animal generators like:
https://travellertools.azurewebsites.net/Home/Animals?terrainType=&animalType=
https://peterssoftwareprojects.com/2018/06/21/traveller-animal-generator/
http://www.neuzd.org/traveller/travellergen.php?i=aen&t=0
https://travellertools.azurewebsites.net/Home/AnimalEncounters?terrainType=&animalClass=

Support i18n, i.e. support other languages in the ui

Is your feature request related to a problem? Please describe.
Not every 2d6-based rpg is in English, it would be nice to support those languages.
Note that this issue deliberately excludes language support in compendiums, that's a separate issue (most likely using Babele)
Using the localize handlebars helper/game.i18n.localize should suffice.
Add support for English, then ask users to submit translations.
Maybe translate to Swedish, just for fun. (I did it for Maptool, so why not for Foundry. :)

Describe the solution you'd like
Add support for i18n for all texts shown in the ui.

Describe alternatives you've considered
Ignore anyone who doesn't play in English.
Force everyone to use English.

Additional context
Many other systems do it, take a look at what they do.
Also, see https://foundryvtt.com/article/localization/

Make 'showing the dice total' and 'showing the Effect' a system setting for skill rolls (possibly characteristic rolls too?)

Is your feature request related to a problem? Please describe.
The current situation where shift-clicking a skill gives the Effect, and just clicking it gives a total is confusing.

Describe the solution you'd like
Make both ways work the same, and with a system setting to change which the GM prefers.

Describe alternatives you've considered
Continue the confusion!
In the long run, maybe show both? But, that'd need a lot more work I think, with the need to handle a lot more of the rolling process in our own code.

Additional context
N/A

Enable linking an item to a skill, and make such items rollable

Is your feature request related to a problem? Please describe.
I'd like to be able to use an item (like a weapon, or a tool) by just clicking it, instead of as now clicking the skill, then say 'this is using my toolkit, so I get a +2', or 'this is using my laser pistol'

Describe the solution you'd like
Dropdown with all the character's skills on the item, dropdown with all characteristics to be able to set characteristic used (or, just use the one from the linked skill), a box to enter 'additional permanent modifier' that is always added to rolls.
An item having the three fields 'skill', 'damage' (and possibly 'characteristic') should enable this functionality.

Describe alternatives you've considered
Keep doing it manually.

Additional context
Prerequisite to #62

Sortable item lists

Is your feature request related to a problem? Please describe.
Manually sorting the lists of items is a hassle. Automatic sorting should be possible.

Describe the solution you'd like
Either the lists should just be sorted when displayed, or clicking a header should sort by that header.

Describe alternatives you've considered
Keep dragging and dropping.

Additional context
From discord:
"[4:39 PM] ForjaSalvaje: Skill list reordering works weird... when I move Skills up and down if you drop it just on top of another Skill Name then it just moves up, but if you find a spot in between two skills then it goes all the way down to the bottom.
[4:40 PM] ForjaSalvaje: Makes reordering skill really challenging and not intuitive. Not sure if it is a bug.
[5:16 PM] xdy: I think that's just how drag and drop works in Foundry.
[5:18 PM] ForjaSalvaje: Could be... I never had such a long list of items like on 2d6 so probably I never noticed... And others have a fixed list of skills so no need to reorder. I noticed because when I changed and translated Skills to spanish the order if I want to keep it alphabetical is going to be a mess 😅
[5:22 PM] xdy: Actually, now that I think of it, automatic alphabetical sorting of the various lists should be possible. I'll make an issue for it, no promises on when/if it gets done though."

Epic: Support Cepheus Engine FTL

Is your feature request related to a problem? Please describe.
The simplest CE version seems like a good start. Specifically https://www.drivethrurpg.com/product/263755/Cepheus-Faster-Than-Light

Describe the solution you'd like
Support for playing using the above rules.

Describe alternatives you've considered
Don't play using these rules.

Additional context
Think ahead to support CE Light, CE, and allowing users to add in other variants of the 2d6 engine (Mongoose, Michael Brown's Genre books, etc). I.e. pretty much everything should be optional/possible to switch out.
Some thoughts: characteristics vary (by system and by race), skills vary (what skills exist, how are they subdivided, etc), task resolution system varies, the combat rules vary, damage and healing varies,
As part of the above, also consider various common house rules.

TODO Check the license for CE FTL. Do I need permission to claim compatibility? Either way, ask permission.

