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View Code? Open in Web Editor NEWunofficial 2.Neal FoundryVTT system
Home Page: https://regalgoblins.com/ (not affiliated in any way, just a fan work)
License: Mozilla Public License 2.0
unofficial 2.Neal FoundryVTT system
Home Page: https://regalgoblins.com/ (not affiliated in any way, just a fan work)
License: Mozilla Public License 2.0
the mod tables and gear tables should be re-orderable via drag and drop
possibly use handlebars partial blocks if extra html is needed, or just use css classes and TwoDotNealActorSheet.activateListeners
The rollConfig
item sheet is supposed to feel like a modal, so make it close when you click outside its window.
Possibly also auto-close on click roll?
before a .rollable
is rolled, create a dialog that asks for a modifier which is applied to the roll
additionally, .rollable
s can define pre-configured modifiers with a checkbox and description (label + tooltip) for each, included but probably not limited to:
stretch: list of pre-configured modifiers can be edited and added to, and edits are preserved in actor data
Certain rolls have modifiers added to the data-roll
attribute of a rollable via Handlebars. These should be moved into the rollConfig
for that rollable so that it appears on the sheet and the rollResult
like other modifiers do. These mods will probably be protected (togglable but not editable).
Currently the way to do this is with the 'count success' functionality - see https://foundryvtt.com/article/dice-modifiers/
Rolling a single die and using cs
results in either a 0 or 1 in the chat message, which isn't great.
Rolls that use cs
should explicitly state how many successes and failures there were ('3 successes and 4 failures' or 'Success!/Failure!' for one die) instead of just spitting out a number.
I don't have any design in mind for these, so I added them even though they look ugly right now.
Building the string to pass into the roll should happen on mod update, so that the rollConfig sheet can display the current up-to-date roll. Lives here.
Add a rollResult template for attacks. This template should have buttons for rolling multiple attacks, rolling damage, and rolling crits. Each of these rolls should be tied to a different rollConfig.
The template should live here. Use the resultTemplate
attribute of the rollConfig here to change which template a roll uses.
Add npc actor type with all of the fields that the MM has, including description. Sheet should have rollables for intelligence, treasure, no. appearing, hit dice, attack (replace thac0 with bonus to hit) (see #10 and use that rollResult and encode no. of attacks and damage), damage, magic resistance, morale, and inline rolls in the description.
/templates/actor-sheet.html
and /system/actor.mjs
are both over 1000 lines long. for readability and editability it would be worth it to split the files up in a consistent, scalable way via module importing and Handlebars partials
Like how the item sheets are. It just looks better
include but probably not limited to:
similar to how equipment gearTab is added on actor create. keep track of the id of each added mod and re-calculate values in prepareDerivedData()
Add a button somewhere (probably top-right next to lock) that sends a chat message with spell details.
It might be easier to simply have a link in the chat message that opens the item sheet directly, Not sure how that would interact with item permissions and such. If not, then it's probably ok to just dump everything into one big message (maybe collapsible sections within the message?).
These rollConfig
s should have some protected (togglable but not editable) modifiers that are updated using values from the actor. For example, saving throws against PPD should have a modifier from CON that's meant to be active only for poison saves.
If users don't have the chat tab open, the only place where roll results show up is hidden from view.
rollConfig
sheet?The item sheet for weapons isn't really styled at all and should have rollables. It lives here.
Also this sheet should be openable from the actor sheet just like spells are.
This lives here. Needs styles. Look into foundry v10 editor changes?
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