Giter Club home page Giter Club logo

coc7-foundryvtt's Introduction

Call of Cthulhu 7th Edition for Foundry VTT

Usage   |    Contributing   |    Licenses

Overview.

An implementation of the Call of Cthulhu 7th Edition game system for Foundry Virtual Tabletop. This provides sheets and system in addition to some compendiums as examples.

If you have any suggestions or feedback, please visit us on Discord in the #chaosium channel on the Foundry Discord Server, or see: CONTRIBUTING

For the list of changes, see: CHANGELOG.

Disclaimer.

This project does not include any materials from the official books and you will have to enter manually the weapons, skills, items, etc… to be able to play. We have just provided some basics skills that you can use as example.

Usage.

Install in Foundry VTT from the Game Systems tab, using the following manifest: https://github.com/Miskatonic-Investigative-Society/CoC7-FoundryVTT/releases/latest/download/system.json

You can also search for "Call of Cthulhu 7th edition" on the package finder.

  • Compendium "Examples" contains a 1920's Character Sheet, you just need to import it to start a new Character. It contains also a NPC and a Creature as examples.
  • Compendium "Skills" contains a set of basic Skills that you can use for your Characters.
  • Compendium "Weapons" contains a single test Weapon.
  • Compendium "Roll Requests" contains numerous links for all your needs.

Contributing.

Thank you for being interested in making this system better. We encourage everyone to help improve this project with new features, bug fixes, or performance improvements. Please take a little bit of your time to read our guide to make this process faster and easier.

To understand how to submit an issue, commit and create pull requests, check our Contribution Guidelines. We always expect you to follow our Code of Conduct.

This system is made possible thanks to all of its contributors!

Licenses.

All the code on this repository is licensed under the GNU General Public License v3.0.

Foundry VTT support is covered by Limited License Agreement for Module Development.

This project uses some assets from Game Icons, thanks to its authors.

This project uses socketlib by Manuel Vögele which is licensed under MIT.

This system uses trademarks and/or copyrights owned by Chaosium Inc/Moon Design Publications LLC, which are used under Chaosium Inc's Fan Material Policy. We are expressly prohibited from charging you to use or access this content. This system is not published, endorsed, or specifically approved by Chaosium Inc. For more information about Chaosium Inc's products, please visit www.chaosium.com.

Permission is given for users to make derivative use of the work on the Foundry VTT platform. No rights for any commercial use are granted. No part of this work may be reproduced or distributed for use outside of the Foundry VTT platform. All rights are reserved with Chaosium Inc.

Call of Cthulhu (tm) Chaosium, Inc. Used with permission. All rights reserved.

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

coc7-foundryvtt's People

Contributors

acd-jake avatar admiralnyar avatar brockhaus avatar doumoku avatar everyonecancode avatar gerbek avatar havlockv avatar jantoniomartin avatar jbblily avatar jovitcorreia avatar kael79 avatar kckaiwei avatar kwh3884858 avatar kwitczak avatar lozalojo avatar lozanoje avatar mero3735 avatar michalwy avatar mrviso avatar nilsriesenberg avatar pconcepcion avatar rangertheman avatar snap01 avatar stefano1975t avatar technus avatar vonv avatar yossabart avatar zeedif avatar zeteticl avatar zorieuq360 avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

coc7-foundryvtt's Issues

[Feature request] It would be awesome to be able to drag-n-drop weapon item

Hi, Thanks for great work. It look really amazing. I dont know if this is the right place for ask for more option.

Can you make weapon item able to drag-n-drop to macro bar and also able to drag to weapon compendium? It would be alot faster for player to click on macro bar(and skill too for example dodge). Thx.

Movement calculation, etc.

Hello HavlockV. I'm trying to translate your wonderful game system into Japanese.
In that process, I found an error in the automatic calculation of MOV.

As stated on page 33 of the rulebook, if STR=DEX=SIZ, the Mov is 8.
So I'd like to ask you to fix the following code, is that ok?