Initiative bugs

From the Discord:
marvin9257: I just noticed an issue with the initiative roll. If the system setting is set to "[email protected]" as the form suggests, no dexterity modifier is added (+0). However if it is input as "[email protected]". Easiest fix would be to change the example on the systems setting form. Thanks.
[11:19 PM] marvin9257: Also, the initiative roll in the encounter tracker shows the roll with one decimal.

Screen_Shot_2020-09-11_at_1 01 38_PM

Add the ability to change the difficulty list on a system level

Is your feature request related to a problem? Please describe.
The current hardcoded difficulty list is for Cepheus Engine. It works well enough for the current edition of the game, but wouldn't work for CE Light for instance (e.g. Average is 6+ in that game, rather than giving a +0 to the roll. I.e. the math is different).
This would also help users to able to use the original version of the game.

Describe the solution you'd like
A system setting where one can choose which compendium (or rollable table? whichever works best) contains the difficulty list. It should have the fields 'title', 'modifier' and 'targetValue'. When displayed, show the title and the first of modifier and targetValue that is not null within parenthesis. When using the numbers, follow the same rule. If modifier is the one to be used, apply it as a modifier to rolls as per the current 'effect' code. If target number is the one to be used, instead change the current -8 to the selected target number when calculating the effect. (I.e. only one of the values should be filled in, but if both are, only modifier will be used.)

Describe alternatives you've considered
Require everyone to keep using math.

Additional context
For the OGL variants I know of, that should be possible to support (and preferably have data entered) see:

Note that to support any but the first of the above would require adding more to the OpenGameLicense.md file, so remember to do that.

After a closer look, CEFTL pretty much uses the CEL difficulties, it's just a bit more vague. As does Quantum, but as Quantum doesn't use the same characteristics, supporting it fully just isn't happening right now.

Add a skill compendium for Cepheus Engine

Is your feature request related to a problem? Please describe.
Adding the same skills over and over is a hassle.

Describe the solution you'd like
A compendium I can drag and drop skills from, where everything is already filled out right would be real helpful.

Describe alternatives you've considered
Keep typing...

Additional context
For the skills, see here: https://www.orffenspace.com/cepheus-srd/skills.html#available-skills-list

Adding compendium with skill lists for other variants, like https://www.drivethrurpg.com/product/207738/Skills-List-2e might also be useful, possibly as a separate issue. For now, I'll just note it here.

Support taking damage automatically

Is your feature request related to a problem? Please describe.
Currently the user has to click in each ability's damage box and add damage manually, remembering to subtract for armor, divide between stats, etc. This is a hassle.

Describe the solution you'd like
Add damage in a textbox, click a button. Bam! Done. Armor subtracted, damage spread out properly. Character killed. (Well, maybe not that last bit. At least not every time...)
Personally I'm ok with the system always choosing the higher of dex and str when end runs out. Maybe figure out a way to let the one taking damage choose, but I think that's too much of a hassle to be worth bothering with. If you want that much control, do it manually.

Describe alternatives you've considered
Stop being lazy! Keep doing it manually!
Could also be done from the chat. (Which, incidentally, is another issue, which pretty much needs this one to be done first. #63)

Additional context
Should probably be done through the 'hits' value. Any change to that can be handled as per above. (And, in reverse for healing. Though, healing probably shouldn't be affected by armor. :)
https://www.orffenspace.com/cepheus-srd/personal-combat.html#damage
https://www.orffenspace.com/cepheus-srd/personal-combat.html#armor

Make an armor attribute/field on characters

Is your feature request related to a problem? Please describe.
No rush...and one GM quality of life suggestion. Could you make an armor attribute/field? No need to have it auto calc for now. But something I could pull into the encounter manager @marvin9257

Describe the solution you'd like
A field on the character sheet matched to a field in actor template.json
The fields in template.json should probably be something like this:

      "primaryArmor": {
        "value": 0
      },
      "secondaryArmor": {
        "value": 0
      },
      "radiationProtection": {
        "value": 0
      },

Describe alternatives you've considered
A better solution would be that it was calculated from the equipped armor and adjustments. But, we don't really have a way to do that yet. Maybe set it to the sum of the armor values of all armors that are not in storage?

Additional context
https://www.orffenspace.com/cepheus-srd/equipment.html#armor
https://www.orffenspace.com/cepheus-srd/personal-combat.html#armor
https://www.drivethrurpg.com/product/234959/Cybernetics-for-the-Cepheus-Engine?term=cepheus+cybernetics
Consider supporting AP when this issue is done. I.e., on damage rolls, lower Armor with AP (minimum Armor 0), then reduce the damage with Armor.
From discord:
12:22 PM] ForjaSalvaje: And next step to support the CSC it would need to add Weapon damage type to match Armor protection features like Armor against only laser for example.

