#LaSossis: Custom VTT code/macro/module and stuff

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formal crest
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That's through grid-aware auras, right?

wise coral
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the way i'll do it is make a DetectionMode that get the LA_aura range , and test it for validation.
to do that youneed to put code at the initialization, either use my startup code feature, or something else, or do your module

formal crest
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Yeah, I have a file with some startup code for some other macros I had.

wise coral
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scratch that using the LA range is not good, you wont a good way to get the aura, since the next upadate change their name, beside they can be deactivated

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  _testRange(visionSource, mode, target, test) {
        if ((mode.range ?? 0) <= 0) {
            return false;
        }
        const sourceToken = visionSource.object;
        if (!sourceToken?.document || !target?.document) {
            return super._testRange(visionSource, mode, target, test);
        }
        try {
            return getTokenDistance(sourceToken, target) <= mode.range; // << api function of Lancer autoamtion
        } catch (e) {
            return super._testRange(visionSource, mode, target, test);
        }
    }

formal crest
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Sorry for disappearing.

LaSossis
scratch that using the LA range is not good, you wont a good way to get the aura, since the next upadate change their name, beside they can be deactivated

Not sure I understand the above.

I tried regardless and I must be doing something wrong, because it doesn't do what your video shows (looks awesome, by the way).

๐ŸŸฉ I have the script added to start-up - did it with your module just in case.

๐ŸŸฉ I see the 'LA range preview' aura appears on PC tokens.

๐ŸŸฅ But it does not seem to detect anything.

Below is the setup, as I'm not sure what's useful. Nothing in the console, as far as I can tell.
_ _

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You were asking how people find your module ๐Ÿ˜†

somber python
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What's the proper way to remove the grapple effects?

wise coral
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maybe not the most inuitive

wise coral
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first , forget the aura this is not a good method, second you only copied the member function of the class. this is the whole code. Then you change the test range function

wise coral
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it will be not related to the aura (because it can be disabled and such,) independent.

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to activate it , you'd have to go un Vision add our new vision mode. (the name defined in the class)

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(don't forget to call the init function, otherwise it won't be registered,)

somber python
wise coral
somber python
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I'm not sure, I can see it automatically removes the conditions when an npc dies during testing, but during our session it wasn't dropping it.

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// Combine targeted and selected tokens, deduplicated
const targets = [
    ...game.user.targets,
    ...canvas.tokens.controlled
].filter((t, i, arr) => arr.findIndex(x => x.id === t.id) === i);

for (const target of targets) {
    setTimedEffect(target);
}```

Do you have your own way to do timed effects? I noticed when I use the Lancer QoL Effects Timer and Macro I always get this warning when my characters end their turn.
wise coral
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gimme the steps to reproduce the issue pls

somber python
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  1. Have a character be in combat.
  2. Make sure the Effects Timer setting is ticked for Lancer QoL.
  3. Apply any condition with the above macro and set it to end at characters end of turn.
  4. Have them start and then end their turn.
    The warning should appear.
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I see your effect manager is the correct way to do it.

wise coral
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wait you where using lacner QoL one

somber python
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Yeah~

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Is it because you have your own version that the QoL one gives warnings?

wise coral
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you know i say those two conflict , and can cause issue .

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probably a race removal issue

somber python
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Yeah, is there anyway to make yours a macro?

wise coral
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think i'm gonna stop trying make those two work togehter, like 99% of QOl feature are in automation

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a macro ?

somber python
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I too would like to stop using QoL.

wise coral
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you mean the effect manager ?

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a bit busted , i'm fixing it right now

somber python
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So currently the QoL one has a macro that I slightly changed the toolbox for so I can easily search for my condition, would be too okay to ask for a way to search for effects?

wise coral
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i can ad a search bar in the effecrt manger

somber python
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That would be great, I honestly don't remember any of the icons, lol.

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I use a lot from hayleys.

wise coral
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next vertsion will have a tutorial on the effect manager

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it's been there from the beinning but no one read the documentation

somber python
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Lol yeah, I've used it a few times but I just found QoL just way quicker and easier.

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It has the neat advantage of being able to create your own.

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And I do recall reading you being able to save them.

wise coral
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like you can creat any effect you want with nay picture, without having ALL of them pre registered, because they do nothing expect being fancy marker

somber python
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Exactly!

wise coral
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dont keep it to yourself

somber python
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I just don't want to bug you too much.

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Usually if an issue is a big deal, the others would mention it.

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This is like, a problem only I have because I keep using QoL, lol.

wise coral
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i may be grumpy and all but i do the work, that is important, if it's not easy to use , then i failed

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Lancer automation push user away from QoL, if it pushes away to a worst sulotion, it is a failure on my part

somber python
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It's just me being used to using the timer effects for most of my Lancer foundry life, I just like the ability to click on a token, hit the hotbar macro and then instantly can just type whatever condition I want and have it automaticaly be set to "End of Turn" in less than 3 steps.

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Like I think Until: Indefinite should default to Until: End of Turn. Only because most effects last until the end of turn.

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Because your statuses effects already does Indefinite by default.

wise coral
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that makes , i'll do the change

somber python
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But yeah, at least I know what was causing those warnings. I will just remove the QoL module.

wise coral
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no i'll make those 2 work together

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, back in the day i made stuff so that LA usses QOl, now it does not need to

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but it will handle QoL effect if some are left and you remove the module

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part of some artfact moving from my own lancer QoL to LA

somber python
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Sweet.

wise coral
somber python
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Is it okay to ask for the functionality of typing it in, it highlights exactly which one you typed and then pressing enter will just apply it?

wise coral
somber python
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All good~

wise coral
formal crest
formal crest
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On question about how you run your games - do you calculate your ranges in 3D or 2D?

wise coral
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i guess 3d, i have ran only played one game with my system

formal crest
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I just went to the rule questions channel and I don't think anyone there liked me very much ๐Ÿ˜† Personally, I'm pro 3D, but it probably does bring its own issues. I will test with my players.

formal crest
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Oh, i missed that setting. Really good to know it exists, thank you LaSossis.

wise coral
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better not use it now

formal crest
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I'll look into supporting your Patreon, soon. I've likely benefitted a lot from all your work - I just haven't played a combat session since then.

wise coral
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because i 'm gonna change the ruling i think

formal crest
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What are you planning to change, exactly?

wise coral
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from what i can tell from the base rules, there is no goal of accuratly simulate 3d, because it does bring much thing to the table, for player who play IRL , this is a pain to handle. adding friction to the game.

combat get longer , game get less fun.

the main idea i see is just to no cumulate horizontal and vertical spacing.
the simplest way is to take the highest value, making them squares

if at 10 horizontal and 5 vertical, that is still 10,
5 horizontal + 10 vertical = 10 .

way simpler, easy to assess .
this explain why there this rules.

"While flying, vertical movement does not count against your movement limit - you may change your elevation as you like, as long as you don't exceed the ceiling limit of your SPEED. This simplifies tracking significantly as your height only matters when moving next to a character or object (to check range for weapon attacks, for Engaged, Threat for Overwatch or things like for mine triggers or drone areas), and how high up you end your turn."

if you are allow this , it does not make sense to measure true diagonal movement.

formal crest
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if you are allow this , it does not make sense to measure true horizontal movement

Do you mean vertical?

wise coral
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well i dont have to figure it muyself ,lol it written here

"For height and ranges, distance from a character is taken as the larger of either height or distance. E.g. a character flying 5 spaces up and 3 spaces away counts as being at Range 5."

formal crest
wise coral
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because the calculation is wrong

formal crest
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Cool, cool, all clear now, I believe.

wise coral
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is deos horizontal + vertical , that iss wrong

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for the reason i explained and, well it's in the rules too

formal crest
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If 3D calculation was the only way for me to trial this vision system, I was willing to try it. 2D will save a lot of headache and unforeseen nerfs.

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Brilliant work.

wise coral
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"If 3D calculation was the only way for me to trial this vision system," i really dont understand you

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to be blunt i think true 3D ,break the rules too much , that you'd to Change others rules.
does mean you cant do it. but i get why people dont like it.

formal crest
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Win win.

wise coral
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i mean the rules does allow 3d , but not stricky diagonal that's it. i didnt test , but if you toggle ot it shoudl work with the 3d (lancer) distance. since that option apply to all LA distance function

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export function getMinGridDistance(token1, token2, overridePos1 = null, includeElevation = undefined) {
    if (includeElevation === undefined) {
        try {
            includeElevation = !!game.settings.get('lancer-automations', 'count3DDistance');
        } catch { includeElevation = false; }
    }
    let planarDist;
formal crest
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Ah, you're saying you need to put a ceiling range limit. So not an infinite pilar, but a block, in a sense.

wise coral
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...

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i'm done

formal crest
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No?

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I guess we're not understanding each other.

wise coral
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i can't, it's just taxing me mentaly , and physically as i punched my desk .
i dont know why, but i shoudl stop engaging .

formal crest
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Well, I wasn't aware you were having an issue with engaging in the first place. Tried my best to understand what you were saying and respond to that - not because I continued having trouble with the system, it seems to work fine on my end - but because you were expressing... something.

Either way, have a pleasant day.

wise coral
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this as nothing to do with the system, i think it's just personal .

formal crest
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Then there's no way for me to address this without info.

wise coral
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no you can't i'm sorry.
still you are a user, so i'll still answer to issue or suggestion.

maybe that's just me exhausted

formal crest
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No, it's fine. You have plenty of user feedback and I struggle communicating the issues anyway.

I may drop some obvious bugs if I ever spot any, but I've sensed the tension before, just attributed it to comms barrier.

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One bug/conflict is that clicking the Force Client Settings padlock icon scrolls the settings window back to the top (accordion stays open, you fixed that).
_ _

wise coral
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we all have our issue, can't blame you for that . just keep in mind that the way to talk is abrasive to me .
that may be just me under stress. i guess just less word would be fine .

formal crest
wise coral
formal crest
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I appreciate the offer, but I genuinely don't feel like this should be necessary.

You seem under a lot of pressure and this is your space.

I'll lurk because the system is great and will try to contribute towards polishing it when I can.

dense fossil
formal crest
# dense fossil If it helps with figuring out why, I'm not even the dev and you come off as very...

Interesting. Good to have 3rd party feedback.

