oWave / pf2e-flatcheck-helper

MIT License
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Delay Module Incompatibilities #6

Closed oWave closed 9 months ago

oWave commented 11 months ago

Any module that overrides the encounter tracker will cause the delay button to not appear. Additionally, any module that changes the way tied initiatives are handled will completely break delaying.

Solutions

Adding direct compatibility for every single module would be way too much work, and it could break in the future if that module changes its HTML structure. So here are some alternative ideas:

Delay Action Using the delay action could count as clicking the delay/return button.

Extra button next to the flat checks This was my first idea before I started tinkering with the encounter tracker. It's a little weird to have that functionally there, but at least it doesn't depend on other modules not changing UI.

Let me know your opinions (or other ideas). I'll hopefully have time to tackle this next week.

uniwars commented 11 months ago

I have disabled flat checks button since I already use the pf2e flat check module which rolls them and the new Pf2e Perception module also includes flat checks rolling, so having an extra button in chat to delay would be weird for me.

I have no idea if it's possible but adding the button here for example with mini tracker would be nice : image

Maybe a moveable button that appears only in combat when it's our turn (so always for gm) so we can place it where we like it.

Maybe a keybind to delay and the same to take our turn when we're delaying, but I would prefer a visual button.

oWave commented 11 months ago

Adding a button to every single module is possible, but not something I want to do. Figuring all of that out once is probably doable, but injecting buttons is pretty fragile and every time a module changes the structure, it would break. That's not something I want to maintain, which is why I'm looking for alternatives.

DoritoBob commented 9 months ago

Perhaps using a status / condition icon around the Token on the map/canvas and it would in turn show on the top right of the UI. Players could right click their token and then click a small button on the right or left that activates the delay or pulls them back into the initiative.

oWave commented 9 months ago

I use that UI so rarely, I forgot it exists. Good idea, either adding a button or replacing the toggle combat state button would certainly work.

DoritoBob commented 9 months ago

Excited to see what you come up with. Maybe use the hourglass icon or similar symbol as the status icon on the Token once they are in delay.

oWave commented 9 months ago

Alright, delay button in the token HUD is done in v0.6. I'm not too happy that returning to initiative that way means you need to find your token to click on, but this does seem like the best place to put it. Unless there are more parts of the UI I forgot exist, I was thinking about putting a button in the token controls (the menu on the left, where the rules/draw tools/etc are), but so many modules put things there that it hardly solves the module incompatibilities issue.

I did also flesh out using the delay action in this release, so you can either import the Delay action from the system compendium or create your own (just needs to be called "Delay") as an alternative to the buttons.

DoritoBob commented 9 months ago

My players are liking the delay button right on their token to the bottom right. With the effect "delay" symbol on the character as well. Looks really good, works perfectly.

Great work! Much appreciated.