At the same time, add a separate numeric field for radiation protection to armor items.
Add a the radiation dose taken to the ui also.

Add the ability to enter a minimum required characteristic for weapons, and modifiers if too low/just right/too high

Is your feature request related to a problem? Please describe.
Mostly to support the original version of the game.

Describe the solution you'd like
Add a dropdown with characteristics, and edit fields for value, too low penalty, just right bonus and too high bonus. :)

Describe alternatives you've considered
Have people remember to do this manually.

Additional context
The edit fields above might be just one field that gets parsed (like "-2/+1/+3")
The ability to see these fields might be gated behind a system setting.

Make it possible to set a 'default difficulty' on skills

Is your feature request related to a problem? Please describe.
From marvin9257, "One challenge I noticed is for combat checks. The default difficulty is difficult, or 8+ and not 6+. Is there a way to have settings change by default?"
Can't be done now, it's always Average. But, I guess I could add a field to skills that allows one to set the 'default difficulty' for that skill. Would that do? (The dropdown for difficulty when one shift-clicks would then default to the difficulty set on the skill.)
The 'default difficulty' would be used for simple skill rolls also.

Describe the solution you'd like
See above.

Describe alternatives you've considered
Always use shift-click and remember to change it.

Additional context
n/a

Add a skill compendium for https://www.drivethrurpg.com/product/207738/Skills-List-2e

Is your feature request related to a problem? Please describe.
Adding the same skills over and over is a hassle. Cepheus is handled, but what about those who prefer 2e?

Describe the solution you'd like
A compendium I can drag and drop skills from, where everything is already filled out right would be real helpful.

Describe alternatives you've considered
Keep typing...

Additional context
For the skills, see here: https://www.drivethrurpg.com/product/207738/Skills-List-2e
Note that is not full support for mgt2 skills. This is only renaming the skills according to the above OGL document.

Show critical result and failure on skill roll somehow

Is your feature request related to a problem? Please describe.
Show critical success somehow, show double 1:s somehow (color?)

Describe the solution you'd like
See above

Describe alternatives you've considered
Just open the dice section and look at what the actual dice roll was.

Additional context
From the discord:
[9:58 AM] ForjaSalvaje: @xdy after the new weapon automation this looks amazing. I would love for future updates if you could somehow show a warning on Effect +6 or -6 as that is considered a Critical and even with no effrect option selected if text showed something in color red as warning. It would help Referee to not miss it.
[9:59 AM] ForjaSalvaje: Maybe also double 1s just in case, if you don't expand dice It wont be noticeable during play with all mods active.

Here's an example of something kind of similar.
https://discord.com/channels/732325252788387980/754127569246355477/768867490767568986

NPC and Ship 'character' sheets

A pop-up should appear when selecting 'new character' where you can select Character, NPC or Ship.

Various things would need doing before this is viable and conform with the rest.

Rebuild dice rolling

Is your feature request related to a problem? Please describe.
It's better than it used to be, but, there are several upcoming features that would require that we have more control over the roll output. I.e. that we hook on renderChatMessage, updateChatMessage and probably renderChatLog.

Describe the solution you'd like
Add hooks for the above, squeeze in the existing functionality, and as a proof of concept, remove the 'effect or sum' text, and instead show both in some suitable way in the result part of the chat card.

Describe alternatives you've considered
Just keep adding descriptive text at the top, people will just have to do things manually.

Additional context
When this issue is tackled, it will mean changing the minimum foundry version to 0.7 as the dice api changes for 0.7, see https://foundryvtt.com/releases/0.7.0
See the other issues tagged with 'skills_tasks_rolls'
Most likely remove the system setting with this issue. (Does this need a migration for existing worlds? Check.)

Make item images editable

Is your feature request related to a problem? Please describe.
Marvin9257 on Discord: "It would be nice to add an image edit button for items to change the icons from the default mystery man. You can go the route of export - edit json - import, but it is a bit time consuming. There are some nice icons in the game icons net module. For example I've hacked this..."
image

Describe the solution you'd like
See above.

Describe alternatives you've considered
Using the module 'Image Compendium Mapper' is probably good enough. So, maybe this issue isn't worth doing?