I think I only ever came here to request a feature once. Any other times it's either to ask whether it exists or to discuss/understand how things work.

I'm fully of the opinion that this is LaSossis' thing and they've been pretty clear around doing this for themself first, so I don't approach any of my interactions here as me demanding anything.

Maybe I'd like to call it brainstorming at best, but I don't think that's even it.

wise coral
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"doing this for themself first" yeah , i think it kinda changed now , it's kinda both now.

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i mean i wouldn't do a tutorial for myself and my friends

dense fossil
formal crest
# dense fossil I can appreciate that it's tought to pinpoint stuff like this. Best example I co...

The latest example of this vision thing, I never even cosnidered reaching out to LaSossis - I was reached out to, because apparently this is something that was being worked on.

But even then, I only explained what I was actually looking for - which wasn't exactly it. This was to clarify my needs, strictly for the purposes of avoiding miscommunication. I said I wasn't here to dictate any tasks, that I appreciated the interest and that I was looking for any modules/settings that did what I needed.

LaSossis said they had it at the back of their mind, I said I was hopeful or something and then I don't recall how this progressed.

formal crest
formal crest
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And if you felt like I was demanding, LaSossis, then I also apologise for that. I was not aware of it.

wise coral
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i mean that's why community manager exist, i wouldn't be able to handle user we have on our game.
and oh god some people.

i remember my first mod i published , something on Age of Empire 2 , someone asked if i could do this.
Then i responded a full wall explain why it hard and cant do it.

no to say that's what you are, but meaning , handling user is not that simple.
and i get way heated sometimes.

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ANYWAYS

dense fossil
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Got any future plans for features you'll be using in your home game? If not, you reckon automation is basically feature complete?

wise coral
# dense fossil Got any future plans for features you'll be using in your home game? If not, you...

haha whatever comes to my mind, but i'll see what i need with tow thing
1 - implementing my items , one by one they bring new bug are featre needed
2 - well stuff that comes up in my mind.
3 - user stuff i guess , maybe do a patron thing around that in the future .

i dont have notes, but in my mind :

  • Movement , that still an issue, it's very tricky and i know it need more refinement
  • help people get into the automation , tutorial , tamplate, it try to avoid non code solution
  • Sharing automation , who knows one day, maybe have a Share place LOL when people could look for stuff ? (but that's very far fetch)
  • Performance , this will come at some points
  • Language ?
  • more sound design, more effect more UI stuff
  • stability and bugs
  • path finding
  • AI NPC (not llm)
  • Line of sight
  • Handle isometry properly
  • probaly more feature in the autoamtion system
  • automation debuging tools , liek a proper framework
  • becoming a true game system, beign fully indepent of lancer system ? ( unlikely)
  • unified template Macro / Aura and THT
  • environental effect or gameplay , Like sand storm ? idk
  • EIDOLONS
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oh and v3

wise coral
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right now i'm on aua to be THT aware

wise coral
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almost therer lol

somber python
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Is it possible for the Brace condition to only give resistance to one attack?

Currently it does the +1 difficulty which is great but it should only cause resistance to the initial damage.

wise coral
wise coral
wise coral
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my bad it's embeded in the system , i'll remove it

minor field
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Hey so, how does that sensor thing work exactly? Like seeing people through walls

wise coral
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"sensor thing" i can only guess what you are talking about.
in your future question pls be more specific, "thing" can mean so many shit in the module.
i'm not a mentalist

minor field
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Yeah sorry, the session started a bit ago and I'm watching my players run through stuff like excited toddlers. I'll use screenshots from the video that was posted a while ago in #lancer-vtt

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Like these affects for characters within sensors

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Cuz I want to turn THT areas into walls, but my players cant see through them

wise coral
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have you looked at these option in the Vision tab

minor field
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Ohhh, I see

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Noted

wise coral
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i made a tour of the option for that

minor field
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Ok yeah I just had to refresh tokens

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I thought I did

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I didn't

wise coral
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Mmm there probaly something wrong here

minor field
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It is working now, so, Idk, I probably just forgot to

minor field
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Hey, why can't barrages benefit from bonus dmg? Is this a homebrew rule and where? Cuz I can't find it anywhere in like compcon or whatnot

wise coral
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like the no bonus damage is checked ?

minor field
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Ok weird, I don't see it, my players do, but I dont

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I think I'm going insane, cuz I just checked my drakes leviathan and its there

wise coral
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i see it in the code

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my mistake

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wait

minor field
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Don't worry about it, I feel scizophrenic with how much UI and mechanics change in here

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Good thing I decided we do a combat sim to get used to this

wise coral
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" If attacking with a weapon on an X/Aux mount, you may also attack with the attached Aux weapon at the same or a different target, but it doesn't deal bonus damage."

minor field
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Well, yeah, I know about that. But I barraged with a heavy and a main on a NPC

wise coral
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well something must be wrong in my code. noted

minor field
wise coral
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i know i understood

minor field
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yeah, just wanted to send smt, I guess, thanks

wise coral
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it is fixe, this is not wired to the corect fucntion, ok i'd need some testing . with all the rest of the next update

minor field
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We might have found another bug?

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I used the search actions to look for a hidding player, it immedietly rolled a systems, and the player just lost hiden without rolling anything

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Idk if it's a bug or not, but giving a heads up just in case

wise coral
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noted

wise coral
minor field
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It wasn't contested, thats the only thing really. The hidden was lost instantly before the player rolled. I doubt it's a bug, but idk, so I just wanted to double check

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I kinda assumed it would roll systems and I'd remove it manually after the player rolled agility

wise coral
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Mmm it seem to be a misake on my part

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my apologies, it's Check not a save

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i'll fix it

minor field
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Don't worry about it, mistakes happen

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But yeah, it should be a contested check between 2 rolls from what I understand, unless if I am also wrong

wise coral
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turns out it gonna need the flow queue system, just in time i guess

minor field
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idk what that means, but good work man

wise coral
minor field
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Looks very cool

turbid nymph
wise coral
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aside i'm thinking maybe this will be in a new patreon tier to ask for stuff, notably like tutorials on how to make certain mecanics.

but idk yet,

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documentation is tedious, and long. that's why that's a dedicated job in someplaces .
wish we had one in our studio

wise coral
turbid nymph
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I guess you could try making some more basic/straightforward documentation (bullet points, etc.) and ask someone to help with the rest of the technical writing (Make the documentation more accessible, etc.)?

wise coral
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like this

turbid nymph
wise coral
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i have seen a fork of someone, using the system to make his one stuff, so my guess is people can figure out stuff.
you have autocomplete (and the auto complete link to the Github documentation) , i can do more than that.

having someone else would just be more cumbersome, spending time to explain all . not worth imo .
the only best step for me is actual tutorial.

like step by step "How to make this" for each main concept , and teach how to code.
but that would be works entirely for other people, not me. so i think tutorial request can be a small patron tier .
idk i need to figure this stuff

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clicking the the ? icon bring you to the github doc

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i have a python script i ran to generate the autocomple js file

turbid nymph
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Aaah interesting

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Yeah that's definitely a huge help

wise coral
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i think i did more that enough to help. i cant be at the service of everyone, or every type of users.
it will drown myself

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it's already taking a toll on me

turbid nymph
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Oh yeah no, definitely, don't overwork yourself just for that. As you said, it's your pet project for your own use. You don't need to spend more time than you already do, especially if it doesn't really benefit you.

wise coral
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"pet project for your own use" i said it earlier, let's be real we kinda passed the personal project just for me.

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i like have people using it, having user, thinking of Qol and stuff. Is fun in a way.
i'm interrested in growing. But , there is a delicate balance to maintain and i must be carefull

wise coral
alpine crest
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just a heads up, the current barrage macro incorrectly checks the box to prevent bonus damage on all hits (as opposed to just secondary aux hits), and also says it will do half damage (though this does not carry through to the rolls)

wise coral
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same for issue with search, i mixed save check with skil constest

somber python
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Would it be easy to change the npc with superheavy weapons to say they are using a barrage to attack? At the moment they only work with skirmish.

somber python
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Also, for some reason. Whenever the immobilized status gets applied and removed the fxmaster stays on the token.

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This seems to happen whenever another status with an effect is already on a token.

wise coral
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probably race condition, I thought I fixed this issue

somber python
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If you just take off the existing status, it does remove the immobilized one as well.

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Oh, for your fall check automation, the flying status doesn't seem to work?

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I'm assuming it's meant to know if a token has the flying status on them and then not call the fall automation.

wise coral
wise coral
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i did forgot to add exception with hover, when i added it

signal solar
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Demolisher Hammer as well

wise coral
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oh yeah that , completly forgot

signal solar
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Pretty much the three most common NPC Superheavies lol.

static spade
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@wise coral When i select pattern, the dangerous area tiles go blank

wise coral
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any error in the console ? , you are talking about tempalte macro right ?

static spade
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template macro

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wait, reloading fixed it?

wise coral
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try add a new one just to be sure, maybe just an issue of loading resources ?

static spade
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yeah, it's working again now

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good o'l refresh

somber python
wise coral
static spade
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I have the option to auto destroy ncp's turned on, so why am I still getting the structure table?

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the mechs still blow up tho

wise coral
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probably an issue, noted

static spade
cloud bane
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Hope this is succinct enough, all modules are up to date but getting a load error for the HIT animation/text that plays with the free version of JB2A , missed attacks still show miss text and critical hits bring up the critical hit text just fine

wise coral
cloud bane
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Wild, maybe something changed cuz i could've sworn it was displaying "hit" text last week! Thanks!

wise coral
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no the effects did not exist Prior to that

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it was a request I made at jb2a

wise coral
ashen light
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How can I make the duration last until being damaged?

wise coral
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yo mean resistance to damage until being damaged ?
you can make a status to be consumed upon an event.

if you haven't i suggest to read the documentation on the github.

tacit oxide
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is there a problem on manifest for grid aware aura fork?

wise coral
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oh 0.5.8.1 was not released

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same for THT they were in draft i forgot

tacit oxide
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i tought tht got updated on my end let me check

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ow yea

frozen zinc
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Hey, can you help me setting up a smoke mine? Thanks!

wise coral
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right now i'm taking bit of a break, i wont do it for you now.
there is a mine general automation available , you can look at it first.

frozen zinc
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Sure thanks!

somber python
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For the data collection, it also asked my players.

