Skip to main content

4 posts tagged with "rqg-5"

View All Tags

RQG 5.2.0

· 3 min read

Supported Foundry Versions Download Count

warning

This release contains a major refactor of basically all code. It should work better, but it's quite possible that some new bugs have been introduced. Use this version with care!

The main objective with this release is to replace the old deprecated build system with a more modern solution as well as updating the typescript type system to a modern version.

This is not something that should be visible for you game masters and players, but some of the changes include:

  • Change build system from Snowpack to Vite resulting in a smaller package size, and also the ability to update nodejs to a modern version in pace with what Foundry needs. It also improves the developer experience by providing HMR (Hot Module Replacement) and faster build speed.
  • Changed the test framework from Jest to Vitest
  • Updated the typescript foundry vtt types to the latest version. This should help with finding subtle errors where the code is calling Foundry with deprecated or wrong methods or parameters.
  • Added Stylelint to format and find errors in css files. Some minor changes to css class names have been made.
  • Dependency updates including typescript and nodejs
  • The variable name for RQG Token Ruler settings have changed, meaning you might need to reapply your settings for line width, alpha & colors if you have changed them.

Multi-Cult Rune Magic Tabs

If you have more than one cult the sheet previously became very long and hard to navigate, making it hard to find the rune magic spells you want to use.

The rune magic tab on the character sheet now displays separate tabs for each cult the character is a member of, with cult-priority sorting to help you organize which cult's magic is most important to your character. The order is in priority:

  1. Highest ranking in the cult (priest, initiate, lay member etc)
  2. Highest amount of rune points in the cult
  3. Alphabetical by diety name

Limit POW experience checks

When you roll against POW directly, the system will now show an informational message explaining when POW experience can be gained instead of automatically checking it for a successful roll. The experience can still be manually toggled via the context menu when appropriate.

When a successful Worship or SpiritCombat roll is made the POW experience is checked now.

The notification will not close automatically, you need to click it to make it go away.

Bug Fixes

  • Master opponent modifier was wrong when both combatants had over 100% chance.
  • Half Chance modifier does did work in Attack Dialog
  • Combat Card "Damage Bonus From" failed to Select Correct Token, but picked any token with the same damage bonus
  • Rune magic Special & Critical successes didn't trigger experience checks
  • Misalignment in gear tab ENC box

RQG 5.1.1

· One min read

Supported Foundry Versions Download Count

This is a pure bugfix release.

Bug Fixes & Improvements

  • No scrollbar in attack dialog. The attack dialog was not usable on smaller screens. This update makes all roll dialogs work more like standard Foundry dialogs.
  • Natural weapons could not roll the percentage chance from actorSheet combat tab percent value.

  • DEX based skills (Dodge & Jump) sometimes lost the baseChance value. If your actors Dodge or Jump still is 0, then modify DEX and then change back to get it in sync again.

  • Populate region "Click to Execute" with some boilerplate to have a starting point.

RQG 5.1.0

· 5 min read

Supported Foundry Versions Download Count

This release adds two bigger features, and fixes a really bad bug related to combat.

System native drag-ruler module replacement

The drag-ruler module is not compatible with Foundry v13. This release introduces a system native implementation that uses the new Foundry Token Drag Measurement API to color code token movement.

There is some integration with the Foundry movement actions. If you change the token movement to swim or fly, then the MOV will be updated to reflect that according to the setting on the actor sheet.

How the drag ruler looks when dragging a token. The line is color coded according to the MOV of the token and the settings (see below). The hexes / squares are colored by Foundry to match the user color.

Actor sheet in edit mode where you can set the MOV for various locomotion modes. If you change the token movement, it will use the MOV values from the actor sheet to match the selected locomotion mode. see Foundry 13 Haul and Drag. The drag ruler is only visible for tokens that are in combat.

You can find the settings for the drag ruler in the system settings dialog.

The settings dialog for the drag ruler. The settings are explained in the dialog. The colors are for the different ranges.

  • Attack: half MOV - you can still attack after moving this far.
  • Walk: full MOV - you can walk this far but lose your attack.
  • Sprint: range is decided by the sprint setting. It's off (0) by default since this is an optional, non-standard rule.
  • Unreachable: you cannot move here. Note that you will not be prevented to move, but the line will be red (or whatever color you set it to).

