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Modules/SC - Combat Wheel

SC - Combat Wheel

Foundry v13-v14System AgnosticFree

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

  1. In Foundry's setup screen, open Add-on Modules > Install Module.
  2. Paste this URL into Manifest URL and install the module:
code
https://github.com/Shattered-Codex/sc-combat-wheel/releases/latest/download/module.json
  1. Launch your world and enable SC - Combat Wheel in Manage Modules.
  2. 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.

  1. 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.
  2. 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.
  3. As the GM, select Start combat.
  4. Use End turn to advance and Previous turn to go back. Players see End my turn while an owned combatant is acting.
  5. Drag the control bar's handle to move the widget. Lock its position when it is where you want it.
  6. 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.

The active portrait stays highlighted as the initiative wheel turns. The bar provides encounter controls and tools.

Inspect Portraits and the Turn Order

Choose a layout

Open Edit appearance and select a Format at the top of the editor.

FormatHow it displays initiative
WheelA half-circle of portrait slices. Its visible window stays the same size while additional participants move through the hidden half.
CarouselA row of cards that slides along the bar, with the acting card raised.
SliderThe 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.

Slider presents a row of portraits. Two side columns move the controls away from the bottom of the cards.

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

  1. Open Configure Settings > Module Settings > SC - Combat Wheel > Edit appearance.
  2. Choose a Format and Theme, or start with a Ready-made look.
  3. Preview with Sample or This combat. The sample's turn buttons let you check transitions.
  4. Adjust the relevant tabs. Switch from Essential to All to reveal fine-tuning options.
  5. 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.

Preview the current combat or sample portraits before saving. All reveals additional controls within each tab.

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:

ModeWhat players use
Players choose — defaultFollow the GM's look until they make their own. Use the GM's look lets them follow again.
Lock some optionsThe GM's values for options locked with a padlock; personal values for the rest. Locked options are hidden from player editors.
Everyone uses mineThe GM's appearance for the whole table; players cannot customize it.
Everyone uses their ownEach 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

  1. Open Edit appearance > Turn display.
  2. 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.
  3. Choose the picture, frame, border, shape, position, size, and duration. Leave Title of your turn empty to use the default.
  4. Choose effects and particles, then use Test the announcement.
  5. 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.

Turn announcement
The card identifies the acting combatant with a portrait and title.
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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:

  1. Set Hit points come from to Token bar 1, Token bar 2, or Attribute path (below).
  2. For an attribute, enter the parent of its value and max fields relative to the actor's system data. For example, attributes.hp reads actor.system.attributes.hp.value and .max.
  3. 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.
  4. 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

  1. Open Open settings > Virtual positions and select New virtual position.
  2. Set Name, Initiative, and Image.
  3. Optionally enable Hidden from players, Add to every new combat, or Advance on its own.
  4. Under Consequences, select + Add a consequence… and configure the action. Use On to enable or disable each row.
  5. 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

  1. Open See everyone and select + at the desired gap.
  2. Enter a title, message, and optional picture. Choose a template if you want its configured consequences instead of a simple on-screen message.
  3. 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.

Insert a position
Use a gap's plus control to place an event in the current order.
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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.

ConsequenceConfiguration and result
Message on screenSet 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 soundChoose an audio file and volume; plays locally for users who see the position.
Fire a hookEnter a hook name; listeners on clients that see the position receive the combat, combatant, and configuration.
Chat messageEnter 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 macroSelect a macro; it executes on the active GM with combat, combatant, and virtual context.
Draw from a roll tableDrop 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.