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Is there anyway to turn that off?

wise coral
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"Is there anyway to turn that off?"
wydm ?

there is a choice to accept or not

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or it a bug ?

graceful vortex
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After the latest update, my players are unable to make rolls. Getting the following error when they try to use pilot skills or mech weapons.

The error only happens after they connect, when I am in the world alone it works fine.

wise coral
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got it , looking into it

wise coral
graceful vortex
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No i reset to an older version to let us play.

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older version works.

wise coral
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i'll do the patch tomorow , it's 3 am here.
(a small mistake when i try to access the pilot)

wise coral
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i dont understand ? you dont want them to be able to choose ?

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if they say no the popup shoudl not appear again

somber python
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I'm just not sure if that is the kind of data you were after.

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And my players were caught surprised by it, one of them overreacted because they don't like that kind of information gathering stuff.

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But yeah, if you were after how many players use your module in total, it's fine.

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I have like, 5 games running with about 4 players per game.. so you might get duplicates of me about 5 times, but around 20ish players.

wise coral
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I but tried to follow the GRPD, so people know and be transparent

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and the code is open to read

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let me think about something

wise coral
safe drift
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Say, quick question. I noticed in the readme for Automation and in your personal scripts that you have NPC deployables as deployables. I tried to see if it was part of the LCP fixes, but it doesn't look like it, and I couldn't find a tool for it elsewhere in your repos. Is this a personal LCP you have hanging around? I'm trying to make use of the LCPs that make them NPC classes, but barricade cubes causing Engagement and getting shoved into the encounter list by automated processes is mildly annoying.

acoustic reef
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I think its from NPCs rebaked, something similar is going on with one of my NPCs, the engineer turret's is a NPC Class not a deployable, but it actually helped me keep track of the activations by being possible to add then to the combat encounter when many turrets deployed

safe drift
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LaSossis's Automation defaults also relies on both engineer and rebake engineer having deployables of their turrets, not classes. So I'm wondering if he has his own somewhere.

wise coral
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well I have my own custom LCP where I plan to add all npc deployable

signal solar
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This is a feature request that isn't too important but it would be a nice QoL feature to have.

But with the experimental Token Action HUD Lancer Automation uses, is it possible to have the thing be scrollable?

As sometimes some NPCs would have a lot of features and the resolution of a few GMs and players may not be helpful in being able to see them all.

wise coral
wise coral
night ridge
# graceful vortex After the latest update, my players are unable to make rolls. Getting the follow...

how can you find older versions?
I am getting problems where after overcharging you can't take any actions and so far me and the players have found out that it is probably to due with the queue/flow as it seems to get stuck: https://cdn.discordapp.com/attachments/1490769499421544621/1502429359024115742/image.png?ex=69ffade0&is=69fe5c60&hm=3a72cf4da0b85b70a8169b94a884512d584b0933755dd93273b97761269008fa&
on a side note, after disabling an reenabling everything it seems to have broken the effects tat come from applying statuses (the glow when in the danger zone, and automatically applying status effects) that might be due to the automation flow being broken. But a reload does not fix that, where as it does fix the overcharge blocking (well, untill you overcharge again)

acoustic reef
night ridge
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thank you

night ridge
signal solar
worldly comet
#

So, I hate to ask, but I have a bug with overcharge? For some reason overcharge just kind of bricks my player's games? They can't skirmish or do anything else that requires targeting.

signal solar
#

See if you can reproduce it and write down the steps here.

That really isn't a lot of information to go on.

wise coral
#

I think I gonna write a guide on how to improve bug repotting

#

reporting

wise coral
safe drift
night ridge
worldly comet
night ridge
wise coral
safe drift
#

Also, side note, I'm getting an issue with NPC Import. Trying to import NPCs (or import a pilot via v3 share codes) fails with a network error. The console shows that the issue with a error with connecting to the CORS proxy you're using, first the CORS preflight fails with 403, then the full CORS request fails with 'null'. With pilots, it then tries contacting COMPCON directly, then fails because of a standard CORS error. Any idea what's up with that?

night ridge
#

these are the only 2 errors that show up, they seem to be not the cause, and there are others (yellow) with warnings for deprecated code that should be fixed before v14 (so, also not it)

wise coral
#

I'll see what I can do tonight, otherwise that would be in like 10h

wise coral
worldly comet
#

yeah

#

seems to be

#

it also does seem to happen just.... other times? I dont fucking know?

night ridge
#

overcharge is at least one way to start the problem, there might be others but I am not sure.

#

but yeah, players and the GM can cause the problem

wise coral
#

I might have missed it, or something is causing overcharge to not end (in the point of view of the flow stack tree)

night ridge
#

one of my player's best guess is some issue in communication/corruption with Lancer the game and Lancer the automation module
as it also break sheets from doing anything

wise coral
#

(not at home yet, but thanks) no need to say more until I reproduce

night ridge
#

yeah, this is quite a bit outside my expertise, but thanks

wise coral
#

it's the system that keep track of flow waiting and branching situation

worldly comet
#

makes sense

#

overcharge also does not trigger the action effect either!

#

if that's related

worldly comet
wise coral
#

nah it's good. until I try to replicate

worldly comet
#

OKAY

#

this is a clue hold on

wise coral
#

nono it's good

wise coral
#

I found, the fix is simple , but a more solid solution is better. my apologies I forget an angle. I'll sleep and talke when I wake up

#

(for the overcharge, I'll check the rest later)

somber python
#

It might be more than just overcharge doing it, my players seem to be losing the automation for burn checks, structures/stress, and then your usual attack/skill rolls. I had it happen to me but I haven't been able to reproduce it after refreshing.

#

Like it just kept happening to the White Witch player, even when they did not overcharge.

serene leaf
#

not really a feedback but can I ask what suppliment do you get the blind condition from?

static spade
#

@wise coral When my player drags their token they dont see a mesured distance like when i do it

#

is there a setting to let players see it?

wise coral
static spade
#

i dont specifically see a setting for it

wise coral
wise coral
#

i can see to try fall backs

#

had no issue importing my NPC

safe drift
#

going to the CORS proxy link directly also gives a 403. Not really clear why. If I had to hazard a guess.... Firefox did something oops and has highly restricted CORS rules. Couldn't fix it by turning off my adblocker or enhanced tracking protection.

wise coral
#

can you try on chrome ? maybe that's the issue.

safe drift
#

oh god, when was the last time I had a functioning version of chrome, hold on...

wise coral
# safe drift any chance it's in a usable state for other GMs?

unsure , it's kinda my personal stuff, beside, if I start adding stuff from paid content . i'm not sure.
i should add a clearer message on the personal item stuff, they are not meant to be garented features.

It's just my personal stuff and code, and you can check out and use or modify .

wise coral
# safe drift oh god, when was the last time I had a functioning version of chrome, hold on...

can you test this on foundry

const target = "https://httpbin.org/get";
const proxies = {
  "corsproxy.io":   `https://corsproxy.io/?${encodeURIComponent(target)}`,
  "allorigins.win": `https://api.allorigins.win/raw?url=${encodeURIComponent(target)}`,
  "codetabs.com":   `https://api.codetabs.com/v1/proxy?quest=${encodeURIComponent(target)}`,
};
for (const [name, url] of Object.entries(proxies)) {
  fetch(url).then(r => console.log(`${name}: ${r.status}`)).catch(e => console.log(`${name}: ERR ${e.message}`));
}
safe drift
#

allorigins succeeded on a second try but with massive lag before a 200 response

#

Digging at google searches seems to bring up CORS errors being a more common issue with new firefox versions due to increased CORS restrictions, but it is also supposed to be tied to enhanced tracking protection, which is off for this site.

#

oh right, if you want to know what a v3 share code failure looks like in this case:

I. Love firefox doing weird shit I didn't ask it to do.

#

(For what it is worth, the v2 fallback still works when shoving in a v2 share code)

wise coral
#

NPC import dont do stuff for v2 shared, that's from the lacner system

safe drift
#

Yep, that was just confirming that the fallback to the default import does work if it's actually a v2 code and all CORS requests aren't just instantly imploding for no reason.

wise coral
#

i tested on firefox myself , i cant reproduce your issue

safe drift
#

sigh. Well, time to dig even deeper and figure out why it's being like this.

wise coral
#

not sure how o dig deeper without looking into personal thing. and not sure i should handle that .

#

i'm gonna add the fallback if that can help

safe drift
#

I'm gathering a few potential ideas and gonna see what works tomorrow. Having to manually import NPCs would be painful.

On the bright side, haven't had an outstanding issue with any of your other modules.

wise coral
#

well the flow queue dead lock is pretty annoying, hope the patch works

safe drift
#

ah, I suspect I haven't ran into the issue kicking in yet due to just doing testing in a GM sandbox

safe drift
#

In case you're wondering about the second most obvious solution, the most reputable CORS bypass extension I could find just broke everything harder by making CORS responses corrupt, on a second attempt, it would somehow bypass the check, get back an unexpected response from the API (Probably the 403 Forbidden response) and then abort.

#

In either case, I'm going to bash my head against this issue at another time.

safe drift
#

The next hypothesis I'm putting on the list is that the CORS proxy itself thinks I'm a miscreant due to firefox or ublock causing interference with user tracking.

frozen zinc
#

How do you cancel a grapple?

wise coral
#

click again on grapple

frozen zinc
#

Thanks

verbal ridge
#

Hi! I'm a newcomer to your Automation module, and I wanted to let you know I'm blown away by your work.

That said, I have a quick question. Seeing how potent and clear the Lancer EffectManager option in the Token HUD (Green in screenshot) is for applying/removing statuses and conditions, and how automation tends to handle the application (and even removal, e.g. Lock On) of the them, is there even a need for the Token HUD "Apply Status Effects" button & functionality (Red in screenshot)?

