schultzcole / fvtt-autocomplete-inline-properties Goto Github PK
View Code? Open in Web Editor NEWAdd inline property autocompletion for fields that can use them
License: GNU General Public License v3.0
Add inline property autocompletion for fields that can use them
License: GNU General Public License v3.0
It would be useful to be able to navigate through the list of data keys using the arrow keys
Environment Details
Foundry VTT Version: 0.8.3
Operating System: [Linux]
How Are You Using Foundry: [Linux,Native Application (Electron), Chrome]
Which Game System: Dungeons and Dragons 5th Edition, version 1.3.1
Modules Enabled?: Yes
OS, Hosting, Browser (if applicable): Linux/Node/Chrome
Description of the issue:
Not sure but this is probably a retrocompatibility issue with some other module :
Reported by @asacolips on the league discord
This can also happen with the summoner button
In a similar vein of workflow smoothness to my other issue (#14 ), I've noticed that even if you have a property highlighted in the auto-complete and hit Enter, it only included what you've typed into the search box. For example, if I'm typing 'attributes.hp.tot', then 'attributes.hp.total' is highlighted in the popup, but if I hit Enter now, only 'attributes.hp.tot' will be put into the text area. Is there a way to store the index of the highlighted property in the preview list and then grab the text at that spot when you press Enter?
Pretty please! =D
Starfinder RPG system in Foundry allow to automate a lot of features, based on abilities and stuff, but to look them up and type in by hand is huge pain, so support will be nice! Thanks in advance! <3
Clicking on an attribute in the property list seems to just dismiss the autocomplete completely and click through instead.
Please accept my mouse input for selecting the property to fill in?
Currently, when an item is not owned by an actor, there is no data from which to create the autocompleter hints. In the un-owned case, AIP does not currently activate. A similar issue is present with active effects which are owned by items rather than actors. In that case, the presented data is for the owning item, rather than actor data, and is therefore invalid.
The best fix for this would be to create a blank actor which can be the data target for unowned entities. Doing so cleanly will require some infrastructure introduced in 0.8.0.
Add the midiqol flags described on this document on the create new active effects dropdown:
While testing the module, I discovered it adds the properties at the end of the string in input boxes. Could this be changed to do it at caret location?
It was rather annoying to be writing a formula, going back to fill in attributes to discover the attribute was appended to the end of the entire thing, not where I started typing it.
I'd like to tinker around with adding support for another system. While the config itself looks straightforward enough, I don't have enough system knowledge to know what the implementation of the callback would look like to add more rules. Could you add an example of something like "For example, if I were to add these dnd5e rules through an init hook it would look like this code block
"
It's a minor thing, but it builds up the longer I'm working at content. When I get down to the property I want and hit Enter, I have to back and manually click on the text area I was in to finish working on my formula every time. It'd be a much smoother workflow if I could hit Enter and then keep on going, so-to-speak.
Foundry Version: 0.8.6
System Version: Toolkit13 1.11.0
Autocomplete Inline Properites Version: 2.1.1
I had previously added support to AIP in the Toolkit13 (13th Age Compatible) system, but realized today that the API has changed and my configuration was no longer applying. After reviewing the docs, it looks like that's moved to game.modules.data('autocomplete-inline-properties').API
.
However, the docs recommend placing this in the init hook (https://github.com/schultzcole/FVTT-Autocomplete-Inline-Properties/blob/master/CONTRIBUTING.md#example), but in the module's own init hook, the API object is reinitialized. Because modules are executed after systems, my changes seem to be unable to apply and are overwritten.
I've also tried adding my configuration in the ready hook, and while they do exist in the config if I do it that way, they do not appear to function (I'm assuming that's due to the config existing too late in the process).
This could be useful for cases where a particular field is very commonly used as the default.
For instance, in an Active Effect change key, the vast majority of the time, people will be using a key that begins with data.
. There should be a way for a field config to specify that it should begin with that path already entered when the Autocompleter is created.
This data mode would get roll data from the actor that owns this sheet's entity, if such an actor exists.
This mode, being roll data, should come with the "@" prefix when the resulting data is inserted into the target field.
Hello!
I was hoping you might be able to add a toggle for the verbosity of the error logging in Foundry.
Currently if (for whatever reason) I am editing an inline property of a character and either make a mistake or it triggers a debug message upon opening all players will see the full report.
The ability to disable these popups entirely for players would be wonderful.
Otherwise, this mod has been an incredible improvement to the GM workflow and I appreciate all of your efforts immensely.
Thanks!
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