SC - Combat Wheel
Overview
SC - Combat Wheel shows who is acting and who comes next in a movable display beside your Foundry VTT scene. GMs can run an encounter from its control bar; players can roll their own initiative and end their turns.
Choose a half-circle Wheel, a Carousel, or a Slider. The display follows Foundry's combat order. Inspecting another portrait changes your view of the encounter; it does not advance the turn.
Compatibility and Installation
This module is free. This page documents version 1.0.2.
- Foundry VTT: minimum v13; verified for v14.
- Game systems: system agnostic. The display and controls use Foundry's Combat and Combatant documents. Health detection depends on your system's data or the source configured by the GM.
- Dependencies: no companion module is required. The SC integrations below are optional.
- Languages: English and Brazilian Portuguese.
Install and enable
- In Foundry's setup screen, open Add-on Modules > Install Module.
- Paste this URL into Manifest URL and install the module:
https://github.com/Shattered-Codex/sc-combat-wheel/releases/latest/download/module.json- Launch your world and enable SC - Combat Wheel in Manage Modules.
- Under Configure Settings > Module Settings > SC - Combat Wheel, use Open settings for behavior and world rules, or Edit appearance for the display, announcements, and sounds.
The default configuration opens the wheel automatically when a combat has a participant visible to you. You can also open or close it with its button in the token controls.
What You Can Do
- Follow initiative in three layouts and move the display away from important parts of the scene.
- Roll initiative, start combat, and advance turns through permission-aware controls.
- Inspect everyone in the encounter, return to the active turn, and reorder participants as the GM.
- Create a personal appearance or share selected appearance options with the table.
- Announce turns with portraits, effects, and sounds.
- Limit enemy health and name information shown to players.
- Insert actorless turns for lair actions, reminders, and automated encounter events.
- Display shared phases when using SC - Venaerys's Initiative.
Run Your First Combat
The GM creates and starts the encounter. Players need ownership of their combatants to roll initiative or end their turns.
- Add tokens to a combat as usual. With Open automatically enabled, the wheel appears before the encounter starts. Players focus on one of their own participants for initiative.
- Roll initiative. The GM's roll menu offers Everyone, NPCs only, Characters only, and Clear initiatives. Roll actions fill pending initiatives; clearing removes existing rolls. Players can roll their own pending initiatives.
- As the GM, select Start combat.
- Use End turn to advance and Previous turn to go back. Players see End my turn while an owned combatant is acting.
- Drag the control bar's handle to move the widget. Lock its position when it is where you want it.
- As the GM, use End combat when finished. Foundry handles the confirmation and ending the encounter.
Tools may be gathered under More, depending on Bar tools. The default compact bar hides the details, direction, and appearance items; Edit appearance remains available from module settings.
Your position, lock state, and expanded details follow your user account across devices. If you close the wheel during setup, automatic opening shows it again when combat starts. Deleting the encounter closes its wheel and dismisses its announcement.
Inspect Portraits and the Turn Order
Choose a layout
Open Edit appearance and select a Format at the top of the editor.
| Format | How it displays initiative |
|---|---|
| Wheel | A half-circle of portrait slices. Its visible window stays the same size while additional participants move through the hidden half. |
| Carousel | A row of cards that slides along the bar, with the acting card raised. |
| Slider | The acting card in front, with neighboring portraits shrinking and turning away toward the sides. |
Use Layout to change size, spacing, scale, direction, and where the active turn sits. Direction places the portraits above, below, or beside the bar; side orientations turn the bar into a vertical rail. Bar shape can split controls into two side columns. The split layout has no details panel.
Use portrait controls
By default:
- Click centers the camera on the combatant's visible token in the current scene.
- Double-click opens the actor sheet when you have permission. The single-click action runs first.
- Right-click opens a menu of available camera, token selection, and sheet actions. The GM can also remove the combatant or clear its recorded movement when that action is available.
- Hover highlights the corresponding visible token.
Change the three click actions in Open settings > Behaviour. Token and sheet actions still respect Foundry permissions. Camera follows the turn is optional and off by default.
See everyone and return to the turn
Select See everyone to open an overview of participants visible to you. Choose a portrait to bring it into focus without changing the turn. Use Back to turn to return to the active participant.
