When changing scenes, *a lot* of data is either empty or points to the previous scene, preventing us from knowing whether a token is in combat or not directly from the token. To work around that, go through the list of combats directly and try to match them with the scene and token we are drawing instead of using `.inCombat`. We cannot rely on `game.combats.active` either as it points to the active combat in the previous scene. This is far more work, but it is the only working solution I found. It depends quite a bit on Fabula Ultima's system combat type which lists combatants. This leaves a more minor issue that the borders are not updated when switching between encounters on the same scene, but this is a rarer scenario. Remove the issue from the README and mention the encounter switch issue. |
||
---|---|---|
assets/default-borders | ||
lang | ||
packs/macros | ||
scripts | ||
.gitattributes | ||
.gitignore | ||
LICENSE | ||
module.json | ||
README.md |
The Mill's Fabula - v0.3.0-dev
This little FoundryVTT module is a collection of compendiums and functionalities to power our Fabula Ultima campaigns.
Compatibility
This is only compatible with Foundry v12 currently.
Installation
Currently, this can only be installed via manifest file, using the following URL :
https://git.tfk-astrodome.net/trotFunky/TheMillsFabula/raw/branch/release/module.json
Features
This module is an aggregate of different things that are useful for us or that the GM wanted to play with, so they don't necessarily connect with each other and can be disabled if wanted.
They are described below in their own sections.
Combat border
This part of the module adds a dynamic border around player tokens, which changes during combat.
The border is always visible, but after a player has taken their turn it will switch to a different border, highlighting the tokens that have played for this combat turn.
The module supports going back and forth in the combat rounds, as well as going back in the turn order. (Though because of limitations of the Fabula Ultima system, does not allow going forward in the turn order.)
Settings
- An image to use for the default/idle border
- An image to use for the took turn/played/inactive border
Limitations
There are currently one minor issue that might be fixed :
- The token borders will be incorrect when switching between different encounters in the same scene
- Producing a combat event or switching away and back to the scene will fix it.
- It doesn't appear that there is an event on combat switch that could be hooked into, which makes fixing the issue uncertain.
Token UI adjustments
Given that we add a border on the tokens, it conflicts with the base attribute bars which are drawn over the token's
square.
The token UI adjustments move the two attribute bars below the token, outside its space, first HP then mana.
As this is where the nameplate of the token should be, move it above the token instead.
Limitations
- The token's detailed UI when right-clicking will overlap the bars in their new positions (it already overlapped the name)
- The current implementation relies on monkey patching, which make it vulnerable to compatibility issues with other modules manipulating the same methods.
Compendia
- The only thing in the compendium pack is a macro automating the tinkerer's alchemy potions, allowing to choose how many PIs to spend, how to allocate the results, previews and a final chat message with the results.
Dependencies
Modules:
- socketlib
System:
- Fabula Ultima
License
The code present in this repository is licensed under the Mozilla Public License 2.0.
Assets that we created in this repository are licensed under CC-BY-SA 4.0, unless otherwise specified.