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This module for Foundry VTT and specific for the DnD5e system, adds the ability to create magical items with spells or feats that belong to the item itself, such as staffs or magic wands, which will be automatically inherited from the character who owns the item.

Home Page: https://github.com/PwQt/magic-items-2

License: MIT License

JavaScript 81.30% CSS 2.99% HTML 3.47% Shell 0.03% Handlebars 12.20%

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magic-items-2's Issues

[BUG] AE not Applying

Module Version: v1.7.0

Describe the bug
When using a Magic Item with a feature that apply AE, the AE are not applied. I already use the macro and redo the item.

To Reproduce
Just configure a Magic Item with a Feature that apply an AE, use the Feature and see the AE not applying.

Expected behavior
The effect being applied.

Browser:
OperaGX LVL5 (core: 107.0.5045.60)

Foundry Version:
v11.315

Game System:
D&D5e v3.0.4

Other Relevant Modules:
MidiQOL v11.4.11.1
DAE v11.3.14

The itens that I an using: Gancho de Escalada with the feature Escalada Segura. I don't know if this is relevant, but the feature are on a compendium.

fvtt-Item-gancho-de-escalada-Z5fKSVzf4GhRpqQw.json
fvtt-Item-escalada-segura-mc91VECtMTaSvjRS.json

NPC - Don't see spells on coming from item[BUG]

Module Version: 1.3.2
foundry 11.313
dnd 5e 2.3.1
screen1
screen1

didnt see any errors or warning on the console

  1. Click F12 go to the console tab
  2. make the test you want and replicate the error
  3. Go to the tab console open in point 1) and just right click and click 'Save as' and 'Save' or send a screenshot of the exception on the console.
  4. Attach the text file on the github issue with all the logs related tot he module, or send a screenshot of the messages on the console.

Describe the bug
A clear and concise description of what the bug is.

To Reproduce
Steps to reproduce the behavior:

  1. Opened up an NPC Actor with a Magic Item
  2. Added spells to magic item
  3. equipped item
  4. spells do not appear in character sheet
  5. Note: Yhis worked on a PC actor

Compatibility with Argon

Any chance to get this module to work with Argon Combat HUD? No features or spells show up in the HUD menus.

[BUG] No reaction pop up when item has a shield type spell.

Module Version: v1.3.3

No Console errors but when i added a reaction type spell (like shield) the reaction doesnt pop up on Midi, nothing, it just happen when using a spell thats part of the item, my players can react normally when using their own reactions or spells that are part of them

To Reproduce
Create a magic item
Add a spell that uses a reaction (shield for example)
When player gets attacked the spell doesnt pop the window for reaction on Midi but the reaction works if using feature or spells that are part of the player

Expected behavior
Let the player use their reactions
Screenshots
If applicable, add screenshots to help explain your problem.

Foundry Version:
11.315

Midi: 11.3.12.1

[BUG] Spell doesn't work from magic item: "itemName is not defined"!

Module Version: v1.6.3.1

image
image

Describe the bug
Using a spell from a magic item does not work, and instead gives the above error.

To Reproduce
Steps to reproduce the behavior:

  1. Create a magic item with a spell in it
  2. Attempt to use the spell from the Spells tab

Expected behavior
The spell should be used as normal.

Browser: Chrome

Foundry Version: v11

Game System: 5e 2.4.1

[BUG] Effect not applying on a token from Magic Item Spell

Module Version: v1.6.1

Describe the bug
When trying to apply an effect on a token from a spell like Mage Armor that was given by Magic Item, the error is thrown.

To Reproduce
Steps to reproduce the behavior:

  1. Grant a spell that gives an effect to a token in an Magic Item
  2. Execute that spell
  3. Give the token the effect

Screenshots
image
image

Browser:

  • Firefox 122.0.1

Foundry Version: v11

Game System: D&D 3.0.2

Additional context
Link to discord thread

[BUG] Tidy wire-up code is causing console errors sometimes

Module Version: v1.6.2.1

I'm creating this issue to coincide with my PR for the fix for Tidy.