ScopeApplies to
Your user, across devicesAppearance, announcement preferences, position, lock state, and expanded details, subject to the GM's table-look rules.
This browserAutomatic opening, click actions, camera following, sounds, native tracker visibility, and token-control buttons.
World — GM onlyTable 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
SettingDefaultEffect
Open automaticallyOnOpens when the encounter has a participant visible to you, and again when it starts. Deleting the encounter closes the display.
Hide the native combat tabOffHides the Combat Tracker tab in the sidebar while the wheel is open.
Click on a sliceCenter the camera on the tokenWhat a left click on a portrait does.
Double click on a sliceOpen the sheetWhat a double click on a portrait does. The single click runs first, as in Foundry's tracker.
Right click on a sliceOpen 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 turnOffCenters the camera on the acting token at every turn.
Camera movementSmoothHow 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 controlsOnOpens 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 controlsOnThe GM's quick change between saved styles. Without it, the combat tracker's menu still offers it.
Re-centre button in the token controlsOnShows 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
SettingDefaultEffect
Portrait sourceToken imageDefault 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)OnWhen off, the wheel plays no sound for anyone.
Up-next noticeOnThe player whose combatant acts next gets a notice and their slice pulses.
What players see — world, GM only
SettingDefaultEffect
Enemy hit points for playersDescriptive stateWhat players see of combatants that are not friendly and not their own.
Combatant names for playersAlways show (like the core tracker)The core tracker always shows names; the token option follows each token's name display mode.
Hidden from playersAlso combatants whose token is hidden on the mapAlways 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
SettingDefaultEffect
Hit points come fromAutomatic (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 pathEmptyRelative to the actor's system data, naming the parent of value and max. Example: attributes.hp
The value counts damageOffFor a custom attribute, interpret value as damage taken and show max minus value. Automatic presets define their own inversion.
Dead combatantsKeep them, in black and whiteKeep 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' turnsNever skipNever 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 roundFoundry's configured round time, or 6 secondsCalculates elapsed game time in the details panel; does not change Foundry world time. Range: 1–600.
Appearance: Layout and format
SettingDefaultEffect
ViewWheelHow the turn order is drawn.
Wheel layoutCompact — 7 slices (recommended)Size of the wheel and how many slices are visible.
Custom layout: outer radius180Outer radius in pixels for Custom wheel layout. Range: 100–400.
Custom layout: inner radius104Inner radius in pixels for Custom wheel layout; keep it at least 40 pixels below the outer radius. Range: 50–360.
Custom layout: slice angle30Angle per wheel slice in degrees. Smaller angles fit more visible slices. Range: 15–45.
DirectionPortraits above, bar belowWhich side of the control bar the portraits sit on. On the sides the bar stands as a vertical rail.
Turn anchorMiddleWhere 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 sizeMedium (recommended)Size of each portrait card.
Card shapeSquareSquare, or a rectangle standing up like a character portrait or lying down like a scene.
Cards on each side3How many combatants show on each side of the one acting; the others wait off the ends. Range: 2–6.
Space between cards8In pixels. Below zero the cards overlap, the nearer one on top. Range: -16–24.
Scale100Overall size of the widget, in percent. Range: 70–150.
ThemeNocturneColors and fonts of the wheel.
Appearance: Portraits
SettingDefaultEffect
Portrait shapeSectorRing sectors, or soft-cornered squares that never crop square token art.
Portrait imageAs the tableThe 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 slices0.8Angle between slices, in degrees. Range: 0–3.
Names on the cardsOnly the acting cardWrites each name over the foot of its card, as players are allowed to see it.
Initiative on portraitsOffShows each combatant's initiative, as the core tracker does.
Opacity at rest100Opacity while the mouse is not over the wheel, in percent. Range: 40–100.
Health on the portraitLost health tints red from the topHow remaining health shows over each portrait. Players only see what the enemy hit points setting allows.
Health overlay strength45In percent. Range: 10–90.
Appearance: Bar
SettingDefaultEffect
Show the barAlwaysShows the bar always, on hover, or never. Without it, use assigned turn and position-reset shortcuts, or restore the bar through Edit appearance.
Bar shapeOne barOne 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 toolsIn a More menuLock, direction, appearance, settings and, for the GM, rolls and ending the combat: as buttons in the bar, or gathered in a More menu.
Bar sizeCompactCompact makes the bar slimmer, with smaller buttons and the turn button as an icon.
Items in the barAll except Details panel, Direction, and AppearanceChoose which items appear in the bar or its More menu. Unticked items are hidden from both.
Appearance: Visual and virtual-position messages
SettingDefaultEffect
AccentFrom the themeButtons, highlights and the accent ramp derived from it.
BackgroundFrom the themeThe badges over the portraits (initiative, round, die) and the backdrop of See everyone.
SurfaceFrom the themeThe bar, the hub and the menus.
TextFrom the themeText, with its muted shade and dividers derived from it.
FriendlyFrom the themeRim of friendly combatants.
NeutralFrom the themeRim of neutral combatants.
HostileFrom the themeRim of hostile combatants.
SecretFrom the themeRim of secret combatants.
FinishFrom the themeApplies theme, HUD, neon, CRT, hazard-stripe, or glitch styling in the selected palette.
Name fontFrom the themeThe font of names and titles.
CornersFrom the themeHow rounded the bar, the hub, the menus and the cards are.
PanelsFrom the themeThe bar, the hub and the menus: solid, see-through, or frosted glass that blurs the map behind.
Portrait borderFrom the themeHow thick the colored border of each portrait is.
Names in capitalsFrom the themeWrites names and titles in capital letters, or as typed.
Main buttonFrom the themeThe look of the turn button.