In ordinary, turn-based encounters, the GM can also drag portraits to change initiative order, use + between portraits to insert a virtual position, or remove a virtual position with ×. Players can inspect portraits but do not receive these editing controls. Hidden participants stay out of player overviews.
Read character and encounter details
In Edit appearance > Bar > Items in the bar, enable Details panel and keep Bar shape set to One bar. Expand the panel to see the focused participant's initiative, permitted health information, and temporary effects, including remaining rounds when available. Its previous and next controls inspect participants without advancing combat.
The encounter summary shows participant counts, who is standing, elapsed game time, who is next, and effects expiring this round. Health totals by disposition are shown only to the GM. Seconds per round controls this elapsed-time calculation; it does not change Foundry's world time.
Customize and Share the Appearance
Preview and save a look
- Open Configure Settings > Module Settings > SC - Combat Wheel > Edit appearance.
- Choose a Format and Theme, or start with a Ready-made look.
- Preview with Sample or This combat. The sample's turn buttons let you check transitions.
- Adjust the relevant tabs. Switch from Essential to All to reveal fine-tuning options.
- Select Save changes to apply the result.
Layout controls the display's dimensions and placement. Portraits controls artwork, names, initiative, and health overlays. Bar controls the tools and details. Visual controls colors, typography, panels, borders, and virtual-position message styling. Effects controls highlights, waves, particles, and motion.
Color fields inherit the theme until overridden. Palette from one colour builds a dark or light palette from a seed color; the editor also reports low contrast. Effects respect your operating system's reduced-motion preference.
Share a table look
Each user has a saved appearance across devices. Whenever the GM saves an appearance, it also becomes the table look. The GM chooses how players use it through Table look:
| Mode | What players use |
|---|---|
| Players choose — default | Follow the GM's look until they make their own. Use the GM's look lets them follow again. |
| Lock some options | The GM's values for options locked with a padlock; personal values for the rest. Locked options are hidden from player editors. |
| Everyone uses mine | The GM's appearance for the whole table; players cannot customize it. |
| Everyone uses their own | Each player's personal appearance. |
The table look does not replace browser sound preferences or world combat rules.
Save styles and transfer a look
As the GM, save named looks in Styles. Use Switch style… from the wheel, token controls, or Combat Tracker menu to apply one. Applying a saved style updates the GM's look and the table look according to the sharing mode.
Export saves the appearance currently shown in the editor as JSON. Import loads an appearance into the editor for preview; select Save changes to apply it. Appearance files exclude browser sounds and world rules.
Announce Turns and Play Sounds
Configure the turn display
- Open Edit appearance > Turn display.
- Set Show it to Automatic, Only on my turn, On everyone's turn, or Off. Automatic announces every turn to the GM and owned turns to a player.
- Choose the picture, frame, border, shape, position, size, and duration. Leave Title of your turn empty to use the default.
- Choose effects and particles, then use Test the announcement.
- Select Save changes.
Announcements can be a Card, Cinematic band, or Corner display. The default is a centered card lasting three seconds; click an announcement to dismiss it sooner. Also when I am next adds a smaller up-next announcement when allowed by the GM.
Share a player's announcement card
Enable Show my card to the table to share your announcement design on your character's turn. Recipients retain their own choice of which turns to announce, title, placement, size, and duration. Disable See each player's card to use your own design for every announcement.
Choose sounds
In Edit appearance > Sounds, choose a sound separately for combat start, any turn change, your turn, being up next, a new round, going back, and combat end. Each event can use a preset, Your own file, or Off. Test individual choices or use Hear a combat to hear a sequence.
Sound preferences apply only to the current browser. Wheel volume defaults to 60% and is multiplied by Foundry's interface volume. The GM can disable module sounds for everyone through Allow wheel sounds (whole table). Turn sounds and announcements still work while the wheel is closed.
Foundry combat sounds in this tab edits Foundry's own browser sound theme. It can play alongside Combat Wheel sounds; choose None for that theme or disable overlapping module events if you hear two sounds.
Control Health and Player Visibility
The GM manages these rules in Open settings > What players see and Combat rules. They control information in Combat Wheel; Foundry's native tracker and game system retain their own behavior.
Choose how much health players see
Enemy hit points for players defaults to Descriptive state. Other choices are Exact number, Bar only, or Nothing. Owners, the GM, and viewers of friendly combatants receive exact health when a usable health source exists.
