#LaSossis: Custom VTT code/macro/module and stuff
4107 messages · Page 5 of 5 (latest)
Lol.
This is what I get from slow migration to new systems 😩
Yeah, I asked LaSossis about it before, I only brought it up because you mentioned combat states, and I asked a while back if pilots could have health in combat and pilot stress in none combat.
I'd loooooove to have a similar setup for Stress/Pilot XP.
Pilot XP doesn't make sense to me for barbrawl.
For one-shots it doesn't come up as much, but for longer campaigns, players love it, and like to be able to see it graphically on their tokens.
Ah.
I think it's just an aesthetic/encouragement thing
It would have to be another option, since I don't imagine too many players using the bond system, lol.
I usually have pilot tokens on narrative maps or landing pages, so it's nice if they don't want their pilot sheets open all the time - which LA HUD already helps with
Yeah~
That's wild! I used to have that experience, but lately, even players in LL0-LL2 games are clamoring for it, and have to be talked down for new-player-tutorial experiences!
This is just so cool to me.
I think the issue is that bonds requires the GM to buy another book and also learn more rules.
So there is a barrier of entry.
You're right, and I don't want to assume everyone has all the materials.
I like this too, but I like to avoid text on the token without hovering if possible, just for scene aesthetic
It's a great system when you really try it. It's the main reason my one-shots are at LL1 instead of LL0.
Especially on busy scenes
That makes sense, I like your squares.
But I also like instant readability.
It is fortunate that the xp and stress are both at 8. (Though I think you can increase your stress cap with a bond?)
Anyway, this discussion has probably strayed too much into lancer-vtt territory... sorry
just one question how do you apply stress, if I had a bar for it , do I need to provide a way to feed it
Usually just manually edit it.
For context, stress can be gained from pilots pushing themselves to give their skill triggers +1 accuracy, or by helping an ally.
so we'll need a "Apply stress" , or even stress damage lol , like infection. sounds and effect and the stat bars
But it mostly is GM tells player there is a consequence for failing, same way for when you tell your player they might lose hp for failing their assault check.
Too much work~
nah, if I add it , I want all of it
Stress starts at 0 and you gain them, if you ever go above your cap (8), you suffer a burden.
Which the pilot sheet handles already.
burden noted
A burden is pretty much like a mental or physical scar, I don't think you should try to incorporate that because it can be varied and up to the pc.
There is also bond powers and stuff but that is another can of worms. And the pilot sheet is nice enough anyway, because you need to use it to tick your xp.
Based on your chosen beliefs.
If your pcs like narrative, bonds is totally worth using because it rewards good rp.
I kinda use it, but in a homebrew way
What did you change?
more like i took concpt of it into my own system, but i don't have energy to talk abaut my homebrew rules
Yeah, I need to sleep too~ it is 3am...
Totally with you on homebrewing usage for stress and burdens and whatnot
I've been forking LancerAutomation and Annoying'sAltSheets to replace stuff with my home game skill setup
We don't use Bonds ourselves as the power offered by them in narrative was too high above the power level of "competents soldiers" outside the mech
In my campaings , MECHS are berely replicable, parts must be found bought etc .. there no liscense to gain when leveling.
A have a loot algorithm that adapat on the current party inventory.
to allow a progression curve similar to the regular game but with twists.
environment is more open world, ambush siege , and other stuff are doable.
and more
are you the one who made a v3.0.0 version , way before it was released ?
like this i guess
Oh naw that wasn't me, though I'm thinking of porting Annoying sheets over (assuming they're not already working on it, haven't checked)
werid it does no display like taht on my end
I will say, setting the bar, only changes the size of the boxes not the size of the icons
Changes the size of the box.
Not the size of what is in the box.
they do on my end , soemthing must be diffrent in your setup. i can t reproduce
Regardless this isnt fixing the issue. Im going to try to downgrade to the previous ver (2.14.13) and see if that fixes it
maybe tell me what module you have first can help
but that mean you'll go back to VTT v12
Sorry, I didnt outright state but but only alluded to the fact I was using v12. Hence why I was asking where about the script handling the status' was so I could fix it myself. As you are focusing on v13
For some reason every time I reload my foundry (hosting the app) it resets most of my settings for Lancer Automatons. Do I have something configured wrong? I'm on v13
like once ? or if you cahgne thing, then realod it still reset ?
