#LaSossis: Custom VTT code/macro/module and stuff
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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
Yeah, I have a file with some startup code for some other macros I had.
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
_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);
}
}
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).
๐ฉ I have the script added to start-up - did it with your module just in case.
๐ฉ I see the 'LA range preview' aura appears on PC tokens.
๐ฅ 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.
_ _
You were asking how people find your module ๐
What's the proper way to remove the grapple effects?
click again on grapple, it should should you can end grapple
maybe not the most inuitive
sorry I explained it poorly,
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
with this it will test the range with the value of detection. using my distance function from LA. it will test the gameplay distance. then we return true or false.
it will be not related to the aura (because it can be disabled and such,) independent.
to activate it , you'd have to go un Vision add our new vision mode. (the name defined in the class)
(don't forget to call the init function, otherwise it won't be registered,)
Ah, it was just bugged during our session. Works fine now.
because of an update ?
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.
// 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.
gimme the steps to reproduce the issue pls
- Have a character be in combat.
- Make sure the Effects Timer setting is ticked for Lancer QoL.
- Apply any condition with the above macro and set it to end at characters end of turn.
- Have them start and then end their turn.
The warning should appear.
I see your effect manager is the correct way to do it.
wait you where using lacner QoL one
you know i say those two conflict , and can cause issue .
probably a race removal issue
Yeah, is there anyway to make yours a macro?
think i'm gonna stop trying make those two work togehter, like 99% of QOl feature are in automation
a macro ?
I too would like to stop using QoL.
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?
i can ad a search bar in the effecrt manger
That would be great, I honestly don't remember any of the icons, lol.
I use a lot from hayleys.
next vertsion will have a tutorial on the effect manager
it's been there from the beinning but no one read the documentation
Lol yeah, I've used it a few times but I just found QoL just way quicker and easier.
It has the neat advantage of being able to create your own.
And I do recall reading you being able to save them.
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
Exactly!
i feed back that would have eben nice to have at the moment
dont keep it to yourself
I just don't want to bug you too much.
Usually if an issue is a big deal, the others would mention it.
This is like, a problem only I have because I keep using QoL, lol.
i may be grumpy and all but i do the work, that is important, if it's not easy to use , then i failed
Lancer automation push user away from QoL, if it pushes away to a worst sulotion, it is a failure on my part
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.
Like I think Until: Indefinite should default to Until: End of Turn. Only because most effects last until the end of turn.
Because your statuses effects already does Indefinite by default.
that makes , i'll do the change
But yeah, at least I know what was causing those warnings. I will just remove the QoL module.
no i'll make those 2 work together
, back in the day i made stuff so that LA usses QOl, now it does not need to
but it will handle QoL effect if some are left and you remove the module
part of some artfact moving from my own lancer QoL to LA
Sweet.
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?
no , that is not as simple design wise , with the rest of the windows. i'll keep taht in mind . but for now no
All good~
Lancer Automations 2.13.0
Ohhh, thank you. Sorry to be a dummy ๐
This seems to work great at the moment, with minimal testing.
I also allowed myself to apply the Battle Awareness style to the Sensor vision, looks awesome!
On question about how you run your games - do you calculate your ranges in 3D or 2D?
i guess 3d, i have ran only played one game with my system
I just went to the rule questions channel and I don't think anyone there liked me very much ๐ Personally, I'm pro 3D, but it probably does bring its own issues. I will test with my players.
Oh, i missed that setting. Really good to know it exists, thank you LaSossis.
better not use it now
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.
because i 'm gonna change the ruling i think
What are you planning to change, exactly?
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.
if you are allow this , it does not make sense to measure true horizontal movement
Do you mean vertical?
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."
Yes, so were you initially saying to NOT use the elevation. For some reason, in my head you said to not switch to 2D, my bad.
nah diagonal (fixed)
because the calculation is wrong
Cool, cool, all clear now, I believe.
is deos horizontal + vertical , that iss wrong
for the reason i explained and, well it's in the rules too
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.
Brilliant work.
"If 3D calculation was the only way for me to trial this vision system," i really dont understand you
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.
That I was willing to experience the headaches of calculating elevation in ranges if that was the only way for me to try this sensor vision thing you just enabled.
But since it's not necessary (the checkbox you showed me), I'll stick to 2D measurement - rules as intended.
Win win.
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
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;
Ah, you're saying you need to put a ceiling range limit. So not an infinite pilar, but a block, in a sense.