Descriptive states distinguish full health, wounded, half health or less, one-quarter health or less, and zero health. Health overlays use those bands when only descriptive information is allowed; they do not reveal an exact percentage through the fill.
For a system whose automatic detection does not work:
- Set Hit points come from to Token bar 1, Token bar 2, or Attribute path (below).
- For an attribute, enter the parent of its
valueandmaxfields relative to the actor's system data. For example,attributes.hpreadsactor.system.attributes.hp.valueand.max. - Enable The value counts damage for a custom attribute that records damage taken. Remaining health is then maximum minus value. Automatic system presets already define their own inversion.
- Save and check the display with a combatant that has a valid maximum above zero.
Automatic detection includes presets for D&D 5e, Pathfinder 2e, Daggerheart, Call of Cthulhu 7e, SWADE, Imperium Maledictum, and Fabula Ultima, with a token-bar fallback for other systems. These presets do not imply verified compatibility with every version of those systems; use an explicit source when needed.
Conceal combatants and names
Combatants hidden in the tracker are always excluded from player displays. Hidden from players defaults to also excluding tokens hidden on the map; its strictest choice also excludes combatants with the invisible status. The GM can see concealed participants with a crossed-out eye.
Combatant names for players can always show names or follow token name-display settings. Actor artwork is shown to players only with at least Limited actor permission; otherwise the module uses token art.
Handle defeated combatants
Dead combatants keeps defeated or visibly zero-health participants in black and white by default, or removes them from the wheel. Removing a portrait does not delete the combatant or automatically skip its turn.
Skip dead combatants' turns is a separate rule, off by default. Skip NPCs only skips defeated or zero-health combatants without player owners, leaving player turns available for actions such as death saves. Skip everyone who is dead applies to all combatants. Automatic skipping runs on the active GM and never applies when going backward.
Add Virtual Positions and Encounter Events
A virtual position is a turn without an actor or token. Use one for a lair action, a ritual pulse, reinforcements, or a reminder at a specific place in initiative. The GM creates and configures these positions.
Create a reusable template
- Open Open settings > Virtual positions and select New virtual position.
- Set Name, Initiative, and Image.
- Optionally enable Hidden from players, Add to every new combat, or Advance on its own.
- Under Consequences, select + Add a consequence… and configure the action. Use On to enable or disable each row.
- Select Save changes. Use Add to current combat, or the wheel's virtual-position menu, to add the template to the encounter.
For a manual lair action, leave Advance on its own disabled so the GM can resolve it before advancing. For a reminder, add Message on screen, enter its text and duration, and enable automatic advancement if the position should not wait for a manual turn change.
Virtual positions keep a fixed initiative. Clearing initiatives restores that value rather than leaving them pending a roll.
Insert an event between portraits
- Open See everyone and select + at the desired gap.
- Enter a title, message, and optional picture. Choose a template if you want its configured consequences instead of a simple on-screen message.
- Select Add. Use the form's settings shortcut if you need to manage templates first.
The position enters initiative at that gap. An image chosen in the insertion form overrides its template's image. With a template selected, the template supplies the consequences; the message field is used for a position created without a template.
Choose what happens on the turn
Consequences run when combat advances into the position. Going back does not replay them. Advancing into the position again can run them again; this is not a once-per-round trigger for every action.
| Consequence | Configuration and result |
|---|---|
| Message on screen | Set a title, text, audience, and 2–30 seconds on screen; the default is 6 seconds. An empty title uses the position's name. Choose Everyone who sees the position or GM only. |
| Play a sound | Choose an audio file and volume; plays locally for users who see the position. |
| Fire a hook | Enter a hook name; listeners on clients that see the position receive the combat, combatant, and configuration. |
| Chat message | Enter text and choose Everyone who sees the position or GM only. The active GM creates a chat message; GM only whispers it to GMs. Public chat is not filtered by wheel visibility. |
| Run a macro | Select a macro; it executes on the active GM with combat, combatant, and virtual context. |
| Draw from a roll table | Drop a RollTable or paste its UUID; the active GM draws from it. |
Messages, sounds, and hooks run on each client that can see the position. Chat, macros, RollTable draws, and companion-module actions run once on the active GM. Hiding a position does not cancel those GM-side actions. Keep an active GM connected for automation and automatic advancement.
