pf2e-hud's People
pf2e-hud's Issues
Add Polish translate
Hi,
Below I added Polish translate. Please add the file to your package. Many thanks.
Skill actions and MAP
Great addon!
I'd really love if I could drag a skill action like Trip to the mods quick actions from the skills menu and still have access to the MAP options like I would if I dragged an attack. I know I can drag one of each map, but it would be cool if this could handle it more like strikes :D.
Option to customize behavior on doubleclick on the large portrait in Persistent HUD
Currently clicking on it causes it to open the Edit Avatar.
It would be very useful if this was customizable:
- Open Character Sheet
- Center on Selected Actor
- Edit Avatar (on by default since people expect the behavior)
Support Suboptions on Tiles
As an example, the Inventor's Megaton Strike has a Rolloption , but also a suboption dropdown toggle to select stable or unstable, but these are not accessible when placing the feature as a tile.
Rule Element:
{"key":"RollOption","option":"megaton","suboptions":[{"label":"PF2E.SpecificRule.Inventor.Unstable.Stable","value":"stable"},{"label":"PF2E.TraitUnstable","value":"unstable"}],"toggleable":true,"value":true,"selection":"stable"}
It would be neat if it was possible to get the suboption on the toggle, or as a separate toggle if that is not possible.
Raise Shield option along with strikes for Shield
When a Shield is added to the PF2 HUD macro bar, it shows as weapon and only shows buttons for striks. Consider adding a fourth option along with strikes to RAISE the shield.
[Feature Request] Automatically assign relevant icons to NPC attacks in shortcuts, rather than always using default icons
This feature request is not easily implemented, but I think it's pretty valuable, so I'm hoping you consider doing it regardless.
As a GM, I'd really like to know -- at a glance -- which of the attacks does what. Since this HUD uses images instead of text, I'd like the images to at least hint at this information. However, NPC attacks currently have no assigned icons, so they all use the default icon of "claws" for melee or "bow-and-arrow" for ranged.
Here's an example of what shortcuts currently look like, for a sample NPC, Doatara:
These four attacks are shown as three identical "ranged attack" icons and one "melee attack" icon, but the truth is that they're four different things:
And I would much prefer to see this:
- Alchemist's Fire would use
systems/pf2e/icons/equipment/alchemical-items/alchemical-bombs/alchemists-fire.webp
(the icon for "Alchemist's Fire (Lesser)" and its other versions) - Bottled Lightning would similarly use
systems/pf2e/icons/equipment/alchemical-items/alchemical-bombs/bottled-lightning.webp
- Dagger would use
icons/weapons/daggers/dagger-straight-blue.webp
, the icon for "Dagger" - Shortsword would use
icons/weapons/swords/sword-guard-purple.webp
, the icon for "Shortsword"
Another example: the Giant Opossum looks like this:
But could look like this, instead:
- Claw -
icons/creatures/claws/claw-curved-jagged-gray.webp
- Jaws -
icons/creatures/abilities/mouth-teeth-long-red.webp
- Tail -
icons/creatures/abilities/tail-swipe-green.webp
Why not just edit the NPC sheet and set those as the attacks' icons?
- It's too much manual work, when a game can have hundreds of NPCs who usually keep having attacks with the same name (Claws, Dagger, etc.)
- There's actually an existing bug in PF2E HUD -- an NPC's Ranged attacks' icons are not being used in shortcuts! I imagine this was never caught because, well, nobody ever sets those icons in the first place.
Shouldn't the core PF2E system take care of icons for NPC attacks?
In an ideal world, yes, but... the PF2E system actually almost never uses those icons on NPC attacks. They're not shown on the sheet, nor in the chat card. They're only shown in the attack's Edit dialogue. So, the core system developers don't really have any reasons to bother giving them icons in the first place.
Technically, how should we assign icons to attacks?
I don't need a perfect solution and I'd be happy with a hardcoded solution. I think it would have to be a big hardcoded list that maps attack names to image URLs, and includes the most common ~50 abilities, those that repeat across lots of creatures. The icons would be taken from the PF2E icons and core Foundry icons (usually pf2e for weapons and core for natural attacks).