I tend to DM for lots of newer players, and I work hard to reduce unnecessary complexity in UI. If there is a way to disable/hide this feature from player view while using your automation, I'd love to know.

wise coral
#

yes there is , (ther a serach button to find options)

#

same for temporary custom statuses

verbal ridge
#

I'm sorry if I wasn't clear - I'm definitely using that feature, and I wanted to know if the default feature is even worth displaying.

wise coral
#

my bad i read too fast

verbal ridge
verbal ridge
wise coral
#

ah not really

#

best tool is the effect manager form the TAH

verbal ridge
#

I agree! It's a beautiful UI. ๐Ÿ˜„

wise coral
#

then you have the advance effect manager

verbal ridge
#

I'll have to see if I can find a way to disable the default button. So far, all I can find is completely disabling the whole token HUD for players via Hide Player UI module, but I believe they have custom CSS elements. Perhaps I can figure out how to target that one individually.

wise coral
verbal ridge
#

You're incredible!

I'm working on creating a test server with your functionality replacing a significant portion of my own current setup, and I've been amazed by how many modules, settings, and customizations I've been able to simply omit because yours takes care of them all.

wise coral
#

thanks, i think at some point it will will just became a game system , if i do continue in that way

#

i would be free from hacking my way into the lancer system , like with the infection damage type.
but that would be a loooot of work

verbal ridge
#

I bet.

#

One more element that falls in a similar category, if that's alright! (Sorry if I'm bothering)

The two 'Footstep' icons seem to be redundant with your "Movement" utility options for reverting/resetting movement. I was able to disable one in the Elevation Ruler fork settings, but not the "Revert" one.

wise coral
verbal ridge
# wise coral

Bingo, that's the one I disabled. It removed one of the two "Footstep" options.

#

Is the other (highlighted in Red in the SC) core to your fork of Elevation Ruler?

wise coral
#

the revert last movement ?

#

there're the same

verbal ridge
#

Let me see if I can re-enable it to show what I mean

#

This is with the aforementioned setting enabled; my previous picture is with it disabled.

wise coral
#

i dont have 2 of them

verbal ridge
#

The lower 'footstep' is "Clear Movement History", while the upper is "Revert Last Movement", both of which seem redundant with your Utility > Movement option

wise coral
#

first are you at the lastest version of the forks

verbal ridge
#

I believe so; I updated a couple hours ago. I can try again if that would help.

#

On your side, if you have the setting in Lancer Ruler disabled, do you see one or no 'footstep' options?

wise coral
#

none

#

if enable i have one

verbal ridge
#

If it isn't a burden, could you post a picure of which setting options you have enabled in your fork? I'd love to see which one might be causing the button to appear.

wise coral
#

hold on

#

AH you wher in combat

#

now i have it

verbal ridge
#

Oh great catch

#

I would then assume that it cannot be removed without also removing the functionality from your HUD.

wise coral
#

it can ,not right now, it just old stuff, i'll make something

#

i'll make the changes

verbal ridge
#

No rush! I truly appreciate your help and responsiveness. I'm quite excited to explore and use more of your module!

frozen zinc
#

I'm gonna take this opportunity to ask what are the movement options (show between the repeated footstep symbol). There are no tooltip showing the difference between them

wise coral
#

" movement options" wdym ?
between what and what ?

frozen zinc
#

The one in the middle

#

Sorry I'm not at home can't look up the right name

wise coral
#

remanent stuff from elevation ruler it seems, never touched it. probably should remove it.

safe drift
#

I suspect it was supposed to let you tag movement types for d20 TTRPGs

wise coral
#

it's only not* wired for dnd5 , yup gonna remove it

frozen zinc
#

Thanks

minor field
#

Hey, I am not really familiar with the activations manager, so I wanna know if there's a way to link an activation to a status

#

I made a copy of Boost and just changed it to be a full action instead of a quick one, for Industrial NPCs, so I dont forget and have them boost as a quick action.

wise coral
minor field
#

In that case I think I'm a little confused

wise coral
#

i can make a bit of code for maing bost into a full action if npc has the item

minor field
#

That would be awesome, thanks

#

It's pretty small, but I dont get to use them often, so I always forget its meant to be a full action

wise coral
minor field
#

Don't worry about it, it's fine

#

Nothing trial and error doesn't do to an mf

wise coral
#

sometime make a system way to flexible , kinda make it roll bit to be like hand crafting stuff.
things like these i feel like can just be hard coded

safe drift
#

So presumably, in this case, tag for item (not global), set item to the industrial trait that forces full action boost, onInit, pass the token to addExtraActions, thenโ€ฆ Presumably check an existing default for how the Action data structure works.

#

As well as use the effect API to make sure they're permaslowed, if they aren't already.

wise coral
somber python
#

Anyway to remove this chat message for Overcharging?

wise coral
wise coral
#

i found it , little mistake in the automation

dense trellis
#

Changing the vision settings on my players tokens and found "Lancer: Battlefield Awareness" in the Vision -> Detection Mode menu doesn't appear to respect the "Range" field even when a value other than the default "0" is entered. It appears to always highlight tokens on the whole map.
The "Lancer: Sensors" range field works as expected.

I'm wanting to change the setting as I'm running fog-of-war, but my players prefer the appearance of the "Battlefield Awareness" effect rather than "Sensors" effect.

#

Ultimately I'd love to figure out what I need to do to get the rotating gold effect you've got going here, but I've very very little experience coding anything ๐Ÿ˜…

wise coral
#

it is by design those are hard coded , they do not take range. didnt found a way to put infinity or something else.
the awareness is infinite, has the rules of lancer, and the other one respect sensors.

they are different to show when unit are in sensors and when they are not but you still aware of unit.

you cant modify them

dense trellis
#

Ah ok, thanks for the quick response ๐Ÿ™‚

dense trellis
#

Tysm!

somber python
#

This probably won't come up anytime soon, but could you add Boost, Hide, Search, Activate, Disengage and Prepare to the Pilots actions? I've been wrecking my players mechs lately.

static spade
#

@wise coral for the token action hub, one of my players didn't have permission to configure their gunslinger die. Is there a way for me to make it that they are able to do stuff like that?

wise coral
static spade
#

Yup

wise coral
#

what the permission error look like

graceful vortex
#

Using the token action hud, or buttons on the character sheet, to do basic tech or invades results in an error that creates a pop up on screen. I can see its looking for a "ui.hit.blue", which makes sense then why it fails because I can't find an effect by that name within JBTA either the free or the paid version? (but maybe I just don't have the most recent version of the paid version? I have the most recent free. So this could be a JBTA issue more than anything.)

wise coral
graceful vortex
#

I am on the latest of the free, I may not be on the latest of the paid

wise coral
#

i meant of lancer automation

#

but yes this effect is on the latest jb2a

#

\lancer-automations\scripts\fx\jb2a-fallback.js

is where i handle jb2a free tier fallback

graceful vortex
#

Unless you updated automations in the last hour or two I should be but ill check.

#

yes I am

wise coral
#

ok i'll check out when i have time

wise coral
graceful vortex
#

yes, I just got the latest paid version though, which fixed it as expected.

wise coral
#

yeah the fall back do no handle paid version that do not have the effect

#

only when i detect a free version

safe drift
safe drift
#

....Okay, it is also happening in Chromium.

#

Fresh install, 148.0 Chromium, no settings changed

#

Am I cursed????

safe drift
#

Is this caused by some obscure misconfiguration in Foundry that somehow messes with CORS?

dense trellis
#

Is it maybe an AV or anti-tracking thing...?

safe drift
#

I've turned off everything I can think of for that on firefox, Chromium was completely fresh config, and I don't run a "traditional" AV (I still run a malware scanner on incoming files) because those don't run on linux

Plus those errors imply very different issues than straight up blocking, especially since I can visit the link directly

serene leaf
#

are you using the v3 code to import?

safe drift
#

this is the same problem with a v3 share code or NPC importing, yes.

serene leaf
#

the share code isnt usable currently yea

safe drift
#

....This module is designed to allow for v3 share code imports.

#

and is published by the author of this thread.

serene leaf
#

its not, it's for importing v3 data, not from share code, im pretty surethe code is not usable

safe drift
#
NPC import from Comp/Con cloud or JSON files, with tier scaling and update-in-place.
Pilot import patch: makes the built-in Lancer pilot import also bring in reserves and organizations (the system drops those by default).
Pilot share code patch: the codes that the new Comp/Con hands out work in the pilot sheet again.
Pilot cloud sync patch: **the pilot dropdown in the Lancer system pulls from the new Comp/Con.**
V3 LCP import: open the Compendium Manager, pick a v3 .lcp file, and an Import v3 LCP button appears in place of the native one.
Refresh items from LCPs: re-pull compendium item data into existing actors after an LCP update, with a per-item diff preview and per-row opt-in.

The three pilot-side patches run automatically as long as the V3 setting is on (it is, by default).

Even still, the NPC import feature not working would therefore be unrelated to it not implementing v3 pilot share codes.

serene leaf
#

for npc, did the console write something like missing properties?

safe drift
#

No.

serene leaf
#

fwiw, i cant use v3 share code either and im pretty sure it's functional as of now

safe drift
#

Then the github page itself is wrong. Regardless, NPC import is still throwing CORS errors trying to connect to COMPCON, and it has no v2 backup to fall back to.

#

So unless the entire module is smoke and mirrors this entire time, that at least is intended to function right now. It doesn't for me, and I am still trying to figure out why, especially because the alternative CORS proxy test script they had me test seemed promising.

wise coral
#

share code does work, I can push the test interface I've done, or just give me the sharecode (in mp if you want)

#

until then you can use the json import

#

btw , are you self hosted ?

safe drift
#

second, trying to mentally step through the code on github while checking the debug output

It can find the AWS module files, including Auth, which is used to build the headers....

safe drift
# wise coral btw , are you self hosted ?

on the same computer? No. It's running on some cheap hosting somewhere. Sorry, a friend of mine was the one who spun it up, she just handed me the admin password, I don't have direct file access or anything.

wise coral
#

somewhere? wdym?

safe drift
#

She didn't mention what she's using to host it, only that it barely costs her anything and that she uses the same host for her main foundry setup.

#

it has a static external IP address, SSL certificate, etc.

wise coral
#

ok ok , no need for more information. I'll ask you questions for now I can't take care of it. I need to sleep a bit more

safe drift
#

You get sleep, I'm going to continue poking at things.

wise coral
#

if you can try while selfhosting that could be a clue

#

that's the difference with me

safe drift
#

Current thoughts is either the self-signed cert is somehow making the CORS proxies nervous, foundry's default port is somehow messing with things, or the auth modules are somehow creating garbage Authorization tokens

wise coral
#

i think the only solution is that i deploy a cloudflare worker on my own

safe drift
# wise coral does digitalocean ring a bell ?

she's not awake at the moment but it does sound familiar...