Optional integrations add these actions:
- SC - Jump Scare: play a configured scare by ID.
- SC - Puzzle Engine: open, arm, or trigger a puzzle page by UUID.
- SC - Resources: add, subtract, set, or restore a configured resource for player characters in combat, every combatant's actor, or one actor by UUID.
Virtual-position messages use Visual > Virtual position message for shape, placement, size, and picture visibility. They are separate from Turn display announcements.
Use Phased Initiative
When SC - Venaerys's Initiative is active and the encounter uses phases, Combat Wheel displays phases in place of individual turns. An acting strip shows the current phase's members and their progress.
Players can mark their owned participants done from the strip. With movement and actions split, they mark movement first. The GM navigates phases; Venaerys manages progression. Turn announcements can show the phase and its members together.
The appearance editor's Phases tab controls the acting strip's position, artwork, frame, size, and names. It appears only while Venaerys is active.
Initiative reordering in See everyone, Combat Wheel's virtual-position automation, and dead-turn skipping are not used in phased encounters. Configure event phases and their actions in Venaerys instead. Ordinary encounters retain Combat Wheel's turn-based behavior.
Settings Reference
Open Configure Settings > Module Settings > SC - Combat Wheel. Open settings contains behavior, visibility, rules, virtual templates, and Foundry combat controls. Edit appearance contains the display and sound tabs. Select Save changes after editing.
| Scope | Applies to |
|---|---|
| Your user, across devices | Appearance, announcement preferences, position, lock state, and expanded details, subject to the GM's table-look rules. |
| This browser | Automatic opening, click actions, camera following, sounds, native tracker visibility, and token-control buttons. |
| World — GM only | Table portrait defaults, permission to play wheel sounds, up-next notices, player visibility, health sources, combat rules, and virtual templates. |
The references below use the module's English labels and default values. Conditional controls appear only for the relevant format or parent choice; use All in the appearance editor for advanced options. Theme-inherited color fields are empty until overridden. Virtual templates and sharing modes are described in their workflows above.
Behaviour — this browser
| Setting | Default | Effect |
|---|---|---|
| Open automatically | On | Opens when the encounter has a participant visible to you, and again when it starts. Deleting the encounter closes the display. |
| Hide the native combat tab | Off | Hides the Combat Tracker tab in the sidebar while the wheel is open. |
| Click on a slice | Center the camera on the token | What a left click on a portrait does. |
| Double click on a slice | Open the sheet | What a double click on a portrait does. The single click runs first, as in Foundry's tracker. |
| Right click on a slice | Open a menu (camera, sheet, movement, remove) | What a right click on a portrait does. The menu gathers what you may do with that combatant; the GM can also clear its movement and remove it from the combat. |
| Camera follows the turn | Off | Centers the camera on the acting token at every turn. |
| Camera movement | Smooth | How the camera travels to a token, when it follows the turn or you click a portrait: it takes longer the farther the token is. Reduced motion always goes straight there. |
| Wheel button in the token controls | On | Opens and closes the wheel. Without it, the wheel still opens by itself when a combat starts, and with the keyboard shortcut if you set one. |
| Styles button in the token controls | On | The GM's quick change between saved styles. Without it, the combat tracker's menu still offers it. |
| Re-centre button in the token controls | On | Shows a button that restores the default wheel position. Reset position in Behaviour, the GM's tracker menu, and the reset shortcut remain available when it is hidden. |
Table — world, GM only
| Setting | Default | Effect |
|---|---|---|
| Portrait source | Token image | Default artwork for the table: Token image, Actor portrait, or Custom portrait (module flag), then token. Personal Portrait image choices may override it; actor permissions still apply. |
| Allow wheel sounds (whole table) | On | When off, the wheel plays no sound for anyone. |
| Up-next notice | On | The player whose combatant acts next gets a notice and their slice pulses. |
What players see — world, GM only
| Setting | Default | Effect |
