Combat Tracker Extensions
A system-agnostic FoundryVTT module for modifying and extending the standard Combat Tracker.
Adds features to the standard Combat Tracker like name hiding, hide/obscure initiative/combatant based on type/disposition/visibility/ownership, reverse initiative order, groups, group initiative, custom combat phases, multiple combatants for the same token, display token dispositions and many more.
Feature Summary
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All features optional, configurable and works together
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Combatant Groups
- With or without Shared Initiative(Group Initiative)
- Quick shortcuts for creating groups
- Selectable group leader
- Shows combatant group/shared initiative by color indication
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Custom defined combat phases
- Allow players to change phase for owned tokens
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Custom defined round set
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Reverse initiative order
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Multiple combatants for the same token
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Obscure(hide) combatant information/entry for non-GMs in/on:
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Combat Tracker
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Combatant and/or combatant initiative value based on
- Module current settings
- NPC/Player token
- Token disposition
- Token current visibility for current player
- Token ownership
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Combatant name
- Combatant name masking - hides token name in Combat Tracker from non-GMs
- Option to automatically set added combatants to name masked
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Combatant visibility(not to be confused with token visibility)
- Option to automatically set added combatants to hidden
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Combatants Active Effects for tokens on the Combat Tracker
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Canvas(scene)
- Token Active Effects
- Token Borders
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Show information in Combat Tracker(for GMs and/or Players)
- Combatant disposition by color indication
- Show token actor portrait instead of token portrait
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Change token disposition/visibility from Combat Tracker
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Quick input field to modify current initiative value
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Pan to token in Combat Tracker for players
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Select, pan and zoom to type/group combatants for GMs
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Add tokens from scene based on token type and/or disposition
Queries, bugs, suggestions, comments?
Ramses800(Ramses800#8517)@Foundry Discord Server
Combat Tracker Extensions Basic User Interface
Depending on current module setting, various interface elements are added/displayed.
Demo screens
Demo screen 1 - Obscuring player´s Combat Tracker
In the screenshot below, a scenario with all module options enabled, to the left is the GMs screen, to the right is the Alban´s player screen. Alban´s player can not see Orc Shaman(invisible) or Orc Archer 2(blocked line of sight), he can not see any other tokens/combatants active effects or the name of masked combatants. The token Eva has disposition of SECRET and therefore her initiative is hidden from Alban. Alban has also been granted a second action(duplicated combatant).
Demo screen 2 - Obscuring player´s Combat Tracker
In this scenario, Alban´s player can only see other players that has a FRIENDLY disposition
Demo screen 3 - Obscuring player´s Combat Tracker
Same scenario as demo 2 but with phases disabled
Dropdown menus
All menus available content is controlled by the module current settings
Encounter Control Dropdown Menu
If any options are enabled, a command button is added to the Encounter Controls
Token Commands
- Add - for adding tokens on the canvas matching selection type to the current encounter. If the token is already in the encounter as a combatant, its current state(visibility, initiative,phase etc) is kept as is(it will not be added again).
Combatant Commands
- Reveal - will make combatants visible in players Combat Tracker(if not hidden by other settings)
- Hide - will make combatants hidden in players Combat Tracker
- Remove - will remove combatants from encounter
- Select - will select combatants tokens on the canvas and pan and zoom to fit them on screen
- Unmask - will make combatants name show in players Combat Tracker
- Mask - will hide combatants name in players Combat Tracker
- To Unset - will move combatants to the Unset phase
For each command, a sub dropdown menu will open with the following selections possible
- All - the command will affect all combatants in the current encounter
- All players - the command will only affect player combatants in the current encounter
- All NPCs - the command will only affect all NPCs combatants in the current encounter
- All Friendly NPCs - the command will only affect NPCs combatants with a Friendly disposition in the current encounter
- All Neutral NPCs - the command will only affect NPCs combatants with a Neutral disposition in the current encounter
- All Hostile NPCs - the command will only affect NPCs combatants with a Hostile disposition in the current encounter
- All Secret NPCs - the command will only affect NPCs combatants with a Secret disposition in the current encounter
- If Groups is used, any groups will also added.