Only sometimes, the Tidy wire-up compatibility code will start throwing errors because of a missing magic item actor during the enabled check.

Here are the errors that appear:

image

Deprecation of Item5e.roll

Describe the bug
Item5e#roll will be deprecated, a quick fix to Item5e#use is required.

To Reproduce
Steps to reproduce the behavior:

  1. Use a spell that requires targeting an enemy

Screenshots
obraz

Foundry Versions:

  • DND5e version: 2.2.1
  • Foundry: 11.301

[Feature] Item charges do not reset after Long Rest

Module Version: v1.6.0

Describe the bug
When I click on 'Long rest' on my character sheet, charges for my items with Long Rest recharge do not recharge and I have to recharge manually. (Might be the same for other type of recharge, I did not test it)

Expected behavior
Item should follow recharge rule on Long Rest

Screenshots
image

Browser:

  • Firefox 122.0

**Foundry Version: 11 **

Game System: DnD 3.0.1

Additional context
Add any other context (like other modules installed) about the problem here.

[Styling] Action on Features

When you go to the features that is from Magic Items, they not show the action that the feature require.
In the exemple, the feature require 1 Bonus Action, but it's not showed on the Magic Item on the new D&D5e sheet.

image

[BUG] New Spell with None User Permissions Dragged onto Magic Item, Permissions Issue for Player

Module Version: v1.5.0

Describe the bug
A user who owns an actor has a magic item.
The DM drags a spell onto the magic item. Note: The user cannot normally see the spell in the items collection.
The user tries to click the new spell on the magic item.
The user sees a permissions warning, and the spell description does not show.
Also, the spell does not appear in the character sheet spellbook.

To Reproduce
These steps leads to a permission warning:

  • A spell whose permission is set to None for a player
  • An actor which the players owns
  • The actor has a magic item
  • Drag the spell from the items collection onto the owned magic item
  • The user tries to click the spell to view it
  • A permissions warning appears and the spell does not show
  • Also, the spell does not show up on the character sheet

Expected behavior
When dragging a spell onto a magic item, it should have the same permissions as the owned item.
So, when the user clicks the spell, it should show the spell successfully.

Screenshots
image

Browser:

  • Chrome, Latest

Foundry Version:
11.315

Game System:
dnd5e

Additional context
Discord discussion: https://discord.com/channels/1167985253072257115/1200922444098191551/1201723786852835338

Tidy 5e Sheet issue - item changes cause scroll reset on Details Tab

Module Version: v1.4.5

Describe the bug
When making changes to an item with the "Tidy 5e Item Sheet" option selected, if the sheet is scrolled down when the change occurs, the scroll resets to the top.

image

image

To Reproduce
Steps to reproduce the behavior:

  1. Open an item with "Tidy 5e Item Sheet" selected
  2. Go to the "Details" tab
  3. Make enough changes so that the tab has a scrollbar
  4. Scroll down and make another change
  5. Note that the scrollbar resets to the top

Expected behavior
The scroll should remain where it was before making a change to the sheet data. This would make it behave like the default sheets.

Foundry Version:
11.315

Game System:
dnd5e

Additional context
I have a PR for this, to save you some time, if you are interested in a fix.
I am the author of the Tidy 5e Sheet rewrite, but I am reporting this for the original Tidy 5e Sheet module.

Display amount of charges left

Describe the solution you'd like
I was wondering if there was a way we could see how many charges are left outside of the spell sheet? I use the Token Action Hud module and was attempting to have the spells take charges directly from the item, but that ended up not working. There seem to be two trackers, one which is the standard Foundry one, and one that is the module charges. Realizing this, I was wondering if we could simply add the the amount of charges left to the dialog of upcasting or something along those line. Just hoping I can get my players to see how many charges are left without having to open the character sheet all the time. Im fairly new to Foundry so I will try to play around and do this myself, but figured I could post here and see if others have faced this.