Code:
https://github.com/HavlockV/CoC7-FoundryVTT/blob/3fbae14bb8212bad4c1979a7888a9def1fd2ca74/module/actors/actor.js#L466-L468
suggestion ( Dex > Siz && Str >Siz):

468 : if( this.data.data.characteristics.dex.value > this.data.data.characteristics.siz.value && this.data.data.characteristics.str.value > this.data.data.characteristics.siz.value) MOV = 9; 

Let me ask another question.
Do the following mean "Major Wound" (in the rulebook p.120)?
https://github.com/HavlockV/CoC7-FoundryVTT/blob/3fbae14bb8212bad4c1979a7888a9def1fd2ca74/templates/actors/character-sheet.html#L114

And may I send you a pull request of the Japanese translation data (ja.json)?

I look forward to your reply.

[Feature Request] Tag on skill sheet to indicate Era of Play

Some skills only come into play on specific era's, for instance computers would only be applicable in modern. It would be nice to have a tag to differentiate between skills for different era's. (1920's, Modern, Invictus, Down Darker Trails, Dark Ages)

Override for max hp value

In order to accomodate Pulp cthulhu, any way to have an override toggle for calculated fields? (notably the HP max can't be changed..always reverts to the calculated value)

[Feature] Autocalc range values

Range are always:
base
base2
base
4

So I would autocalc range values.

Now when I set a weapon range to 15 and leave the other fields empty, those fields are set to zero and cause the combat assistant to tell the target is out of range.

Translation issue

The string

"CoC7.Name": "Nombre",

does not get translated, maybe the id is not correct?

image

[Suggestion] - Spell Section for Creatures/Monsters & Pop out for Weapon descriptions

Hi HavlockV,
Spell Section for Creatures
as an idea, would it be possible to add the Spell Section you have for Characters, to Creatures/Monsters as well?
Right now i'm adding them into the "notes" section.

Pop out for Weapon/Attack descriptions
taking the Ghoul as an example creature. it has a "bite and hold (mnvr)", which i put into its combat section.
To see the description of the actual maneuver i have to either click and look at the chat or i have to unlock the sheet and click the edit and the description button.
Would it be possible to have a dice and an info icon next to the attack names?
dice = roll to attack, info = open attack sheet (deadly claws, bite and hold and so on...)
CoC_FVTT_AttackDescription
And again thanks for the awesome work you are doing!

  • Philip

Bugs

  • Die roll in chat: "1 tens dice" instead of "1 tens die".
  • Display problems with resized NPC with minimum width

Last update : 2020/06/17

[Bug] Combat flow: lacks permission to update ChatMessage

To reproduce:

I'm at dev 0.3.8
Character rolls Fighting Brawl, success.
Creature Figthsback, failure.
Character click to roll damage, then the following error is shown:

If the gm rolls character damage, no error occurs. I think that since the creature fightsback, the system thinks the damage is done by the creature and doesnt allow the character to roll damage. Not sure.

[Bug] Error when player rolls for sanity triggered by GM

So I trigger a sanity loss from a creature I control, targeting a player, sanity check message appears in chat, but when my player clicks on it, gets the following message: Uncaught (in promise) Error: User Cazz lacks permission to update ChatMessage CKXDpweLbym0pGwA
at Function._onUpdate

Player has Owner permission of the actor that I am targetting

Roll Types when rolling from NPC and character sheets

Just used your system for the first session last night and everyone was quite impressed!

One thing that we did note, however, is that the roll types (ie. Private GM, Blind GM & Self rolls) weren't functioning if we made any rolls directly from the character sheets or NPC sheets (didn't test the creature sheet). All rolls that were made showed up as public even if one of the other options were selected.

Visual bug when spending luck

luck
When you spend luck to achieve a degree of success the number that is reported as spent is wrong, even though the number that gets deducted from the actor is correct.

Successful roll not toggling development on character sheet

On Linux, running Foundry Vtt 0.6.6 and CoC7 version 0.3.9, with no active modules.

  1. Put token on scene
  2. Double-click token to get character sheet
  3. Click Spot Hidden to roll it (give double bonus dice to ensure success)
  4. Success indicated in the chat screen
  5. Development flag not toggled for skill

I can double-click on the the development flag, and it does toggle on.