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 .
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.
this as nothing to do with the system, i think it's just personal .
Then there's no way for me to address this without info.
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
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.
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).
_ _
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 .
noted
Yeah, I unfortunately have to say the same - for the opposite reason, funnily enough. Not always, but yeah.
Unfortunately, I don't think I can cut my sentences or thoughts any shorter. Once I start trying, the effort stops the communication being worth it to me.
So I'll make myself scarce and stick to bug reports. Thanks for your work up until now.
that is understandanble. i'll try to be less abrasive too then
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.
If it helps with figuring out why, I'm not even the dev and you come off as very demanding of time/efforts. If I were asking to pinpoint why, it'd be something about the way you request things like help or features. Hope it's helpful, but otherwise it just is what it is.
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.
"doing this for themself first" yeah , i think it kinda changed now , it's kinda both now.
i mean i wouldn't do a tutorial for myself and my friends
I can appreciate that it's tought to pinpoint stuff like this. Best example I could personally point to is statements like "if I had your skills I'd definitely do XYZ" - it's a statement that easily feels ignorant of what it means to actually have those skills, because without those skills you cannot possibly know.
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.
I still don't think there ever is any room for demands. And I never had any intention of making any for sure.
I've read back on how this vision system talk started just now and I am honest when I say fail to see anything that comes across as demanding - to me, at least.
That's unexpected. Never felt like it was an externally pointed statement, except for admiration, perhaps.
So if that was in any way offensive, I apologise.
And if you felt like I was demanding, LaSossis, then I also apologise for that. I was not aware of it.
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.
ANYWAYS
Got any future plans for features you'll be using in your home game? If not, you reckon automation is basically feature complete?
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
oh and v3
right now i'm on aua to be THT aware
almost therer lol
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.
ah yes , it's from an other rule set , I'll add option
you can modify default automation in the meantime
my bad it's embeded in the system , i'll remove it
Hey so, how does that sensor thing work exactly? Like seeing people through walls
there is no fog of war in the game rules, players always know where unit are.
this is just a visual flavor when the are not seen but in sensor range
"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
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
Like these affects for characters within sensors
Cuz I want to turn THT areas into walls, but my players cant see through them
have you looked at these option in the Vision tab
i made a tour of the option for that
Mmm there probaly something wrong here
It is working now, so, Idk, I probably just forgot to
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
like the no bonus damage is checked ?
Ok weird, I don't see it, my players do, but I dont
I think I'm going insane, cuz I just checked my drakes leviathan and its there
Don't worry about it, I feel scizophrenic with how much UI and mechanics change in here
Good thing I decided we do a combat sim to get used to this
" 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."
Well, yeah, I know about that. But I barraged with a heavy and a main on a NPC
well something must be wrong in my code. noted
here
i know i understood
yeah, just wanted to send smt, I guess, thanks
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
We might have found another bug?
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
Idk if it's a bug or not, but giving a heads up just in case
noted
what do you meant they immediately rolled a system , did they fail ? succeed ?
waht was the expect outcome for it to be an issue , i fail to understand
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
I kinda assumed it would roll systems and I'd remove it manually after the player rolled agility
it is supposed to be automatic
Mmm it seem to be a misake on my part
my apologies, it's Check not a save
i'll fix it
Don't worry about it, mistakes happen
But yeah, it should be a contested check between 2 rolls from what I understand, unless if I am also wrong
turns out it gonna need the flow queue system, just in time i guess
idk what that means, but good work man
like this (when tested in local)
Looks very cool
help people get into the automation , tutorial , tamplate, it try to avoid non code solution
That would genuinely be awesome. Btw, if you know any other resources that would help with coding in LA, that'd be great!
aside knowing coding, i guess learning about foundry and the data strucutre of actor.
But tbh just console.log() stuff and read that's a how i learned.
i remember just opening the console and printing shit to start to learn where data are.
like the first time i found where actor where. just print stuff
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,
documentation is tedious, and long. that's why that's a dedicated job in someplaces .
wish we had one in our studio
beside you have the autocomplete now on the in game code editor
IKR. It's especially hard if it is aimed at people with no coding background
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.)?
i known you try to find simpler solution, but what you describe is not simple.
the already have barebone api function and what they do, there is a graph , show the flow of the engine and all the step.
explanation on the card system how it works.
like this
Yeah, tell me about it, I've translated enough poorly written enterprise computer solutions documentation to know it's not that simple 
We'll figure something out. Maybe once we created a space to share automations, we could add a community wiki section or smth. IDK, just throwing some ideas
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
clicking the the ? icon bring you to the github doc
i have a python script i ran to generate the autocomple js file
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
it's already taking a toll on me
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.
