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"Autotarget for ranged target spells/attacks" setting not saving

In GitLab by @dumbmuscle on Aug 20, 2020, 21:31

When I select the option to "Autotarget for ranged target spells/attacks", nothing changes in how things roll, and the box is unchecked the next time I open the menu. It seems that the option isn't saving correctly.

Console shows this as the fetched parameters (where > indicates something expandable)

{speedItemRolls: "off", mergeCard: true, hideNPCNames: "", useTokenNames: true, autoTarget: "wallsBlock", …}
addChatDamageButtons: true
autoApplyDamage: "yes"
autoCheckHit: "all"
autoCheckSaves: "all"
autoItemEffects: true
autoRollDamage: "onHit"
autoShiftClick: "off"
autoTarget: "wallsBlock"
checkSaveText: false
configSettings:
  rangeTarget: true
  > __proto__: Object
hideNPCNames: ""
mergeCard: true
mergeCardCondensed: true
playerRollSaves: "letme"
playerSaveTimeout: 30
speedItemRolls: "off"
> submit: (2) ["", ""]
useTokenNames: true
> __proto__:Object

Incorrect labels in menu

In GitLab by @dumbmuscle on Aug 20, 2020, 21:20

A few things in the Midi-QoL config menu aren't displaying properly

  • the save button is marked "DICESONICE.Save"
  • "Hide Token Names" has a text entry field, rather than a checkbox
  • The option below "Auto check Saves" shows up as "midi-qol.CheckSaveText.Name" (with .hint as its hint)
  • "Auto Check + abuse" should probably be explained in the tooltip, since it's not obvious what it does.

Some collision problem with module Token Action HUD

In GitLab by @p4535992 on Aug 22, 2020, 06:50

Environment Details

Foundry VTT Version: 0.7.1

Operating System: [Linux]

How Are You Using Foundry: [Linux,Native Application (Electron), Chrome]

Which Game System: Dungeons and Dragons 5th Edition, version 0.95

Modules Enabled?: yes

OS, Hosting, Browser (if applicable): Linux/Node/Chrome

Description of the issue:

Not sure if is more a Midi QOL or a Token Action HUD issue.

When only the module Token Action HUD is enable the roll system work fine when i click on a link weapon. Here a screenshot:

img1

When i enable the Midi Qol module and click on the link weapon the roll show on the card the saving throw and spell template, but it's only a battle axe!!. Here a screenshot:

img2

if i click on the "saving throw" or the "place measured template" i get a exception on the web console.

if i click the weapon from the character sheet it's all good like always.

Revamp support for trap attacks

Create a TrapWorkflow, triggered by

new MidiQOL.TrapWorkflow(actor, item, [targets], {x,y})

Which will roll the atack/and or damage and apply to the passed targets. If the item has an area template it will be placed at x,y.

Sample macro looks like

// Requires midi-qol to work at all
// Rolls an attack from actor args[0] using item args[1] and display a token args[2]
let tactor = game.actors.entities.find(a => a.name === args[0])
if (!tactor) return `/Whisper GM "DoTrap: Target token ${args[0]} not found"`
let item = tactor.items.find(i=>  i.name === args[1])
if (!item) return `/Whisper GM "DoTrap: Item ${args[1]} not found"`
let trapToken = canvas.tokens.placeables.find(t=>t.name === args[2])
new MidiQOL.TrapWorkflow(tactor, item, [token], trapToken.center)

Put back sound effects for combo card.

Since the sound effect is keyed to the display of the roll card, need to do this in midi-qol. May as well give a bit more flexibility and choose sounds.
Later versions investigate per weapon sound effects?
Consider integration with other modules that provide sound effects.

Remove damage buttons for fumbled rolls?

If a roll is a fumble the workflow ends. Perhaps it should wait for a damage roll to allow for special features.
Think about this, probably should not auto end the workflow if not auto rolling damage

MINOR BUG - Conflict with Cozy Player module, the setting "Auto check if attack hits target" set to "Check - all see result" show the chat card of the hit/miss/critical only to gm like it was set to "Check - only GM sees"

In GitLab by @p4535992 on Aug 25, 2020, 22:25

Environment Details

Foundry VTT Version: 0.7.1

Operating System: [Linux]

How Are You Using Foundry: [Linux,Native Application (Electron), Chrome]

