#D&D - Easy Reference module feature feedback
1 messages · Page 1 of 1 (latest)
Thanks Michael !
was just doing that
In retrospect I probably should've chosen your original message instead of this one. You can modify the original message to be more descriptive
Np it's ok !
So, before I just used a raw placement of the references and I had to modify the data by hand, I tried to go through a dialog to directly modify the values and then confirm.
It makes more clicks but I don't really know if in use it's preferable or not? I think I've spent too much time on it to realize that.
Old :
New :
I think a dialog is actually necessary, regardless of usability.
However, maybe you can do both by using the click event and checking for a hotkey, such as Shift.
I like the new format - I think there's probably a use case for a "quick-reference" which
Yeah same feedback basically lol
D&D - Easy Reference module feature feedback
Have you considered damage and check enrichers that allow multiple options?
Note that it is only for references which require a change in the values, if I chose the blinded condition it just puts blinded reference , no dialogue, obviously.
What kind of option ?
"Make a X or Y check" for instance
[[/damage 1d4 fire & 1d6 piercing]]
or
[[/check tool=thief/herb dc=20]]
Oh damn I forgot that it was possible.
I'll see if it's feasible, well it is but if I can do it lol.
I'm sure it is. You likely just want a multi-select instead of a select (for checks).
In the case of a choice to be made, could be
a matter of using a multiselect instead of a select
Damn it zhell
¯_(ツ)_/¯
For multiple damage parts it gets a bit more complex
Are you sure you're not the same person lol?
That'd be a hell of a plot twist
I hope not.
For damage rolls, you probably want an array of objects. So yeah that'd be a bit more complicated form.
I suppose you could also have an input for each damage type, and a single multi-checkbox element that conditionally hides these inputs. 🤔
But anyway to the original point; no I think a dialog is good.
Yeah, I'll see what I can do, thank you already for your feedback, I note that the dialog is more useful.
If I had more knowledge I would use the same system as in the damage activities maybe? 🤔
Like, input for number, dropdown menu for dice and dropdown for damage type .. Well it's not like I know how to do it but it could be my next few weeks of testing lol.
A + button to add another row? Yeah.
Might be some value in keeping it simple tho and just having a formula.
Yes, I'll see about that.
I also have to try to keep the code simple because I'm afraid of Foundry version changes, I'm not a dev and right now it works in v13 but since I don't have my nose in it constantly as soon as I move away from code for a few days I forget a lot lol.
honestly your module is small enough and mostly prosemirror based it should be fine
Hope so. 🤓 Btw Chaos thank you again for your documentation on AppV2, I put AppV2 Dialog everywhere now as you can see. 🤓
Current bugs with DialogV2 aside in v13, using custom applications like that is also quite stable.
I take this opportunity to ask, do you think it's useful to make a ticket about the fact that specific system styles don't display well in the journal in v13 or is it too early?
And for the options, I'm going to release like this but for now just adding an damage type in the damage field adds type 1 or type2, and if, for example, we write 1d6 fire & 1d6 it will add the 2 elements, well it's not great but I'll come back to it. 🤓
given that Foundry is currently pushing people to try Ember in v13, I would make a ticket
Testing is absolutely the time to give feedback "hey system bork"