....Yep, the external IP address is associated with Digital Ocean

do you have a rundown on how exactly this hosting is screwing this up or do you not have enough sleep for that

#

a brisk set of google searches isn't bringing up much relevant

wise coral
#

no it's my bad i complety forget , that the free version dont allow a lot of endpoints

#

that's just it, got clouded becasuse i selfhost

#

"localhost, 127.0.0.1, 192.168.x.x, 10.x.x.x, 172.16-31.x.x, Capacitor, Ionic, ngrok, trycloudflare, CodePen, JSFiddle, CodeSandbox, StackBlitz, Replit, Glitch, Gitpod, GitHub.dev, GitHub.io, VS Code.dev, Codeanywhere."

#

so i'm gonna deploy my own and hope 100k request per day is enough. tbh it should be

safe drift
#

Is it that you can't add more requesting addresses to the CORS proxies without paying more?

wise coral
#

it is just not allowed on free

#

that's it

#

so i made my own , we will see how it goes

#

hold on i'm gonna give you a test code

safe drift
#

I mean, if I could manually configure a CORS proxy in the module I could probably have my friend spin up a tiny one on DO? Unless they don't like that.

wise coral
#

it's ok, beside no everyone can do taht, so i gotta think of other users.

#

100k is fine

#
(async () => {
  const target = "https://idu55qr85i.execute-api.us-east-1.amazonaws.com/prod/code?scope=item&codes=" + encodeURIComponent('["TESTCODE12AB"]');
  const proxied = "https://lasossis-lancer-cors.m-cescutti.workers.dev/?url=" + encodeURIComponent(target);
  console.log("Testing Cloudflare Worker...");
  try {
    const r = await fetch(proxied, { headers: { "x-api-key": "Y5DnZ4miJi30iazqn9VV73A253Db7HRxamHEQeMr" } });
    const text = await r.text();
    console.log("HTTP", r.status);
    console.log("Body (first 300 chars):", text.slice(0, 300));
    try {
      JSON.parse(text);
      console.log("%cโœ“ Worker reachable + returned valid JSON");
    } catch {
      console.log("%cโš  Worker responded but body is not JSON");
    }
  } catch (e) {
    console.log("%cโœ— Worker unreachable:", e.message);
  }
})();

can you test taht real q=quick just to be sure

safe drift
#

Well it's not a CORS error

wise coral
#

good , expected result

#

let me finish lacner autoamtion next update, and i'll deploy that

#

after all people donate me money on patreon , if i need to pay a little bit , that covers it

safe drift
#

So, the issue was that CORS proxies forbid calling from domains other than localhost unless you pay money for an API key.

Double checking the responses for the original, first macro to test the 3 CORS proxies....

corsproxy.io's 403 response was actually "error" : "Free usage is limited to localhost and development environments. Get an API key at https://corsproxy.io/pricing/"

codetabs.com actually did a redirect even in the macro. Not sure why my browser didn't complain about the redirect during the macro test. I suspect there's a crucial difference between the macro and the module that resulted in the complaint. ..........The redirect differs by one single /, https://api.codetabs.com/v1/proxy?quest= to https://api.codetabs.com/v1/proxy/?quest=. No guarantees that means it actually works in practice, though.

allorigins.win actually functions fine, when the server isn't overloaded. I suspect it does well on simple requests but fails on anything heavier.

wise coral
#

oh allorigins.win, i decided to remove it

#

guess i can keep it just in case

safe drift
#

Eeeeeh, unless you slap it at the end of the list, it blocks trying other proxies until it finishes 522-ing

wise coral
#

so nah

#

i'll keep what i just did, should be fine

#

finishing implementing Jockey for pilot , then good to go

safe drift
#

Fair enough

I apologize for the world's most convoluted bug report. Linux users, amirite?

wise coral
#

lmao nothing to do with that. but it was stupid of me to forget that it only worked because i'm self hosted .
ifrst time i used it was to donwload images for npc. but i think no one used ti, so i never noticed .

then proced to use it for V3

safe drift
#

oh lmao allorigins.win can even 522 on its "try it yourself" on the front page and leave the outputs completely blank

there's a server on fire somewhere

safe drift
wise coral
#

it's kinda funny to scroll up to the beginnin of this thread and see were i began . ( ar just fin my earliest post on LancerVtt channel)

safe drift
#

Honestly though, I really should have interrogated the outputs of the original test macro more, that would have sped up past a lot of confusion

#

but now I need to go sleep.

wise coral
#

lol it's noon here now

wise coral
verbal ridge
#

Loving the updates!

I noticed a low-priority issue last night while getting Deployables set up. When using the "Deploy" options, the Turret Drone only showed adjacent spaces as "Blue" options, with all others as "Red", the latter of which throw up a warning. This applied to Deployables with the "Drone" tag, which should be able to deploy "within sensors and line of sight."

I was still able to deploy it in that range, but it was being flagged as incorrect.

verbal ridge
#

I'm still transferring over my deployables from my previous setup. Is there a way to toggle or choose which compendium (or actor folder in a World) that Deployables are selected from? I prefer to set up their token images and whatnot beforehand.

wise coral
#

no idea what you are talking about

#

i mean i use deplayable generate by lacner system if they exist , so just modify those

#

short anwser is no

verbal ridge
#

Let's see if I can word that better ๐Ÿ˜›

Currently, in your Token HUD, if I go to Deployable > Deploy, it lists the deployables that the token has from any systems/etc. However, they are very barebones - no token images or settings, no VFX, auras, etc, and they are tagged to a specific pilot. This process and result are shown in the Red in the screenshot.

From my previous setup, I made compendia with pilot-agnostic versions of each deployable/drone that I could then customize (images, auras, vfx, etc.), then players can drag-and-drop them onto the canvas. I've tried that in your system, and it does work! If the "Link dragged deployables" option in your LA Settings is checked, it works fully with your functionality - token link line, auto-assign to the pilot selected, etc. It's great! That process/result is shown in Blue in the first SC, and the setting shown in the second SC.

I'm reticent to 'just modify the deployables generated by the Lancer system" because any changes will be re-written when the Lancer system updates, as that Compendium is system-attached.

wise coral
#

when you import a pilot the system generate deploayable associate to him. if you wan to cahnge image use those.
is the deployable was not generate , my system gnerate one , then you can use it.
this is even the same for NPC.
that is the only way

verbal ridge
#

My question is just whether it is within the realm of possibility to change the options that are selectable in your Token HUD > Deployables list. I have no problem just asking my players to continue to drag-and-drop deployables from the sidebar, as it already works with your system. I just figured it would be more intuitive if there was a way they could be listed in-HUD.

wise coral
#

no

verbal ridge
wise coral
#

no

verbal ridge
#

Okie doke! No worries, just figured I'd ask.

wise coral
#

just ... doing wall of text for demands , have a tendency to anger me. it already happened here.

#

unless it a very demande featre on patreon maybe yes. otherwise has a safety for myself i'd say no

verbal ridge
wise coral
#

it's ok , i just say taht in advance

#

i can add a addExtraDeploymentActor istead of addExtraDeploymentLids , so that you can add extra deploable via the automation system . that would be it

verbal ridge
#

I'll poke around with compendium modifications for the time being - I'd rather not make more work for you.

#

Most of the use cases I'm imagining aren't core the gameplay, just flavor. For example, I like to use different token art for deployables made by different NPCs in different campaigns or from different factions. I'll just use the workflow I've been using so far; like I said, it already works with your system. ๐Ÿ™‚

wise coral
#

i do too i just modify the generated , because that's why they are made for , they have all the linked data and all. and that's enought

#

the system allow you to link deployable to NPC and would works just like player deployable.

verbal ridge
#

Yeah, that's true. I run several games a weeks, so that's just a lot of modifications that I'm loathe to do. ๐Ÿ˜… You're right that it's the best approach. I'll just do that.

wise coral
#

all i will atta s able to add extra deployable by Actor , to an Item or to an Actor itsefl, same for Lid

verbal ridge
#

Maybe I can set up a macro to make changes for newly-imported drones and whatnot... I'll experiment. Thanks for your help!

safe drift
#

Tbh I'm considering giving you money on patreon as an apology for my awful bug report

wise coral
#

no , no need. it was good.

safe drift
#

I mean, helping covering the cost of the CORS proxy I incidentally required you to create would still be polite

That being said, I'll have to test the implementation later when I have the time

wise coral
#

a similar issue was raising on github . i think it's the same problem. but it had way less info. it would have been more diffuclt to solve

#

beside it cost me nothing to make my CORS

#

but appreciate the thought , i'm still suprised that people donate

safe drift
#

NPC Import from Cloud is a success

wise coral
#

nice

safe drift
#

Pilot import via v3 share code also worked, it threw a mild complaint about the CORS proxy not responding, but everything seems to have imported, including the pilot mech.

wise coral
#

"CORS proxy not responding"mine ?

safe drift
#

Yes, yours. Looks like a hiccup during the portrait upload stage, the debug logs show that the pilot and mech data was fully downloaded. Probably because of a lack of mech art? It seems like your proxy responded anyways. Doesn't seem critical enough to lose sleep over, can probably call this case closed.

wise coral
#

ok I'll keep that in mind , but time to sleep . its almost 3am . I just spent my entire day coding and gaming . that's it lol

#

I'll release 2.14.10 then it will be good for the week. I'll get back to work on my games

#

thanks

signal solar
#

Surprising to see that the NPC Importer works with V3 CompCon LCP data when the main Lancer System is struggling to read it.

Do you have a conversion system built into the NPC Importer to read V3 Data and modify it to V2 Data?

wise coral
#

so yeah I translate the V3 data . there a debug to check the diff between two lcp imports.

I might I missed stuff, my references test was the wallflower. haven't tested beyond that

signal solar
#

If it isn't much trouble, it might be worth sharing that bit of code with Eranziel and the lads handling the Foundry Lancer System. As they might appreciate more insight and avenues to make lcp transition from V2 to V3 as smooth as possible.

wise coral
#

i guess, but i'm pretty sure they already know how to do it. that's not complicated. but i think they gonna do more than just a patch porting. And properly implement feature of v3. which i don't do here.