Which Game System: Dungeons and Dragons 5th Edition, version 0.95

Modules Enabled?: yes

OS, Hosting, Browser (if applicable): Linux/Node/Chrome

Module Version : 0.2.4

Description of the issue:

Steps for reproduce the issue:

  1. Install Cozy Player module
  2. Log in with GM account
  3. Go to module settings (starting with default) and set the "Auto check if attack hits target" with "Check - all see result"
  4. Try the target and the attack , all work fine and i see the chat card for hit/miss/critical of the target
  5. Login with another account not gm (in my use case is a trusted account)
  6. Try the target and the attack , all work fine but the chat card for hit/miss/critical of the target not show up, like the setting "Auto check if attack hits target" was set to "Check - only GM sees".

Not sure if is a issue for this module or is some configuration on Cozy Player.

Suggestion: Change the error message when no targets are selected to be less patronising

In GitLab by @dumbmuscle on Aug 27, 2020, 20:34

I like the option of being able to force players to select a target before they roll. However, the current warning that displays is likely to seriously annoy some of my players. I suggest phrasing this more neutrally - e.g. "You must target a token before rolling"

Potentially have a couple of options to choose from, if you want to keep the current version - or make the warning message user-definable (which would help if a GM wants to add some tutorialising in there - e.g. I'm using "Target a token (double right click or alt-click) before rolling" because I have EasyTarget installed)

(I've done this locally by editing my copy of the localisation file - but that's obviously going to get overwritten every time the module updates)

How to make a weapon attack bypass non-physical damage reduction

In GitLab by @Pyroman2xxx on Aug 23, 2020, 11:09

I know this is a work in progress but it is unclear how to make a weapon bypass non-magic Physical. The overview says to put a "+" in the item detail but I cannot find anywhere to enter this except Chat message flavor.

There should be a way to distinguish magic weapons that do not have a bonus to attack or damage since these will still bypass non-magic Physical reduction.

Thanks!

Incompatibility with the Magic Items module

In GitLab by @DeVelox1 on Aug 28, 2020, 18:48

It seems that any items tagged as a "Magic Item" (as per the functionality of this module https://foundryvtt.com/packages/magicitems/) can't automatically roll attack/damage or fast forward rolls.

An example:
Settings: speed roll "on", auto roll & fast forward attack/damage "on"
Expected result: clicking the magic item automatically rolls attack/damage and fast forwards prompts
Actual result: regular item card is shown in chat with attack/damage buttons and clicking them does not fast forward prompts
Normal items work as expected and the same magic items also work when the "Magic Items" module is disabled.

It might be worth noting that this only takes effect after an item has been tagged as "Magic" and the page has been refreshed, the reverse is also true, removing the "Magic" tag doesn't take effect until next page refresh.

Enhancement?: Hide Item Cards in Merged Rolls and Hide Spell DC

In GitLab by @ZBell on Aug 28, 2020, 06:16

Hello, I am not sure if this is intended behavior but when using the Merged Attack and Damage options the Item Card is always displayed, showing more information than otherwise would be shown. I've attached some screenshots to illustrate a Save spell and a regular Melee attack. Sorry for the wonky placement of images.
Midi-Quol-Saves-CURRENT
Midi-Quol-Attack-CURRENT

I think it might be preferable if the extra information could be hidden as an option so that Attacks and Spells using Saves might look more like these attached screenshots.
Midi-Quol-Saves-SUGGESTED
Midi-Quol-Attack-SUGGESTED

I don't know that it's possible but it might be nice if only the final results of the rolls were displayed as well, rather than allowing players to see the actual dice rolled. Sort of a middle ground between hiding the results from the players and showing them everything. Like in this set of screenshots below.
Midi-Quol-Saves-SUGGESTED-2
Midi-Quol-Attack-SUGGESTED-2

Feature Request - "Merge Rolls to one card" have some stylish problem if we clicked the damage button before the attack button

In GitLab by @p4535992 on Aug 23, 2020, 21:01

Environment Details

Foundry VTT Version: 0.7.1

Operating System: [Linux]

How Are You Using Foundry: [Linux,Native Application (Electron), Chrome]

Which Game System: Dungeons and Dragons 5th Edition, version 0.95

Modules Enabled?: yes

OS, Hosting, Browser (if applicable): Linux/Node/Chrome

Module Version : 0.2.3

Description of the issue:

It's happening!!!! some player click on the damage button before click on the attack button.