Original issue #123

[BUG] Automated Evocation

Module Version: v1.3.2

Before open any issue

  1. Click F12 go to the console tab
  2. make the test you want and replicate the error
  3. Go to the tab console open in point 1) and just right click and click 'Save as' and 'Save' or send a screenshot of the exception on the console.
  4. Attach the text file on the github issue with all the logs related tot he module, or send a screenshot of the messages on the console.

There is no errors in the console. Log in it's entirety is the following 3 lines.

  • Foundry VTT | Rendering Dialog commons.js:8802
  • Foundry VTT | Created ChatMessage with id [jdn2nISS1LuvvBRT]
    aa-dnd5e.js:72
  • Automated Animations: No Item or Source Token false

Describe the bug
A clear and concise description of what the bug is.

  1. I'm combining Magic Items 2 (MI2) with Automated Evocation (AE).
  2. I know AA is not your mod, but I'm reaching out to them as well.
  3. I've created a spell that summons a creature.
  • The spell causes no damage or roll triggers, it simply summons a creature by way of AE.
  • As a traditional spell inserted into a player's spell book it casts and the creature is summoned as intended.
    -------- I am aware that this is all AE at this point.
  1. I created a quarterstaff and, using MI2, I dragged the working spell into the item.
  2. I equipped and attuned the item to a PC.
  3. The spell from Magic Item 2 appears as intended on the character sheet.
  4. Cast the spell from the staff and nothing happens.

To Reproduce
Steps to reproduce the behavior:
See above.

Expected behavior
A clear and concise description of what you expected to happen.
Cast the spell, AE opens, and Creature summons

Screenshots
If applicable, add screenshots to help explain your problem.

Browser:

Foundry Version:

Additional context
Add any other context (like other modules installed) about the problem here.
Summon Boa
cast as spell

[BUG] Item "<item_id>" does not exist! error message on destruction.

Module Version: v1.6.3

Describe the bug
A clear and concise description of what the bug is.

To Reproduce
Steps to reproduce the behavior:

  1. Create a magic item that will have just one charge and is destroyed on use.
  2. Use that item.
  3. Error message shows after item is removed.

Expected behavior
No exception

Browser:

  • Firefox

Foundry Version:

Game System: D&D 3.0.3

Additional context
First reported in Discord thread

[BUG] Deletion of Settings on Edit

Module Version: v0.0.0

Describe the bug
When you click the edit button in the Description tab of an item, it will delete all the settings from the magic item tab. Sometimes reset it to a previous setting.

[BUG] Arbon's Summoning compatibility

Module Version: 1.0

Additional context
Original module pull request under address: link

Should be simple hook addition:

Hooks.once('createToken', (token) => {
    const actor = token.actor;
    if (actor.permission >= 2) {
        MagicItemActor.bind(actor);
    }
});

[BUG] Chat Cards for the spells not showing when the spell is cast

Module Version: v1.5.2

Describe the bug
Spells added to an item don't show any chat card when cast.

To Reproduce
Steps to reproduce the behavior:
Add a spell to an item.
Click on the spell from the spellbook.
Chat card doesn't show

Expected behavior
Chat card should show

Screenshots
image
The automated animations works correctly as seen in this picture, as do the templates and everything else, but for some reason no chat card is produced.

Browser:
Chrome

Foundry Version:
V 11.315
Game System:
DND 5e 2.4.1
Additional context
The only thing that makes me think might be a problem is ready set rolls, but the spells are set up so that they properly show everything in chat when used, if I try to cast those spells without puttin them on an item first they work correctly.

Here's a list of modules that are active:
image

image

image

[BUG] Build-a-Bonus

I don't know if this is a bug or a feature.
The effects configured on an item with Build-a-Bonus doesn't show when it's configured to. I configure this items:

The first one, Lente Biรดnica, is the item. The other two, Detectar and Na Mira are the features.
The Build-a-Bonus is configure on Na Mira, to show with Optional.