#

dont want to bother them , and that wont speed up the process i think

wise coral
heavy delta
#

hey lasossis, im having issues with my lancer's movement and not sure if its lancer automation causing this, but i suspect it is

so whenever my player moves their token its max speed, it seems to lock the token and make them unable to move any further, how do i fix this?

#

vid for clarification

#

nvm found it, it was the lancer rule

wise coral
#

damn 78 Gm and 232, like 300 people . i have a hard time to imagine that many people using my stuff

verbal ridge
#

How can we access the "Find Deployable" menu listed on the github Readme? I feel like it must be right under my nose...

wise coral
#

i can make accesible somewhere else if you want

verbal ridge
#

Oh, I see, in Actication Manager > Add Activation > Deployable Finder

#

So, for adding deployables to NPCs (e.g. adding a Razor Swarm to a Hive's Deploy list), how do you recommend doing so?

wise coral
#

you have the function addExtraDeployable, you should have auto complete on the coding Windows. not the best autocomplete but it will require more time.

wise coral
#

target can be either an actor or an item

verbal ridge
#

Oh I think that's where I'm getting mixed up. If I understand correctly, I need to look up the NPC, and add the deployable to it. I was doing it backwards.

wise coral
#

you need to understand the automation system

#

you create an automation on you item LID, then in the "onInit" you add what you want to do upon initialization of the Item (when the token is create)

there you add to add the extraDeployable

verbal ridge
#

So, "onInit", when the token is created, it will add the depoyables listed to the token's deploy list.

wise coral
#

to the item

verbal ridge
#

So, like the "Razor Swarm" system

wise coral
#

yes

#

have you read the automation system explanation doc ?

verbal ridge
#

Understood. Thanks for being patient with me. I've read the Readme quite a few times and reference it often. The individual reference docs (like "API_INTERACTIVE.md") are a bit beyond my ken.

wise coral
#

i plan to make guide tutorial on how to make basic automation.

verbal ridge
#

Oh incredible

wise coral
#

it is a plan as future feature proposal to patreon

verbal ridge
#

This is definitely what I was missing. Thanks again.

wise coral
#

it is the meat of the module like 80% of it is this system.
like the TAH and other stuff are just nice flush around this.

sadly it can be scary to tackle. but i handle most of the difficult part , with time you'll see you can do anything.

verbal ridge
#

Oh, for sure. I'm enjoying learning more as I delve into it.

#

I also really like the Token HUD options you added in the last couple versions. I've been able to reduce player clutter a lot!

I did notice that the "Infection" HUD box is still showing up even if the Infection system is disabled/Infection FX are unchecked. Just a minor bug note for later, no priority level.

Would it be possible to have a toggle for the Structure and Stress boxes on the Token HUD? I've run years of games, and I can count the number of times I've needed to quickly remove a structure on one hand. (again no rush, no priority, just curious)

wise coral
#

Mmm maybe i wired it wrong when i move the infection option.
for the structure and stress , no i don't think so. (it is possible, but i dont like it)

verbal ridge
#

All good ๐Ÿ˜

safe drift
verbal ridge
#

Gotcha.

safe drift
#

(That's also why the reaction counter is on the left, LaSossis hooked up reactions as a resource so you can quickly see it on the bars)

verbal ridge
scarlet peak
calm hazel
#

Is it a problem on my end or does using the boost action take away a full action

wise coral
#

oops, yep onmy end

#

yep it was consuming quick action twice

#

i'll make a small patch today

wise coral
heavy delta
wise coral
heavy delta
#

cause of issue

#

disabling the module seemed to resolve my issue

wise coral
#

that was the anwser i wanted

wise coral
#

well now it is too late to ask how to reproduce the issue , and if you had any error in to console.
disabling the module shouldn't not be a viable solution. as you can have access to some feature of lacner automation without it

heavy delta
#

it didnt take me much effort to find out what it was

wise coral
#

that would be very helpful
if you do , i need steps to be able to reproduce your issue .
every steps , like a protocol .

wise coral
heavy delta
#

Reproducing the Token Lock on Lancer Ruler (Lasossis Fork)

Modules active

  • Baileywiki Mass Edit
  • Bar Brawl
  • Chat Portrait
  • CodeMirror
  • Combat Carousel
  • Dice So Nice!
  • Dice Tray
  • Drag Ruler
  • Gambit's FXMaster
  • Game Time Clock
  • Grape Juice Isometric
  • Grid-Aware Auras (Lasossis's Fork)
    -JB2A - Jules and Ben's Animated Assets - Free Content
  • Lancer Automations
  • Lancer Clocks
  • Lancer Combat Banner
  • Lancer NPC Import
  • Lancer Ruler (Lasossis's Fork)
  • Lancer Weapon FX
  • libWrapper
  • Maestro
  • Moulinette Core
  • Moulinette Media Search
  • Moulinette Tile (module)
  • Sequencer
  • Soundboard & Soundpad (by Moulinette)
  • Template Macro
  • Temporary Custom Statuses
  • Terrain Height Tools
  • TheRipper93's Module Hub
  • Token Action HUD Core
  • Token Action HUD LANCER
  • Token Factions (Lasossis's Fork)
  • Token Magic FX
  • Token Tooltip Alt
  • Video Game Music
  • Wall Height

Settings for Relevant Modules

  • Drag Ruler
    Checked boxes = All
  • Grid-Aware Auras (Lasossis's Fork)
    Checked boxes = Auras Ignore Lighting
  • Lancer Automation

Combat & Movement
Checked Boxes = Automate Knockback on Hit. One-Structure NPC Auto-Destroy, Infection Damage Integration

  • Lancer Ruler (Lasossis's Fork)
    Checked boxes = Use Pathfinding, No Speed Highlighting of Hostiles, Movement History HUD Button
  • Terrain Height Tools
    Checked boxes = Display LoS Ruler (GM&Player), Show Terrain View on Token Layer, Token LoS: Auto-populate Primary & Secondary Token, Automate Token Elevation Change, Smart Label Placement

Before Reproducing

  1. Check whether or not the token can move freely, exceeding movement cap

Reproducing the Problem

  1. Add a token to the combat encounter
  2. Begin combat
  3. Move token to movement cap
  4. Attempt to move again
    Token should be unable to move after this
heavy delta
wise coral
#

who is moving the token , GM , player ?

heavy delta
#

either person

#

it fails to move beyond the max speed for both gm and player

#

it only stops locking the tokens once the combat encounter is over

#

and before it even starts

wise coral
#

hold on you have drag ruler and lancer ruler at the same time ???

#
  • you have automate elevtion change, but my elevation ruler already does it
#

(i should put a wraning for this)

#

i have no idea how both rulers behave tegother. i dont see why one needs both

heavy delta
#

ahh ok

wise coral
#

i should disable path findin in my elevation ruluer is does not work well

heavy delta
#

let me tinker around and see if that does anything new

#

should i:
-disable drag ruler
-disable auto terrain elevation

#

?

wise coral
#

both

heavy delta
#

ill let you know what happens

#

problem resolved!

#

it appeared to be conflicting modules

#

drag ruler was the problem

verbal ridge
#

I saw the update notes, and if it helps, I've imported three copies of worlds with your automations modules using Forien's Copy Environment without any problems (before the update). All seemed to copy over correctly, and even content settings and locks from Force Client Settings within your modules carried over. ๐Ÿ‘

wise coral
formal crest
wise coral
#

New Template Macro revamp

heavily inspired by GAA and THT
https://www.patreon.com/posts/158664661
https://github.com/Agraael/templatemacro

Patreon

NEW TemplateMacro refactor + NPC import + Lancer Automation update by LaSossis on Patreon. Join LaSossis's community for exclusive content and updates.

GitHub

with lancer tools. Contribute to Agraael/templatemacro development by creating an account on GitHub.

serene leaf
#

i think your latest release for gaa is pointing to the wrong address

wise coral
#

UUuaaaah second time, first time i though it was me, i think there something in the github action

prime trout
#

So Grid-Aware Auras Git is having problems, good to know... I try to install but foundry give me this error and got worried...

wise coral
#

once I get home

wise coral
#

done

wise coral
#

Hi there v13 is out , i need to assess the need to more to v13
https://www.patreon.com/posts/158837577

1 >> Will move to v13 without your modules
2 >> Already on v13, i need your modules there
3 >> Would switch once your modules support it
4 >> Fine on v12

Patreon

Lancer System v13 is out by LaSossis on Patreon. Join LaSossis's community for exclusive content and updates.

wise coral
#

pls anwser one choice , otherwise it just make it hard to count

verbal ridge
#

I have about half of my games set up with your system and half without, so I'll probably migrate the others just to have some testing on which my players prefer.

I got to introduce a new batch of players to an LA game last night, and they were astounded. And everyone was impressed with how much better it performs on their computers.

formal crest
#

Hey. I noticed that attempting to save a Startup Script without inputting a name closes the window and erases the script. Only THEN does the "Script name is required" error pop up.

In case it catches someone off guard.

dense trellis
#

Heyas, not sure if this is a bug or me having a case of stupid and missing something obvious:
I can't get NPC Engineers to spawn their deployable turrets. Both are created as actors.
Trying spawn them through the TAH menu returns the errors "Deployable not found" followed by "No valid deployables found".

Player mechs don't appear to have this issue.

wide stagBOT
#

There aren't actually deployables for NPCs by default, and the current LCPs you might find for them make them NPC classes instead, not deployables. Those automations don't work unless you have Lasossis's personal LCP, and that's not available.

Ghost Lightningโ€„โ†ฉ๏ธ

[Reply to:](#1436087781666455642 message) Heyas, not sure if this is a bug or me having a case of stupid and missing something obvious:
I can'โ€ฆ ๐Ÿ“Ž

dense trellis
#

Good to know, thanks

wise coral
dense trellis
#

You're amazing! Tysm!

wise coral
naive zenith
#

@wise coral Yo, I saw you had some provisional changes for Lancer Weapon FX for V13, alongside some stuff you added for personal use. Would you mind if I opened a PR with your v13 compatibility changes to save you any hassle of splitting them up with your personal use?

wise coral
wise coral
errant summit
#

๐Ÿ‘€

wise coral
#

isometric Token bars

verbal ridge
#

I'm not sure if this is a bug or if I have a setting mixed up: when I drag a token NPC with Guardian onto a scene, a public chat message is entered into the chat log announcing the trait. The chat message is public, not self-chat or GM-only. This could give away info if the players haven't scanned the enemy yet.