"pet project for your own use" i said it earlier, let's be real we kinda passed the personal project just for me.
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
little update https://www.patreon.com/posts/157410276
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)
it has been reported, will be fixed next patch
same for issue with search, i mixed save check with skil constest
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.
Also, for some reason. Whenever the immobilized status gets applied and removed the fxmaster stays on the token.
This seems to happen whenever another status with an effect is already on a token.
probably race condition, I thought I fixed this issue
If you just take off the existing status, it does remove the immobilized one as well.
Oh, for your fall check automation, the flying status doesn't seem to work?
I'm assuming it's meant to know if a token has the flying status on them and then not call the fall automation.
depends, the flying token must have moved in it's turn otherwise it falls
do you a npc weapon name in mind, i want to check the data. out in my head i dont know a npc weapon that is supoer heavy
i did forgot to add exception with hover, when i added it
NPC Weapons with Superheavy
Bombard Cannon and Anti Material Rifle
Demolisher Hammer as well
oh yeah that , completly forgot
Pretty much the three most common NPC Superheavies lol.
@wise coral When i select pattern, the dangerous area tiles go blank
any error in the console ? , you are talking about tempalte macro right ?
try add a new one just to be sure, maybe just an issue of loading resources ?
Does Climber also have an exception?
Oh forgot that too, a bit more code.
I have the option to auto destroy ncp's turned on, so why am I still getting the structure table?
the mechs still blow up tho
probably an issue, noted
also i get this error after selecting any turn option in self destruct.
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
it does not exist in free jb2a , I have to make a free alternative
Wild, maybe something changed cuz i could've sworn it was displaying "hit" text last week! Thanks!
Lancer Automation 2.14.1
Changelog post here : https://www.patreon.com/posts/157607559
Key Highlights:
GAA fork: Elevation Aware Auras
Automation: Deployable automation via LID, new Reroll bonuses, and Flow Queue system.
How can I make the duration last until being damaged?
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.
is there a problem on manifest for grid aware aura fork?
wdym ?
oh 0.5.8.1 was not released
same for THT they were in draft i forgot
Hey, can you help me setting up a smoke mine? Thanks!
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.
Sure thanks!
For the data collection, it also asked my players.
Is there anyway to turn that off?
"Is there anyway to turn that off?"
wydm ?
there is a choice to accept or not
or it a bug ?
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.
got it , looking into it
is it the same error with mech weapons, i have reproduced it for pilot skill but not weapons
is this urgent ?
i'll do the patch tomorow , it's 3 am here.
(a small mistake when i try to access the pilot)
like you dont want player to have to popup about the telemetry ?
i dont understand ? you dont want them to be able to choose ?
if they say no the popup shoudl not appear again
I'm just not sure if that is the kind of data you were after.
And my players were caught surprised by it, one of them overreacted because they don't like that kind of information gathering stuff.
But yeah, if you were after how many players use your module in total, it's fine.
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.
I'm sorry that scared you
this is what I wrote, the code is open to read , date is hashed . I have nothing on my side. I just wanted you count.
it's because I have no way in foundry to know when you have multiple worlds.
game user id is already just a code.
I but tried to follow the GRPD, so people know and be transparent
and the code is open to read
let me think about something
well turn out my method was flawed, game.user.id, are unique per foundry instacne , but not accross other. so i could have duplicate anyway.
i will roll back to anonymous (even if technically it was ) , with a popup asking if you can to be counted.
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.
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
Nope, that LCP dumps all of them as classes. Even the static ones like rebake barricade cubes.
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.
well I have my own custom LCP where I plan to add all npc deployable
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.
maybe, I'll see what I can do.
you have a search tool in case
question, (because I really don't know)
how would you feel if a Patreon tier , would give more priority to requested feature.
genuine question , I do have this fear about feautres request, and at the same give something to people that are generous on Patreon
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)
you can copy the link of the module.json of the version you want from
https://github.com/Agraael/lancer-automations/releases
thank you
the sfx seems to be a my side issue, my other games don't have that problem.
Edit: just using Lancer QoL side steps it, as that does still handle it properly... after the Module disables it on the QoL module.. hmm
It is a valid way to support you while also giving priority to features they would like added, or it could be used to just support you in general.
