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It doesn't seem to have been auto-replaced :'(
Instead of bothering you on Discord, posting my findings here in the correct channel/workflow ;)
addItems
function:static async addItems(target, items, { interactionId = false } = {}) {
const hookResult = Hooks.call(HOOKS.ITEM.PRE_ADD, target, items, interactionId);
if (hookResult === false) return;
const targetUuid = lib.is_UUID(target) ? target : lib.getUuid(target);
if (!targetUuid) throw lib.custom_error(`AddItems | Could not determine the UUID, please provide a valid target`, true)
items = items.map(itemData => {
let item;
if(itemData.item instanceof Item){ //should be: itemData instanceof Item
item = itemData.item.toObject(); // should be: itemData.toObject();
}else{
item = itemData.item; //should be: itemData;
}
return {
item: item,
quantity: itemData?.quantity ?? getProperty(foundActorItem.data, API.ITEM_QUANTITY_ATTRIBUTE) //should be item.data
}
});
if (interactionId && typeof interactionId !== "string") {
throw lib.custom_error(`AddItems | interactionId must be of type string or false`);
}
return itemPileSocket.executeAsGM(SOCKET_HANDLERS.ADD_ITEMS, targetUuid, items, game.user.id, { interactionId });
}
turnTokensIntoItemPiles(tokenDocument, pileSettings, tokenSettings)
where pileSettings and tokenSettings are objects. However the function is: static async turnTokensIntoItemPiles(targets, { pileSettings = {}, tokenSettings = {} } = {})
which means that you have two params, not three, of which the second param is an object made of two objects, ie, pileSettings and tokenSettings. Does that make sense why it is confusing in the documentation?Is your feature request related to a problem? Please describe.
An unexpected benefit of Item Piles is that it could work really well as a Party Storage system. The current solution works pretty well, especially from a player perspective, but there are several things that could be done to improve it, should you want to.
Describe the solution you'd like
Improve the Item Piles storage on actors, especially handling larger inventories. One solution could be to add a third option to "Single Item" and "Container", let's call it "Storage".
All of these suggestions imply that it is a linked actor in the actor list. It works pretty well already, these are just potential improvements.
Here are some suggestions that could improve the experience:
Nice to have:
Describe alternatives you've considered
There are other options, such as Party Storage module, and using regular actor sheets. None work super well.
Additional context
Small UI suggestion: make the box edit number of items smaller.
Is your feature request related to a problem? Please describe.
Item Piles is cool, but the interface is not optimized for its functionality. Loot Sheet NPC 5E has a cleaner interface for looting items. I tried deleting the Default Item Pile and manually creating one with an NPC sheet, but Item Piles just recreates a second Default when you do this
Describe the solution you'd like
I'd like to be able to configure Item Piles to use an NPC sheet. Specifically https://github.com/jopeek/fvtt-loot-sheet-npc-5e , though I imagine there's a way to make it work with whatever NPC sheet you have selected on the default item pile
Describe alternatives you've considered
I could create a "Item Pile" using a Loot Sheet Npc, but that's far less convenient than drag-and-drop
There is a free chests pack. Would be cool have at list some set as defaut.
I already converted them to webp and reduced the size for foundry vtt use. But, this could make smaller.
out.zip
https://foozlecc.itch.io/free-chest-and-key-pack
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Showing the art / asset in the game is acceptable, but an application which allows the end user to export or access the artwork is not acceptable.
It looks like you and @p4535992 are both working on the same thing here, perhaps a team up is in order?
Describe the bug
If you open an item pile from the actor list, then try to open another, the second one does not open. It throws an error in the console:
item-pile-inventory.js:60 Uncaught (in promise) TypeError: Cannot read properties of undefined (reading 'uuid')
[Detected 1 package: item-piles]
at item-pile-inventory.js:60:68
at Array.filter (<anonymous>)
at Function.getActiveAppFromPile (item-pile-inventory.js:58:52)
at Function.show (item-pile-inventory.js:87:37)
I am not sure if this is intended or not. But it is throwing an error so I assume it's not intended. :)
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Two sheets should open, or no error should show. Having to sheet's is preferable, this way you can transfer items between piles. (party storage chests for example)
Setup:
Active modules:
This is very cool and dose some unique things. I like the implementation better then pick up sticks... love the easy ability to make a pile of alluring looking treasure and then have players interreact with it, right after they rushed into the trap of course.
There are some related modules that have some different/better function that it would be nice to see rolled together or compatible.
