draconas1 / foundry-4e-tools Goto Github PK
View Code? Open in Web Editor NEWD&D 4th Edition Tools for Foundry VTT
License: GNU Affero General Public License v3.0
D&D 4th Edition Tools for Foundry VTT
License: GNU Affero General Public License v3.0
I love having conditions available in Token Action HUD, but I also use Combat Utility Belt's Condition Lab to customise condition icons and link conditions to reference journal entries. Is there any chance you could get Token Action HUD refer to the customised set, like the regular Token HUD does?
(I'm asking here because it doesn't seem that Token Action HUD has conditions by default, and therefore you've added them? I don't know if I'm correct about that, so do forgive me if I should ask Token Action HUD's developer instead.)
The manifest link is currently https://github.com/draconas1/foundry-4e-tools/blob/main/module.json which will not work. It needs to be https://raw.githubusercontent.com/draconas1/foundry-4e-tools/main/module.json in both the README and in the module.json instead.
Currently, the only option we have when turning on "Auto Bloodied" is the large bloodied icon, which covers the token art. It would be nice to have an option to use the small icon istead.
I have changed the "overlay" property set on line 104 of auto-bloodied-dead.js
on my end as a quick fix. I changed it to: "overlay": statusToCheck === dead
, so dead will still use the large icon.
Any chance we could get a few more functions for Token Action HUD?
I would find it useful for the Utility category to contain the other "clickable" effects on the character sheet: Second Wind, Short Rest and Extended Rest, and Action Point. (And I suppose Death Save would be useful too, not that it ever comes up in my group.)
(I'm working on the assumption that this module decides what appears there for 4e, rather than it being determined by Token Action HUD. Please excuse me if that's not the case!)
Hi!
I've tried to adjust the code in the macro, but I don't know what to do with it unfortunately.
When i use the toggle aura macro, it auto sets the aura to "1" and I can't figure out how to change that line in the macro "const distance" (i assume is the line i need to mess with) to accept the preset size of the aura in the token controls.
I tried deleting that line and I get errors, i try adjusting it to "true" or something and it doesnt give me errors but nothing happens. Any assistance would be great! Thanks so much!
Nevermind for some reason when i deleted the token and replaced it, it seemed to no longer adjust the size of the aura. idk why, but i guess fixed!
Currently an empty folder is created for subplots
So, I was messing around with planning to use the auto roll attack and damage to expedite my combats and I was inserting the macro into my powers and it is only auto rolling the attack roll and not the damage or any healing associated to the power.
I was thinking it might be checking for a "Probable Hit" but even when targeting and hitting, it doesn't trigger the damage, so I am assuming it's not related to that (Though, it would be really cool if it could detect a hit and only roll the damage upon connection.)
So, anyway, I was just wondering if you could take another pass at this?
[01:47]Marcloure: @Draconas the bloodied effect from your module isn't processing the string
https://cdn.discordapp.com/attachments/800019673713606717/1146244811767160933/image.png
[02:08]Marcloure: Dead as well
07:16]Draconas: That the effect name? I'll look for next release
Hi! Thanks so much for these tools, i've been bust setting up a lot of automation for my game while i build out powers.
I was using your Temp HP/Healing macro to set up a temp HP automation on the end of recuperating strike and I ran into an issue, being mostly clueless about this stuff, and hope you can help if you find a minute!
const hpValue = @conMod;
await this.actor.applyTempHpChange(hpValue);
ChatMessage.create({
user: game.user._id,
speaker: ChatMessage.getSpeaker({token: this.actor}),
content: `Gained ${hpValue} Temp HP`
});
However change "5" from your original macro (const hpValue) to @Conmod didn't work, how can I set it up to reference the con modifier?
Also I will need to also do one for a Con modifier + 5, if I'll need something different than just adding +5 to the above.
Thanks again! <3
Ideally wait until EndlesNights/dnd4eBeta#105 is merged.
A declarative, efficient, and flexible JavaScript library for building user interfaces.
๐ Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. ๐๐๐
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google โค๏ธ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.