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An unofficial implementation of Tuesday Knight's Mothership role playing system.

Home Page: https://discord.gg/ftE4DvCNHT

CSS 5.21% JavaScript 72.57% SCSS 1.07% HTML 21.15%

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foundry-mothership's Issues

"Cannot read properties" error when rolling anything

[V11] When I roll any check, there is an error in the console.

caught (in promise) TypeError: undefined. Cannot read properties of null (reading 'name')
[Detected 1 package: system:mosh]
    at MothershipActor.rollCheck (actor.js:2261:159)

image

Ship and Vehicle update

I would like to preface this with a massive thank you to all the work ya'll have done so far, its been an absolute blast to work with so far. I did notice one thing though, and that's with the recent official launch of 1e (and more specifically the Shipbreakers Toolkit) there is new stats for vehicles. I believe they use "Thrusters" "Battle" and "Systems" instead of the traditional Speed, Combat, Intellect. I'm not even sure if that is worth updating after typing this out, but here I am anyways lol. Thank you again.

Special Characters clashing with Item Description

Some special characters are stored as a character entity in the Foundry text editor: I've seen <br> for example get converted into &nbsp;, and hitting enter in the editor stores that new line as \n

This can present an issue when doing string checks on edited fields, I think due the semicolon and backslash halting the parse. We only have one place in the system that checks the description, and its how we check if we need to swap names & descriptions for patches and trinkets. I will be rewriting this check to accomplish this another way, so we don't need to perform a string check on the description at all.

Unable to update item attributes

Hi, it's my first time using your module. I cannot seem to add any information to item attributes. I can only update "Description". How would I add things like ammunition etc? Thank you

Edit: I've just figured it out. I wanted to be in the "Weapons" tab. Sorry!

image

From 0e to 1e

I am placing a series of possible fixes to be done, according to Player's Survival Guide (PSG2-v0.10).

ACTOR SHEET

  • Add CONTRACTORS type
  • Add buttons to ROLL for initial STATS, SAVES, HEALTH and CREDITS values
  • Change HITS label with WOUNDS
  • Add CONDITIONS (pg. 21) field
  • Add AFFLICTIONS (pg. 32) field to accomodate for up to five of them (Addiction / Bleeding / Cryosickness / Exhaustion / Food & Water)
  • Add TRINKET and PATCH
  • Add PETS field
  • Add CONTRACTORS field
  • Add COVER (radio button? pg. 28) and add its value to equipped armor AP's

ITEM SHEET

  • Add CLASS type
  • Add FEATURE type
  • Add PETS type
  • Add AFFLICTION type
    • WEAPON type
      • Implement DAMAGE value to include also WOUND and ADV/DIS flags
    • ARMOR type
      • Change SAVE BONUS with AP
      • Fix FEATURES field to accomodate multiple Features
      • Add a STATUS field with two status (i.e. functional/destroyed)

ROLLABLE TABLES

  • Add LOADOUTS
  • Add PATCHES
  • Add TRINKETS
  • Add WOUNDS table (pg. 29)
  • Add CONTRACTORS table (pg. 41)

Can't install it through Foundry

Firstly, I tried to do it in a classic way, through the app. Secondly, I tried to install it manually, downloading files from zip file into directory. No results. I see this error, when I try to install it through system:

"Installation failed: An unexpected error occured when downloading file htttps://github/Futil/foundry-mothership/archive/master.zip: request to https://codeload.github/Futil/foundry-mothership/zip/master failed, reason: connect ECONNREFUSED 127.0.0.1:443"

Please help.

accessing actor data from macro

how can the streess get accessed? I am trying to write a macro for a panic rolltable and cant seem to access stress as @character.others.stress
Thanx! great system

Issue: Save rolls and panic checks display incorrect target value (NaN) on character sheets

Description:

In FoundryVTT using the "MoSh - Unofficial Mothership" game system, when trying to roll any save (Sanity, Fear, Body) by clicking on the save text on a character sheet or when doing a panic check by clicking on Stress, the Target value is displayed as NaN. This issue might be due to the Mod value being NaN, which then is added to the Sanity score (or other save scores) resulting in an incorrect NaN value. The expected behaviour is that if there is no value (empty or undefined), it should be treated as zero.

Steps to reproduce:

  1. Open FoundryVTT and start a world using the "MoSh - Unofficial Mothership" game system.
  2. Open a character sheet.
  3. Click on any save text (Sanity, Fear, Body) or click on Stress for performing a panic check.
  4. Observe that the result displays Target and Mod as NaN.

Expected behaviour:

The Target value should display the correct sum of the save score and any modifier value present. If there's no modifier value (empty or undefined), it should be treated as zero.

Actual behavior:

The Target and Mod value displays NaN.

