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Home Page: https://discord.gg/ftE4DvCNHT
An unofficial implementation of Tuesday Knight's Mothership role playing system.
Home Page: https://discord.gg/ftE4DvCNHT
Convert the "New Skill" window to have drop-down selection for Skill Rank. Upon selection of rank, automatically populates the bonus%
Swap position of Rank and Bonus (so that Rank is on the left)
The current sheet doesn't match the sheet in the Shipbreaker's Toolkit. Currently, there is no way to enter the 1e data correctly on the ship sheet. Or is there?
All the flavour text in actor.js should be moved to the lang/*.json files to centralize strings. (https://foundryvtt.com/article/localization/)
I've made a very basic start on this
(I believe that this flavour text is only used by the macros in the PSG1e module at the moment?)
Before I continue with the rest, would this be something you'd consider accepting?
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.
Some special characters are stored as a character entity in the Foundry text editor: I've seen <br>
for example get converted into
, 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.
I am placing a series of possible fixes to be done, according to Player's Survival Guide (PSG2-v0.10).
ACTOR SHEET
ITEM SHEET
ROLLABLE TABLES
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.
Is Foundry v10 Compatibility on the cards soon?
Cheers
Ian
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
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:
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.
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:
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).
Request: If user presses SHIFT key while Left-Clicking on a Save/Stat/Etc... automatically skip the A/D dialog and roll.
Left-Clicking by itself works as usual and presents the A/D window.
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?
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.
Hello,
Edit : sorry, bad git for this issue, you can close it :D !
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.
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.
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.
Vertically cut-off text because of the constrained height, and potential image misalignment if the height constraint is removed.
Here's an example of the output when rolling attacks for a weapon named "Makeshift Melee Weapon":
<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>
.mosh .rollweaponh1
CSS entry to auto
to allow long names to display without being cut-off.rollweaponh1
div, or utilising an equivalent strategy, ensuring the image stays aligned correctly with the weapon name, regardless of the length of the name: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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