|---|---|---|
| Enemy hit points for players | Descriptive state | What players see of combatants that are not friendly and not their own. |
| Combatant names for players | Always show (like the core tracker) | The core tracker always shows names; the token option follows each token's name display mode. |
| Hidden from players | Also combatants whose token is hidden on the map | Always excludes tracker-hidden combatants from player views. Also exclude hidden tokens, or both hidden and invisible combatants. The GM can inspect concealed participants. |
Combat rules — world, GM only
| Setting | Default | Effect |
|---|---|---|
| Hit points come from | Automatic (system preset) | Automatic uses a preset for dnd5e, pf2e, Daggerheart, CoC7, SWADE, Imperium Maledictum and Fabula Ultima, or the system's main token bar. |
| Hit points attribute path | Empty | Relative to the actor's system data, naming the parent of value and max. Example: attributes.hp |
| The value counts damage | Off | For a custom attribute, interpret value as damage taken and show max minus value. Automatic presets define their own inversion. |
| Dead combatants | Keep them, in black and white | Keep defeated or visibly zero-health participants in black and white, or hide them from the wheel. Does not delete combatants or skip their turns. |
| Skip dead combatants' turns | Never skip | Never skip, skip combatants without player owners, or skip all defeated/zero-health combatants. Runs on the active GM, only when advancing forward in ordinary turn-based combat. |
| Seconds per round | Foundry's configured round time, or 6 seconds | Calculates elapsed game time in the details panel; does not change Foundry world time. Range: 1–600. |
Appearance: Layout and format
| Setting | Default | Effect |
|---|---|---|
| View | Wheel | How the turn order is drawn. |
| Wheel layout | Compact — 7 slices (recommended) | Size of the wheel and how many slices are visible. |
| Custom layout: outer radius | 180 | Outer radius in pixels for Custom wheel layout. Range: 100–400. |
| Custom layout: inner radius | 104 | Inner radius in pixels for Custom wheel layout; keep it at least 40 pixels below the outer radius. Range: 50–360. |
| Custom layout: slice angle | 30 | Angle per wheel slice in degrees. Smaller angles fit more visible slices. Range: 15–45. |
| Direction | Portraits above, bar below | Which side of the control bar the portraits sit on. On the sides the bar stands as a vertical rail. |
| Turn anchor | Middle | Where the acting combatant sits: in the middle, near the start with one past turn before it, or near the end with one turn to come after it. |
| Card size | Medium (recommended) | Size of each portrait card. |
| Card shape | Square | Square, or a rectangle standing up like a character portrait or lying down like a scene. |
| Cards on each side | 3 | How many combatants show on each side of the one acting; the others wait off the ends. Range: 2–6. |
| Space between cards | 8 | In pixels. Below zero the cards overlap, the nearer one on top. Range: -16–24. |
| Scale | 100 | Overall size of the widget, in percent. Range: 70–150. |
| Theme | Nocturne | Colors and fonts of the wheel. |
Appearance: Portraits
| Setting | Default | Effect |
|---|---|---|
| Portrait shape | Sector | Ring sectors, or soft-cornered squares that never crop square token art. |
| Portrait image | As the table | The token's art or the character's portrait. "As the table" keeps what the GM chose for the world. Players only see a character's portrait when Foundry already shows it to them (Limited permission or more); otherwise the token. |
| Gap between slices | 0.8 | Angle between slices, in degrees. Range: 0–3. |
| Names on the cards | Only the acting card | Writes each name over the foot of its card, as players are allowed to see it. |
| Initiative on portraits | Off | Shows each combatant's initiative, as the core tracker does. |
| Opacity at rest | 100 | Opacity while the mouse is not over the wheel, in percent. Range: 40–100. |
| Health on the portrait | Lost health tints red from the top | How remaining health shows over each portrait. Players only see what the enemy hit points setting allows. |
| Health overlay strength | 45 | In percent. Range: 10–90. |
Appearance: Bar
| Setting | Default | Effect |
|---|---|---|
| Show the bar | Always | Shows the bar always, on hover, or never. Without it, use assigned turn and position-reset shortcuts, or restore the bar through Edit appearance. |
| Bar shape | One bar | One bar along the portraits, or split into two columns standing beside them: turn and round on one side, ending the turn and the tools on the other. The split bar has no details panel. |