#

I'm checking other Activation-based traits similar to Guardian, but it's the only I've discovered so far. For example, a Pyro's "Burn Immune" trait that is handled by Activation doesn't post a message.

wise coral
#

you have my set of autamation ? guardiian is the tern i use to not forget mech taht provide cover

verbal ridge
#

Correct

wise coral
#

ah make it private

#

oh

#

noted can do taht

#

"Pyro's "Burn Immune" trait that is handled by Activation " never done actiavtion for pyro

verbal ridge
#

Ah, here's my mix-up - the automation was tied to Pyro's Insulated trait.

#

But regardless - that isn't a problem. I was just using it as an example of something that wasn't alerting the chat log.

wise coral
#

oh my bad i did

#

talk too quickly , because i have no pyro npc yet in my roster

verbal ridge
#

Lucky players ๐Ÿ˜‰

wise coral
#

yet, thye have worse stuff

wise coral
#

"The Unfinished God"

dense fossil
#

holy shit you make this? this fucking slaps

verbal ridge
#

The rupturing glow effect is just amazing!

wise coral
dense fossil
#

all the same, goes hard - thanks for sharing ๐Ÿ˜ค

wise coral
#

here's the rest. one mains idea, it that you need to use knockback on the boss to open it. but then you get 3 unit instead of one, but it's weaker.

all gameplay stuff and all are still WIP

verbal ridge
wise coral
#

Oooof next patreon Post gonna be so long

bleak nymph
#

LaSossis bible

mellow elk
#

its a small thing but If you have a token selected the token action hud tour fails between steps 4 and 5.

mellow elk
#

I'm just getting into running lancer and your tools are so crazy awesome! TY for making them ๐Ÿ™‚

wise coral
#

ty , hold on to your butt with v3.0.0 coming

dense fossil
#

Will v3.0.0 be both V12 and V13 compatible?

wise coral
#

saddly no

#

it change so many stuff, like it will be way to hellish to manage both

#

like deep stuff change like Vision shader order of processing + plus all UI stuff, + the Lancer System changes from v2 to v3 .
and surelly stuff that i didnt noticed yet

dense fossil
#

Ty for the heads up :>

verbal ridge
#

Had an interesting player question about the LA HUD in tonight's session:

Would it be possible to add an "Other Skill" block to the Skills > Skills list in the HUD? Annoying's sheet has the button available, and it would be nice for players to be able to add accuracy/difficulty/modifiers to it, unlike doing a "/roll 1d20" to the chatlog.

Pretty low priority, but figured I'd relay their request. ๐Ÿ™‚

wise coral
#

can do that

twilit dagger
#

Sorry for replying to something you wrote 6 months ago. But would it be possible to get this LCP?

wise coral
#

haha that LCP no longer exist , you have a lot of thing to catch up

bleak nymph
#

There's now a toggle for your items that gives us the falling/brace and all, right?

twilit dagger
#

For context, I am starting on a fresh foundry but sticking to v12 for now.

wise coral
#

i no longer use it since now it's embeded in Lancer Automation

twilit dagger
#

ah fair, ill give it a shot

wise coral
#

tbh make a lcp to add tag is pretty trivial , you can ask around how to make one

twilit dagger
#

yeah, installing the thing, did the thing

#

c:

wise coral
#

can i ping everyone in the channel ? , like if i do @ everyone ?

serene leaf
#

this is much sooner than I expected

#

crazy work, thank you LaSossis

wise coral
wise coral
#

i had a bit more free time

verbal ridge
#

Damn, incredible stuff!

  • Boolean: Interact With THT Ruler, allows line of sight THT ruler to interact with some Auras [*]
  • Attempt to mitigate the influence of Carolingian UI over the Annoying Lancer Alternative sheet
  • The "Deploy System Items" menu is now Deploy Actors and accepts any actor.

These are awesome additions! I can't wait to finally update all my games ๐Ÿ™ƒ

vestal bloom
#

Is there a way to disable faction border by default?

wise coral
#

from the orignal module i dont think, i can add that

ashen light
#

Ruler is throwing out a bunch of errors

wise coral
#

you are using elevation ruler ?

#

i'll nee the entire error , not just a croped version

ashen light
#

One sec

#

Nvm it works

#

Double conflict

wise coral
#

??

ashen light
#

Running both Elevation Ruler and LA Ruler causes massive lag

#

is fine now

#

Disabling one fixes it

wise coral
#

elevatinon ruler now only does pathfinding in v13

ashen light
#

Yeah, It causes a bunch of lag if both are enabled at the same time, no idea why. But it is fixed so you fine

wise coral
#

probably pathing performance issue

#

i'll do my own path finding for the lancer ruler. but if you wanna paly with my ruler calculation pathfiding is not wise for now

tacit oxide
#

weird bug; (i tested this in a new world as well just to be sure)
when any token with TAH auras moves i just lose 20 fps permenetly. No error in console, and when i handmake any aura even if its exactly the same this doesnt happen.

#

(deleting the auras gives back the fps taken)

wise coral
#

also a performance option for Vision animation instead of just disabling it

onyx nebula
#

somehow I instanlled v13 of style library into a v12 build, how can I find the v12 manifest for the style lib mod?

nimble lotus
#

must be the latest THT update that spurred this bug

#

not using your fork fyi

#

nevbermind

#

blaming forge

signal solar
#

Goddamn it Forge, its mostly you somehow.

twilit dagger
#

I know you are dealing with the v13 versions now. But the only issue ive faced is a small graphical one. As you can see, all the custom statuses are smaller and bound to the top of the boxes. https://i.vgy.me/DUQ1hf.png

Are you able to point me in the direction of which module handles it and ill see if I can fix it

wise coral
#

you mean thiis ?

nimble lotus
#

still wanna say very happy with automations, i know my players are gonna love it

#

did really well with all the SFX and UI stuff

#

thematic and then just the functionality is really good

#

one thing i wanted to ask, can i disable the auto elevation thing? i have a few maps that have basically a second floor and that second floor has cover laid out on it

somber python
#

I wasn't going to bother with v13, but you updating it has made me give it a fair shake, and I'm thinking it looks to be real good.

nimble lotus
#

or is there a key to hold while dragging a token so it doesnt trigger elevation

#

like i love the auto elevation since it calculates the movement

#

but i may prefer to have the option to not do auto elevation due to multi-level combats

wise coral
#

search "elevatation" in the config menu

wise coral
#

i have a size 18 , and i dont want it to climb

nimble lotus
#

oh lol didnt think of that

#

thats true though

#

i have a size 3 player and i have a bunch of size 2 cover

#

would auto elevation trigger when walking over those?

wise coral
#

yes and no, the movement calculation of the ruler will

#

but with a no climbing shortcut , then it will not

#

so,

  • autoelevation Global siable option
  • no auto elevation shortcut
  • no auto elevation property
#

i was already working on thoise thing now

nimble lotus
#

yay

#

thank you โค๏ธ

wise coral
#

i have to check also with the isometric animation and stuff, but yeah

nimble lotus
#

its still a while until i get close to starting my game so ill keep testing stuff since i like to simulate combats

#

so if i find any more errors or bugs ill drop them here

wise coral
#

there bunch a performace tweak coming, like Frame caping the vision animation, and disable vision calculation when selection too much token (threshold)

#

i like the animation of vision, but i dont need it to be 240fps or 60fps,
but i dont want to disable is, thus now you can set it to 15 fps

#

new button on scene creation, to auto scale to image + easy scaling button

#

instead of VTT asking you to find the precise correct values

#

was a bit annoying to me

#

i'll do a PR , for Theater insert , because sometime i want to show Character but hide their names

wise coral
# nimble lotus did really well with all the SFX and UI stuff

thanks i really like those, And i think it's realy important to have audio and visual cue for action and stuff.
so player and GM can noticed something happened

also to break the monotony .
Some sound were hard to find , or needed a bit a of composition.

nimble lotus
wise coral
#

i do , but it does not work the first time, so i added a button to do it again

nimble lotus
#

ah fair enough

wise coral
#

plus scaling easely

nimble lotus
#

genius

#

im with you on that TI pr, i still wish the macro options for that weren't so ass

wise coral
#

like otherwise i was using my calculation, that's pretty anoying

nimble lotus
#

im gonna have to use lancer communicator for what i want

wise coral
#

i use it to introduce character in scene, and showing who is talking

#

but sometime it just want to show the visage, but you dont know their name

nimble lotus
#

for those scenarios i made an actor that is just called "unknown"

#

and then make their portrait their emblem

#

or another portrait that just says "unknown"

wise coral
#

i press alt clic they become anonymous

nimble lotus
#

that works

#

saves the hassle

#

my portraits dont have the name on display myself so never had the same issue as you

wise coral
#

it the module showing the actor name

#

otherwise i got this

nimble lotus
#

good addition regardless

somber python
#

Just checking if these fx master buttons appear for everyone else when their actors get status effects that apply fx (danger zone/burn/etc.).

#

Easy enough to remove with custom css.

nimble lotus
#

i have them too but that's part of fxmaster no?

#

maybe theres a module setting for it

somber python
#

I've played around with it, there doesn't appear to be. You can turn it off by default, but that's only for when there isn't an effect on.

#

But do you get two of them or just one?

nimble lotus
#

i get two as well

#

can you drop the custom css then?

somber python
#
[data-action="tmfx"],
[data-action="tokenmagic"],
.control-icon[data-action*="tmfx"],
.control-icon[data-action*="tokenmagic"],
.token-hud .control-icon[title*="TMFX"],
.token-hud .control-icon[title*="Token Magic"] {
    display: none !important;
}
nimble lotus
#

appreciated

#

i thought those buttons had purpose

#

but guess not!

somber python
#

They do, I just don't think they're necessary for my purposes.

nimble lotus
#

they jsut manage the current effects no?

somber python
#

Yeah.

nimble lotus
#

but you can manage them via the token settings, right?

#

right click and clicking the gear icon

somber python
#

I don't think so.

nimble lotus
#

hummm

somber python
#

Main reason to keep it is if you make macros with fxmaster a lot and don't have any logic for removing it on your actors.