So I don't mind.
What I do want to know is that if non-patreons can still request features, if you will just put them on the lower priority unless it is really easy for you.
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.
See if you can reproduce it and write down the steps here.
That really isn't a lot of information to go on.
I think yes, maybe with a vite idk, because I don't want it to spiral , with a lot a requests.
but feature request is a feedback , and will be considered
I think I gonna write a guide on how to improve bug repotting
reporting
I'll try to take a quick look tonight if I'm not too drunk. otherwise tomorrow
any chance it's in a usable state for other GMs?
ignore that latter half, I just can't read this properly
I can reproduce it every time an overcharge happens. I can open a debug log and see if that reveals anything useful.
oh we have the same issue, it seems, Me and a player are currently trying to debug it
oh ok
a bit Kirk QA work , having a reproduction protocol+ consol error log . and if any visual cue , a video.
all this helps, narrowing down went debugging
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?
welp, it seem to be some really annoying problem,
downgrading Automations, still broken (even to one I know did not have it)
downgrading Lancer itself, also broken
so the problem is somewhere else, but at this point I have no clue at all
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)
I'll see what I can do tonight, otherwise that would be in like 10h
quick that's specifically with overcharge ? from gm side and player side ?
yeah
seems to be
it also does seem to happen just.... other times? I dont fucking know?
as A gm i can also brick the activations by overcharging
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
I might have missed it, or something is causing overcharge to not end (in the point of view of the flow stack tree)
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
that's not it, it's from the stack flow tree. is a dead lock
(not at home yet, but thanks) no need to say more until I reproduce
yeah, this is quite a bit outside my expertise, but thanks
it's the system that keep track of flow waiting and branching situation
makes sense
overcharge also does not trigger the action effect either!
if that's related
curious clue
sending a video of what happens, it may be a biiiit long
nah it's good. until I try to replicate
nono it's good
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)
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.
not really a feedback but can I ask what suppliment do you get the blind condition from?
@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?
have you checked elevation ruler settings?
actaully i'm not sure to understand , i see a mesured distance here ?
" 2 [2]"
not sure it's form NPC import side of things
i can see to try fall backs
had no issue importing my NPC
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.
can you try on chrome ? maybe that's the issue.
oh god, when was the last time I had a functioning version of chrome, hold on...
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 .
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}`));
}
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)
NPC import dont do stuff for v2 shared, that's from the lacner system
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.
i tested on firefox myself , i cant reproduce your issue
sigh. Well, time to dig even deeper and figure out why it's being like this.
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
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.
well the flow queue dead lock is pretty annoying, hope the patch works
ah, I suspect I haven't ran into the issue kicking in yet due to just doing testing in a GM sandbox
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.
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.
How do you cancel a grapple?
click again on grapple
Thanks
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.
yes there is , (ther a serach button to find options)
same for temporary custom statuses
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.
my bad i read too fast
All good!
I agree! It's a beautiful UI. ๐
then you have the advance effect manager
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.
actually let me take a look, because i do want to remove it too, now that you mentioned it
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.
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
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.
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?
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.
i dont have 2 of them
The lower 'footstep' is "Clear Movement History", while the upper is "Revert Last Movement", both of which seem redundant with your Utility > Movement option
first are you at the lastest version of the forks
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?
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.
Oh great catch
I would then assume that it cannot be removed without also removing the functionality from your HUD.
No rush! I truly appreciate your help and responsiveness. I'm quite excited to explore and use more of your module!
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
" movement options" wdym ?
between what and what ?
remanent stuff from elevation ruler it seems, never touched it. probably should remove it.
I suspect it was supposed to let you tag movement types for d20 TTRPGs
it's only not* wired for dnd5 , yup gonna remove it
Thanks
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.
this would just make an automation that would react to an Action named : "Boost (Industrial)"
you'll still need to give it to the NPC.
as for have an activation to a status , you have trigger on status Add and Remove .
In that case I think I'm a little confused
i can make a bit of code for maing bost into a full action if npc has the item
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
i'm sorry unless i spend time to make tutorial , you have to learn the system. it not somthing you can toy around blindly
i made some built-in code for stuff like limited melee
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
if you haven't yet read this
https://github.com/Agraael/lancer-automations/blob/main/doc/AUTOMATION_SYSTEM.md
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, thenโฆ 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.
Anyway to remove this chat message for Overcharging?