Loot sheet allows permissions for a master looter, so no loot goblins please, especially if you have younger players :p... It also seems to handily money more easily and allows for to be easily split between all players. Also works with freds pocket change to easily genreate some cash...
For 5E we are of course still missing any kind of real loot generator so we can easily populate a box or corps based on the CR random encounter rules and have a fairly frictionless experience.
Is your feature request related to a problem? Please describe.
For my players, I created an extra actor named "group loot" that they all have access to. Any loot that isn't claimed by an individual player goes into the "group loot" actor. When they're done with their current escapades they sell it all off. The interface for Item Piles is awesome. It's a much better interface for looting than the default experience in PF1. But what's tedious would be to have to claim everything into the player inventory, then manually transfer that into a different inventory.
Describe the solution you'd like
Once I've interacted with an Item Pile, I'd like to be able to swap actors that I'm inspecting as. So if I'm a player that owns multiple tokens, after I've already opened the container, I'd like to be able to swap the actor I'm inspecting it with
(edited the html to show an example, probably should add a label to the select)
I know there's an interaction distance imposed on the loot--I propose that this dropdown bypass that. This could potentially allow the player to cheat if they have more than one real actor by letting them loot the pile with a different actor that's actively playing. My reasoning is that the player already moved a token over to the loot. At this point the player has access to it. If the player wanted to cheat, then they can simply transfer items after being looted into the first character (heck, the player could add whatever items they wanted to themselves without Item Pile if they wanted to cheat). So basically the player has already overcome "the obstacle" by getting to the Pile. At this point they should be able to put the loot wherever they want and not have to play "Inventory Management Simulator" by juggling loot between characters.
Is your feature request related to a problem? Please describe.
We can drop items into a pile but not currency.
Describe the solution you'd like
Next to the "take" button we could have a "put" button that would open a window to put more currency into the pile.
Describe alternatives you've considered
Or when we drop an item named "Currency" it could ask the player how much currency they want to drop instead of actually transferring the currency item.
[INSERT FOUNDRY PAGE LINK TO SYSTEM HERE]
https://gitlab.com/vizael/Tormenta20
Describe the bug
Items or item piles cannot be opened by players until the GM has "inspected" the pile first via CTRL+Double Click.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Item Pile should be immediately openable by Players upon item drop.
Screenshots
Desktop (please complete the following information):
Creating a new item pile with a random item (IE: 1 torch) and then trying to change the inventory quantity or drag a second torch onto the pile does not increase the quantity, it always remains at 1.
I confirmed this with all other modules de-activated, no errors in console.
Is your feature request related to a problem? Please describe.
When many players are looting multiple chests, it is hard to keep track of what has and hasn't been picked up yet as a DM.
Describe the solution you'd like
Have a small chat message generated whenever a player loots something from an item pile.
Something like '[PC] has looked [item] from [itempile]'
Describe alternatives you've considered
Asking the players to declare on voice when they've looted an item from the pile.
When I try to change the Item Pile settings on the Default Item Pile Actor from which piles are duplicated as template you get a error in the javascript console and the pile settings are not updated. Since the pile seem to should be system agnostic I consider this as a bug. This happens in the DS4 / Dungeonslayers 4 system.
To Reproduce
Steps to reproduce the behavior:
Install Game system Dungeonslayers 4
Install Item Pile Module ;)
Start game world with DS4 system
Enable only Item Pile module on new world (and depended, for sure)
Create Actor
Drop Item from Compendium "Gegenstände (GRW)" to new actor
Drop Item from actor from page "Inventar" to the ground, create pile
or
create Item
drop Item to ground, create pile, you get the default pile
try to change settings of default pile
when pushing update pile button values are not stored, error message on javascript console
Expected behavior
Settings of a pile should be change/updateble when module is system agnostic independent from game system
Javascript console error
lib.js:148
Uncaught (in promise) TypeError: Cannot read properties of null (reading 'update')
[Detected 1 package: item-piles]
at Module.updateItemPile (lib.js:148)
at Function._updateItemPile (api.js:1381)
updateItemPile @ lib.js:148
_updateItemPile @ api.js:1381
await in _updateItemPile (asynchron)
_updateObject @ itemPileConfig.js:149
_onSubmit @ foundry.js:3822
Desktop (please complete the following information):
Describe the bug
I have an item pile in the sidebar called "chest item", where I set the closed-item, open-item, empty-item etc images for it, with the intention that I could then drop that onto the map, and it would show as a chest, and I can then fill the chest with loot.