I did have multiple modules live through the lifetime of this character, so it's possible one, or more of them, changed the character in such a way to cause an issue.

fvtt-Actor-Ameila_Meadowcroft.txt

Roll success levels

First of all, I discovered this today and I'm so excited to finally be able to move my CoC7 games to foundry. I had actually just finished writing a super trashy implementation with simple world building and a pile of macros, so I'm happy to see that go to an early grave.

One thing I've noticed so far is that using this system when making a roll the player selects the intended success level. However I always thought the intended way was for the player to roll, inform the keeper of what level of success they achieved and let the keeper narrate based on their level of success, it also helps keep a little bit of mystery and danger to pushing rolls when you don't know exactly how hard the task is going to be.

In the hideous macros I created the output I was using was something like this.

image

Thanks for all your hard work so far and really looking forward to my first game using this!

[Bug Report] - Creature Token HP/San display

Hi HavlockV, i only signd up on GitHub in order contribute to the great work you are doing with the CoC Foundry System!
I just got into CoC and i was really happy to see, that someone is working on a proper FVTT system for it.
Thank you for that, because i have zero programming skills.

my specs:
macbook pro, FVTT 0.6.6, CoC 0.3.3
Issue:
the creature token display bars for HP and Luck don't work correctly (see attached screenshot). The token for the Characters is working though.
CoC_FVTT_MonsterSheet

Actor portrait duplication with Chat Portrait module active (but only when targeted by an attack)

image

I have no expectations of having perfect compatibility with any third party modules, but this is a behavior I ran into that I thought you might want to consider.I understand that having the actor portrait there is helpful to see who the attacker is targeting.

I have an image for the dodge "weapon" (as shown in the last chat card). It's just a crappy free icon but I felt as though it should be shown in this case.

My suggestion for showing the targeted actor's portrait is as shown below:
image

Hardcoded text in html templates

Hi HavlockV,
I’ve been looking for the hardcoded text in the html template files in order detect those strings that appear in English and are not implemented in the .json language files. Below I specify the files and lines within each file that contain harcoded text. Thank you very much for developing this system, you are doing a very good job and I hope this helps to improve it :)

  • templates/actors/

    • creature-sheet.html
      Line 211 (both html 'title' and text)
  • templates/actors/parts

    • actor-weapons.html
      Lines 31, 32
    • npc-combat.html
      Lines 22, 24
  • templates/chat

    • con-check.html
      Lines 15, 19, 26, 29, 31, 37
    • roll.html
      Line 104
    • roll-result.html
      Lines 158, 166
    • san-check.html
      Lines 15, 18, 22, 28, 32, 38, 40
    • skill-card.html
      Lines 10, 11, 12, 13, 21, 22, 42, 58, 61, 63
  • templates/chat/combat

    • damage-result.html
      Line 62
    • melee-initiator.html
      Lines 198, 212, 222
    • melee-resolution.html
      Line 48
    • range-initiator.html
      Lines 36, 43, 54, 55, 57, 308, 314, 319, 348, 357, 411, 484, 500, 554

[Issues] Combat system

HavlockV, I've been testing the combat systems and looks great! gratz!

Issues I've found so far:

  1. When I make an attack, it always check "Fast", as if the target has moved more than 8 yrds.

  2. When using "Multi. Shots", for example shooting 3 times with a .38, I add 3 shoots to the chat, and then it shows:
    Bullets fired: 3/8, Shots fired: 3/3
    But when I click fire, it leaves the gun empty, no more ammo, 0 bullets.
    It happens also when I click on Multi.Shots and only configure one shot.

  3. Another issue related with 2: I'd add automatically all shots (max of the weapon) when clicking the skill to fire; that is, when clicking Mult.Shots, then:
    shots to add = min(remaining_bullets, max_shots_of_the_weapon)

Unknown difficulty label

Is this intentional?

screenshot 142

I am not sure if ????? is a localization problem and in english it is shown "Blind roll", or "Unknown"

Translation issues

I've been working in the translation to spanish of the module (in my github account and in the FVTT official repository) and I've face some minor issues:

Text in settings is not available for translation:
https://i.ibb.co/z7CHBNS/screenshot-155.jpg
Text in background tab of the character sheet is not available for translation:
https://i.ibb.co/yBSQ2Fj/screenshot-154.jpg

The skills that require specialization does not have translation token: Firearms, Art & Craft, Science, Fighting:
https://i.ibb.co/NxBVVwL/screenshot-152.jpg

The Language skill does not allow specialization, not sure if there should be different Language skills, providing different languages or just leave people adding a new generic skill for every language other than her own.
https://i.ibb.co/hyD2gXB/screenshot-153.jpg

[bug]

Spells cannot be added to a book from compendiums.

