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License: GNU General Public License v3.0
The official system for playing the Warhammer Age of Sigmar: Soulbound RPG on Foundry Virtual Tabletop
License: GNU General Public License v3.0
Now bonuses are applied always when item is active. And this is ok for items. But there are abilities which give character static step bonus to melee/accuracy/defense and/or static bonus dices when character make an specific attack, for example character which fight dual weapons will have AMBIDEXTROUS-always will have 1 bonus dice and RELENTLESS ASSAULT - always will have melee +1 step.
Have it you can create 2 weapons , one when you use dual, and second when a single weapon is used. We will have a flexibility. This will be much easier then change each time melee and input bonus dice value.
I know that now item can be activated/deactivated but in my opinion it is unnecessary clicking/checking and the bonus dice cant be now added to item.
Maybe solution will be add second bonus tab (Attack bonus) with
attributes(body,mind,soul)
abilities(melee,accuracy.defense)
bonus dice
or just add checkbox to current bonus tab which will mark that this bonus will be applied only when used to attack (bonus dice have to be added to this tab).
player not able to make a test:(after roll button pressed window is closed but the is no results in chat, I set to have at least 1 dice in pool )
-weapon roll
NPC not able to make a test:(after roll button pressed window is closed but the is no results in chat, I set to have at least 1 dice in pool )
In combat roll window under bonus dice it will be nice to have bonus damage field.
There are monsters traits and other situation which give you, but not always, extra fixed damage, example: if you hit undead add +2 dmg or weapon/spell will have extra damage if circumstances are met.
Current Wound functionality is manual data entry only, including both Damage amount and Text.
Request: Add a dropdown selection when a "New Wound" is created that contains Minor, Serious and Deadly options only. When selecting them they should auto-populate with 1, 2 or 3 Dmg (respectively).
The Values for a Targets armour and defense are not set in the dialog even when using the target function :
By default the Target Armour should be filled with the targets current armour or 0 if nothing is targeted. Currently the field is just empty.
By default the Target Defense should be filled with the targets current defense or Good (3) if nothing is targeted. Currently the field is always set to default.
"Being able to easily add the wounds and dice bonus for swarms would be a big timesaver."
Source: Age of Soulbound Discord https://discord.com/channels/658075953590697984/788867933978755123/790528401286889473
Custom XD6 roll - it will be good to have possibility to just roll 1d6, 2d6, Xd6 from example from chat window directly without any other features.
custom damage - just send to chat custom damage value. Then it can be easily applied to tokens: Push the value to chat, select affected tokens and applied to all in the same time. This will required 2 fields: damage value(entered manually), ignore Armour.
Use cases: hazards, blast, spread, monsters traits/spells/miracles affected zone,
There is no support for apply doom level. Doom can be added to:
mettle -> 1+doom
toughness -> 1+doom
armour ->1+doom
weapon/spell damage -> normal damage+doom
So maybe there is possibility to take Doom from party sheet and apply.
For me the most easier way to quick config this is add it, maybe on stat tab on the right site of skills list, a check boxes which will apply doom and you will have all in one place to it will be much faster to check/change it.
I assume that UI branch will be a master in the future so it can look like below. If you mark checkbox the chosen "thing" will be recalculated in "doom way".
By default, a token uses combat.health.wounds as the Bar2 Resource. This does not currently functionally link to the Character Sheet, nor retain a value when entered in the Token status field.
Bug: The value is not stored OR updated in the character sheet
All items on the party sheet are currently distinct items. Allies have their own item, Rumours have their own item etc.
All these items only have a discription and a state to tell if something applys, with poor visibilty on the icon to boot.
From a Data Perspective these items are identical, they only differ by Usecase.
Create a single item with different subcategories for each existing type.
Dragging an NPC on the party sheet should create an ally or enemy entry. On drop show a dialog to ask wether the item should be created as an Ally or Enemy. Set the Item titel to Actors name, leave the discription blank for the GM to enter. Or include that in another dialog.
Rumour, Fears, and Threats have a relationship to each other. While running a campaign Rumours provide forshadowing of events to come. After each Adventure at the GM discretion a Rumour escalates to a fear, Acting now as an Adventure seed.
If the Players do not resolve a Fear after an Adventure, it escalates further into a Threat causing Doom to increase and creating consequences in the World.
