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View Code? Open in Web Editor NEWSupport for playing QuestWorlds in Foundry VTT
License: Other
Support for playing QuestWorlds in Foundry VTT
License: Other
The GM should be able to drag and drop font column headers (the font nameplate) to reorder fonts to change priority of fonts for rendering tokens.
Currently cannot be installed through Foundry's UI.
Possibly the distinguishing ability should be split off into a dedicated space, which can be filled either by drag-and-drop with an already-created ability, or by clicking on the empty space to create a new ability.
Rolling (beginning a contest) with a PC ability is just a click, but editing/deleting/breakouts is a non-obvious right-click menu. The context menu keeps the sheet un-cluttered and saves space for descriptive ability names, but has rather poor discoverability.
This should be improved somehow with better discoverability.
Ideas:
The Biography section of the PC sheet is intended to be the "background", as opposed to the physical description. Optionally, it should have a word-count widget that can be enabled (or just always present?) to allow for the biography section to be used during chargen using the 100-word prose method. A hover-over guidance or a clickable (?) could help to explain this purpose without heavier chargen guidance mechanics.
Add functionality to add arbitrary new rune font token-glyph mappings in the Rune Font Settings menu. These should:
module/helpers/default-runes.mjs
Lots of groups use specific ratings for opposition. Even official HQG material sets some difficulties with a specific modifier to the Resistance (rather than to the Tactic), e.g. foolishly trying to fight the Crimson Bat in Eleven Lights is done with a +W5 modifier. Default QuestWorlds doesn't allow for arbitrary modifiers or directly-set resistance ratings like that, but it's trivial to do when playing with paper & pencil, so it's something the QW-FVTT should allow somehow.
This could either be done by allowing Resistance to be set directly in a text field, or with a freeform modifier field that adjusts the Resistance's rating. (Or both?)
Aside, this would allow a (janky, roundabout) way of having PvP contests: use one PC's ability to start the contest, and then have the GM manually set up the Resistance to match the other PC's rating after modifiers.
Use the Art tab on the PC's sheet for a gallery of images, with optional captions.
May require a change to template.json.
TinyMCE editors are currently awkward heights due to a mess of divs and CSS that needs to be picked over and refined.
Ideally, both editors and dormant text displays should conform perfectly to the height of the sheet, respecting resizing using the corner resize control. In practice, this might be more effort than it's worth to fix, at least before initial release.
Some rune fonts have an height much larger or smaller than others, and again different from the text fonts QW-fvtt uses. Adding a field to adjust the height of each configured font would allow better height-matching when mixing rune fonts, or when a configured rune font is significantly differently scaled from the text font. (The official Glorantha Core Runes font clearly shows the height difference beside the text font, for example.)
This field can be used to set font-size-adjust
CSS property in the dynamically generated rune-css stylesheet for the user-configured fonts.
The default rating for starting abilities, breakouts, and such are currently hardcoded to match the SRD. There should be a way in the system settings to set the defaults instead.
A window for the GM with an overview of the player-characters. Should list basic information, click to open full PC sheet, and controls for managing XP and Story Points.
The points resources of PCs needs an overhaul, both in the data model and the sheet display in the footer. They are not currently accurate to the SRD or any ancestor edition. This will likely require a template.json update.
Currently new abilities are all defaulting to 15, which is only for best ability and distinguishing characteristic.
In HQ1, all NPCs are given specific individual ratings—HQ1 is much closer to a simulationist system than HQ2 and later. E.g., sample resistances list things like "Green Age fighter: 10W3", and a specific NPC in a GM's notes might list a similarly specific rating.
Having room on the NPC sheet for a rating like this would be useful to GMs running HQ1 or who keep that style of setting resistances, rather than using the Base + Resistance Level method of later editions. Since it's a relatively trivial thing to add a convenient field (especially if hidden behind a system setting to activate a house rule), it would be very useful at low cost to implement.
(Bonus, it lays groundwork for a possible future feature allowing contest Resistance to be read out of a targeted NPC token's data.)
The stock Foundry styling for disabled buttons does not have very high contrast with enabled buttons. For contests, this is particularly hard to see, especially since contests start as private-to-GM chat cards.
Solve by overriding the styling of disabled buttons to make it much more obvious. Problem: decide what that should look like that doesn't create a whole new contrast problem with them being too hard to read.