Except it doesn't seem to work like that. Even though the sidebar item has all the settings in place, when I drag it onto the map it turns into a totally default pile.
Is there no way to pre-set everything? Cos having to manually set up multiple images for each loot pile is a bit of a pain.
This feels like a bug, because I can set the settings in the sidebar, and normally these things will copy over to the actor you place on the map.
To Reproduce
Above
Expected behavior
Above
Setup:
Current versions of everything.
Active modules:
I think this token setting should be true by default - if I drag a sword from my inventory into the ground, I expect to see a sword icon and not a blank item icon.
npc
data.quantity
Describe the bug
When using Item Piles and Drag and Drop Targeting I get a request to make an item pile whenever I drag the attack onto the creature. It's not game breaking, but it is annoying to have to dismiss the pop up box every time.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
No pop up to make an item pile from a sheet to a token
Screenshots
https://user-images.githubusercontent.com/72875320/148793382-62de3e48-883d-4ffe-bf04-e771b9e3af56.mp4
Setup:
Active modules:
Is your feature request related to a problem? Please describe.
The top bar of actor sheets can get pretty cluttered with icons and text.
Describe the solution you'd like
An optional setting to hide the text from the top bar of actor sheets and instead adding a text on mouse over.
Describe alternatives you've considered
The only alternative I can think of would getting rid of the button completely and hiding the item pile options somewhere else, like the context menu when right clicking on an actor in the sidebar.
Additional context
This is Savage Worlds with only CUB, PopOut! and Item Piles adding buttons there and it's still covering the actors name due to core and system buttons.
Would love to be able to split a certain amount with actors. If there is 765 gp, maybe they each get 50 and the rest stays for the group resources later.
There is no way to only split a designated amount at this time. It's all or nothing.
An input interface would work. The ability to type in how much you want to split with the actors. Or all.
Hi. Great module!
Item Piles don't work with Token Replacer. They generate an error together.
I don't know which module should patch it. But, I'm reporting.
Setup:
Active modules:
issue on token replacer: vtt-lair/token-replacer#86
Is your feature request related to a problem? Please describe.
When looting monsters or animals, they often won't have weapons, but "claws", "bite" and other natural weapons.
Describe the solution you'd like
Have a filter similar to the item type, but for names, to prevent players from looting natural weapons.
Describe alternatives you've considered
Asking the system author to add a new type of item types. This seems a bit overkill and would be needed to done by every system out there. It's unlikely the maintainers want to add another item type just for this ItemPiles.
With the Pathfinder 2e system, I'm seeing the following issues:
TypeError: Cannot create property 'value' on string '0[object Object]'
loot
instead of character
spell,feat,class
but in pf2e you could set them as action,ancestry,background,class,condition,deity,effect,feat,lore,melee,spell,spellcastingEntry
Describe the bug
You can't add currency from the GM-window when trading with a player.
foundry.js:316 TypeError: currencies.filter is not a function
[Detected 1 package: item-piles]
at Module.getActorCurrencies (modules/item-piles/scripts/lib/lib.js:377:10)
at DropCurrencyDialog.getData (modules/item-piles/scripts/formapplications/drop-currency-dialog.js:64:31)
at DropCurrencyDialog._render (foundry.js:3062:29)
at DropCurrencyDialog._render (foundry.js:3764:17)
at DropCurrencyDialog.render (foundry.js:3021:10)
at modules/item-piles/scripts/formapplications/drop-currency-dialog.js:48:57
at new Promise (<anonymous>)
at Function.query (modules/item-piles/scripts/formapplications/drop-currency-dialog.js:47:16)
at TradingApp.addCurrency (modules/item-piles/scripts/formapplications/trading-app.js:181:56)
at HTMLAnchorElement.<anonymous> (modules/item-piles/scripts/formapplications/trading-app.js:363:18)
at HTMLAnchorElement.dispatch (jquery.min.js:2:43064)
at HTMLAnchorElement.v.handle (jquery.min.js:2:41048)
I am not sure if this is intended or not. But it is throwing an error so I assume it's not intended. :)
To Reproduce
Steps to reproduce the behavior:
Expected behavior
You should be able to add currency in the trade.
Setup:
Active modules:
Is your feature request related to a problem? Please describe.
Sometimes my players don't want to share the money. But then they still can only take their own share or I have to disable the sharing feature altogether for the chest.