Flow of the Fist Fights

Hello HavlockV.

I'd like to propose better flow of opposed roll in close combat.

Now in the CoC7-FoundryVTT, the attacker decides on the target first,
then the attacker rolls, then the defender see the roll results and decides on the response
(dodge, fightback or maneuver), and finally the defender rolls.

In the rule book("Combat Flow Chart", page 109), the attacker decides on the
target first, then the defender decides on the response(dodge, fightback or maneuver),
and finally both sides roll at the same time.

And if possible, it would be better if the defender's response option included "do nothing" :)

[Bug] Localised dodge not working for creatures

For creatures, combat flow does not recognize localised "Dodge", It only allows to dodge when the creature has the "Dodge" (in english) skill.

For characters, looks like it works, recognizing the localised skill "Esquivar" (in spanish).

[Improvement]Pulp HP calculation

So, this is a small issue, because you can always manually edit HP, but when you're bulk building stuff it's an extra step that we may be able to eliminate? SO here's the issue right now. In Pulp Cthulhu not everyone gets double HP.

  • Investigators get double HP
  • Major Villains don't get double HP
  • Normal NPC's don't get double HP
  • Mythos Monsters don't get double HP
  • Mooks don't get double HP

So I was thinking, maybe double HP can be a toggle per character instead of across the rules system? Not sure how feasible that is and as I said NOT a priority right now as it can be fixed by manually editing the HP, but maybe something to consider waaaaay down the line when you don't have anything else to add to the system!

[Feature] Add max luck field

I know max luck is 99, but in order to make use of the token bars, that requires current luck/max luck - current hp/max hp - currenty san/max san.

Currently if you set one of the bars to show luck, the bar is always empty since there is no max luck field.

Development Phase Feedback

As it works right now in the development tab ,when it's time for the development phase your players click the development button, some rolls happen behind the scenes and if successful points get added.

Now the problem with this, at least I KNOW it is for my players, is that there is hardly any player feedback and the players don't get the satisfaction of seeing their rolls.

What I suggest instead is some sort of popup shows up that lists the skills that are eligible for improvement, with their existing value, then a roll button next to each skill. Then the player can roll for that skill, see the result in chat and if eligible roll the 1d10 via a different button on popup to get the increase. Again, displaying that result in chat. I think this would make for a far better player experience!

Obviously, keep the existing system as an option for people who prefer it, not saying my proposed system is better, just a suggestion!

Bug: Luck spend is allowed on luck roll for hard and extreme success

I teased this report a while ago, sorry it took so long!

image
In the above screenshot, the button allowing a "luck spend" to reduce the character's Luck roll to the target number has been correctly removed, because a Luck roll doesn't allow a luck spend. However, the hard and extreme success luck spend buttons are still here. This is an error, as no luck spend is allowed at any level of success.

ajouts à faire

cases à cocher :

  • expérience de compétence
  • blessure grave / inconscient / mourant
  • folie passagère / permanante

"1920 Character" missing some skills that are on the 1920s character sheet

Missing skills from the compendium template that are on the CoC 1920s character sheet

Archaeology (01)
Swim (20)
Throw (20)
Track (10)

Also, I'm not sure how you want to treat the general versions of the specialize-able skills. Pilot and Survival are there, but Art/Craft, Language (Other), Science, were skipped over

Adapt to Cthulhu d100 - Providence

Hi there!
I wanted to know whether it'd be possible to adapt the system (or fork it) in order to play Cthulhu d100 - Providence. The download from the system is free: https://shadowlands.es/wp-content/uploads/woocommerce_uploads/2020/06/Cthulhu-d100-Carne-quemada-PDF-4-ffdqx5.pdf
It's in spanish, though. If needed, I could help translating. In case there are no plans from your side to adapt it, would you give permission to fork your project and continue from your current work?

