#Token Action HUD WFRP4e

1 messages · Page 1 of 1 (latest)

queen sinew
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Hello everyone.

I decided to make a WFRP4e integration module for Token Action HUD Core (https://foundryvtt.com/packages/token-action-hud-core), which is the modernized version of currently available for WFRP4e module Token Action HUD Classic.

I would love to brainstorm/gather your ideas, use cases and suggestions where it comes to things like:

  • groups & layout – what should be the groups displayed on the TAH module
  • features – what features/buttons outside of basic stuff (characteristics, skills, traits, weapons, magic) should be included in TAH by default?
  • utility macros
  • etc.

Basically, if you guys have any ideas or suggestion for how the new Token Action HUD should look and/or work, please share them!

fluid tulip
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It would be handy to be able to reload guns from TAH. Though I'm not 100% sure that isn't in already!

queen sinew
fluid tulip
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I meant rolling for reload; I didn't realise you could do it just by rolling the attack, so thank you. A toggle would be nice too, though.
And I did in fact install your Ammo Swapper module yesterday!

queen sinew
# fluid tulip I meant rolling for reload; I didn't realise you could do it just by rolling the...

Awesome to hear that! Hope you like it!

And yeah, simply rolling to attack while weapon is not loaded will test for reload instead of attack and it's the easiest and most convienient way of reloading imho. If your players use the weapon macros (by dragging weapons to macro bar), they can use same button for firing and reloading

But yes, a toggle could be useful for loading outside of combat I think 🙂

radiant heath
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would there be any way to add extended tests or item damage?

queen sinew
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by extended Tests you mean mainly rolling for them, right? or other operations?

radiant heath
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yeah mainly just detecting fear tests or the like whenever they're made and put into the extended tests menu

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i always thought that navigating there was a pain lol

vague briar
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The old Token Action HUD is still very good, I'd suggest to not make big changes to the groups and layout.
Utility: A button to simply roll a d10 and another for a d100 would be nice. Maybe it's possible to add a button for the Income and/or Rest rolls?

queen sinew
vague briar
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I thought the idea of Token Action HUD was to cluttler it 😆 OK.

queen sinew
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Some basic layout and stuff done. A lot of work ahead to make magic/prayers properly set up and then I will want to include consumable items (like healing draughts).
Some early screenshots:

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(currently using TAH Core's built-in Pathfinder theme, because I like it more, but I will probably make a quick WFRP dark theme as well)

rocky shard
queen sinew
queen sinew
# queen sinew

On the note of skills. I think if it would be worth of separating the Career Skiils and putting them on top of the category? Or do you guys think that this would be better left to individual users?

vague briar
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I think it would be more confusing.

queen sinew
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Spells are now segregated by Lore

smoky dew
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Would it be possible to get weapon traits moved to combat and/or the option to hide unrollable traits?

queen sinew
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as for hiding traits/whatever, the new Token Action HUD is fully customizable, so every user can customize it to hide unwanted entries

queen sinew
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added optional setting to display Magic Lores as hideable tabs. Will try to do something similar to inventory containers

queen sinew
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Not sure which looks better 😅

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Left one is kind of too similar to Pathfinder theme I think

fluid tulip
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I don't think it matters how similar it is to the Pathfinder theme, but I like the darker one more.

queen sinew
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by darker you mean the reddish one? that's similar to wfrp4e buttons?

fluid tulip
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Yes, the reddish one, on the right.
The other one is just a little less legible, in my opinion.

queen sinew
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gotcha

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the reddish one was first I made and yeah I think it's better

vague briar
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Agree.

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I just noticed that it shows the values of skills, weapons, etc. It's a nice touch.

queen sinew
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I also made it to show if weapons are equipped/loaded etc and consumable types (invoke vs apply with target).
Also added Advantage and Wounds to categories, but need to wait a bit for TAH Core to update so it looks better 😄

vague briar
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Is that the CN in the spells? Maybe it could be "SL/CN"?

queen sinew
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would need to consider how to display it under WoM rules (channeling wind, not spell)

vague briar
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You could just let it show the SL of each spell, like the character sheet does.

queen sinew
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if Lores are grouped under a Tab (optional setting)

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again the number (here 3) in the "tab group" will be fixed later 😅

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so it's in-line

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and if WoM channelling rules are disabled, then SL is always on spells and never on Lore

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regardless of grouping setting

queen sinew
slim elbow
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two ideas - would it be possible to group traits into rollable/no-rollable (i think talents cannot be rollable). second idea - below talents/traits - list effects of traits that have option 'Apply' (i.e. deconcentration or fear) which triggers applyontargets

queen sinew
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as for apply-able traits I will think how to approach it

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haven't seen them yet in play so had no idea they even exist 😅

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Will think on it. but for now they can be posted to chat where button will appear

slim elbow
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personally i never remember that some of my enemies have special traits that could help them, because to know that there is automation, you have to expand the details (same as for spells or prayers). I've added simple indicator to remember about that, but having this in action hud would be nice addition to invoke / apply effect immedietly

queen sinew
slim elbow
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I don't have any preferences

vague briar
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Regarding conditions, maybe they should have their own group?

queen sinew
vague briar
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Good point. Maybe in Utility if there are too many groups?

slim elbow
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Well, if dedicated tab would be created for conditions, in general all effects could be put there, i.e invoke potion or apply fear

queen sinew
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I avoid implementing too many effects right now because they will be redone in wfrp4e 7.0.0 anyways to use v11 effect system. At that point it should be easier to work with effects

so outside consumables (items with apply/invoke and reduce quantity), conditions, and maybe traits I will probably not implement more until wfrp4e 7.0.0 drops 😉

slim elbow
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True

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I'm really looking forward to rewritten active effects, there are so many cool things that are waiting to be implemented as effecta