#

I usually just make it so my macros can turn it off.

wise coral
somber python
#

Anyone else having this issue? The first scan you do looks wonky, but if you scan again it's all good.

wise coral
#

ah shit this is my v12 sacn layout

#

(teh second one)

#

do you use Caroligian UI ?

somber python
#

Yes.

wise coral
#

there an option to disable it's ui on journal

#

there i think

#

alsoi how did you get the second scan , i though i unwired it ?

somber python
#

Lol.

wise coral
#

" but if you scan again it's all good: what do you mean, scan with what automation scan in the TAH ?

somber python
#

I kind of prefer your v12 version..

#

Both of them, your one and the default lancer macro one.

wise coral
#

ah thanks, i could make it as an option

somber python
#

If you scan the same npc twice.

#

The first one will be the v13 updated one.

#

And the second scan will make it the same as the v12.

wise coral
#

Mmm ok thank i'll look into it , tonght , and make an option for you

somber python
#

But yeah, disabling the ui on the journal also fixed it the layout issue for the first scan.

#

I'm pretty much just trying to get my v13 update all setup so I'm doing a bunch of tests to make sure I can get the same functionality as my current v12.

wise coral
#

that's what i did, thus why Lancer Style Library, tried to fix what Caroligian UI does to Annoying sheet.

somber python
#

Nice work~

wise coral
somber python
#

If it's not too much trouble, could you also add the Rest macro?

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Your one works great.

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I could totally just add it to favourite too.

wise coral
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what do you mean ? like as a Macro ?

somber python
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Yes.

wise coral
wise coral
# somber python Yes.

AH yes, working too much on the TAH i forgot it's no always on when playing, espicially wihtout token .
i'll addd them to the macro collection

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Also i've been think of having a default TAH when no token is selected. like with basic stuff like damage, etc .. and for player it will be linked to theri pilot maybe ?

somber python
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Hmmm, I like the idea of default with damage for the gm.. but for the players they sometimes get confused why their profile has only their pilot stuff when they think they are using their mech.

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At the moment I just use macros for a lot of things, so that's just my preference.

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Never a bad thing to make it optional though~

wise coral
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like for skills or other stuff

somber python
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Yeah~

verbal ridge
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Maybe there could be a visual distinction between a Pilot HUD and a Mech HUD?

somber python
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That'd help for sure, but will be more work.

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I just remember token action hud working like that.

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It would default to the pilots, so if players didn't have their mechs selected they were often confused for a few seconds.

verbal ridge
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Another HUD I use for a different system can 'default' to a player character, but stil show another if they have another owned token selected. If the other (like a summon) is deselected, it shows up again for the 'default' of their actors

somber python
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"Where did my guns go!?"

verbal ridge
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"Where did my big guns go?" ๐Ÿ˜›

somber python
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"What the heck is a signature?!"

wise coral
verbal ridge
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Oh sure

wise coral
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could ass an icon i guess

somber python
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I don't trust my players to read.

verbal ridge
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New players to Lancer are often bewildered by pilot name, callsign, mech name, etc., so visuals would be helpful for easy distinction

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Either like a different color header bar, a small icon (pilot vs mech from the Lancer symbols perhaps)

somber python
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At the very least, a different layout would make it pretty evident.

somber python
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Like the mechs have Attacks, Weapons, Tech, Actions, Deployable, etc.

wise coral
somber python
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So your default one could be like.. Skills, Talents, Reserves or something.

wise coral
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for default, ther no weapon , so of course it wont be there

somber python
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Yeah, I wasn't thinking of that.

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Makes more sense in hindsight.

verbal ridge
somber python
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Yeah, I usually onboard new players too.

wise coral
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yeah i play with friend and we playe for liek 10-14h hours.

somber python
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They have a rough time learning foundry as it is, your TAH has made life so easy for them.

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Especially when they learn they can right click to see what stuff does.

verbal ridge
verbal ridge
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One of my players was confused about "Attributes" because it never appears in the book

somber python
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I think it was literally Skills before.

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Attributes is new to me.

verbal ridge
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Feels like a D&D bleedover

wise coral
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yeah but i didnt like having Skill in SKill , i guess i can bring that back

verbal ridge
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Maybe an option in your settings? I can definitely see folks liking your way, too

somber python
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I like attributes.

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Skill - Skill was weird in my head too.

verbal ridge
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Oh I agree ๐Ÿ˜›

wise coral
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there no workd to bring SKILL - HASE together , so i choose attribute

somber python
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Oh, what does Deactivate do?

verbal ridge
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Usually "Skill Trigger" and "Mech Skill" are the verbiage used in all official content

somber python
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Is that related to like, an active effect?

wise coral
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it's funny at work, we often brainstorm these type of word, because when the code base nad gameplay gets big confusing name is dificult

verbal ridge
wise coral
somber python
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Would it be better to move Ammo to Resources and then make Overcharge it's own category? Instead of it being inside Free Actions?

wise coral
somber python
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My players often don't know where Overcharge is.

verbal ridge
somber python
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And it technically isn't a free action (I totally suggested putting in there, I'm sorry).

verbal ridge
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Like, the menu itself could say "Triggers" on a pilot HUD and "Skills" in a Mech HUD, and remove the secondary menu

verbal ridge
somber python
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Good point.

verbal ridge
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Just so they don't get lost

somber python
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I should do the same.

verbal ridge
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They are by far the two most used options in most sitreps

somber python
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I need to check out how walking armory is laid out with ammo.

wise coral
verbal ridge
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@wise coral - I also wanted to relay some praise from two new sets of players this last week. I had several folks geek out at how cool the UI sounds were, and everyone liked exploring your setup. Just wanted to share good feelings!

somber python
wise coral
wise coral
somber python
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All those noises from the buttons.

wise coral
verbal ridge
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The auto-auras for weapon/sensor ranges usually garner a "WHOA"

somber python
wise coral
verbal ridge
# wise coral i gotta improve that

Yeah, I saw you mention an issue with it in 13. I'll be upgrading either today or tomorrow, so I'll hopefully have better feedback about it soon.

wise coral
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yep i think, i'll see how it looks

wise coral
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funny thing, at my job when i started they asked what i would like to do.
i said idk dont yet i like all field except 2

UI and Network

somber python
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Lol.

verbal ridge
# wise coral yep i think, i'll see how it looks

Oh I see what @somber python means. I had a similar issue with a player Thursday night trying to find Stabilize. Intuitively, they were confused as to why it wasn't in "Full Actions", which was empty. The "Quick" and "Full Action" menus only have unique system actions of those types, but they didn't jump to that immediately.

wise coral
verbal ridge
# wise coral oh you're no in v13 yet

Yeah, I've had games every night straight basically since your release, and haven;t had time to go through all my servers for the slog the update will be ๐Ÿ˜›

somber python
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I agree with Basic.

verbal ridge
wise coral
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i think i shoudl bring the Tour tutorial to player, at first i didn't wanted to bother, and let GM explain. but i think its better to do it for players

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it's only one button to skip it

somber python
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I should probably slow down with the suggestions... but could you make the homebrew rules optional? I've had players ask for Squeeze, Aid, Handle, and Interact?

wise coral
somber python
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You nailed it.

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I don't know how long you took, but it's so pleasant.

wise coral
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"but could you make the homebrew rules optional? I've had players ask for Squeeze, Aid, Handle, and Interact?"
can do that , actullay it's fomr and LCP , i dont remembe this, i kinda like those they make sense

verbal ridge
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I think part of the confusion is that the HUD actions and menus blend an Action-Cost list and Action-Type list. For example, Attacks and Weapons, or Basic and Quick/Full. If the menu was divided by Quick/Full/Free/Etc., or if it were divided by Action Type (Weapon names, System names, etc.) with an Action Cost icon, the 'bloat' wouldn't be as bad. But that would ostensibly be an enormous redesign and a lot of work. Not wishing that on you!

wise coral
verbal ridge
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Action Type divisions a la Lancer Tactics, if that helps

somber python
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Welp, if you ever get asked about UI work, don't show them this module.. because they will force you to work on more UI stuff!

wise coral
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it's not that impresive here

verbal ridge
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Oh right on

wise coral
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thus having both

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i coudl bring attaclk section into ACtion maybe

verbal ridge
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Totally agree

somber python
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Oh, your custom effect manager came in clutch during a boss fight I ran the other week!~

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Tempest has SO many conditions and effects.

wise coral
somber python
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Ooo

verbal ridge
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A thought I had - if UI rearranging isn't so bad, you could consider a Action/Activity toggle. Players/GMs could have a button on the HUD top bar that switches the UI from an Action Type arrangement (Quick/Full/Free/Protocol/etc) to a Activity Type arrangement (Attacks/Systems/Tech/Basic/Etc.) and back

wise coral
verbal ridge
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Essentially having similar options, just changing the arrangement style based on the toggle

somber python
wise coral
somber python
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Not yet, I had already made a bunch in items before using your module.

wise coral
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remember with suggestions, I'll use the same paradigm at my job.

you don't immediately listen to user suggest,
but that means there an issue to solve , the mean is to me to decide

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and be something I like

verbal ridge
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All good! Just throwing out ideas. No expectations.

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Are HUD options in any way connected to combat state? You could reduce bloat by making some appear/disappear when combat is started. Like, downtime actions, full repairs, etc. don't really apply in combat, and weapons not so much if combat isn't active. Like a Combat/Narrative mode?

somber python
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I think combat state is a difficult thing to write with.

verbal ridge
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I know some modules really dig into that, like Bar Brawl and whatnot. I don't know what's involved behind the UI. ๐Ÿ™

somber python
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I tried to make the health and heat bar work for pilots health and stress.

verbal ridge
somber python
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Wait, what?

verbal ridge
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Lemme grab a screenshot

somber python
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I thought that was pilot heat.

verbal ridge
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Pilots don't get heat...

somber python
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I know.

verbal ridge
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Unless you're playing in Space Texas

somber python
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Let me try it out again, I swear it didn't affect the pilots stress.

verbal ridge
wise coral
verbal ridge
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The Blue is Pilot XP

somber python
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Oh, I meant for Lancer Automations.

somber python
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That looks like barbrawl.

verbal ridge