Describe the solution you'd like
When configuring a item pile have the options to "Enable Sharing of currencies" (old) and depending on it the two options "Force sharing" (new) and "Enable split with players button" (old). "Force sharing" would function as it is now with sharing enabled. You can only take your fair share. With "Force sharing" disabled, you'd have the option to take more, than your normal share were or even everything. With inactive "Force Sharing" it would not track the fair share und the button "split with players" would just share everything that is still inside the chest evenly. This way it was more of a quality of life feature, while still giving characters the possibilty to cheat each other.
Describe alternatives you've considered
Additional context
Is your feature request related to a problem? Please describe.
foundryvtt-world-currency-5e is used to change the currency name and trade values for the 5e system. Very useful when you don't play with the classic Forgotten Realms setting and money has different names in the setting you are playing with.
Describe the solution you'd like
Make this module compatible with foundryvtt-world-currency-5e. This module doesn't actually override the currency i18n keys but rather modify the CONFIG.DND5E.currencies object: https://github.com/cstby/foundryvtt-world-currency-5e/blob/master/scripts/world-currency-5e.js#L26
Is your feature request related to a problem? Please describe.
The new sharing feature is very cool.
But that is the only feature I want to use, and my sheet headers are really bloated.
Describe the solution you'd like
Is it possible to deactivate completely the item piles feature and not have the button displayed in the sheet headers?
https://gitlab.com/peginc/swade
The actor class type is the type of actor that will be used for the default item pile actor that is created on first item drop.
The item quantity attribute is the path to the attribute on items that denote how many of that item that exists.
Item types and the filters actively remove items from the item pile inventory UI that users cannot loot, such as spells, feats, and classes.
Dynamic attributes are things like currencies or transferable powers that exist as editable number fields on character sheets.
Describe the bug
The ItemPiles.API.openItemPileInventory()
does not work on actors the same way as clicking on them in the sidebar
To Reproduce
Steps to reproduce the behavior:
ItemPiles.API.openItemPileInventory()
on an actor as a player that has limited permissions on the actorExpected behavior
If the user can open the item pile from the side bar, this function should work the same
I really like the idea behind the Item Pile module, but in the SWADE at least, it's quite cumbersome to use, as every item pile is a Player Character actor and uses the PC sheet. The items are then hidden behind the "Gear" tab and it's not really clear to players that they can drag the items out. If the actor type could be definable, I could select "NPC" and use a much more readable sheet (either the default NPC sheet of SWADE or the Merchant sheet from the module of the same name for example).
I haven't found another way to make an item pile use the NPC actor, unless I create the item pile as an actor to begin with. But then I lose the drag & drop functionality of the module, as it will always create the Default Item Pile player character actor and uses that one instead.
https://foundryvtt.com/packages/D35E
Is your feature request related to a problem? Please describe.
For the SWADE System: When NPCs are created, they have 500 currency, which can flood the players with lots of currency that isn't supposed to be there.
Describe the solution you'd like
Have an option for the GM to remove the game system currency from the piles without having to create an actor to do it. When NPCs are created, they have 500 currency, which can flood the players with lots of currency that isn't supposed to be there.
Describe alternatives you've considered
Allowing the GM to remove currency/items without using the character sheet. (Currency does not show up on SWADE NPC sheets).
Additional context
Add any other context or screenshots about the feature request here.
https://foundryvtt.com/packages/ose
Miscellaneous Item (Such as gold)
"type": "item",
"img": "systems/ose/assets/default/item.png",
Container Item (Such as a backpack holding items)
"type": "container",
"img": "systems/ose/assets/default/bag.png",
Armor Item
"type": "armor",
"img": "systems/ose/assets/default/armor.png",
Weapon Item
"type": "weapon",
"img": "systems/ose/assets/default/weapon.png",
Untested I just inspected an actor through the console to make sure and this should be everything you need.
export default {
"ACTOR_CLASS_TYPE": "npc",
"ITEM_QUANTITY_ATTRIBUTE": "data.quantity",
"ITEM_TYPE_ATTRIBUTE": "type",
"ITEM_TYPE_FILTERS": "attack,buff,class,feat,race,spell",
"DYNAMIC_ATTRIBUTES": [
{
name: "Platinum Coins",
path: "data.currency.pp",
img: "systems/pf1/icons/items/inventory/coins-silver.jpg"
},
{
name: "Gold Coins",
path: "data.currency.gp",
img: "systems/pf1/icons/items/inventory/coin-gold.jpg"
},
{
name: "Silver Coins",
path: "data.currency.sp",
img: "systems/pf1/icons/items/inventory/coin-silver.jpg"
},
{
name: "Copper Coins",
path: "data.currency.cp",
img: "systems/pf1/icons/items/inventory/coin-copper.jpg"
}
]
}
Describe the bug
ItemPiles doesn't seem to work with DFreds-Droppables
To Reproduce
Steps to reproduce the behavior:
Expected behavior
No issues?