Message shapeCardHow 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 placeTopWhere on the screen the message appears.
Message sizeNormalHow big the message's title and text are.
Picture in the messageOnShows the virtual position's picture beside its title.
Appearance: Effects
SettingDefaultEffect
Effect on the acting portraitBreathing glowAdds an effect around the acting portrait. Reduced motion keeps a static glow.
Waves around the acting portraitNoneAdds continuously expanding rings around the acting portrait, alongside its main effect.
Effect on a new turnWavesPlays once around the new acting portrait at each real turn change.
Effect around the widgetNoneDrawn around the whole wheel (its rim) or the row of cards, all the time.
Effect intensityNormalAdjusts brightness, size, and particle count for acting, widget, turn-change, and particle effects.
Effect speedNormalHow fast every effect and particle moves.
Highlight colorFrom the themeThe ring and glow of whoever is acting, and the acting effects.
ParticlesNoneThe kind of particle; None turns them off.
MotionAutomaticHow the particles move. Automatic gives each kind its own.
WhereActing portraitAround the acting portrait, or over the whole wheel or cards.
Particle colorTheme accentThe theme's accent, the acting combatant's side, or a color of your own.
Custom particle color#ffc56bUsed when the particle color is Custom.
Animation speedNormalHow fast the wheel turns. Reduced-motion system settings always win.
Appearance: Turn display
SettingDefaultEffect
Show itAutomaticAutomatic: on every turn for the GM, on their own for a player. Off turns it off for you.
Also when I am nextOnA 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 turnEmptyWhat your own turn says. Empty uses the default.
PictureCharacter artThe character's art (only when Foundry already shows it to you), the token, or no picture.
Portrait frameRoundRound, square, a tall rectangle, or free: the whole art, uncut (good for tokens with a transparent background).
BorderThick, in the colourA thick border in the colour, a thin one, only a glow, or none.
ShapeCardA card, a band across the screen, or small by the scene controls.
PlaceCenterWhere on the screen it appears.
SizeNormalHow big the portraits and words are.
Seconds on screen3How long it stays. A click dismisses it sooner. Range: 1–8.
EntranceZoomHow it arrives. Under reduced motion it only fades.
ColourSideEach combatant's side (friend, foe…), the theme's accent, or your own colour. A phase uses its own colour.
Own colour#ffc56bThe colour of the announcement and its effects.
Effect around the portraitEnergy flamesThe same effects as the acting portrait's.
ParticlesSparksParticles around the portrait while it shows.
IntensityNormalHow bright and how big the effect and particles are.
Show my card to the tableOffOn 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 cardOnOn a player's character's turn, the card that player shares. Off: every announcement uses your own look.
Appearance: Phases — Venaerys integration
SettingDefaultEffect
Acting strip positionPast the bar, away from the portraitsWhere the portraits of who acts in the current phase sit.
Acting strip imagePortraitThe same portrait the wheel shows, or the token's own art.
Acting strip frameRoundHow 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 sizeMediumSize of each image in the strip.
Names in the acting stripOnWrites each name under its image (over it, for tiles).
Sounds — this browser
SettingDefaultEffect
Wheel volume60In percent, multiplied by Foundry's interface volume. Range: 0–100.
Sound: any turn changeOffPlays on every real turn change, when nothing more specific applies.
File: any turn changeEmptyAudio path used when Sound: any turn change is set to Your own file.
Sound: your turnBellPlays when one of your combatants starts its turn. Not used for the GM.
File: your turnEmptyAudio path used when Sound: your turn is set to Your own file.
Sound: you are nextChimePlays when one of your combatants acts next. Not used for the GM.
File: you are nextEmptyAudio path used when Sound: you are next is set to Your own file.
Sound: new roundOffPlays when a new round begins.
File: new roundEmptyAudio path used when Sound: new round is set to Your own file.
Sound: combat startsWar drumPlays when combat begins.
File: combat startsEmptyAudio path used when Sound: combat starts is set to Your own file.
Sound: turn goes backOffPlays when the GM goes back a turn. Off falls back to the sound that forward navigation would use.
File: turn goes backEmptyAudio path used when Sound: turn goes back is set to Your own file.
Sound: combat endsOffPlays when an encounter that had started ends.
File: combat endsEmptyAudio 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.

SettingEffect
Tracked resourceChooses the actor attribute shown in Foundry's Combat Tracker.
Skip defeatedTells Foundry to skip combatants marked defeated when advancing.
Turn markersEnables Foundry's marker under the acting token.
Marker animationChooses how Foundry's marker moves.
Marker imageUses an image or video for the marker; empty keeps Foundry's own.
Tint by dispositionTints 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.

js
const wheel = game.modules.get("sc-combat-wheel")?.api;
if (wheel) wheel.toggle();

The public API also provides:

MethodResult
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.
appReturns the current wheel application, if one is open.

For example, open the virtual-template settings as the GM:

js
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:

js
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:

js
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

SymptomChecks and fixes
The wheel does not appearConfirm 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 reachUse 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 missingLook 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 rollCheck 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 nothingCheck 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 unavailableCheck 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 wrongCheck 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 wheelCheck tracker visibility, token hiding, the invisible-status rule, and Dead combatants. The overview uses the same visibility rules.
An announcement is absentCheck 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 overlapCheck 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 runAdvance 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 stopsIf 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.

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.