'll see what i cna do
i found it , little mistake in the automation
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 ๐
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
Ah ok, thanks for the quick response ๐
Tysm!
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.
sure yes
@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?
Mmmm I'll need to check. does he have ownership of the pilot ?
Yup
what the permission error look like
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.)
it's a paid effect, one i requested. there should be a fallback. are you on the latest version ?
I am on the latest of the free, I may not be on the latest of the paid
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
Unless you updated automations in the last hour or two I should be but ill check.
yes I am
ok i'll check out when i have time
i cant seem to reproduce. you have the free and paid JB2A ?
yes, I just got the latest paid version though, which fixed it as expected.
yeah the fall back do no handle paid version that do not have the effect
only when i detect a free version
....So that didn't fix it. I even tested in a different version of firefox and it still won't work. what the hell is wrong with my browser???? I'm at a complete loss at to where I misconfigured my browser so badly.
....Okay, it is also happening in Chromium.
Fresh install, 148.0 Chromium, no settings changed
Am I cursed????
Is this caused by some obscure misconfiguration in Foundry that somehow messes with CORS?
Is it maybe an AV or anti-tracking thing...?
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
are you using the v3 code to import?
this is the same problem with a v3 share code or NPC importing, yes.
the share code isnt usable currently yea
....This module is designed to allow for v3 share code imports.
and is published by the author of this thread.
its not, it's for importing v3 data, not from share code, im pretty surethe code is not usable
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.
for npc, did the console write something like missing properties?
No.
fwiw, i cant use v3 share code either and im pretty sure it's functional as of now
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.
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 ?
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....
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.
somewhere? wdym?
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.
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
You get sleep, I'm going to continue poking at things.
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
does digitalocean ring a bell ?
i think the only solution is that i deploy a cloudflare worker on my own
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
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
Is it that you can't add more requesting addresses to the CORS proxies without paying more?
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
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.
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("%cโ Worker reachable + returned valid JSON");
} catch {
console.log("%cโ Worker responded but body is not JSON");
}
} catch (e) {
console.log("%cโ Worker unreachable:", e.message);
}
})();
can you test taht real q=quick just to be sure
Well it's not a CORS error
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
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.
Eeeeeh, unless you slap it at the end of the list, it blocks trying other proxies until it finishes 522-ing
so nah
i'll keep what i just did, should be fine
finishing implementing Jockey for pilot , then good to go
Fair enough
I apologize for the world's most convoluted bug report. Linux users, amirite?
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
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
the consequences of "I just need it for myself" -> "this project now has a sense of 'dev' vs 'prod' where there was none", I guess
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)
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.
lol it's noon here now
Lancer automation 2.14.9 + Update NPC Import
https://www.patreon.com/posts/158171235
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.
noted
i can do that quickly
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.
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
Let's see if I can word that better ๐
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.
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
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.
no
I've worked with others on Pilot.net on this before - the issue here is that one would need to make any and all modifications to each iteration of a drone that is created upon compcon import. Also, this leads to lots of superfluous actors being created for each deployable per pilot.
no
Okie doke! No worries, just figured I'd ask.
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
Damn, wasn't my intention. I didn't mean to be demanding - I just wanted to clarify. Please don't bother at all.
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
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. ๐
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.
Yeah, that's true. I run several games a weeks, so that's just a lot of modifications that I'm loathe to do. ๐ You're right that it's the best approach. I'll just do that.
all i will atta s able to add extra deployable by Actor , to an Item or to an Actor itsefl, same for Lid
Maybe I can set up a macro to make changes for newly-imported drones and whatnot... I'll experiment. Thanks for your help!
Tbh I'm considering giving you money on patreon as an apology for my awful bug report
no , no need. it was good.
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
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
NPC Import from Cloud is a success
nice
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.
"CORS proxy not responding"mine ?
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.
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
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?
much of the structure did not change. some stuff did . and for thing I don't have equivalent for now I add text in the effect description
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
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.
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
Lancer Automation 2.14.10
post
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
damn 78 Gm and 232, like 300 people . i have a hard time to imagine that many people using my stuff
How can we access the "Find Deployable" menu listed on the github Readme? I feel like it must be right under my nose...
i can make accesible somewhere else if you want
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?
you have the function addExtraDeployable, you should have auto complete on the coding Windows. not the best autocomplete but it will require more time.
addExtraDeploymentActor and addExtraDeploymentLids
target can be either an actor or an item
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.