Screenshots
https://i.imgur.com/y834YE1.png
Desktop (please complete the following information):
Is your feature request related to a problem? Please describe.
You have to select each actor separately to enable the Item Pile features.
Describe the solution you'd like
The option to enable Item Piles on all actors with one click. Note: Not to turn them into containers, just enable the pile feature.
Describe alternatives you've considered
Possibly be able to select multiple actors to enable it on.
Additional context
Add any other context or screenshots about the feature request here.
Describe the bug
I get the actor image rather than the expected image of a closed chest
To Reproduce
Steps to reproduce the behavior:
Expected behavior
4 should not happen and 5 should be automatic
Setup:
Active modules:
About Time v1.0.6;
Ace library v1.3.0;
Active-Auras v0.3.08;
Active Token Effects v0.3.04;
Actor Attribute Lists v0.0.5;
Advanced Macros v1.12;
Adventure Log v0.2.3;
Adventure Music v1.1.0;
Autocomplete Whisper v0.3.4;
Automated Animations v1.2.6;
Award XP v1.3.2;
Break Time v1.0.11;
Chat Images v2.5.6;
Combat Carousel v0.2.3;
Combat Enhancements v1.0.2;
Compendium Folders v2.3.64;
Control concealer v1.2.0;
Cycle Token Stack v0.5.4;
D&D Beyond Importer v2.8.8;
DDB D&D 5E (Shared Compendiums) v1.0;
Deprecated Modules v1.1.6;
DF Architect v3.1.1;
DF Chat Enhancements v3.5.1;
DF Curvy Walls v3.2.4;
DF Flags Editor v1.1.2;
DF Quality of Life v1.6.1;
DFreds Convenient Effects v2.0.1;
DFreds Droppables v1.4.0;
DFreds Pocket Change v3.2.1;
DF Settings Clarity v3.2.1;
Dice So Nice! v4.3.1;
Dice Tray v1.4.1;
DnD5e Helpers v3.0.4;
Drag Ruler v1.9.1;
Dungeon Draw v0.19.1;
Dynamic Active Effects SRD v6.0.01;
Dynamic effects using Active Effects v0.8.79;
Find the culprit v1.4.0;
FVTT Encounter Stats v0.20.3;
FXMaster v2.2.2;
Health Estimate v2.6.13;
Hey, Wait! v0.6.3;
Initiative Double Click v1.2;
Item Macro v1.5.6;
Item Piles v1.2.5;
JB2A - Jules and Ben's Animated Assets - Free Content v0.3.4;
Keybind Lib v0.3.4;
Let's Trade 5e v0.3.0;
lib - Color Settings v2.8.2;
Library: Chat Commands v1.4.0;
Library: DF Hotkeys v2.3.5;
libWrapper v1.11.4.0;
Loot Sheet NPC 5e v3.4.1;
Midi QOL v0.8.103;
Midi SRD v0.1.03;
Milby's Maps Free v1.1.9;
Minimal UI v1.1.10;
MiWwewa's Free Maps Bundle v1.3.0;
Not Enough NPCs: A 5e NPC Generator v1.1.0;
Perfect Vision v2.10.8;
Permission Viewer v0.8.14;
Pings v1.2.12+0.8.6;
Polyglot v1.7.28;
PopOut! v2.4;
Popout Resizer v1.4.2;
Quick Insert - Search Widget v2.5.3;
Quick Module Enable v1.3.4;
Radugen (Random dungeon generator) v0.0.5;
Sequencer v2.0.7;
Settings Extender v1.2.0;
Simple Calendar vv1.3.75;
SmallTime v1.13.10;
Smart Target v0.6.7;
socketlib v1.0.10;
Spells, Items, and Features Toolkit v0.4.3;
Tabletop RPG Music v1.5.1;
Tidy5e Sheet v0.5.21;
Tidy UI - Game Settings v0.1.30;
Times Up v0.8.31;
Token Action HUD v1.3.29;
Token Magic FX v0.5.2.1;
Token Mold v2.14.0;
True RNG v1.0.6;
Warp Gate v1.11.2;
Window Controls v1.7.4;
Describe the bug
When trying to drop items as a player or putting items in the trade dialog, it won't paste the item and just output "Item Piles | You cannot drop items from the item bar unless you are a GM."