Currently there is no easy way to escalate any of these three types. One has to create three distinct items with the same text and titel. Create a method to change the category of rumours to fear and from fear to threat
roll.html is missing the trait effects section that gives the user feedback about specific weapon traits that are applied in the calculations and the options to apply Rend and Cleave Damage to actors. Due to the specific html elements missing from the template the conditions for the option to appear are never met. The apply function also relies on these elements to determine how much damage to apply to the actors / armour
This has to be included in some way for the apply option to be available without further refactoring the code
{{#if traitEffects.length}}
<p style="margin-top: 5px"><strong>{{localize "CHAT.TRAIT_EFFECTS"}} :</strong></p><ul>
{{#each traitEffects as |effect|}}
{{#if effect.isRend}}
<li><span class="rend-value">{{effect.text}}</span></li>
{{/if}}
{{#if effect.isCleave}}
<li><span class="cleave-value">{{effect.text}}</span></li>
{{/if}}
{{#if effect.isPlain}}
<li>{{effect.text}}</li>
{{/if}}
{{/each}}
</ul>
{{/if}}
Damage application is currently also broken.
Missing fly speed field. Speed fields is no longer a drop list.
successes are counted wrongly and in the strange way :)
same skill in the same player. focus allocation in the first roll was manual, for second roll successes (I thing successes should be a default option). Nevertheless skill has no focus :).
other skill (same way focus allocation as above)
Manual focus allocation has a bug/not ready for use yet?
From the chat - right click option. I select the token and apply Rend from chat, damage is applied to token, Rend not.
In combat/spell roll window will be good to have it as checkbox.
Ignore armour also could be an option in weapon/spell/miracle config.
It could be useful in the future when maybe automatic token damage will be applied.
Adding a Wound currently includes the ability to add a "Damage" value.
Request: Change the wording to be "Wounds"
Please implement a means of creating Weapon and Spell macros by dragging the items from the Character Sheet to the Quickbar, basically replicating what would happen if you roll either from the character sheet.
It will be very useful when creature will apply automatically all trait from theirs weapon like piercing, crushing, slashing, etc. Many monsters has it and calculating every time especially piercing is so much time consumption task in medium and large scale combats. I writing about this because our last battle was 3PC and almost 40 monsters/NPC where most of them have piercing+crushing/slashing and calculate piercing for almost each attack and manually apply to token was a nightmare.
Maybe some workaround could be when you choose from chat "apply damage" then pop up window will show and there you will have a damage value which you can change to needed one. It will be much faster then apply damage and them manually apply additional damage from piercing or other sources.
It could be implemented as:
Heavy, Fixed, Inaccurate, Ram, Range(Extreme)
Now focus is applied only to maximize the amount of success. But there are many situation where you need 6 on die to activate (like talent crushing blow) or as much 6 as you can(like weapon trait REND or Cleave or talent Piece Armour). or 6 is counting as 2 damage and other thing were you need "6" on die. I suppose the best solution will be add it to roll popup window as checkbox like there is now for double training/focus as "one 6" and "Max 6".
Other solution for this is showing in chat window with roll results information how much focus was added. with this information you can easily move focus to other die "in your head" to have a wanted "6".
It also can be done by link talents, traits end other with specific roll but checkboxes are more universal solution.
Request: add two checkbox to all roll popup windows where focus can be applied. you cant mark both checkbox for amount of 6 in the same time so when you try mark second one the first one should unmark or second one is disabled until first remain marked.
"One 6" - we need one "6" on die so if we have it(by natural roll or by adding focus) remaining focus is used to maximize the amount of success.
"Max 6" - the amount of success is not important, we want to as much "6" on die as amount of focus allow.
AND/OR
show in chat window with roll results how much focus was applied to this dice.
There are talents (like BLOOD FRENZY or PATIENT STRIKE or BATTLE RAGE) , spells etc. which increase attacker melee/accuracy by "X" step usually for 1 round. But there is no possibility to do it quick during a combat roll. We can only manipulate target defence.
Proposition: add additional field with attacker melee or accuracy (which can be changed for this roll like for defence) for a weapon roll which will be determined by skill chosen in roll window. Melee/accuracy label and value have to be dynamically changed when skill in roll windows is changed(as example for axe which is a melee weapon but you can throw it )
ballistic skill -> Attacker accuracy
weapon skill -> Attacker melee
It will be useful to have in item bonus tab:
speed (foot and fly)
For example
AETHER-ENDRIN or Celestial Wings grand fly when equipped .