| Bar tools | In a More menu | Lock, direction, appearance, settings and, for the GM, rolls and ending the combat: as buttons in the bar, or gathered in a More menu. |
| Bar size | Compact | Compact makes the bar slimmer, with smaller buttons and the turn button as an icon. |
| Items in the bar | All except Details panel, Direction, and Appearance | Choose which items appear in the bar or its More menu. Unticked items are hidden from both. |
Appearance: Visual and virtual-position messages
| Setting | Default | Effect |
|---|---|---|
| Accent | From the theme | Buttons, highlights and the accent ramp derived from it. |
| Background | From the theme | The badges over the portraits (initiative, round, die) and the backdrop of See everyone. |
| Surface | From the theme | The bar, the hub and the menus. |
| Text | From the theme | Text, with its muted shade and dividers derived from it. |
| Friendly | From the theme | Rim of friendly combatants. |
| Neutral | From the theme | Rim of neutral combatants. |
| Hostile | From the theme | Rim of hostile combatants. |
| Secret | From the theme | Rim of secret combatants. |
| Finish | From the theme | Applies theme, HUD, neon, CRT, hazard-stripe, or glitch styling in the selected palette. |
| Name font | From the theme | The font of names and titles. |
| Corners | From the theme | How rounded the bar, the hub, the menus and the cards are. |
| Panels | From the theme | The bar, the hub and the menus: solid, see-through, or frosted glass that blurs the map behind. |
| Portrait border | From the theme | How thick the colored border of each portrait is. |
| Names in capitals | From the theme | Writes names and titles in capital letters, or as typed. |
| Main button | From the theme | The look of the turn button. |
| Message shape | Card | How a virtual position's on-screen message looks: a card with a title band, a band across the whole screen, or a small notice. |
| Message place | Top | Where on the screen the message appears. |
| Message size | Normal | How big the message's title and text are. |
| Picture in the message | On | Shows the virtual position's picture beside its title. |
Appearance: Effects
| Setting | Default | Effect |
|---|---|---|
| Effect on the acting portrait | Breathing glow | Adds an effect around the acting portrait. Reduced motion keeps a static glow. |
| Waves around the acting portrait | None | Adds continuously expanding rings around the acting portrait, alongside its main effect. |
| Effect on a new turn | Waves | Plays once around the new acting portrait at each real turn change. |
| Effect around the widget | None | Drawn around the whole wheel (its rim) or the row of cards, all the time. |
| Effect intensity | Normal | Adjusts brightness, size, and particle count for acting, widget, turn-change, and particle effects. |
| Effect speed | Normal | How fast every effect and particle moves. |
| Highlight color | From the theme | The ring and glow of whoever is acting, and the acting effects. |
| Particles | None | The kind of particle; None turns them off. |
| Motion | Automatic | How the particles move. Automatic gives each kind its own. |
| Where | Acting portrait | Around the acting portrait, or over the whole wheel or cards. |
| Particle color | Theme accent | The theme's accent, the acting combatant's side, or a color of your own. |
| Custom particle color | #ffc56b | Used when the particle color is Custom. |
| Animation speed | Normal | How fast the wheel turns. Reduced-motion system settings always win. |
Appearance: Turn display
| Setting | Default | Effect |
|---|---|---|
| Show it | Automatic | Automatic: on every turn for the GM, on their own for a player. Off turns it off for you. |
| Also when I am next | On | A small announcement when your turn (or phase) comes next, instead of Foundry's notification. The GM can turn "next up" off for the table. |
| Title of your turn | Empty | What your own turn says. Empty uses the default. |
| Picture | Character art | The character's art (only when Foundry already shows it to you), the token, or no picture. |
| Portrait frame | Round | Round, square, a tall rectangle, or free: the whole art, uncut (good for tokens with a transparent background). |
| Border | Thick, in the colour | A thick border in the colour, a thin one, only a glow, or none. |
| Shape | Card | A card, a band across the screen, or small by the scene controls. |
| Place | Center | Where on the screen it appears. |
| Size | Normal | How big the portraits and words are. |