To Reproduce
Steps to reproduce the behavior:
Expected behavior
I was under the impression non-GM should be able to drop items, too. Now with sharing it's obvious it's not working as intended.
Setup:
Additional context
I am using Splittermond as a game system.
Describe the bug
The items filtered out by the "Item type filters" setting are still visible in the item pile. They can't be transferred though. So it seems tey are correctly identified by the filters but still shown. (This goes for both players and GM)
To Reproduce
Steps to reproduce the behavior:
Expected behavior
I expect the filtered items not to show up when insepecting an item pile.
Setup:
Active modules:
Additional context
I tried it both in my DnD 3.5 World and in a freshly created 5e world which has no other modules than the required enabled,
Describe the bug
When attempting to drop an item on an existing pile token, nothing happens. There is an exception raised in the console, specifically: Error: This is not a registered game setting
.
It is initiated on line 1992 of the api.js
file. When a check is made to see if the DragDropTarget
is enabled in midi-qol
, that check fails with an exception if the midi-qol
module is not installed.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Would expect the item to be in the inventory of that pile after step 3.
Setup:
Active modules:
midi-qol
Describe the bug
In a new world with only Item Piles and Monk's Active Tile Triggers enabled, I drop a single item from the items sidebar onto the canvas. A tile is created using the item's icon, then I am given the option of creating a single-item "item pile". There is no console error or warning given.
With Monk's disabled, the above workflow creates a single-item item pile using the expected art asset (with no extra tile remaining).
Expected behavior
When the Monk's mod is on, I expect a single-item item pile to be created when dragging a single item onto the canvas.
Actual behavior
I get a single-item item pile, and a tile using the item's icon.
Setup:
Active modules:
Describe the bug
When using the ItemPiles.API.createItemPile
as a player (and not the DM account)
To Reproduce
Steps to reproduce the behavior:
ItemPiles.API.createItemPile({ x: 0, y: 0 });
Expected behavior
An item pile to be created on the player's scene
Setup:
Active modules:
Hiya, a ton of thanks for the fantastic mod!
I wonder if it would be a hassle to have the module retain the names of tokens turned into piles? I have a lot of named enemies in my game and it's kinda boring that they revert to the original character name "Orc" instead of "Angry Orc" or even "Bargh the Red."
Thanks again
/Ravenknight
Is your feature request related to a problem? Please describe.
There is no way to only split a designated amount at this time. It's all or nothing.
Describe the solution you'd like
An input interface would work. The ability to type in how much you want to split with the actors. Or all.
If there is 765 gp, maybe they each get 50 and the rest stays for the group resources later.
Describe alternatives you've considered
Considered not splitting the money.
Considered using a different module for a party bank.
Additional context
None
Describe the bug
When I "take all" loot out of a LootPile, the Pile remains in the "Open" state and never changes to the "Empty" state. It never auto-deletes.
To Reproduce
Steps to reproduce the behavior:
player
, I click on the LootPile. The chest moves from the closed
to the open
state. I select Take All
to remove the book.open
state, never the empty
state. It never auto-deletes.This is in a world with only LootPiles module active.
Expected behavior
When I take all loot out of an open chest, I expect the chest to either be in the empty
state or be auto-deleted.
Setup:
Active modules:
Additional context
Add any other context about the problem here.
Is your feature request related to a problem? Please describe.
I am frustrated at not being able to change the actor type from a character to an NPC, even when setting the actor type to "npc" instead of "character" in the settings.
Describe the solution you'd like
Ideally I would like to be able to set the module up so that by default it drops an item as a loot sheet.
Describe alternatives you've considered
Setting the actor type to NPC and then converting to loot sheet. This does not currently work as I cannot change the actor type.
Describe the bug
A console error while waiting for the canvas to load.
To Reproduce
Steps to reproduce the behavior:
When running this module I get the following error twice while waiting for the canvas to load.
Expected behavior
No error
Error
Uncaught (in promise) TypeError: Cannot read properties of null (reading 'getFlag')
[Detected 1 package: item-piles]
at Module.getItemPileData (lib.js:113)
at Function.isValidItemPile (api.js:1503)
at Function._initializeItemPile (api.js:1606)
at _canvasReady (module.js:94)
getItemPileData @ lib.js:113
isValidItemPile @ api.js:1503
_initializeItemPile @ api.js:1606
_canvasReady @ module.js:94
await in _canvasReady (async)
_call @ foundry.js:294
call @ foundry.js:279
draw @ foundry.js:19879
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