When using the Combat Tracker, tokens linked to Actors with Character Sheets don't populate with base or fixed Initiative values.
Note: This may be a knock-on of #1 as the basic system is not functional currently.
Mettle is the most used attribute during a combat which have to be changed after each additional action/attack and there is no easy way to manage(now you have to go to character sheet and edit current value). GM also can easy check how much mettle everybody have in this point of combat. End in the new turn everybody, who have at least 1 total mettle, regain 1 mettle.
Maybe it can be solved in better way....
Propositions:
Edit:
I see that Mettle can be displayed on bars from point 2 but cant be modified there.
When right clicking on a token, there is a third stat value that can be entered that doesn't appear to be functional. There is a small chevron attached to the field, but no context menu.
Bug: Updating this value has no functionality in either the Combat Tracker or the Character Sheet
Request: Add a tooltip to this icon
"...an easier input for determining DN of an attack. Something like entering the defense of an enemy which then calculates the DN based on the player's Melee or Accuracy would also save time."
Source: Age of Soulbound Discord https://discord.com/channels/658075953590697984/788867933978755123/790528401286889473
The reworks breaks the Token Sizing and Autocalculations functions for NPCs. The Dropdowns are again simple text fields and need to be returned to be dropdowns for selection for the functions to work again.
"So far, the biggest problem I have is that tokens added to an encounter don't roll their initiative when clicking on the roll initiative button. I think this is a .7.8 problem, as the option to either use initiative RAW, or Initiative +1d6 or +2d6 has been removed."
Source: Copied from Age of Soulbound Discord chat https://discord.com/channels/658075953590697984/788867933978755123/790528401286889473
I currently playing on master version. Will it be possible to convert/move actors/items/journals data from master to UI? I mean the moment when UI will be playable.
you can put there short info like +2 dmg vs Undead or +3 dmg if doom >3. some weapons have trait/bonus as description.
will be displayed at the end of line with traits.
not able to roll test: skill,weapon,spell. Roll window popup and it is closed after pressed roll button but there is no result in chat.
Sheet opened from the actor list has no problem with rolls, only when opened from token.
The Speed Field has been broken up into two drop down Fields for Ground and Flight Speed where the user could select a actors respective speeds. The rework has returned that to a simple text field where anything can be entered
Also here has tu be changed in dialog.js
export class PowerDialog extends RollDialog {
static async create(data) {
return new Promise(async (resolve, reject) => {
const html = await renderTemplate("systems/age-of-sigmar-soulbound/template/dialog/spell-roll.html", data);
return new this({
title: data.title,
effects : data.effects,
content: html,
buttons: {
roll: {
icon: '',
label: game.i18n.localize("BUTTON.ROLL"),
callback: async (html) => {
let testData = this.extractDialogData(html)
testData.itemId = data.power.id
testData.dn = {
**difficulty : parseInt(html.find("[name='difficulty']")[0].value),
complexity : parseInt(html.find("[name='complexity']")[0].value),**_
name : data.power.name
Neither double Training nor double focus apply to the roll
All create has traits where most of them are important during combat- talent category is used. Few of them could have spells/miracles. Switching tabs to check trait is very annoying and slow down the combat flow. For the player it will also useful.
I see that more useful will be replace talents(stats tab) with spells/miracle (combat tab).
But I thing the best solution will be put weapons tab and spells/miracle tab on the same bar (like stats, combat, etc) and below insert talents.
Rolling against a DN with a Focus value doesn't apply the Focus rating to the successes, and doesn't allow any manual way of doing so to modify the result.
Request: When the dice are rolled, if a player has a Focus rating, being able to select a Dice result and increase a D6 result up to the number of Focus available.
there are devices which have to be active but should not be added to combat tam as a weapon.
example
Basic aether-rig - active add 6 energy(capacity) but it is also appear in combat tab as a weapon because we always have to choose category melee or accuracy.
I dont know how it is connected but maybe it will be enough to add third category - NONE. and devices witch category NONE will not show as weapon.
Might skill is assigned to Mind, should be Body
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