Additional context
n/a

Add icons to the CE compendiums

Is your feature request related to a problem? Please describe.
The generic icon is kind of wrong for everything...

Describe the solution you'd like
From marvin9257 on Discord "I've been generating icons for the compendiums and think I have a workaround to implement this sooner. There is a module called "compendium image mapper" that attaches icons from a folder to items in a compendium based on file names. I've used "game-icons-net" images and renamed them as best I could to the current compendium items in the CE compendiums. There are also images for CE light - as I'm planning on playing that for my group. You can easily apply these icons to the existing compendiums in the game system."

Describe alternatives you've considered
Making it possible to edit the icon for items and skills.

Additional context
General.zip
Remember to add attribution to the readme to game-icons.net and Marvin.
https://game-icons.net/
https://creativecommons.org/licenses/by/3.0/

Support additional characteristics

Is your feature request related to a problem? Please describe.
Some variants use more/other characteristics, we should support those too.

Describe the solution you'd like
Other characteristics (preferably not a fixed list), should be possible to use. Maybe change to use items as characteristics?

Describe alternatives you've considered
Extending the characteristics list in template.json with some generically named ones (like 'extra1','extra2' etc, that you can change the display name of.

Additional context
See the discussion around this post for how to do it: https://discord.com/channels/170995199584108546/670336275496042502/772956369283579914

Separate out the hooks into separate files

Is your feature request related to a problem? Please describe.
The current situation is too messy. I like the way the Gurps (and WFRP) system does it.

Describe the solution you'd like
Create a module/hooks folder, put all the hooks there, one hook per file (and any support functions, of course)

Describe alternatives you've considered
Just keep adding more spaghetti.

Additional context
See https://gitlab.com/jbhuddleston/gurps4e/-/blob/master/dev-readme.md
In fact, take a good look at the goals and design notes. We should have our own. (Possibly very similar.)

Support cascade skills/subskills/specializations

Is your feature request related to a problem? Please describe.
Some skills have siblings. If any of them is above level 0, all of them that are unset should be set to 0 if on the character. A skill is a sibling if it's key contains a '_', it's siblings have the same first part of the key.

Describe the solution you'd like
See above.
Also, when a new skill is added, check if it is a sibling that should be set to 0 instead of the unskilled value (usually -3).
Also, when a skill with a '_' in it's key is removed/has it's level lowered, recalculate the values of any siblings.

Describe alternatives you've considered
Do it all manually.
Do it via some extra fields on the skill (hasChild/childOf). But, that's too much structure I think. The above solution should do well enough.

Additional context
See the first subsection under https://www.orffenspace.com/cepheus-srd/character-creation.html#skills-and-training

Updates show the wrong version

Describe the bug
This is because the previous version is in the system.json inside the zip file. Fix the build script

To Reproduce
Install twodsix. Wait for a new version. Update. Notice that the version number is wrong.

Expected behavior
The right version number should be shown.

Additional context
Thought I'd already fixed this.

Add support for rolls with advantage/disadvantage

Is your feature request related to a problem? Please describe.
Sometimes you get to roll with 3d6, keeping either the two best or the two worst dice.

Describe the solution you'd like
Clicking (or possibly shift-clicking) the skill could open a dialog where you could select this (and other modifiers) that are applied to the roll. If shift-click is used, an ordinary click just sets all modifiers to default and rolls without a dialog.

Describe alternatives you've considered
Do it manually.
A button on the chat card that lets me see the advantage/disadvantage result rather than the 'normal' result.
This could also be selected before selecting the skill/on the skill row, but I think it'll be hard to fit into the ui.

Additional context
https://www.drivethrurpg.com/product/207748/Advantage-and-Disadvantage-2e?manufacturers_id=6213

Add the ability to choose 'no characteristic' for skills

Is your feature request related to a problem? Please describe.
This would not only support the original version of the game, but might also make support JOAT easier.

Describe the solution you'd like
At the bottom of the dropdown of characteristics when editing skills, put the option NONE (or something like that). If that is selected, the characteristic bonus is always 0.

Describe alternatives you've considered
Have people remember to subtract the bonus...
It could also be done with a system setting that simply turns off characteristic bonus calculation, but the above seems more useful for other variants.

Additional context
This might be on the path to optionally support more/other characteristics, which I want to do eventually. (Some species need other characteristics in some variants of the game.)

Support automation for burst fire

Is your feature request related to a problem? Please describe.
Support automation of automatic fire/burst fire, probably on advanced roll. Allow setting how rounds spent/burst size affects damage.

