#D&D - Easy Reference module feature feedback

1 messages · Page 1 of 1 (latest)

bright karma
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Let it be so

dense arch
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Thanks Michael !

forest wren
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was just doing that

bright karma
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In retrospect I probably should've chosen your original message instead of this one. You can modify the original message to be more descriptive

dense arch
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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.

forest wren
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I think a dialog is actually necessary, regardless of usability.

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However, maybe you can do both by using the click event and checking for a hotkey, such as Shift.

bright karma
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I like the new format - I think there's probably a use case for a "quick-reference" which
Yeah same feedback basically lol

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D&D - Easy Reference module feature feedback

forest wren
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Have you considered damage and check enrichers that allow multiple options?

dense arch
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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.

bright karma
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"Make a X or Y check" for instance

forest wren
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or

[[/check tool=thief/herb dc=20]]
dense arch
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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.

forest wren
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I'm sure it is. You likely just want a multi-select instead of a select (for checks).

bright karma
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In the case of a choice to be made, could be just a matter of using a multiselect instead of a select

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Damn it zhell

forest wren
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¯_(ツ)_/¯

bright karma
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For multiple damage parts it gets a bit more complex

dense arch
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Are you sure you're not the same person lol?

bright karma
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That'd be a hell of a plot twist

forest wren
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I hope not.

forest wren
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I suppose you could also have an input for each damage type, and a single multi-checkbox element that conditionally hides these inputs. 🤔

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But anyway to the original point; no I think a dialog is good.

dense arch
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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.

forest wren
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Might be some value in keeping it simple tho and just having a formula.

dense arch
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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.

smoky wadi
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honestly your module is small enough and mostly prosemirror based it should be fine

dense arch
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Hope so. 🤓 Btw Chaos thank you again for your documentation on AppV2, I put AppV2 Dialog everywhere now as you can see. 🤓

forest wren
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Current bugs with DialogV2 aside in v13, using custom applications like that is also quite stable.

dense arch
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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. 🤓

smoky wadi
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Testing is absolutely the time to give feedback "hey system bork"