I don't know if this is relevant, but Detectar and Na Mira are on a compendium.

fvtt-Item-lente-bionica-NHZjSvphhg6ujEN8.json

fvtt-Item-detectar-nmJLb2Vfn56JgOFo.json

fvtt-Item-na-mira-JUi2yd5msTxK0M4a.json

Error thrown if item.use returns null/undefined

When an item is rolled and the roll is aborted (either by the preUse hooks returning false or - in my case - midi failing the use of the item for other reasons) the return of item.use is null/undefined. In those cases magic items throws an error in MagicItems OwnedMagicItemSpell.roll() when doing

ChatMessage.create(mergeObject(chatData, "flags.dnd5e.itemData": this.ownedItem.toJSON()})

since the returned chatData is null.

the roll() method should probably bail out if the item.use returns null/undefined.
Foundry Versions:

  • dnd5e version
    2.3.0
  • foundry version
    11.307

[Feature] Independent Uses for each Spell

Some items, like the Staff of Thunder and Lightning, give you spells/abilities that can each be cast once per day.

image

Would be great if the module would support this, instead of only supporting charge consumption.

[BUG] Players cannot drag/drop spells into items

Module Version: v1.3.2

Describe the bug
Players are unable to attach spells to items from the Compendiums or the Items section

To Reproduce
Steps to reproduce the behavior:

  1. Log in as player
  2. select/create an item and go to the Magic Item tab
  3. Click is magiv item
  4. Drag a spell into the "Drag spells/feats here' box
  5. Nothing happens

Expected behavior
The above should add the spell to the item

Screenshots
If applicable, add screenshots to help explain your problem.

Browser:
Tested in both - Firefox, Chrome

Foundry Version:
11 Stable 315

Additional context
Was working in Magic Items in v10, since updating to v11 and changing to magic items 2 it no longer works, I have checked all permissions for players and still nothing aside from being the GM works

Multiple Spells in magic Items breaking magic items page

Module Version: v1.4.6

Describe the Bug
Item is a staff, that has multiple spells and charges used to cast them, currently the item is working, it allows for spells to be cast, however the Magic tab is compeltely blank, and the charges do not get restored daily at dawn automatically anymore. I created a new item and then the magic item page was there, i tried adding spells, but it will break when i add more than 2 spells and then bcome blank again. I see this error in console

Uncaught (in promise) ReferenceError: MagicItem is not defined
at sortByLevel (magic-item-helpers.js:64:34)
at Array.sort ()
at _a.sort (MagicItem.js:54:33)
at _MagicItemTab.render (magicItemtab.js:88:20)
at _MagicItemTab.init (magicItemtab.js:69:10)
at MagicItemTab.bind (magicItemtab.js:17:11)
at Object.fn (module.js:72:16)
at #call (foundry.js:730:20)
at Hooks.callAll (foundry.js:687:17)
at _Tidy5eItemSheet._render (foundry.js:5855:13)
at async _Tidy5eItemSheet._render (foundry.js:6532:5)

Screenshots
image

Browser:

  • Chrome

**Foundry Version: 11.315

**Game System: DND 2.4.1

[Feature] DND 3.0 compatibility

As the name suggests - verify compatibility and if is not, then fix it.

If anyone reads this issue and finds any bug, please make a comment, i'll add it to main comment

Tested functionalities:

  • Adding/removing spells from magic items works, the tab seems to behave correctly - as intended, since it wasn't changed by dnd5e 3.0
  • Adjusted templates to work on the new sheet without breaking previous version compatibilities

Possible compatibility issues:

Currently found issues:

Tidy 5e Sheet Rewrite Compatibility

Hello ๐Ÿ‘‹,
I wanted a chance to discuss with you the possibility of working on compatibility with the Tidy 5e Sheets rewrite, currently in alpha testing with the community. It is completely rewritten in svelte and will be featuring an API for adding tabs and other content. My sheets are structured differently than the default sheets, e.g., tabs are wired up fairly differently, so I'm in the process of adding the API functions and hooks necessary to support a variety of different sheet-augmenting use cases.
I am currently looking through this module to see what I might need to offer to make compatibility a matter of a handful of API calls to wire in existing stuff.
Is this something you would be interested in?

