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Release 4 #2017

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@chrismaille chrismaille marked this pull request as ready for review November 20, 2024 23:24
@mjeffw
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mjeffw commented Nov 29, 2024

@chrismaille
Confirmation dialog: The actual numbers seem somewhat hit or miss. See the following:
image

This is the result when I clicked on "Arrow (Fine)" in the Composite Bow attack. The Effect Modifier popup shows (correctly) -1 range to target Enok. But both the bucket and the dialog reflect a -2 modifier for range. Further, the skill is shown as "UNDEFINED-19".

Without changing anything, if I then click on "Bodkin" usage of the Composite Bow, the bucket now shows "+0" but the dialog shows -1 modifier.

image

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mjeffw commented Nov 29, 2024

fvtt-Actor-bjorn-bjornsson-Qbyxek8wckIgivNT.json

Here's an export of the "Björn Björnsson" character.

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mjeffw commented Nov 29, 2024

@chrismaille
When using Foundry items, is there a way to turn off the image on the character sheet?
image

Maybe even per trait type? I could see the utility or aesthetics of showing the image on equipment, but Advantages and Skills may not have the same utility.

@chrismaille
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@chrismaille When using Foundry items, is there a way to turn off the image on the character sheet? image

Maybe even per trait type? I could see the utility or aesthetics of showing the image on equipment, but Advantages and Skills may not have the same utility.

Settings are here:
image

You can toogle by sheet section, but not on a item individually

image

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chrismaille commented Nov 29, 2024

fvtt-Actor-bjorn-bjornsson-Qbyxek8wckIgivNT.json

Here's an export of the "Björn Björnsson" character.

The JSON file did not import the ranged attacks for me - can you send to me the GCS/GCA exported file?

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mjeffw commented Nov 29, 2024

# Conflicts:
#	module/actor/actor.js
#	module/actor/maneuver.js
#	module/gurps.js
#	module/token.js
#	styles/apps.css
#	system.json
#	templates/maneuver-button-tooltip.hbs
#	templates/maneuver-menu.hbs
#	templates/resolve-diceroll.hbs
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Ready for tests

chrismaille and others added 2 commits November 30, 2024 16:41
# Conflicts:
#	lang/de.json
#	lang/en.json
#	lang/fr.json
#	lang/pt_br.json
#	lang/ru.json
#	lib/miscellaneous-settings.js
#	module/actor/actor-components.js
#	module/actor/actor-importer.js
#	module/actor/actor-sheet.js
#	module/actor/actor.js
#	module/gurps.js
#	template.json
#	templates/item/item-sheet.hbs
#	templates/melee-editor-popup.html
#	templates/quick-roll-settings.hbs
#	templates/ranged-editor-popup.html
#	templates/skill-editor-popup.html
#	templates/spell-editor-popup.html
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mjeffw commented Nov 30, 2024

@chrismaille
In the ADD, Knockback is not being handled appropriately. You reference object.modifier in the code below, but that value is undefined.

  async _handleTestSaveEffectButtonClick(ev) {
    let dataEffect = ev.currentTarget.attributes['data-effect'].value
    let effect = JSON.parse(dataEffect)
    let otf = ''
    switch (effect.type) {
      case 'headvitalshit':
      case 'majorwound':
        const htCheck =
          effect.modifier === 0 ? 'HT' : effect.modifier < 0 ? `HT+${-effect.modifier}` : `HT-${effect.modifier}`
        otf = `/r [!${htCheck}]`
        break
      case 'knockback':
        const dx = i18n('GURPS.attributesDX')
        const dxCheck = effect.modifier === 0 ? dx : `${dx}-${object.modifier}`
        const acro = i18n('GURPS.skillAcrobatics')
        const acroCheck = effect.modifier === 0 ? acro : `${acro}-${object.modifier}`
        const judo = i18n('GURPS.skillJudo')
        const judoCheck = effect.modifier === 0 ? judo : `${judo}-${object.modifier}`
        otf = `/r [!${dxCheck}|!SK:Acrobatics|!Sk:${acroCheck}|!SK:Judo|!Sk:${judoCheck}]`
        break
    }
    if (!!otf) await this.actor.runOTF(otf)
  }

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mjeffw commented Nov 30, 2024

Another issue -- when applying an effect that changes the posture, it appears the code is "toggling" instead of setting the new effect. For example, if a character is prone and they take a major wound, applying the major wound effect (prone + stun) makes him stand up.

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mjeffw commented Nov 30, 2024

One more before I stop for the night: when applying Shock, the system waits until it is that player's turn to apply the effect. My understanding is that it applies immediately, and last until the end of the player's turn.

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mjeffw commented Nov 30, 2024

I'd really like to see if we can reduce the amount of space in the Effect Modifier popup:
image

* Add new Setting: SETTING_ADD_SHOCK_AT_TURN
* Fix knock back effect error
* Fix effect toggling

Also fixed:
* "undefined" on target name in Confirmation Dialog roll when using regex on target name. Ex. `/r [r:spear*]`
* Missing OTF modifier on Bucket when Auto Add to Bucket is active. Ex. `/r [r:spear* -2]`
* Issues when handling tokens in and out combat flagged.
@chrismaille
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Fixed Knockback and effect toggling on ADD:

GGAAddEffects

Shock at next target turn

This is the standard rule (as per B381 and B419), but point taken, we don't need to enforce this. Use the new settings to define apply shock at next turn or immediately:
image

Effect Modifiers Popout Size

I did not exactly reduce the size (not sure how yet, there is a lot of information on this window now) - instead I define a max height for the Modifiers main list:
GGAScrollEffects

Ready for tests again.

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mjeffw commented Dec 1, 2024

This is the standard rule (as per B381 and B419), but point taken, we don't need to enforce this.

The rules if read literally support your interpretation, but it leads to silly effects, such as a character is hit and before his next turn has to make a IQ roll to see a spell being cast by another combatant; as written this roll would not suffer the penalty. As soon as it is his turn he suddenly has these penalties. One can argue that the roll to see the spell being cast happens on his turn, bit that's not how most people sequence the rolls.

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mjeffw commented Dec 1, 2024

Effect Modifiers Popout Size

Can individual conditional modifiers be deleted out of the list?

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The rules if read literally support your interpretation, but it leads to silly effects, such as a character is hit and before his next turn has to make a IQ roll to see a spell being cast by another combatant; as written this roll would not suffer the penalty. As soon as it is his turn he suddenly has these penalties. One can argue that the roll to see the spell being cast happens on his turn, bit that's not how most people sequence the rolls.

This is a very old question, from 3rd edition I think. I remember Kromm said this is because every character's turn occurs at the same time.

Can individual conditional modifiers be deleted out of the list?

It's a possibility. My concern is the players start to flag false bugs, because they are not seeing all the modifiers available. I was thinking to add a filter on this window, but my suggestion is wait to see how players will adapt to tags first.

@chrismaille chrismaille changed the base branch from main to develop December 16, 2024 21:03
@chrismaille chrismaille changed the base branch from develop to main December 16, 2024 21:03
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