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combat-utility-belt's Issues

[BUG] Hide NPC Names - render chat message hook breaks with FVTT 0.4.0

foundry.js:1671 TypeError: html.find is not a function at CUBHideNPCNames._hookOnRenderChatMessage (combat-utility-belt.js:538) at combat-utility-belt.js:181 at Function._call (foundry.js:1668) at Function.call (foundry.js:1653) at ChatMessage.render (foundry.js:19725) at async ChatLog.postAll (foundry.js:29662) _call @ foundry.js:1671 call @ foundry.js:1653 render @ foundry.js:19725 async function (async) render @ foundry.js:19707 postOne @ foundry.js:29621 postAll @ foundry.js:29662 async function (async) postAll @ foundry.js:29660 _render @ foundry.js:29550 async function (async) _render @ foundry.js:29549 _render @ foundry.js:16758 async function (async) _render @ foundry.js:16738 render @ foundry.js:2928 initializeUI @ foundry.js:4410 setupGame @ foundry.js:4351 async function (async) setupGame @ foundry.js:4350 _initializeGameView @ foundry.js:4848 initialize @ foundry.js:4331 async function (async) initialize @ foundry.js:4324 window.addEventListener.once @ foundry.js:4967 async function (async) window.addEventListener.once @ foundry.js:4966

[ENH] Attribute Tracking and editing

Would love to see the ability to track and edit HP from the combat tracker. Additionally the ability to see attributes like AC and Speed. Basically anything that you may need to know quickly about a combatant in combat.

Finally if there was a way to add conditions from the combat tracker and have the condition token visible in the tracker that would be a bonus! Thanks

[ENH] Enhanced Conditions - allow sorting/reordering in the Condition Lab

Felix Yesterday at 1:06 AM
@ errational the combat utility belt is awesome! especially the conditions lab is excellent. the only suggestion is that I'd love to have some controll over the order in which the icons get used/added to the menu so I can have a custom sorting similar to what I'm used to

[ENH] Refactor hooks

Currently hooks are all over the place. We should consolidate all hooks into the CUBSignal class then call other class handler methods from there

[BUG] Chat message creation breaks with FVTT0.4.0

combat-utility-belt.js:1100 Uncaught (in promise) ReferenceError: CHAT_MESSAGE_TYPES is not defined at CUBEnhancedConditions.outputChatMessage (combat-utility-belt.js:1100) at CUBEnhancedConditions.lookupEntryMapping (combat-utility-belt.js:1087)

[BUG] End combat with XP breaks with FVTT 0.4.0

TypeError: Cannot read property 'find' of undefined at CUBCombatTracker._giveXP (combat-utility-belt.js:1861) at CUBCombatTracker._hookOnPreDeleteCombat (combat-utility-belt.js:1913) at combat-utility-belt.js:169 at Function._call (foundry.js:1668) at Function.call (foundry.js:1653) at Function.trigger (foundry.js:2345) at Combat.delete (foundry.js:7598) at Object.callback (combat-utility-belt.js:1942) at Dialog._submit (foundry.js:10473) at HTMLButtonElement.<anonymous> (foundry.js:10457)

[ENH] Properly track new/removed conditions

Currently conditions are output to chat regardless of whether the recent update was an addition or removal.

Instead what we should do is track outgoing conditions with some flavour like

Bob is no longer: Blinded

we should make this a user setting

We should also keep track of which effects are actually conditions and only trigger chat output when they are

[BUG] Roll token HP breaks with FVTT 0.4.0

TypeError: Cannot read property 'replace' of undefined at Roll._replaceData (foundry.js:5498) at Roll._init (foundry.js:5482) at new Roll (foundry.js:5407) at CUBTokenUtility._rerollTokenHp (combat-utility-belt.js:2074) at CUBTokenUtility._hookOnCreateToken (combat-utility-belt.js:2094) at combat-utility-belt.js:124 at Function._call (foundry.js:1668) at Function.callAll (foundry.js:1628) at Function.handle (foundry.js:2375) at Function.trigger (foundry.js:2356)

Creatures names need to be case-desensitized

Currently if a creature is named "Dretch" but an attack uses "dretch" in the description, the search gets dodged.

Keep up the good fight boss. This is an incredibly useful mod!

[ENH] Injured/Dead - add option for tint/desaturate token instead of overlay

From ikabodo on Foundry Discord:

When a lot of tokens die on the screen it tends to get cluttered, but having a corpse remain is still useful.
May theory is that a greyed out token is less obvious, but still clearly visible.
That and the obvious game-related feeling that a greyed out character is deaed (like in most games).

FVTT 044 regression tests

#57 Merge tposney changes

Hide NPC Names

Hide NPC names in chat

  • Pass
  • Fail

Hide NPC names in combat tracker

  • Pass
  • Fail

Hide NPC names in combat tracker tooltip

  • Pass
  • Fail

Enhanced Conditions

Condition Lab hidden when not enabled

  • Pass
  • Fail
    Known issue/non-regression

Condition Lab loads

  • Pass
  • Fail

Game System detected

  • Pass
  • Fail

Remove default conditions works

  • Pass
  • Fail

Reroll Initiative

Reroll on Round Change

  • Pass
  • Fail

Mark Injured/Dead

Sets attribute correctly

  • Pass
  • Fail

Marks injured

  • Pass
  • Fail

Unmarks injured

  • Pass
  • Fail

Marks dead

  • Pass
  • Fail

Unmarks dead

  • Pass
  • Fail

Mark defeated

  • Pass
  • Fail

Unmarks defeated

  • Pass
  • Fail

Pan to Token

Pans

  • Pass
  • Fail

Pans for GM only when set

  • Pass
  • Fail

Pans owned only when set

  • Pass
  • Fail

Select Token

Selects token

  • Pass
  • Fail

Selects for GM only when set

  • Pass
  • Fail

Distribute XP

Dialog spawned on combat end

  • Pass
  • Fail

XP distributed correctly

  • Pass
  • Fail

Mighty Summoner

Correctly sets HP when enabled

  • Pass
  • Fail

Auto Roll Hostile HP

Correctly rolls when hostile token dropped

  • Pass
  • Fail

Repository is missing package.json

This file is necessary for anyone that might want to fork this repository and contribute code. It holds all of the metadata needed for a node based project and without it, others won't be able to properly setup there development environment.

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