Sanity

Fear

Body

Stress

Additional information:

Here's an example of the output when rolling Sanity:

<div class="rollcontainer">
        <div class="rollh1">SANITY</div>

        <div class="rollh2">Failure</div>

        <div class="roll-grid">
            <div class="roll-result">45</div>
        </div>
        <div class="roll-target">
            <div class="valuetext">Target:</div>
            <div class="roll-targetbox">
                <div class="value">NaN</div>
            </div>
        </div>
        <div class="rollmods">
            <div class="valuetext">SANITY (17)</div>
            <div class="valuetext">Mod (NaN)</div>
        </div>
</div>

Environment:

  • FoundryVTT version: Version 11 Stable Build 300
  • MoSh - Unofficial Mothership RPG version: 0.3.6
  • Browser: Google Chrome Version 113.0.5672.126 (Official Build) (arm64)
  • OS: macOS 13.3.1

Implement COMBAT automation

  • Targeting system
  • Damage delivery (considering target's defence, starting health and other conditions affecting the outcome)
  • Ammo tracking

Implement CLASS selection

During character creation, CLASS is an open text-type field, instead it should accept only a close selection of values (i.e. the core classes).

Implement Initiative

Hi there, thanks for making MoSh.

Does initiative need to be implemented? I tried today and it seems to sort by highest 1d100 roll.

Section 9.2
First: you and your crew mates each make a Speed Check; those who pass can act before the enemies. Those who Fail act after.

(Can handle crit success + failure outside of initaitive, but would be nice to have a visual indicator or something)

Thoughts?

System forced to 1e ed

Hi,

Since the last update, the system is locked in 1e ed and there are no more toggles in system options to set back to 0 edition.

Compatibility with Weyland/Alien CRT UI

This might be a super minor issue, but one thats plaguing me deeply.

One of the best UI addons, Weyland UI, which adds and Alien styled CRT overlay and green colour to foundry, is sadly soft-incompatible with this system.
The main problem is that the Mosh character sheet has some hardcoded (?) colours, especially black, which are almost invisible on the green background of the addon.
The UI usually swaps most normal foundry colours to fit its style, even some parts of the Mosh character sheet, but not all.

I don't know if this can be fixed by this system or would have to be adressed by the UI addon. However one possible solution would be to offer an alternative coloured sheet under a setting.

image

Issue: Vertically Cut-off Weapon Text and Potential Image Misalignment on Attack Rolls

Description

In FoundryVTT using the "MoSh - Unofficial Mothership" game system, when rolling a weapon attack using a weapon with a long name, the name of the weapon appears vertically cut-off due to the CSS applied. The developers may have constrained the height to maintain alignment with the weapon image, but this leads to an issue when the weapon name is too long.

The CSS entry that affects the text is .mosh .rollweaponh1 { height: 34px; }. Modifying the height to auto fixes the cut-off text issue, but leads to a potential misalignment problem with the weapon image.

Steps to reproduce

  1. Open Foundry VTT and start a world using the "MoSh - Unofficial Mothership" game system.
  2. Create a weapon with a long name that would take more than the pre-defined height of the text, such as "Makeshift Melee Weapon".
  3. Perform an attack roll with the weapon, and observe the cut-off text in the chat window.

Expected behaviour

Long weapon names should be fully visible without being cut-off vertically, and the weapon image should remain aligned with the weapon name, regardless of the length of the name.

Actual behaviour

Vertically cut-off text because of the constrained height, and potential image misalignment if the height constraint is removed.

Additional information

Here's an example of the output when rolling attacks for a weapon named "Makeshift Melee Weapon":

Long Weapon Name

<div class="mosh" data-actor-id="pj2kCIoh0p7YSPcn" data-item-id="1ouZ6Ds5bv9V4MQ4">
    <div class="showinfo"></div>
    <div class="showlessinfo"></div>

    <div class="rollcontainer">
        <div class="flexrow">
            <div class="rollweaponh1">Makeshift Melee Weapon
            </div>
            <div style="text-align:right"><img class="roll-image" src="icons/svg/item-bag.svg" title="Makeshift Melee Weapon"></div>
        </div>

        <div class="rollh2">Success</div>

        <div class="roll-grid">
            <div class="roll-result">4</div>
        </div>
        <div class="roll-target">
            <div class="valuetext">Target:</div>
            <div class="roll-targetbox">
                <div class="value">40</div>
            </div>
        </div>
        <div class="rollmods">
            <div class="valuetext">COMBAT (40)</div>
            <div class="valuetext">Mod (0)</div>
            <div class="valuetext">Makeshift Melee Weapon (0)</div>
        </div>
        
        <div class="roll-damage">Damage</div>
        <div>
            <div class="roll-damagebox">
                <div class="value">5</div>
            </div>
        </div>
        <div class="rollmods" style="margin-top:0px">(1d10)</div>
        <br>
        
        <div class="rollmods">Range: </div>

        

    </div></div>

Suggested solution

  1. Consider modifying the height value of the .mosh .rollweaponh1 CSS entry to auto to allow long names to display without being cut-off.
  2. Consider moving the weapon image inside the rollweaponh1 div, or utilising an equivalent strategy, ensuring the image stays aligned correctly with the weapon name, regardless of the length of the name:

Long Weapon Name - Suggested Fix

Environment

  • FoundryVTT version: Version 11 Stable Build 302
  • MoSh - Unofficial Mothership RPG version: 0.3.9
  • Browser: Google Chrome Version 114.0.5735.133 (Official Build) (arm64)
  • OS: macOS 13.4

Wound Tables?

It's very cool to see that someone has made a Mothership system for Foundry! I hope it gets further development.
Will the new wound tables for 1e be put in as well?

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