Best regards,
Himmelschrei

[Feature Request] Add checkbox for profession skills

Add to the character sheet a checkbox to mark profession skills.
Add a field that shows the number of points used in total in profession skills and other skills.

Maybe show those fields and checks when editing a character sheet?
This helps a lot creating characters.

[Feature Request] Implement optional rule to roll for initiative

This is an optional rule that is found in the keeper's handbook page 123.

Basically you roll your dexterity and get ranked in order of initiative as follows. Critical Success -> Extreme Success -> Hard Success -> Regular Success ->Fail ->Critical Fail
If you have a readied firearm you get to roll with a bonus die. If two people tie, highest Dexterity goes first. If they have the same Dexterity, randomly decide.
I had someone write me a custom API script on Roll20 for this, that I've included here in case it is helpful.

on("ready",() => {

    /* eslint-disable no-unused-vars */
    const getTurnArray = () => ( '' === Campaign().get('turnorder') ? [] : JSON.parse(Campaign().get('turnorder')));
    const setTurnArray = (ta) => Campaign().set({turnorder: JSON.stringify(ta)});
    const addTokenTurn = (id, pr) => Campaign().set({ turnorder: JSON.stringify( [...getTurnArray(), {id,pr}]) });
    const addCustomTurn = (custom, pr) => Campaign().set({ turnorder: JSON.stringify( [...getTurnArray(), {id:-1,custom,pr}]) });
    const removeTokenTurn = (tid) => Campaign().set({ turnorder: JSON.stringify( getTurnArray().filter( (to) => to.id !== tid)) });
    const clearTurnOrder = () => Campaign().set({turnorder:'[]'});
    const sorter_asc = (a, b) => b.pr - a.pr;
    const sorter_desc = (a, b) => a.pr - b.pr;
    const sortTurnOrder = (sortBy = sorter_desc) => Campaign().set({turnorder: JSON.stringify(getTurnArray().sort(sortBy))});
    /* eslint-enable no-unused-vars */

    const sorter_cthulhu = (a,b) => {
        if(a.pr !== b.pr){
            return degreeToOrder[a.pr] - degreeToOrder[b.pr];
        }
        let aTok = getObj('graphic',a.id);
        let bTok = getObj('graphic',b.id);
        if(aTok && bTok) {
            let aDex = getAttrByName(aTok.get('represents'),'dex');
            let bDex = getAttrByName(bTok.get('represents'),'dex');
            if(aDex && bDex){
                return (parseFloat(bDex)||0) - (parseFloat(aDex)||0);
            }
            return 0;
        }
        return 0;
    };

    const degreeToOrder = {
        Critical        : 1,
        Extreme         : 2,
        Hard            : 3,
        Success         : 4,
        "Critical Fail" : 5,
        Fail            : 6
    };

    const degreeFromRollAndDex = (r,d) => {
        if ( r === 1    )  { return "Critical";      } 
        if ( r <= d / 5 )  { return "Extreme";       } 
        if ( r <= d / 2 )  { return "Hard";          } 
        if ( r <= d     )  { return "Success";       } 
        if ( r === 100  )  { return "Critical Fail"; } 
        if ( r > d      )  { return "Fail";          } 

        return "Critical Fail";
    };

    on("chat:message",(msg) => {
        if('api' === msg.type) {
            let args = msg.content.split(/\s+/);
            let cmd = (args.shift()||"").toLowerCase();
            let who = (getObj('player',msg.playerid)||{get:()=>'API'}).get('_displayname');
            let isBonus = true;

            switch(cmd) {
                // CLEAR TURN TRACKER
            case '!creset':
            case '!cthulhureset':
                if(playerIsGM(msg.playerid)){
                    clearTurnOrder();
                } else {
                    sendChat("",`/w "${who}" Only the GM may clear the turn order.`);
                }
                break;

            case '!ci':
            case '!cthulhuinit':
                isBonus = false;
                /* break; // intentional dropthrough */ /* falls through */
            case '!cib':
            case '!cthulhuinitbonus': {

