monks-enhanced-journal
foundry
monks-enhanced-journal | foundry | |
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20 | 9 | |
49 | 26 | |
- | - | |
6.0 | 0.0 | |
3 days ago | almost 2 years ago | |
JavaScript | JavaScript | |
GNU General Public License v3.0 only | - |
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monks-enhanced-journal
- GMs, what are your best and favourite prep tools?
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Handy 5e Modules List
monks-enhanced-journal - Add-On Module for Foundry VTT This is an enhanced version of the journal. It allows for multiple types of journal entries, and adds increased functionality such as searching, private notes, bookmarks, and tabs.
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Foundry VTT module suggestions?
Monk's Enhanced Journal v10.10 Bugs URL
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What VTT is best suited for Pathfinder?
Monk's Enhanced Journal: https://github.com/ironmonk88/monks-enhanced-journal
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Problem with lootsheet NPC
Lootsheet NPC only works up to foundry v9, you're on v10. (According to the module github page the update for v10 is being worked on but not ready yet) For a shop interface you could use Monk's Enhanced Journals https://github.com/ironmonk88/monks-enhanced-journal it's not as complex as LootSheet NPC but it will get you a basic functioning shop & it works with v10
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Foundry VTT WA Integration compatibility with Monks Enhanced Journal DISCUSSION
The World Anvil Integration for Foundry VTT offers the option to export articles into the VTT as basic notes, but the Foundry module Monks Enhanced Journal has become kind of the gold standard of journal and note management within foundry, adding different note types such as Characters, Places, Organizations, Quests, etc.
- Campaign recap slides?
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Is there a process, feature or module to help with actually making Roll Tables not be so painful?
I use Monk's Enhanced Journal for this. It is an incredibly powerful module, but the feature you want in here are the Loot Entries.
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How do YOU structure your folders?
PS: If you need something to help keep track of different relationships, I would suggest Monk's Enhanced Journal. Sorting your NPCs for easy access is one thing, but how they fit together is another beast in itself. Read the documentation and see if it feels right for you.
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[Mythras System] [Module Question] Monk's Enhances Journal shop and currency
And then looking at the module's JS file I found a section where currencies are being defined for different systems. I do not see the Mythras system listed.
foundry
- [Foundry Vtt] Modules de formatage / style d'entrée de journal?
- Light picker macro
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Building a PF2 West Marches Hexcrawl, must have modules?
https://github.com/Sky-Captain-13/foundry/tree/master/poi-sheet lets you use actors instead of journal notes for points of interest, which can be much mor versatile.
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Actor Light & Vision Macros - (v9) with working Light Animations
// A macro for the Foundry virtual tabletop that lets a user configure their token's vision and lighting settings. This script is taken from Sky's foundry repo here: https://github.com/Sky-Captain-13/foundry/blob/master/scriptMacros/tokenVision.js. let applyChanges = false; new Dialog({ title: `Token Vision Configuration`, content: ` Vision Type: No Change Self Darkvision (30 ft) Darkvision (60 ft) Darkvision (90 ft) Darkvision (120 ft) Darkvision (150 ft) Darkvision (180 ft) Eyes of Night (300 ft) Devil's Sight (Warlock) Light Source: No Change None Candle Lamp Lantern (Bullseye) Lantern (Hooded - Dim) Lantern (Hooded - Bright) Light (Cantrip) Torch Moon-Touched `, buttons: { yes: { icon: "", label: `Apply Changes`, callback: () => applyChanges = true }, no: { icon: "", label: `Cancel Changes` }, }, default: "yes", close: html => { if (applyChanges) { for ( let token of canvas.tokens.controlled ) { let visionType = html.find('[name="vision-type"]')[0].value || "none"; let lightSource = html.find('[name="light-source"]')[0].value || "none"; let dimSight = 0; let brightSight = 0; let dimLight = 0; let brightLight = 0; let lightAngle = 360; let lockRotation = token.data.lockRotation; let lightAnimation = token.data.lightAnimation; let lightAlpha = token.data.lightAlpha; let lightColor = token.data.lightColor; const colorFire = "#f8c377"; const colorWhite = "#ffffff"; const colorMoonGlow = "#f4f1c9"; // Get Vision Type Values switch (visionType) { case "dim0": dimSight = 1.5; brightSight = 0; break; case "dim30": dimSight = 30; brightSight = 0; break; case "dim60": dimSight = 60; brightSight = 0; break; case "dim90": dimSight = 90; brightSight = 0; break; case "dim120": dimSight = 120; brightSight = 0; break; case "dim150": dimSight = 150; brightSight = 0; break; case "dim180": dimSight = 180; brightSight = 0; break; case "dim300": dimSight = 300; brightSight = 0; break; case "bright120": dimSight = 0; brightSight= 120; break; case "nochange": default: dimSight = token.data.dimSight; brightSight = token.data.brightSight; } // Get Light Source Values switch (lightSource) { case "none": dimLight = 0; brightLight = 0; lightAnimation = {type: "none"}; break; case "candle": dimLight = 10; brightLight = 5; lightAnimation = {type: "torch", speed: 2, intensity: 2}; lightColor = colorFire; lightAlpha = 0.15; break; case "lamp": dimLight = 45; brightLight = 15; lightAnimation = {type: "torch", speed: 2, intensity: 2}; lightColor = colorFire; lightAlpha = 0.15; break; case "bullseye": dimLight = 120; brightLight = 60; lockRotation = false; lightAngle = 52.5; lightAnimation = {type: "torch", speed: 2, intensity: 2}; lightColor = colorFire; lightAlpha = 0.15; break; case "hooded-dim": dimLight = 5; brightLight = 0; lightAnimation = {type: "torch", speed: 2, intensity: 2}; lightColor = colorFire; lightAlpha = 0.15; break; case "hooded-bright": dimLight = 60; brightLight = 30; lightAnimation = {type: "torch", speed: 2, intensity: 2}; lightColor = colorFire; lightAlpha = 0.15; break; case "light": dimLight = 40; brightLight = 20; lightAnimation = {type: "none"}; lightColor = colorWhite; lightAlpha = 0.15; break; case "torch": dimLight = 40; brightLight = 20; lightAnimation = {type: "torch", speed: 2, intensity: 2}; lightColor = colorFire; lightAlpha = 0.15; break; case "moon-touched": dimLight = 30; brightLight = 15; lightAnimation = {type: "none"}; lightColor = colorMoonGlow; break; case "nochange": default: dimLight = token.data.dimLight; brightLight = token.data.brightLight; lightAngle = token.data.lightAngle; lockRotation = token.data.lockRotation; lightAnimation = token.data.lightAnimation; lightAlpha = token.data.lightAlpha; lightColor = token.data.lightColor; } // Update Token console.log(token); token.document.update({ "vision":true, "dimSight": dimSight, "brightSight": brightSight, light:{ dim: dimLight, bright : brightLight, color : lightColor, alpha: lightAlpha, angle: lightAngle, animation:lightAnimation}, }); } } } }).render(true);
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What's Happening With The Expander Module?
The commit history indicates it is being abandoned.
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Journal Entry Formatting/Styling Modules?
Can anyone help me out with this issue? Even a module that cleans up the original UI like what Sky’s Alternate Character Sheet does for character sheets would still work fantastically. Thanks for any and all help!
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Help on a Macro
If you still want to make this a macro, you might be able to use the Query module in a chat macro. It hasn't been updated in 9 months, so there is a good chance that it doesn't work with the latest version of Foundry, but there might be another module that does something similar if not.
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Macro - Change Token Vision Adjustments
I tried to adjust the "Change Token Vision" Macro by Sky-Captain-13 (https://github.com/Sky-Captain-13/foundry) and add things like Light Color, Intensity, Light Animation. Adding Light Color was not a problem but to change the Light Animation via Macro is a bit of a bummer. A friend of mine helped me out with the few added lines about lightAnimation but it doesn`t work. Any ideas how to make it work? Since i don`t know which Lines are important i included the whole Code.
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ELi5: Formatting chat messages when using macros similar to Roll20's Powercards API
And lastly, since the Foundry community is largely open, you can view the source of pretty much every module and system there is, and there is a good chance that someone has already done what you are asking - like this macro here that adds PowerCard support to Foundry. Yes, I kind of buried the lede, but I wanted to point out both that resources to learn to program your own stuff are available (if scattered) since JavaScript is a standard language as well as that most users won't ever need to learn it because someone else has likely already done whatever it is that they want. Also, the macro is 4 months old, so your mileage may vary, but it you do learn JavaScript/HTML, you can probably fix it with minimal Foundry specific knowledge.
What are some alternatives?
foundryvtt-gmScreen - A module which creates a modular GM Screen
macros - A collection of macros and code examples for FoundryVTT
world-anvil - A module to integrate World Anvil with Foundry Virtual Tabletop.
Hex-Size-Support - A Foundry VTT add on module that allows the use of alternative snapping logic for hex tiles of a size greater than one hex.
fvtt-module-polyglot - Talk to others using a language you can speak and scrambles text you can't understand.
foundryvtt-search-anywhere
foundryvtt-minimal-ui - Foundry VTT Module. Configurable UI module, allows the user to hide, collapse or auto-hide components separately.
FoundryVTT-Sequencer - This module implements a basic pipeline that can be used for managing the flow of a set of functions, effects, sounds, and macros.
inventory-plus - A Foundry VTT module to enhance the dnd5e inventory. Allows to customize your Inventory in various ways.
foundryvtt-pf2e-f-is-for-flatfooted - FoundryVTT Module - PF2e F is for Flatfooted
fvtt-module-permission-viewer - Foundry VTT Module for displaying entity permissions
tokenizer - Tiny yet capable in-game token editor for Foundry VTT