These are the steps for the behavoiur of the current issue:

  1. Go to settings of the module
  2. Enable the checkbox for "Merge Rolls to one card"
  3. Click on the damage button before click on the attack button

Here the screenshot of the issue the first image is when we clicked attack and damage, the second images is when we clicked damage and attack:

img1

img2

A possible solution can be let the damage button disabled until you haven't clicked the attack button possibly with another settings (because can be useful in other use cases)

Another things if i enable "Add damage buttons to chat message" while i enable "Merge Rolls to one card" the buttons doesn't show up.

Player rolled saves for group owned actors.

Implement, first find if there is an active specific owner for the token, and if not see if there is any active player who has default owner permission and get them to save

Enchance sound options

Add sounds for hit and miss
Add weapon per attack/critical/fumble
Add sounds for per item hit miss or per class (i.e. melee ranged spell range spell melee).

Full attack and saves are shown.

In GitLab by @bsleys on Aug 27, 2020, 05:48

It appears the setting "Auto check if attack hits target" and Auto check Saves" show players the full rolls and not just the results no matter what the settigs. IE Check - Only GM sees and Save - All see results will display 1d20 + 2 + 2 on the attack card and can be expanded by the player to see the full dice roll. Unless I'm mssing something the attack should just so the lower button to the players ie the result of an 8 on the 1d20 + 2 + 2 when the die roll was a 4. Same would be true for NPC saves.

players see their hits,gm only sees gm hits

this has created a new problem for me, since with minor qol it would PM me when my attacks hit as the DM but not show players, and when players would attack someone it would show them whether it hit
midi qol seems to either have display public always or only show DM, any way to get around that?

Suggestion - auto shift click damage roll if attack roll was shift-clicked

In GitLab by @dumbmuscle on Aug 20, 2020, 22:03

Currently, if auto shift click is off, and auto-roll damage is on, shift clicking the attack button will skip the dialog for attacking, but then pop up the dialog for the damage roll (for adding bonuses, etc). I suggest adding an option to skip the damage dialog if the attack was shift-clicked.

BUG - When "Auto check if attack hits target" is set to "Check - all see result" hide the attack roll chat card

In GitLab by @p4535992 on Aug 24, 2020, 05:26

Environment Details

Foundry VTT Version: 0.7.1

Operating System: [Linux]

How Are You Using Foundry: [Linux,Native Application (Electron), Chrome]

Which Game System: Dungeons and Dragons 5th Edition, version 0.95

Modules Enabled?: yes

OS, Hosting, Browser (if applicable): Linux/Node/Chrome

Module Version : 0.2.3

Description of the issue:

When "Auto check if attack hits target" is set to "Check - all see result" hide the attack roll done .

NOTE: Temporary workaround is set "Merge Rolls to one card" for avoid the conflict of the chat cards.

Steps to reproduce the issue:

  1. Click on the weapon
  2. Click on the attack button (the attack hit) the rool is done good
  3. Midi launch the message "attack hits something"
  4. The attack roll chat card is "hidden" by the "attack hits" chat card

Here some screenshoot:

Here with "Auto check if attack hits target" set to "None"

img1

Here with "Auto check if attack hits target" set to "Check - all see result"

img2

minor-qol references

In GitLab by @sPOiDar on Aug 23, 2020, 10:55

In workflow.ts the hook is still named minor-qol.RollComplete, not sure if this is intentional for compatibility.

Also in workflow.ts, there is a localisation reference to both minor-qol.saving-throws and minor-qol.saving-throw, which no longer exist in the English lang file.

All non-English language files still have minor-qol.* keys so none of them are functional, and they have some keys that have been deleted from English, and some missing translations.

Level spells and alt-ctl not 100% working

In GitLab by @bsleys on Aug 27, 2020, 05:40

When casting a leveled spell the popup appears to select the spell level to use and interrupts the fast forward of alt or ctrl clicking to cast the spell. As a work around holding alt/ctrl on the popup "Cast spell" button does pass though the adv/dis to the roll however it should be saved from the initial spell click and forwarded on.

Damage buttons not appearing when rolls are merged onto one card

In GitLab by @dumbmuscle on Aug 20, 2020, 22:05

As title - when "merge rolls onto one card" and "Add damage buttons to chat message" are both checked, the damage buttons do not appear on the merged card. This is inconvenient, as this is where they would be the most useful (since the right-click menu doesn't work on the merged card)

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