You should be able to do something like /contest 1W2 vs 18
in chat to start a contest chat card.
QW lets you spend Improvement Points on the tactic used in a contest, even after the roll, to improve the outcome.
Currently you can spend those points manually on your sheet, but they don't affect the contest chat card, and you have to mentally adjust the outcome and communicate that among the players and GM.
There should be a control, like the one for spending a Story Point during a contest, for spending Improvement Points on the ability used for the contest. The improved tactic should be reflected in the contest chat card's Tactic and Outcome, similar to spending a Story Point on the contest.
§3.4 allows you to spend Improvement points from the As You Go method to increase an ability after a roll to alter the outcome. §8.2 allows the same with Improvement Points from an advance.
This is not strictly prevented by the system currently—it can be done manually/verbally among the group—but feature support would be better.
Info lines have internal rating fields, but the breakout editor shouldn't show those fields.
NPCs currently have their name, avatar, and concept public (visible to Limited permissions), but their description private (visible only to Observer and above). This prevents the GM from being able to provide physical descriptions or publicly-known summaries of NPCs to players within the NPC actor, forcing splitting that off into journals.
Instead, NPCs sheets should be default public (Limited), but have one private GM-only section for GM notes, secrets, and such.
These sections should be easily understood by GMs filling out NPC sheets. Something like:
A GM can start a contest but there's no way to continue it, or for the player of that character to continue it.
The system expects only players to use character abilities. A GM should not be able to start an ability, and/or it should provide a helpful error message that only players can start contest.
Contests in the GM's view currently style disabled controls properly, except for the custom checklist used for benefits/consequences. Disabled benefits/consequences should have a style that conveys that status when the GM is viewing a contest card during the player's turn to edit the contest card.
HTML ids should be unique on a page (in Foundry, the whole application). Using data-id in place of id gives an accurate target for the tweens without worrying about HTML id uniqueness.
The core chat log currently uses this method for id-ing individual chat messages.
Add a new actor type and sheet to represent a Community and its resources.
Add the ability to set a custom rune token to use a SVG image file from the filepicker. This would unlock support for arbitrary runes, including hand-made runes. It would also enable support for the official Glorantha Core Runes font package of SVG-only sorcery runes.
The old WYSIWYG editor was tweaked to better fit the contexts where they appeared in sheets. The spirit of those customisations need to be ported over to the new ProseMirror WYSIWYG editor in v10.
NPC sheets could include a public art gallery like the on on PC sheets.
Alternatively, it would be good to have room for even only a "full art" version of avatars that are cut down from larger art.
Safari is technically supported by Foundry VTT now, but not everything in QW-FVTT renders correctly.
Collecting layout bugs here:
overflow: none
, but shows in the right place when being edited.impossible to use hero point when the count is individual.
GM can add a point on the character sheet but the player can't use it. The system always return "you have no story point to spend".
With global pool of hero points, the player can spend points but the tchat indicate "undefined" as character name.
A legacy from Boilerplate is that many localization keys used for strings in settings menus are in the global SETTINGS translation dictionary. This is a collision risk. They should be in a QUESTWORLDS.SETTINGS dictionary.
In QWSRD, a benefit of victory is lost when either using the benefit in a defeat, or when the ability that originally generated the benefit of victory is used and ends in defeat. Benefits directly used are already indicated lost on a defeat. Benefits not used in the contest defeat, but attached to the tactic used, should also be in the notification list of benefits lost due to defeat.
Implementation note: requires a new flag or prop on Benefit Items to link to the originating Ability Item.
Rolled contest chat cards should have workflow to spend a story point. This should adjust the displayed outcome and spend the story point out of the pool or off the individual PC's sheet (depending on shared/individual SP setting).
Design problem: currently, all controls are disabled after a roll. SP shouldn't be spendable except immediately after the roll, which means having a spend-control left enabled. For how long after? Should the GM have to manually close every chat card?
(Comparison: How does SWADE system modules handle the "reroll with a benny" context menu control? Just leave it available perpetually?)
It would be great if this could be installed using the latest version of Foundry VTT (12, at this point in time).
Either with a dedicated spot, or as part of a display of list of arbitrary title: value strings. See HQG sheet for one possible model for the kind of data that could be represented.
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