Register with Foundry?

any plans to get this registered with FoundryVTT so that it shows up in the mod list?
Could msg the admins to see about delisting the original Magic Items as abandoned, and this could go in place with same name.

[Feature Request] Item ID Amount is counted down, Rather then having Item ID Removed

I like to have an item, that once used, its destroyed
However, I would also like to have more then one of the same Item (With the same ID)

Instead of just destroying the Item by ID, would it be possible to just have a check sum counter?
something along of

"if Item ID > 1
Then remove 1
If ItemID =< 0
Then Remove ItemID
"

Homebrew item in question, wich require this feature.

"Shards of crystal containing the raw essence of magic, once shattered with the palm of your hand it unleases the magic trapped withinโ€”
A wizard may not be able to replicate or learn the magic contained within theeese gems, as it is raw, untapped magic rather than anything written down.

A SpellShard can contain one spell from any class's spell list. You become aware of the spell and its properties when you touch the gem. While holding the gem, you can cast the spell from the gem as an action as if it was part of your Class spell list, Doing so doesnโ€˜t require any components and doesn't require an attunement. The shard is then shattered."

[BUG] isDamaged condition doesn't work when nested within a magic item

Module Version: v1.3.3

Before open any issue

  1. Click F12 go to the console tab
  2. make the test you want and replicate the error
  3. Go to the tab console open in point 1) and just right click and click 'Save as' and 'Save' or send a screenshot of the exception on the console.
  4. Attach the text file on the github issue with all the logs related tot he module, or send a screenshot of the messages on the console.

Error cannot be found in the console - the retaliatory damage straight up doesn't happen (the damage resistance does apply for some reason)

image
image

Describe the bug
When a spell with a macro that contains a isDamaged trigger is contained in a magic item, the trigger doesn't work

To Reproduce
Steps to reproduce the behavior:

  1. Get a spell that has a macro with isDamaged
    Example code below
if (args[0].tag === 'OnUse') {
    const itemCard = game.messages.get(args[0].itemCardId);
    const DIV = document.createElement('DIV');
    DIV.innerHTML = itemCard.content;
    
    await actor.effects.find(eff=>eff.origin === args[0].item.uuid)?.delete();
    