Group Commands
Create group
Create new group
Create a new group with no members
Create group from type
Creates a group based on all combatants of that type. If group already exist, it will be updated
- Players
- NPCs
- Friendly NPCs
- Neutral NPCs
- Hostile NPCs
- Secret NPCs
Edit groups
Clear all groups
This will remove all members from all existing groups without deleting any groups.
Delete all groups
This will remove all members from all existing groups and delete all groups.
[group name]
Opens the group editor form for selected group
See sections on Groups for more information
Setting Commands
The Encounter Control Dropdown also have shortcuts to
- Module settings
- If Round Set is enabled, the Round Set Editor can be opened from here
- If Phases is enabled, the Phases Editor can be opened from here
Combatant Dropdown Menu
Group Commands
Ungrouped combatant
Create group from token
Creates group from selected token and joins all combatants with this token to the created group. The combatant that triggered the group creation will be added first to the group and designated group leader. If the group already exist, it will be updated.
Create group from actor
Creates group from selected actor and joins all combatants with this actor to the created group. The combatant that triggered the group creation will be added first to the group and designated group leader. If the group already exist, it will be updated.
Create group from actor folder
Creates group from selected actor folder and joins all combatants with actors in the same folder to the created group. The combatant that triggered the group creation will be added first to the group and designated group leader. If the folder has a color, the group will use that color. If the group already exist, it will be updated.
Join [group name]
Joins the selected combatant to the group
Grouped combatant
[group name]
Opens the group editor form for selected group
Set as group leader
Make selected combatant group leader
Leave [group name]
This will set the combatant to ungrouped.
Phase Assignment
Each phase has a command control that can assign(move) a selection of combatants to it.
Random from Unset
This will take a random combatant from the Unset phase.
Combatants in a group that shares the initiative and option for Phase sharing enabled, will be handled as a single combatant and if selected by the random dice, all members of that group will be assigned to the same phase.
Effect summary tooltip
If a combatant has more active effects than can be displayed in the combat tracker, all effects will be replaced by a summary icon. This icon has a tooltip that displays all effects.
Module Compatibility
Foundry version 10, 11
Module Definitions
This module uses two definitions that can be confusing, Round Set and Phases. The actual label for these functionalities differs between RPG systems but for the module functionality these are the definitions used. Round Set and Phases can be enabled at the same time.
Round Set
A Round Set is a set of Foundry rounds, meaning you can define phases, segments or whatever your system call them and have the combat tracker go from one round to another and start again with the first round.
Use the Round Set Editor found in the module´s Configure Game Settings or, when Round Set is enabled, the Encounter Control Dropdown, to define custom rounds.
Phases
A Phase is a part of a Foundry round. This feature divides the Foundry round into phases which each has its own initiative order. Combatants is assigned to a phase. You can use any naming for phases, it could be like in the example below or just "Players", "Enemies", "Allies" etc.
A "Unset" phase is always added to the defined phases and will be the default phase a combatant is assigned to when added to an encounter. The name displayed for the Unset phase can be changed in settings.
Use the Phase Editor found in the module´s Configure Game Settings or, when Phases is enabled, the Encounter Control Dropdown, to define custom phases.
Combatant Groups
Groups comes in two major flavors, groups that shares initiative and groups that does not share initiatives.
The first combatant added to a group will be designated the default group leader, this can be changed later with the combatant dropdown menu command Set as group leader.
Groups are only visible to GMs.
Non-sharing groups
Indicated by a dashed left border.
Combatants in a non-sharing group are treated as any other combatant. The grouping is merely a logical extension to be used for helping the GM to keep gangs/bands/strike teams etc. together and use overall commands like Mask/Unmask/Reveal/Select etc.
Initiative sharing groups
Indicated by a solid left border
Combatants in a sharing group is handles as a single combatant, if initiative (or phase if option is checked) is changed for one combatant in the group, the others are updated to match.
The group leader´s initiative will be used for Roll All/Roll NPC commands and also the sorting in Combat Tracker and Group Editor