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
So, "onInit", when the token is created, it will add the depoyables listed to the token's deploy list.
to the item
So, like the "Razor Swarm" system
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.
try to read this
https://github.com/Agraael/lancer-automations/blob/main/doc/AUTOMATION_SYSTEM.md
it is the most important
i plan to make guide tutorial on how to make basic automation.
Oh incredible
it is a plan as future feature proposal to patreon
This is definitely what I was missing. Thanks again.
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.
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)
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)
All good ๐
Stress and structure are there because they're hooked up as resources (in order to show them as bars or marks, it must be a resource). And if they're a resource, they show up as editable inputs in the token menu.
Gotcha.
(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)
I noticed! I really like that addition. Also the little purple pip on the left of the bars!
the link here gives a 404 error on the github repo https://github.com/Agraael/fvtt-elevation-ruler
ah old link. noted
Is it a problem on my end or does using the boost action take away a full action
oops, yep onmy end
yep it was consuming quick action twice
i'll make a small patch today
what do you mean it was the lancer ruler ? like it was the cause of the issue ? if it it, this is important to me
it was, whenever my playerโs movements were all used, the ruler seemed to lock the token
my question is when you say "Lancer Ruler" , was lancer rul\er the cause of the issue or the solution
that was the anwser i wanted
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
if youโd like i can hop back onto foundry when im free and reproduce the problem
it didnt take me much effort to find out what it was
that would be very helpful
if you do , i need steps to be able to reproduce your issue .
every steps , like a protocol .
peak at the new version of templateMacro. heavily inspired by GAA and THT
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
- Check whether or not the token can move freely, exceeding movement cap
Reproducing the Problem
- Add a token to the combat encounter
- Begin combat
- Move token to movement cap
- Attempt to move again
Token should be unable to move after this
@wise coral i just noted everything I thought would be important, if you need more clarifications let me know
who is moving the token , GM , player ?
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
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
ahh ok
i should disable path findin in my elevation ruluer is does not work well
let me tinker around and see if that does anything new
should i:
-disable drag ruler
-disable auto terrain elevation
?
both
ill let you know what happens
problem resolved!
it appeared to be conflicting modules
drag ruler was the problem
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. ๐
i know it tested it myself, but to some it might not work apparently. so i made a small one.
Well, it provides something the system has been missing for a while. It's a lot of good stuff that makes the game more appealing and hopefully smooth.
New Template Macro revamp
heavily inspired by GAA and THT
https://www.patreon.com/posts/158664661
https://github.com/Agraael/templatemacro
i think your latest release for gaa is pointing to the wrong address
UUuaaaah second time, first time i though it was me, i think there something in the github action
So Grid-Aware Auras Git is having problems, good to know... I try to install but foundry give me this error and got worried...
once I get home
done
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
pls anwser one choice , otherwise it just make it hard to count
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.
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.
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.
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.
[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'โฆ ๐
Good to know, thanks
small version
You're amazing! Tysm!
@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?
yeah sure go head, thank. wanted to do that for a while ... but i'm too busy/lazy
little update
https://www.patreon.com/posts/future-feature-159260230
๐
isometric Token bars
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.
you have my set of autamation ? guardiian is the tern i use to not forget mech taht provide cover
Correct
ah make it private
oh
noted can do taht
"Pyro's "Burn Immune" trait that is handled by Activation " never done actiavtion for pyro
My apologies if I misunderstood; I know the Lancer system didn't handle Burn Immunity before I enabled LA, so I assumed that was how it was added to tokens. I dragged out almost every type of NPC into a scene, and Guardian was the only thing that appeared on the chat log.
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.
Lucky players ๐
yet, thye have worse stuff
"The Unfinished God"
holy shit you make this? this fucking slaps
The rupturing glow effect is just amazing!
nonono it's Unexpected on retrograde
all the same, goes hard - thanks for sharing ๐ค
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
That is a really fun encounter idea
Oooof next patreon Post gonna be so long
LaSossis bible
its a small thing but If you have a token selected the token action hud tour fails between steps 4 and 5.
I'm just getting into running lancer and your tools are so crazy awesome! TY for making them ๐
ty , hold on to your butt with v3.0.0 coming
Will v3.0.0 be both V12 and V13 compatible?
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
Ty for the heads up :>
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. ๐
can do that
Sorry for replying to something you wrote 6 months ago. But would it be possible to get this LCP?
haha that LCP no longer exist , you have a lot of thing to catch up
There's now a toggle for your items that gives us the falling/brace and all, right?