                let tokens = (msg.selected || [])
                .map(o=>getObj('graphic',o._id))
                .filter(g=>undefined !== g)
                .map(t => ({
                    token: t,
                    character: getObj('character', t.get('represents')),
                    dex: getAttrByName(t.get('represents'),'dex')
                }))
                .filter( o=> (undefined !== o.character && undefined !== o.dex))
                .map(o=>Object.assign({}, o, { roll1: randomInteger(100), roll2: (isBonus ? randomInteger(100) : 101)}))
                .map(o=>Object.assign({}, o, { roll: Math.min(o.roll1, o.roll2)}))
                .map(o=>Object.assign({}, o, { degree: degreeFromRollAndDex(o.roll,parseFloat(o.dex)||0)}))
                ;

                if( ! tokens.length) {
                    sendChat("",`/w "${who}" Please select one or more tokens that represent characters with a dex attribute.`);
                    return;
                }

                tokens.forEach(o=>{
                    sendChat(o.token.get('name'),`&{template:coc${isBonus?'-bonus':'-1'}}`
                        +`{{name=Initiative${isBonus?' (Bonus Die)':''}}}`
                        +`{{success=[[${Math.floor(parseFloat(o.dex)||0)}]]}}`
                        +`{{hard=[[${Math.floor((parseFloat(o.dex)||0)/2)}]]}}`
                        +`{{extreme=[[${Math.floor((parseFloat(o.dex)||0)/5)}]]}}`
                        +`{{roll1=[[${o.roll}]]}}`
                        + (isBonus ? `{{PlayerRoll1=[[${o.roll1}]]}} {{PlayerRoll2=[[${o.roll2}]]}}` : '')
                    );
                });

                tokens.forEach(o => addTokenTurn(o.token.id,o.degree));

                sortTurnOrder(sorter_cthulhu);
            }

            }
        }
    });
});

image

[Suggestion] Beautify/Fix the character sheet

Currently it looks very plain (which I understand, there are other priorities right now) and at times confusing for players though.

  • Occupation, residence, birthplace fields are very small

  • Characteristic fields expand when you stretch the sheet, making it look funny

  • Weird positioning for hard/extreme values making it confusing to read. (Added a screenshot for that)
    skill

  • No hard/extreme values displayed for skills
    *Right now if you have a big description in a skill's description field and you press to view details in the character sheet, it will present it inline on the skill list distorting the skill list. I think a better presentation would be triggering a popup of the actual skill item.

--PULP RELATED STUFF--

  • Add a space for Archetype
  • Add area for pulp talents
  • Have a toggle in rules settings for pulp HP to autocalculate using pulp. (I know you can do this now manually, but I this way is more clean

I know it feels like I am whining, I 'm really not! A really appreciate what you have done here and I could not have done 1 1000th of it myself! Just providing some well intended feedback!

Typo in template.json

As I was looking through the template.json, there is a typo in characteristics.characteristics.str.label which shows CHARAC.Strengh instead of CHARAC.Strength.

HP Bar not appearing on token

The HP bar cannot be set properly on the token because it looks like the max HP value is not passed and the bar is not drawn.

image

[Bug] Skills associated to weapons

I create an Occupation with skill Fighting (Brawl).
If I add the Punch weapon (which uses Fighting (Brawl)) to the occupation, when creating the PC, the process ask me for the skill associated with Punch and allows me to enter again Brawl/Fighting, but base is 0.

I think it creates the skill as if it were new instead of using the one in the Skills compendium, I know it because I use icons for skills, and all the skills has the appropiate icon except the newly created Fighting (Brawl), which has the generic icon.

So better off without adding default weapons (in fact I only add "Unarmed" weapon).

Does this make sense to the process of adding skills to the character sheet?

[Feature Request] Implement Pulp Talents & Archetypes and Professions

Could we have item templates for pulp talents&archetypes and professions? Also a place in the character sheet to store pulp talents depending on the pulp level (low pulp, medium pulp, high pulp). Profession templates could also list point calculations (EDUx2 +APP x2 for instance). Maybe down the road this can be used for character creation automation?

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.