    new Dialog({
        title: 'Type of Resistance?',
        buttons: {
            one: {
                label: 'Fire Resistance',
                callback: async () => {
                    await actor.createEmbeddedDocuments('ActiveEffect', [
                        {
                            changes: [
                                {
                                    key: 'system.traits.dr.value',
                                    value: 'fire',
                                    mode: 2,
                                },
                                {
                                    key: 'flags.midi-qol.onUseMacroName',
                                    value: `ItemMacro.${item.uuid},isDamaged`,
                                    mode: 0,
                                },
                            ],
                            duration: {
                                startTime: game.time.worldTime,
                                seconds: 60,
                                startRound: game.combat?.round,
                                startTurn: game.combat?.turn,
                            },
                            icon: 'icons/magic/defensive/shield-barrier-flaming-pentagon-blue.webp',
                            name: 'Chill Shield',
                            origin: args[0].item.uuid,
                            flags: {
                                'times-up': {
                                    isPassive: true,
                                },
                                dae: {stackable:'noneName'}
                            },
                        },
                    ]);
                    DIV.querySelector('div.card-buttons').innerHTML = 'The creature gains resistance to fire damage';
                    const update = [{
                        _id: args[0].itemCardId,
                        content: DIV.innerHTML
                    }]
                    await ChatMessage.updateDocuments(update);
                },
            },
            two: {
                label: 'Cold Resistance',
                callback: async () => {
                    await actor.createEmbeddedDocuments('ActiveEffect', [
                        {
                            changes: [
                                {
                                    key: 'system.traits.dr.value',
                                    value: 'cold',
                                    mode: 2,
                                },
                                {
                                    key: 'flags.midi-qol.onUseMacroName',
                                    value: `ItemMacro.${item.uuid},isDamaged`,
                                    mode: 0,
                                },
                            ],
                            duration: {
                                startTime: game.time.worldTime,
                                seconds: 60,
                                startRound: game.combat?.round,
                                startTurn: game.combat?.turn,
                            },
                            icon: 'icons/magic/defensive/shield-barrier-flaming-pentagon-blue.webp',
                            name: 'Warm Shield',
                            origin: args[0].item.uuid,
                            flags: {
                                'times-up': {
                                    isPassive: true,
                                },
                                dae: {stackable:'noneName'}
                            },
                        },
                    ]);
                    DIV.querySelector('div.card-buttons').innerHTML = 'The creature gains resistance to cold damage';
                    const update = [{
                        _id: args[0].itemCardId,
                        content: DIV.innerHTML
                    }]
                    await ChatMessage.updateDocuments(update);
                },
            },
            three: {
                label: 'Lightning Resistance',
                callback: async () => {
                    await actor.createEmbeddedDocuments('ActiveEffect', [
                        {
                            changes: [
                                {
                                    key: 'system.traits.dr.value',
                                    value: 'lightning',
                                    mode: 2,
                                },
                                {
                                    key: 'flags.midi-qol.onUseMacroName',
                                    value: `ItemMacro.${item.uuid},isDamaged`,
                                    mode: 0,
                                },
                            ],
                            duration: {
                                startTime: game.time.worldTime,
                                seconds: 60,
                                startRound: game.combat?.round,
                                startTurn: game.combat?.turn,
                            },
                            icon: 'icons/magic/defensive/shield-barrier-flaming-pentagon-magenta.webp',
                            name: 'Grounded Shield',
                            origin: args[0].item.uuid,
                            flags: {
                                'times-up': {
                                    isPassive: true,
                                },
                                dae: {stackable:'noneName'}
                            },
                        },
                    ]);
                    DIV.querySelector('div.card-buttons').innerHTML = 'The creature gains resistance to lightning damage';
                    const update = [{
                        _id: args[0].itemCardId,
                        content: DIV.innerHTML
                    }]
                    await ChatMessage.updateDocuments(update);
                },
            },
            four: {
                label: 'Thunder Resistance',
                callback: async () => {
                    await actor.createEmbeddedDocuments('ActiveEffect', [
                        {
                            changes: [
                                {
                                    key: 'system.traits.dr.value',
                                    value: 'thunder',
                                    mode: 2,
                                },
                                {
                                    key: 'flags.midi-qol.onUseMacroName',
                                    value: `ItemMacro.${item.uuid},isDamaged`,
                                    mode: 0,
                                },
                            ],
                            duration: {
                                startTime: game.time.worldTime,
                                seconds: 60,
                                startRound: game.combat?.round,
                                startTurn: game.combat?.turn,
                            },
                            icon: 'icons/magic/defensive/shield-barrier-flaming-pentagon-green.webp',
                            name: 'Airy Shield',
                            origin: args[0].item.uuid,
                            flags: {
                                'times-up': {
                                    isPassive: true,
                                },
                                dae: {stackable:'noneName'}
                            },
                        },
                    ]);
                    DIV.querySelector('div.card-buttons').innerHTML = 'The creature gains resistance to thunder damage';
                    const update = [{
                        _id: args[0].itemCardId,
                        content: DIV.innerHTML
                    }]
                    await ChatMessage.updateDocuments(update);
                },
            },
        },
    }).render(true);
}

