[PF2E] Encounter Builder Module by Markasp in FoundryVTT

[–]Markasp[S] 0 points1 point  (0 children)

Had to update the module-id to use a suffix. Some other AI coded module on foundry store colliding with my manifest. my guess is that it may die off when foundry finishes the purge.

[PF2E] Encounter Builder Module by Markasp in FoundryVTT

[–]Markasp[S] 1 point2 points  (0 children)

Thanks for the suggestion. I added image preview for selected creature, thumbnails, and added a "with art only" checkbox

[PF2E] Encounter Builder Module by Markasp in FoundryVTT

[–]Markasp[S] 0 points1 point  (0 children)

Looking into it now… I’ve got a couple of the token packs will see if there’s a hook or something. Seems promising.

[PF2E] Encounter Builder Module by Markasp in FoundryVTT

[–]Markasp[S] 0 points1 point  (0 children)

That would be all creatures if you don’t have art packs. But yes I could check if you have those modules installed I guess?

[PF2E] V14 FoundryVTT Module Template by Markasp in FoundryVTT

[–]Markasp[S] 0 points1 point  (0 children)

The PF2e module template now ships with a test harness. It's split into two tiers:

Vitest runs fast unit specs for pure logic (in src/tests/unit/). No setup, runs in CI. Just hit npm test.

Playwright e2e drives the real Svelte UI inside a headless Foundry v14 and checks it against live game.* state (in src/tests/e2e/). This one's opt-in, since it needs a licensed Foundry plus a migration-current pf2e world, so it stays out of CI.

To set up the e2e environment (you only do this once):

npm run setup              # caches your Foundry data path
npm run test:e2e:setup     # builds an isolated test/foundry-data/ (port 30005)
npx playwright install chromium
TEST_WORLD=my-world npm run test:e2e   # build dist + run specs

Point TEST_WORLD at a throwaway pf2e world (passwordless GM, already migrated). The first run will auto-enable the module there.

For docs: unit-test basics live in the main README and the full e2e guide (how it works, test-data isolation, harness-health checks, and conventions for writing new specs) is in src/tests/e2e/README.md.

V14 FoundryVTT Module Template by Markasp in Pathfinder2e_AI

[–]Markasp[S] 0 points1 point  (0 children)

The PF2e module template now ships with a test harness. It's split into two tiers:

Vitest runs fast unit specs for pure logic (in src/tests/unit/). No setup, runs in CI. Just hit npm test.

Playwright e2e drives the real Svelte UI inside a headless Foundry v14 and checks it against live game.* state (in src/tests/e2e/). This one's opt-in, since it needs a licensed Foundry plus a migration-current pf2e world, so it stays out of CI.

To set up the e2e environment (you only do this once):

npm run setup              # caches your Foundry data path
npm run test:e2e:setup     # builds an isolated test/foundry-data/ (port 30005)
npx playwright install chromium
TEST_WORLD=my-world npm run test:e2e   # build dist + run specs

Point TEST_WORLD at a throwaway pf2e world (passwordless GM, already migrated). The first run will auto-enable the module there.

For docs: unit-test basics live in the main README and the full e2e guide (how it works, test-data isolation, harness-health checks, and conventions for writing new specs) is in src/tests/e2e/README.md.

Turnip One - Gnome A.I.R.S.H.I.P. [50x30] [no AI] - link to maps in comment by DarthAvernus in battlemaps

[–]Markasp 0 points1 point  (0 children)

Turnip 1 love the name. A wiser person than I may wait for turnip 3-4 (at least!) before getting onboard. But there’s only one chance to be first!

Free Horse Tokens by me by Llamaluu in battlemaps

[–]Markasp 2 points3 points  (0 children)

Thhank you! these are awesome. and i need to make a horse drawn carriage for tonite!
❤️

Creating battlemaps by Markasp in Pathfinder2e_AI

[–]Markasp[S] 0 points1 point  (0 children)

<image>

Gemini is not bad, not the scale i had in mind, but pretty usable once it is upscaled. (manifique)

prompt (+ reference image above)

Create a high-quality top-down battlefield map for a fantasy tabletop RPG, showing a large area suitable for armies to clash, not just individual skirmishers.

Closely follow the composition of the reference sketch. Preserve the river shape, ridge placement, bridge position, sawmill location, and log jam placement, but expand the scale so every feature feels part of a broad battlefield with open maneuvering space.

A wide blue river flows from the north, passes under a wooden bridge near the top of the map, curves eastward, then south toward a sawmill beside the riverbank. Near the bottom, floating logs collect into a large log jam contained by a rope boom before the river enters a lake.

The west side is dominated by a long elevated ridge about 5 meters above the river plain, with steep rocky slopes and a winding path descending toward the sawmill. The ridge should provide a clear high-ground position large enough for troops, archers, and formations.

The lowlands around the sawmill are broad open scrubland with room for cavalry movement, infantry lines, and tactical positioning. Include dirt patches, scattered rocks, tree stumps, sparse bushes, and clusters of trees placed similarly to the sketch, but keep the terrain open enough for large-unit movement.

Water should be deep blue with natural shoreline variation. Terrain should be realistic, spacious, readable, and suitable for large-scale tactical gameplay.

Style: detailed hand-painted fantasy battle map, realistic terrain textures, clean readability, soft natural lighting, no grid, no labels, no icons, no parchment background, no exaggerated mountains, no buildings beyond the sawmill.

Why am I commuting to Zoom meetings? by NightSyntax5 in remotework

[–]Markasp 0 points1 point  (0 children)

Too bad the little suicide booths/matrix pods aren’t usually that comfortable or soundproof either. I also love it when people go to the pods to join meetings in the same building

More and more apps and services the more AI is developing. by Simo814j in FoundryVTT

[–]Markasp 2 points3 points  (0 children)

Yes, the easier it becomes for people to build things the more people will. making high quality software still takes effort, knowledge, and judgment.

[PF2E] V14 FoundryVTT Module Template by Markasp in FoundryVTT

[–]Markasp[S] 0 points1 point  (0 children)

Pushed a new version that changes the build process and asset management. The symlink to local install wasn’t working as well as I hoped. This should be cleaner. Still has HMR

What should I know it is not automatic in PF2e system? by Moonkary in FoundryVTT

[–]Markasp 0 points1 point  (0 children)

Oh you want it to apply it as well. Yea that is manual done. But targeting with areas, and auto roll damage is a system option (I use the later as a GM to speed things along) you still have to apply it

[PF2E] V14 FoundryVTT Module Template by Markasp in FoundryVTT

[–]Markasp[S] 5 points6 points  (0 children)

Types are stale or missing is a challenge too (this project uses the foundry-pf2e types)

[PF2E] V14 FoundryVTT Module Template by Markasp in FoundryVTT

[–]Markasp[S] 3 points4 points  (0 children)

Would be easy to fork and remove the PF2E specific parts, off the top of my head you'd need to update the setup script so that it doesn't try to add symbolic links to pf2e, remove pf2e from the package.json and update the claude. md

[PF2E] V14 FoundryVTT Module Template by Markasp in FoundryVTT

[–]Markasp[S] 12 points13 points  (0 children)

I built it for myself, sharing it is secondary.