Describe the solution you'd like
See above

Describe alternatives you've considered
Just do it manually.

Additional context
From discord:
[12:21 PM] ForjaSalvaje: It would be cool to support Auto X on Range weapons... with Simple mode they work as normal. But with Burst Mode you spend X ammo to add +X to damage. And with Full Auto you make X attacks spending 3xX ammo. So for example with Auto 2 in Burst Mode you spend 3 ammo to add +3 to damage. In Full Auto Mode you spend 9 ammo to hit 3 times (rolls 3 times to hit and damage).
[12:28 PM] xdy: I could definitely support https://www.orffenspace.com/cepheus-srd/personal-combat.html#burst-fire, and make the size, dm and damage be configurable somehow. (So one could support Cepheus by default, but a GM would be able to configure it to work like the above.) I'll make an issue about that.

Make a simple character card

Is your feature request related to a problem? Please describe.
A character sheet is needed.

Describe the solution you'd like
A simple character sheet/card that outputs the UCF (maybe with events and gear on separate tabs).
Maybe a button to open a full character sheet kind of like (or even based on) the one in roll 20 (https://github.com/Roll20/roll20-character-sheets/tree/master/Cepheus%20Engine)

Describe alternatives you've considered
Just export the json from the actor...

Additional context
Pretty is not important. Functional is.

Make it possible to set what characteristic is used for a skill for a particular roll when shift-clicking on the skill

Is your feature request related to a problem? Please describe.
There's a workaround, but, I'd like it to be easier to do.

Describe the solution you'd like
See above, it'll default to the skill's characteristic, which you can change, but the selected characteristic will only be used for that particular roll and not be saved to the skill.

Describe alternatives you've considered
It can be done by altering the skill before rolling, but that's kind of awkward.

Additional context
n/a

Add support for PDFoundry

Is your feature request related to a problem? Please describe.
It would be nice to be able to link to pdfs, and particular pages.

Describe the solution you'd like
Support all of pdfoundry.

Describe alternatives you've considered
Enter screendumps or extracted text in a journal or something.

Additional context
How to do it is described here: https://djphoenix719.github.io/PDFoundry/index.html

Split out the various variants into separate modules

Is your feature request related to a problem? Please describe.
The list of compendiums is getting kind of long, and most likely only one set of compendiums is wanted.

Describe the solution you'd like
Move the compendiums into one module per system (i.e. currently one for CE and one for CEL).
This would also be the place to put things like variant-specific theming and/or character sheets.

Describe alternatives you've considered

Additional context
Most likely there'll be a popup on start, offering CE, CL and CFTL modules to start with. If you pick one or more it'll take you to setup and prompt you to install it. It'll remember your choices and only prompt for install if the module you wanted is no longer installed on startup. (Or if you have cleared the system setting on what modules you want installed.)
If/when we get permission for other variants they'll appear there too. (Though, if any modules are premium, that link won't lead straight to setup, instead it'll be handled like WFRP4 or SWADE handles it I guess.)
See https://github.com/Foundry-Workshop/welcome-screen/blob/master/modules/WelcomeScreen.mjs for an example using https://foundryvtt.com/api/SetupConfiguration.html
I don't think this should be linked to choice of system, as compendiums are fairly world dependant. E.g. if you're running Swords of Cepheus, you won't have much use for a Cepheus Light system, even if the rules work the same.

Add 'is a combat skill' to template.json and skill edit sheet

Is your feature request related to a problem? Please describe.
The only way to know if a skill is combat skill right now would be by parsing the name. But. No. Just. No.

Describe the solution you'd like
A dropdown with the various types of skill. (I.e. add support for skill types along with this, 'combat', 'general', 'science','profession', etc)

Describe alternatives you've considered
Just a checkbox with 'is a combat skill'. Good enough really.
Or, just allow any kind of skill to be used for any purpose. Which is actually a rather good idea. Hmm.

Additional context

Support jack of all trades (i.e. different base value for untrained skills)

Is your feature request related to a problem? Please describe.
JOAT is a 'skill' that adjusts the base value of untrained skills for a character. Level 0 does nothing, level 3 is maximum skill level.

Describe the solution you'd like
When you take a level of JOAT, your base value for untrained skills should change.

Describe alternatives you've considered
Just remember it. Every time.
Just adjust the value of all untrained skills.

Additional context
https://www.orffenspace.com/cepheus-srd/skills.html#jack-of-all-trades

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