Add a clickable region behavior

This adds the possibility to write scripts that run when you click on regions. It's done in the form of a region behavior called "Click to Execute Script". You add one by creating a region, go to the Behaviors tab and press +

Adding a behavior will open the settings dialog. The top part with "Behavior Identity" and "Behavior Status" behaves in the same way as other Foundry behaviors. You can name and disable the behavior here.

In the next section the "Hover Pointer" lets you decide if the mouse pointer should change while hovering over the clickable region.

The two text boxes for "Left Click Script" and "Right Click Script" accepts javascript and that javascript will be run when you left or right-click on the region.

Each region can have multiple behaviors, even multiple "Click to Execute Script" behaviors. And you can have multiple regions that may overlap each other. If you have multiple "Click to Execute Script" behaviors they all will run even if they overlap.

As the hint text between the script boxes says you have access to variables in the scripts in case you want to check something about the event, behavior, region or scene. You could for example check if the shift key was pressed while you clicked and do something else in that case.

The click is only detected while you are on the TokenLayer - in other words while you are editing the regions it will not register the clicks, you have to have the top left tool selected.

This makes it quite powerful, but also less user-friendly since you need to know a bit of javascript to make something happen. Here are some snippets to get started:

Open a journal entry using Rqid (or anything else with a Rqid like an actor or item)

game.system.api.rqid.renderRqidDocument("je..axis-mundi", "en");

Open something specific using UUID

// This can open anything in the world
fromUuidSync("Actor.BKBAy0w4MgvgYeKZ").sheet.render(true);

// With this syntax you can also open documents from the compendiums
(await fromUuid("Compendium.wiki-en-rqg.cults.Item.61zfpHEpM9RtE6XS")).sheet.render(true);

Run a macro via UUID (could use Rqid also)

fromUuidSync("Macro.ufYFMHFOpuncTeiq").execute();

Apply 5 points of damage to the head to all targeted tokens

game.user.targets.forEach((token) => token.actor.applyDamage(5, 20));

Do different things depending on modifier key presses

let message = "You clicked this region";

if (event.ctrlKey) {
message += " and held the ctrl key at the same time";
}
if (event.altKey) {
message += " and held the alt key at the same time";
}
if (event.shiftKey) {
message += " and held the shift key at the same time";
}

ui.notifications.info(message);

Other Bug Fixes & Improvements

  • CombatTracker etc needs v13 updates. Not sure how I missed this in the previous version, but it should now be updated to work with Foundry v13.

  • Calculation of Dodge and Jump skill chance in skillSheet was wrong. It did not update the base chance according to actor DEX correctly.

RQG 5.0.0

· 3 min read

Supported Foundry Versions Download Count

warning

This release drops support for Foundry 12 and introduces support for Foundry 13, so you need to update Foundry to v13 before you can update this system to v5.0.0

There are a lot of changes under the hood to follow the Foundry v13 way of doing things. The amount of deprecation warnings are greatly reduced, but there are some still left since they require larger rewrites that will come later. They should not impact the functionality though.

There are not a lot of new features in this release, but the styling in various places have been updated to look more like Foundry v13. The system no longer uses the deprecated TinyMCE editor, instead it uses ProseMirror for text editing.

Also in the previous versions you did not get strike rank buttons for unlinked actors, this release will show those buttons for unlinked actors as well. See SR Buttons for more info about how they work.

Foundry v13 have a system where you can see the last chat even if you have the chat collapsed. This RQG version introduces a user level setting so you can decide if the chat should be expanded when you roll something. That should make the feeling more similar to how it was before. It is off by default, so you need to enable it in the settings if you want that behavior.

There are now links to the Release Notes (this), Documentation and Bug Reports (Github issues) under the settings sidebar for easy reference.

A small new feature in this version is that you can now get a premade Rqid link string that you can paste into your journals if you want a link to a "type" of document. This is not a new feature, but before you had to type the link manually. Now you get a premade string that you can use from the Rqid editor that you can open via the icon in the document titlebar. The styling of the dialog was also slightly improved.

After pasting that string into the journal it will look like this. You can tell if the link is a default Foundry UUID link or a RQID link by the surrounding border. RQID links have a dashed, rounded border where the UUID links have a thin solid border without rounding instead.