if (args[0].macroPass = 'isDamaged') {
    const attackerToken = fromUuidSync(args[0].tokenUuid).object;
    const defenderToken = args[0].options.token;
    const defenderActor = args[0].options.actor;
    if (!attackerToken || !defenderToken || !defenderActor) return;
    const distance = 5;
    if (MidiQOL.getDistance(attackerToken, defenderToken) > 5) return;
 const dmgType = 
    defenderActor.effects.find((eff) => eff.name.toLocaleLowerCase().includes('warm shield')) ? 'fire' :
    defenderActor.effects.find((eff) => eff.name.toLocaleLowerCase().includes('chill shield')) ? 'cold' :
    defenderActor.effects.find((eff) => eff.name.toLocaleLowerCase().includes('airy shield')) ? 'lightning' :
     'thunder';
    const itemCard = await item.displayCard({ createMessage: false });
    const DIV = document.createElement('DIV');
    DIV.innerHTML = itemCard.content;
    DIV.querySelector('div.card-buttons').innerHTML = `The attacker suffers <b>${dmgType}</b> damage`;
    DIV.querySelector('footer.card-footer')?.remove();
    const roll = await new Roll(`2d8[${dmgType}]`).toMessage({ flavor: DIV.innerHTML, speaker: ChatMessage.getSpeaker({ scene: game.canvas?.scene, actor: defenderActor, token: defenderToken }) });
    await game.dice3d?.waitFor3DAnimationByMessageID(roll.id);

    const total = roll.rolls[0].result;
    await new MidiQOL.DamageOnlyWorkflow(
        defenderActor,
        defenderToken,
        total,
        dmgType,
        [attackerToken.document],
        roll.rolls[0],
        { itemCardId: roll.id, damageList: args[0].damageList }
    );
}
  1. Nest said spell within armor/item
  2. Cast said spell
  3. Get damaged by an attacker within 5 feet

Expected behavior
After step 4. mentioned before the attacker is supposed to recieve 2d8 damage

Screenshots
If applicable, add screenshots to help explain your problem.

Browser:
Edge

Foundry Version:
v11 Build 315

[BUG] Odd permission request

Module Version: Magic Items 2 v1.3.3 & Tidy5e Sheet v0.10.0

Describe the bug
When a user clicks on the name of a spell that's on a magic item at the bottom of their spell list (not the icon), the user is prompted that they don't have the permission to view the sheet.
image

In this case the user is a "trusted player" but its not obvious what permission they are lacking to not get the above error.
image

Browser:
Firefox and Chrome

Foundry Version:
image

[BUG] - Cannot read properties of null (reading 'parent')

Foundry Version: v11.315
System Version: D&D 5e v3.0.2
Module Version: v1.6.1

Before open any issue

*** 1) I don't see a "Enable debugging" option to be enabled. ***
2) Click F12 go to the console tab
3) make the test you want and replicate the error
4) Go to the tab console open on point 2) and just right click and click 'Save as' and 'Save' or send a screenshot of the exception on the console.
5) Attach the text file on the github issue with all the logs related tot he module, or send a screenshot of the messages on the console.

This is what the log shows:
foundry.js:68326 Cannot read properties of null (reading 'parent')
[Detected 1 package: system:dnd5e]
fetch @ foundry.js:68326

Describe the bug
A clear and concise description of what the bug is.
When trying to cast a spell on multiple targets, got the above message on the console: "Cannot read properties of null (reading 'parent') [Detected 1 package: system:dnd5e]"

To Reproduce
Steps to reproduce the behavior:

  1. Marked an item as "is magic item"
  2. Added spell "Bless" at 3rd level (5 targets)
  3. Spell shows in Character sheet.
  4. Clicked on the spell
  5. Selected the tokens
  6. In Spell card, clicked "Apply to selected tokens"
  7. Effect didn't apply, saw the error message.

Expected behavior
Well, spell should be applied to the target without the error.
The character is a Claric with the spell on his list, I can cast it on the same targets, no problem.