For context, I am starting on a fresh foundry but sticking to v12 for now.
i no longer use it since now it's embeded in Lancer Automation
ah fair, ill give it a shot
tbh make a lcp to add tag is pretty trivial , you can ask around how to make one
can i ping everyone in the channel ? , like if i do @ everyone ?
same
i had a bit more free time
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 ๐
Is there a way to disable faction border by default?
from the orignal module i dont think, i can add that
omg for real nice
Ruler is throwing out a bunch of errors
you are using elevation ruler ?
i'll nee the entire error , not just a croped version
??
Running both Elevation Ruler and LA Ruler causes massive lag
is fine now
Disabling one fixes it
elevatinon ruler now only does pathfinding in v13
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
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
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)
I have seen performance issue, I made some fix , for next patch
also a performance option for Vision animation instead of just disabling it
somehow I instanlled v13 of style library into a v12 build, how can I find the v12 manifest for the style lib mod?
must be the latest THT update that spurred this bug
not using your fork fyi
nevbermind
blaming forge
Goddamn it Forge, its mostly you somehow.
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
you mean thiis ?
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
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.
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
did you try holding b
there is an option for it , but dont work well if ruler is on. i'll will fix next update
search "elevatation" in the config menu
that could be usefull, i'll add that, also a boolean for spรฉcific token
i have a size 18 , and i dont want it to climb
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?
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
i have to check also with the isometric animation and stuff, but yeah
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
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
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.
you dont usually set the scene dimensions equal to the bg image?
i do , but it does not work the first time, so i added a button to do it again
ah fair enough
plus scaling easely
genius
im with you on that TI pr, i still wish the macro options for that weren't so ass
like otherwise i was using my calculation, that's pretty anoying
im gonna have to use lancer communicator for what i want
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
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"
i press alt clic they become anonymous
that works
saves the hassle
my portraits dont have the name on display myself so never had the same issue as you
good addition regardless
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.
i have them too but that's part of fxmaster no?
maybe theres a module setting for it
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?
[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;
}
They do, I just don't think they're necessary for my purposes.
they jsut manage the current effects no?
Yeah.
but you can manage them via the token settings, right?
right click and clicking the gear icon
I don't think so.
hummm
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.
oh i just got it on my end too, i'm lookign into it
Anyone else having this issue? The first scan you do looks wonky, but if you scan again it's all good.
Yes.
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 ?
Lol.
" but if you scan again it's all good: what do you mean, scan with what automation scan in the TAH ?
I kind of prefer your v12 version..
Both of them, your one and the default lancer macro one.
ah thanks, i could make it as an option
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.
Mmm ok thank i'll look into it , tonght , and make an option for you
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.
that's what i did, thus why Lancer Style Library, tried to fix what Caroligian UI does to Annoying sheet.
Nice work~
issue might come from me and TMFX a being a bit to blunt
If it's not too much trouble, could you also add the Rest macro?
Your one works great.
I could totally just add it to favourite too.
what do you mean ? like as a Macro ?
Yes.
btw i found , it will be fix, thx for finding it
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
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 ?
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.
At the moment I just use macros for a lot of things, so that's just my preference.
Never a bad thing to make it optional though~
it's basically having access to some TAH tool without having to select a token
like for skills or other stuff
Yeah~
Maybe there could be a visual distinction between a Pilot HUD and a Mech HUD?
That'd help for sure, but will be more work.
I just remember token action hud working like that.
It would default to the pilots, so if players didn't have their mechs selected they were often confused for a few seconds.
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
"Where did my guns go!?"
"Where did my big guns go?" ๐
"What the heck is a signature?!"
i mean you have the name of the token in the header
Oh sure
could ass an icon i guess
I don't trust my players to read.
New players to Lancer are often bewildered by pilot name, callsign, mech name, etc., so visuals would be helpful for easy distinction
Either like a different color header bar, a small icon (pilot vs mech from the Lancer symbols perhaps)
At the very least, a different layout would make it pretty evident.
Like the mechs have Attacks, Weapons, Tech, Actions, Deployable, etc.
icon sure, i'll see.
but cleary i dont the have same type of players
So your default one could be like.. Skills, Talents, Reserves or something.
for default, ther no weapon , so of course it wont be there
I totally get that. I don't have the 'usual' player flow - I DM many games a week for players that cycle in and out through campaigns, so I have to think of ease of entry
Yeah, I usually onboard new players too.
yeah i play with friend and we playe for liek 10-14h hours.