| Seconds on screen | 3 | How long it stays. A click dismisses it sooner. Range: 1–8. |
| Entrance | Zoom | How it arrives. Under reduced motion it only fades. |
| Colour | Side | Each combatant's side (friend, foe…), the theme's accent, or your own colour. A phase uses its own colour. |
| Own colour | #ffc56b | The colour of the announcement and its effects. |
| Effect around the portrait | Energy flames | The same effects as the acting portrait's. |
| Particles | Sparks | Particles around the portrait while it shows. |
| Intensity | Normal | How bright and how big the effect and particles are. |
| Show my card to the table | Off | On your character's turn everyone sees the announcement with your picture, frame, border, format, entrance, colour, effect and particles. Where it shows, its size and how long it stays are each viewer's. For the GM, this is the default of the players who follow the table look. |
| See each player's card | On | On a player's character's turn, the card that player shares. Off: every announcement uses your own look. |
Appearance: Phases — Venaerys integration
| Setting | Default | Effect |
|---|---|---|
| Acting strip position | Past the bar, away from the portraits | Where the portraits of who acts in the current phase sit. |
| Acting strip image | Portrait | The same portrait the wheel shows, or the token's own art. |
| Acting strip frame | Round | How each image is cut. Tiles put the images edge to edge like one picture; without a frame the whole image shows, which suits token art. |
| Acting strip size | Medium | Size of each image in the strip. |
| Names in the acting strip | On | Writes each name under its image (over it, for tiles). |
Sounds — this browser
| Setting | Default | Effect |
|---|---|---|
| Wheel volume | 60 | In percent, multiplied by Foundry's interface volume. Range: 0–100. |
| Sound: any turn change | Off | Plays on every real turn change, when nothing more specific applies. |
| File: any turn change | Empty | Audio path used when Sound: any turn change is set to Your own file. |
| Sound: your turn | Bell | Plays when one of your combatants starts its turn. Not used for the GM. |
| File: your turn | Empty | Audio path used when Sound: your turn is set to Your own file. |
| Sound: you are next | Chime | Plays when one of your combatants acts next. Not used for the GM. |
| File: you are next | Empty | Audio path used when Sound: you are next is set to Your own file. |
| Sound: new round | Off | Plays when a new round begins. |
| File: new round | Empty | Audio path used when Sound: new round is set to Your own file. |
| Sound: combat starts | War drum | Plays when combat begins. |
| File: combat starts | Empty | Audio path used when Sound: combat starts is set to Your own file. |
| Sound: turn goes back | Off | Plays when the GM goes back a turn. Off falls back to the sound that forward navigation would use. |
| File: turn goes back | Empty | Audio path used when Sound: turn goes back is set to Your own file. |
| Sound: combat ends | Off | Plays when an encounter that had started ends. |
| File: combat ends | Empty | Audio path used when Sound: combat ends is set to Your own file. |
Foundry combat — native settings
Open settings > Foundry combat edits Foundry's own saved tracker settings. These values also appear in Foundry's Combat Tracker Settings window; they are separate from Combat Wheel's health source and automatic skipping rule. The available controls depend on the Foundry version. The GM manages world tracker settings.
| Setting | Effect |
|---|---|
| Tracked resource | Chooses the actor attribute shown in Foundry's Combat Tracker. |
| Skip defeated | Tells Foundry to skip combatants marked defeated when advancing. |
| Turn markers | Enables Foundry's marker under the acting token. |
| Marker animation | Chooses how Foundry's marker moves. |
| Marker image | Uses an image or video for the marker; empty keeps Foundry's own. |
| Tint by disposition | Tints the marker with the token's disposition color. |
Foundry combat sounds is in Edit appearance > Sounds and applies to the current browser. It edits the native sound theme, with a local preview.
Keyboard Shortcuts and Macros
Assign shortcuts
No keys are assigned by default. In Foundry's Configure Controls, bind:
- Show or hide the wheel.
- Next turn and Previous turn — GM only.
- Lock or unlock the wheel position.
- See everyone.
- Back to the current turn.
- Reset wheel position.
Turn navigation, overview, and lock actions use the open wheel. Resetting the position is also available in Behaviour, the token controls, and the GM's Combat Tracker menu.