When I change the settings if it prompts for a reload, the settings will change correctly. But if I reload the Application for any other reason afterward (using the Reload Application button, reloading for a different setting elsewhere) the settings revert. Personal settings like the Token Action menu don't revert, only the ones that are GM specific
let's narrow it down, take one optio ( and give me its name) that dont save, we gonna focus on that one to test.
Anything in the Statuses and FX menu
pls give me one, so there no ambiguity when we test
there to many different type of option, i took one , and had no issue, thus i need to be sure to repeat the excat smae thing you do.
1 second while I replicate it in real time to be sure
Okay here is how I was able to get the settings to reset consistently; it might be related to Players changing their settings. As I mentioned its a lot of settings that clear, but the Master toggle (Status FX) is one of them so I tested with this.
I turned on the Master toggle on the application without issues (ss#1). After logging in on a browser as one of my players, I opened the module configuration menu and hit save without changing any settings (ss#2 -> ss#3). Opening the settings on both the browser and the application afterward (as player and GM respectively, in this case) shows that the Master toggle has been reset to off. (ss#4 and #5)
I tested twice with this sequence, once where I chose to reload when prompted, and once when I chose not to. The Master toggle turned off for me in both instances
thx i'll check taht
Many thanks, I have worked out why this seems to be happening. The SVG's for the custom status you added have a texture width and height of 300 but the lancer default ones are 512. This causes a 1.7 times difference.
This issue might be simply be from my browser. I do feel that if the SVG's in your latest v13 are also 300 you should update them to be 512 just to prevent any future miss matches even if there is no issues currently.
I am now going to attempt to resize svg's (which I have never done before), if not, I will do it by script.
just find them there https://game-icons.net/
ithink ther s a size option
resizing is not a clean solution, i will not do it, if i can reproduce, a proper solution , clean must be found.
otherwise what the point of the SVG,
(and also if a user make a custom status with a custom image, he should not have to know and provide an image with the specifi size)
Well, SVG editing isnt going to work anyways because when I go to edit them the defualt viewport is actually 512. Which is maddening as when I consol logged it, it came out as 300.
https://i.vgy.me/MgFS3v.png
I have managed to at least started scripting things to get this to work on my end by changing the below for loop in the _shrinkEffectIcons function
for (let i = 0; i < sprites.length; i++) {
const s = sprites[i];
const tw = s.texture?.width ?? 0;
const th = s.texture?.height ?? 0;
if (tw === 300 && th === 300) {
s.width = size * 1.7;
s.height = size * 1.7;
} else {
s.width = size;
s.height = size;
}
s.x = Math.floor(i / rows) * size;
s.y = (i % rows) * size;
}
https://i.vgy.me/ZUlOdH.png
As best as its getting.
In case anyone else has the issue
for (let i = 0; i < sprites.length; i++) {
const s = sprites[i];
const tw = s.texture?.width ?? 0;
const th = s.texture?.height ?? 0;
if (tw === 300 && th === 300) {
s.width = size * 1.7;
s.height = size * 1.7;
s.anchor.set(0.19, -0.05);
} else {
s.width = size;
s.height = size;
}
s.x = Math.floor(i / rows) * size;
s.y = (i % rows) * size;
}
Thank you anyways La Sossis.
After this campaign, the next ill probs migrate to V13 and Im looking forward to the big changges Ive seen.
is there a way to find the manifest url for v12 on the github page? or should i download and add to the module folder?
It's auto pulling the templace macro mod at v13 but the others installed ok
I'm setting up for v13 after the current updates and I noticed that Lancer Style Library is overwriting Annoying's sheet text color so everything looks the same black font, is there any specific setting to be toggled to let the original font color to be used?
no it is a failure on my part , for this style. i'll fix this
sry there nothign you can do right now
oh that link downloads v3.0.0 for reason
AH
yeah .. i know why
let me cahnge it manualy
oof i gotta change the whole thing shit
alright I wouldn't worry about it then
if you are self hosted better jst down laod it manualy
yea i can do that np
ok you can try again but it will still pull template macro v3