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This project forked from svenwerlen/fvtt-loot-sheet-npc-pf1

2.0 2.0 3.0 6.69 MB

FVTT - Loot Sheet NPC Pathfinder 1

License: MIT License

CSS 5.15% JavaScript 71.01% HTML 22.29% Shell 1.55%

fvtt-loot-sheet-npc-pf1's People

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almightygir avatar jopeek avatar kagejittai avatar mkahvi avatar svenwerlen avatar

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fvtt-loot-sheet-npc-pf1's Issues

V10 datamodel not supported

as specified in this document (https://foundryvtt.com/article/v10-data-model/) the datamodel has changed.

"As a key feature of this new DataModel architecture, the pre-existing Document class now directly extends the DataModel and eliminates use of an internal DocumentData concept which is now deprecated. There are several significant consequences of this change."

Can this be updated and released to Foundry Package repo?

Displayed Weights NaN

I recently updated to the latest pf1e system version 0.81.3. I believe there were changes to weight that make your use of "weightConverted" not work anymore. The displayed weights for the items and the total weight all read NaN. In my own version on my client, I updated 2 instances of this in the code to fix it. I apologize for being a beginner at github, and thus I'm afraid of messing something up, so I'll write what I did to fix this instead. If you want to hop on discord sometime and maybe show me how I could have used github to do this, then that would be amazing.

  1. npc-sheet.html - the call to display the weight needed to be changed. I changed the "item.data.weightConverted" to "item.data.weight.converted.value"
  2. lootsheet-npc.js - the calculation for totalWeight needed to be changed. I changed "i.data.weightConverted" to "i.data.weight.converted.value"

image

Price per charge not factored into sale price

Items (most commonly wands) that use charges have a value that doesn't add in the price per charge.

For example, in the image below is a fully charged wand of cure light wounds. It should have a value of 750 and a sale value of 375, but the sheet shows the values as 0.
65ZxrbY

It is not recognizing all players

I have a 5 player game that no matter which type of NPC loot sheet I create (loot or merchant) only 2 of the players are recognized and can interact with the sheet. When I right-click and select Configure Permissions I do have All Players set to None, and all the individual players are listed and set to Observer, but when you open the NPC sheet(s) it is only recognizing the last 2 players. All players can open the loot sheet and see what is in there, but the other 3 players are unable to interact with it. I've tried making multiple NPC sheets in both loot and merchant types, but it is the same every time. And just to rule it out as a potential problem, I am using the PF1:LootSheetPf1NPC sheet type, not the Loot sheet type.

Split options for displaying chat messages

Currently, the "display chat message for purchases" shows whenever a player or NPC loots, buys, or drops an item in the loot sheet. If possible I'd very much like to see an option to disable the "drop" message specifically so players don't know in advance what items are being placed in there, but it still shows a log of who takes what.

ver11

The module "lootsheetnpcpf1" is using "name" which is deprecated in favor of "id"
The module "lootsheetnpcpf1" contains "dependencies" which is deprecated in favor of "relationships.requires"
The module "lootsheetnpcpf1" is using the old flat core compatibility fields which are deprecated in favor of the new "compatibility" object

Player set as owner is not included in coin split

When a nonGM player owns a loot sheet, they are no longer counted in coin distribution for splitting gold.

Captureloot

If this is intended behavior, then another issue arises where non-owners are not included in the enabled dragging setting. I assume that is intended though given the setting being off also prevents player owners from dragging.

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