Control the wheel from a script macro
Run these after the world is ready with SC - Combat Wheel enabled. Display actions affect the current user's client.
const wheel = game.modules.get("sc-combat-wheel")?.api;
if (wheel) wheel.toggle();The public API also provides:
| Method | Result |
|---|---|
| open() / close() | Opens or dismisses your wheel. |
| openSettings(tab) | Opens settings; an optional tab ID selects a section, such as behavior, players, rules, or virtual. World sections require the GM. |
| openAppearance() | Opens the appearance editor. |
| resetPosition() | Restores your wheel's default position. |
| chooseStyle() | GM only: opens the saved-style picker. |
| applyStyle(id) | GM only: applies a saved style by ID, updating the GM and table look. |
| app | Returns the current wheel application, if one is open. |
For example, open the virtual-template settings as the GM:
game.modules.get("sc-combat-wheel")?.api?.openSettings("virtual");Set a custom actor portrait
As the GM, set Open settings > Table > Portrait source to Custom portrait (module flag), then token. The module reads the actor's sc-combat-wheel.portrait flag. With the actor's token controlled, this script macro sets a portrait and crop position:
const actor = canvas.tokens.controlled[0]?.actor;
if (actor) {
await actor.setFlag("sc-combat-wheel", "portrait", {
src: "worlds/my-world/images/portrait.webp",
position: "50% 20%",
});
}Replace the example path with an image in your Foundry data. A string containing only the image path is also supported. Personal Portrait image overrides and actor-art permissions still apply. Use await actor.unsetFlag("sc-combat-wheel", "portrait") to clear the override.
Listen for a virtual-position hook
Add Fire a hook to a virtual template and set Hook name to myTable.lairPulse. Register a listener on each client that needs to react, after the world is ready:
Hooks.on("myTable.lairPulse", ({ combat, combatant, config }) => {
console.log(`${config.name}: round ${combat.round}`, combatant);
});The listener runs locally only where the position is visible. Register it once per session; rerunning the registration adds another listener. For a single GM-side action, use Run a macro instead.
Troubleshooting and Limitations
| Symptom | Checks and fixes |
|---|---|
| The wheel does not appear | Confirm the module is enabled, a combat exists, and it has a participant visible to you. Check Open automatically in Behaviour or reopen the wheel from the token controls. |
| The wheel is out of reach | Use Reset position in Behaviour, the re-centre token-control button, a configured Reset wheel position shortcut, or the GM's tracker-menu action. |
| A bar tool is missing | Look under More. In Edit appearance > Bar, check Items in the bar. The default hides details, direction, and appearance; two side columns never show a details panel. |
| A player cannot advance or roll | Check combatant ownership. End my turn requires an owned combatant to be acting, and initiative rolls require a pending roll. Phase encounters use Venaerys's completion rules. |
| A portrait click does nothing | Check Behaviour's click actions, actor permissions, and whether the token is visible in the current scene. A virtual position has no actor or token. |
| Appearance controls are unavailable | Check Table look. Locked options are hidden from players, Everyone uses mine prevents customization, and some controls need All or a matching layout choice. |
| Health is missing or wrong | Check Hit points come from, token bars or the custom attribute path, maximum health, and damage inversion. Then check Enemy hit points for players and Health on the portrait. |
| A combatant is absent from a player's wheel | Check tracker visibility, token hiding, the invisible-status rule, and Dead combatants. The overview uses the same visibility rules. |
| An announcement is absent | Check Show it, ownership, and visibility. Automatic shows every turn to the GM and only owned turns to a player. Check the GM's Up-next notice rule for next-up cards. |
| Sounds are silent or overlap | Check the browser's event choices, Wheel volume, Foundry interface volume, and Allow wheel sounds (whole table). Foundry combat sounds may play alongside module sounds. |
| A virtual consequence does not run | Advance forward into the position, enable its consequence row, and supply its required fields. Keep an active GM online for GM-side actions; activate any required companion module. Phased encounters use Venaerys's event actions instead. |
| Automatic advancement stops | If every position would be skipped or automatically advanced, the module stops the chain after one lap. Leave a manual turn or resolve the encounter manually. |
Keep one active browser session for the designated active GM when relying on automation. Foundry selects an active GM user; multiple sessions under that same account can receive the same events.
Related Modules and Support
- SC - Venaerys's Initiative — shared phases and phase actions.
- SC - Jump Scare, SC - Puzzle Engine, and SC - Resources — optional virtual-position consequences.
- SC - Wheel Menu — a separate module for radial scene and sidebar navigation.
- Source code and releases.
- Report a problem or ask in Discord.
For support, include your Foundry version, system and version, module version, active integrations, whether the issue affects the GM or players, and steps to reproduce it. Add a screenshot or relevant console error when available.