I would personally be happy to make such a list for you, if you're okay with that!
Speed icon doesn't have tooltip
When you mouseover the icon, the text does not appear
Token HUD don't work
First of all good job with such a wonderful module.
I have run into an issue I'm using Foundry v12.330 and pf 6.1.3.
I don't know if it is just me but token HUD doesn't show up no matter what,
I even created a new world and launched only pf2e HUD and still nothing combat tracker, persistent HUD etc. works.
Update Polish translate
Hi,
Below I add updated Polish translate. For version 1.5.1
[Feature request] [Persistent HUD] Allow Effect shortcuts
Use case: I have a Swashbuckler who frequently needs to toggle the Panache effect on or off (adding it or removing it), about once per turn.
- I can't drag the Effect (from compendium/directory/actor) to the shortcuts -- warning says "You cannot create shortcuts of this type"
- There isn't a Panache toggle in the Actions sidebar/popup, because it's an effect, not a toggle
- I can put the entire Panache feat as a shortcut, but clicking it just shows the description
- I can create a macro by dragging the effect to my macro hotbar, and it works perfectly -- except it's in the hotbar, not in the token's own shortcuts
- I can put that macro in the Extra sidebar, and it works perfectly -- but it requires an extra click and I don't want that extra click (I'm a spoiled child)
So... my request is that dragging an Effect to the shortcuts will work, and clicking on it will apply or unapply the effect.
For bonus points, make that effect shortcut tinted in grayscale when it's inactive, and go full color when it's active. Just like the weapon stowed/drawn vfx.
Update Polish translate
Hi,
Below I added update Polish translate.
Support for fast switching between several characters owned by the same player
In my games, players regularly bring over secondary characters or take over characters from other players who are missing. While PF2 HUD is a godsent gift to manage your character even when the Party Clown Car is all that is on the map, it still requires targets to switch between characters. I would like to ask for a method to assign mutliple fast-swap characters that players can swap very quickly.
Fast swap micro-portraits shown in one of the corners of the main portrait. Can be limited to acceptable limit (up to 3..5) Click on the micro-portrait to swap current owned actor with the other owned actor. Very fast to manage. Right click on a microportrait to empty it
Keyboard UX:
- shift-leftclick on linked owned target to add to your Party HUD as a secondary option. It adds the option to one of the free micro-portraits (see below) or shows a warning limit of maximum fast-swap characters have been reached.
[Feature Request] Be able to move the HUD on the screen
I use two screens with foundry pulled across both of them. Having the HUD on my left screen makes it hard to use. Would be nice to be able to move it.
Thanks and loving the HUD btw.
Update Polish translate
I add update Polish translate below.
pl.json
Few Requests
Would put in a label for feature request but none available.
Any chance we can get the actions tab to show pictures to help with the visual clutter of some of the bigger menus. In the action HUD module I am showing the example of how it's structured that the group thinks it's easier to see. I want to swap to the pf2e hud long term.
Second idea is to allow an option to swap the skills menu with the BAM from pf2e workbench. The group has gotten to used to the visual of that macro and the hide if untrained in it works while in pf2e hud it doesn't seem to hide skills that are untrained.
Here is an example for above where the icon colors help your vision when trying to get used to the UI to find what you want. I think this could be expanded to more color options for the persistent hud. The HP icon for example in the bottom left could be green. The Hero points could be yellow etc.
Module wont activate in settings
Hello! The module wont enable in the manage module settings. I click the check mark and save it but then it reloads and unenables itself everytime.
Persistent HUD blocked by other UI elements
Hello, this is less an issue and more of a request for a change. I'm using the Taskbar module, and I would like to be able to move the persistent HUD up (either manually or with a setting) so that the taskbar is no longer in front of it. I can obviously unlock the taskbar so that it auto-hides, but I prefer to have it locked unhidden. Additionally, because of the way this module interacts with the hotbar, it breaks the rendering of the hot bar when both persistent HUD is enabled and the hotbar is docked in the taskbar.
I know this isn't a module that your wrote or anything, but it would be really nice if these two played nice together :)
Edit: after some other playing around, this also affects the combat tracker.
`.webm` tokens cannot be displayed in `<img>` tags
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