They have a rough time learning foundry as it is, your TAH has made life so easy for them.
Especially when they learn they can right click to see what stuff does.
This actually reminded me of something else that might clarify things - Is there a way we could rename the "Attributes > Stats & Skills" to "Skills > Mech & Triggers" to match the Lancer rules and Comp/Con nomenclature?
no
One of my players was confused about "Attributes" because it never appears in the book
Feels like a D&D bleedover
yeah but i didnt like having Skill in SKill , i guess i can bring that back
Maybe an option in your settings? I can definitely see folks liking your way, too
Oh I agree ๐
there no workd to bring SKILL - HASE together , so i choose attribute
Oh, what does Deactivate do?
Usually "Skill Trigger" and "Mech Skill" are the verbiage used in all official content
Is that related to like, an active effect?
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
Maybe for toggle-on effects like Hyperdense Armor?
i should hide it when no activated skill is on
Would it be better to move Ammo to Resources and then make Overcharge it's own category? Instead of it being inside Free Actions?
oh that is true, i'll cahgne that
TRIGGER and SKILL
My players often don't know where Overcharge is.
You might be able to make these a distinction between Pilot and Mech sheets, too, since players can only use Skill Triggers as Pilots and Mech Skills in Mechs
And it technically isn't a free action (I totally suggested putting in there, I'm sorry).
Like, the menu itself could say "Triggers" on a pilot HUD and "Skills" in a Mech HUD, and remove the secondary menu
If it helps, I like to use Overcharge and Boost as examples for new players for how to add actions to the Favorites menu ๐
Good point.
Just so they don't get lost
I should do the same.
They are by far the two most used options in most sitreps
I need to check out how walking armory is laid out with ammo.
i'll move overcharge into basic , above boost i think
@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!
I guess the only issue there is that it isn't a quick action.
thanks it just make VTT more fun a juicy to use
never said it will be in Quick action label
Yeah, same. When I ran the one-shot, all the players went nuts.
All those noises from the buttons.
and actually some sound help to notic that you selected or unselected a token in a miss click
The auto-auras for weapon/sensor ranges usually garner a "WHOA"
Would you add another label?
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.
yep i think, i'll see how it looks
oh you're no in v13 yet
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
Lol.
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.
Basic is to avoid bloating the menu
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 ๐
I agree with Basic.
Me too!
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
it's only one button to skip it
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?
fun fact , the TAH hovering noise, is a bit randomise (it subtle) and as a cooldown, so if you move your mouse quicly you dont get bombarded with noise. it's alos a bit since with the auto opening
"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
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!
many attempt many differnt sounds
Action Type divisions a la Lancer Tactics, if that helps
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!
no for our UI programmer that's easy stuff
it's not that impresive here
Oh right on
i though about it , but lancer as an issue about action as they go both way from action type to item,, from item to action type
thus having both
i coudl bring attaclk section into ACtion maybe
Totally agree
Oh, your custom effect manager came in clutch during a boss fight I ran the other week!~
Tempest has SO many conditions and effects.
I added that toggles status comes first in the sorting
Ooo
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
yep, that's the idea behind custom temporary status, you don't want to have all damn specific status that exists
Essentially having similar options, just changing the arrangement style based on the toggle
no
Yeah, they eat up so much of the status toolbar!
have you created some that you saved ?
Not yet, I had already made a bunch in items before using your module.
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
and be something I like
All good! Just throwing out ideas. No expectations.
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?
I think combat state is a difficult thing to write with.
I know some modules really dig into that, like Bar Brawl and whatnot. I don't know what's involved behind the UI. ๐
I tried to make the health and heat bar work for pilots health and stress.
Wait, I thought LA's bars already showed that? My players show red ticks for Pilot Stress on their tokens.
Wait, what?
Lemme grab a screenshot
I thought that was pilot heat.
Pilots don't get heat...
I know.
Unless you're playing in Space Texas
Let me try it out again, I swear it didn't affect the pilots stress.
they are at the bottom , you don't seek out then unless you need to.
not sure it's a bloating issue there.
but tbh they way to many guess from our own prism, If I wanted real assessment, I need real date . mouse telemetry.
let us stop there pls.. I'm getting overwhelmed about UI. I can't think of it like that
The Blue is Pilot XP
Oh, I meant for Lancer Automations.
Sorry
That looks like barbrawl.
Yup, this is LA Bars