Screenshots
If applicable, add screenshots to help explain your problem.

Browser:

  • Directly on Foundry
    Cannot read properties of null parent - Magic Item details
    Cannot read properties of null parent

Issues with Token Action HUD 5e

Having an issue with the Token Action HUD where is seems like the spells from Magic Items are not showing properly. Was wondering if anyone else had encountered this error, as it is kind of a major one and I havent worked with the code in this module much yet so dont even know where to begin haha.

[BUG] Compatability with Token Action HUD 5e

Module Version: v1.3.2

Before open any issue
Nothing showing in Console

Describe the bug
Unable to get Magic item spells to show up in the Action HUD for 5e

To Reproduce

  1. Created a new item, made the item magical, added the ability to cast Cure Wounds on equip.
  2. Equipped the item to a PC, the spell shows in the spell list
  3. Check the spells section on Token Action HUD 5e and it is not listed

Expected behavior
Spell should show up to be cast.

Screenshots
image
image
image

Browser:
Using App

Foundry Version:
v11.308
DnD5e - v2.3.1

Take into account Feat charges

Hi,
Not sure if it's a bug or suggestion, but I'd really like to see Feat charges taken into account.

If you have Feat X, which has any daily charges, it currently does not show or check for charges upon use.

An example of what I'd love to see:
I have a magic weapon that has the Dragon Slayer feat, which has limited uses itself:
image
I would like the magic weapon to treat feats with separate uses independent of it's own charge system, e.g. directly on the inventory page:
image

Or to make use of existing functionality, could include a new option under the Effect that would enable this behavior:
image

[BUG] MidiQOL Reactions

When using a item with Magic Item 2 active on it and that item give a feature tha use a reaction, the prompt if that reaction don't show.
I test it with the feature directly on the sheet, without the Magic Item 2, and it works.

[BUG] With Ready Set Roll it duplicates the chat message for feature/spell on item

Module Version: v1.3.2

Describe the bug
This bug creates 2 chat logs for every time you use a feature or spell and makes nulls one of the chat logs ability to make targets roll save, take damage, heal, or apply effect.

To Reproduce
Steps to reproduce the behavior:

  1. Create an item
  2. Give the item a spell or feature
  3. Give the item to a character
  4. Have the character use the spell or feature
  5. 2 chat logs of that spell or feature shows up and only one can be used, the other is an error

Expected behavior
The item feature/spell should only give one chat prompt that allows targets to click on to roll for a save, as well as to click on if there is an effect to give if they fail. This bug also removes the most current chat of the two saying that it isn't attached to an item anymore

Screenshots
1
2
image
image
That one is if you click the lower chat log save.
image

Foundry Version: Version 11, latest Module update

Additional context
Ready Set Roll 2.1.2 is the only module that does anything with chat logs for features and spells.

[BUG] With Ready Set Roll it duplicates the chat message for feature/spell on item

Module Version: v1.4.4

Re-opening #22

Same exact issue. Solution is as simple as replacing L1143 to LL1148 by

	if (!game.modules.get("ready-set-roll-5e")?.active) {
		ChatMessage.create(
		  mergeObject(chatData, {
			"flags.dnd5e.itemData": this.ownedItem.toJSON()
		  })
		);
	}

This maintains ALL the behavior of the module, just fixes the bug when RSR is enabled by preventing the duplicate chat entry

[BUG] Unable to change any numbers.

Module Version: v1.4.1

Describe the bug
Unable to change number of charges on item, or charges consumed by spell, or cost/lvl

To Reproduce
Steps to reproduce the behavior:
attempt to enter a whole number into any of those fields. Field reverts back to default/already existing value.

Expected behavior
Number to change to input

Screenshots
image

Browser:
multiple

Foundry Version:
v11.315
Game System:
DnD5e - Fifth Edition System v2.4.1

[BUG] Magic Item spells not showing on actor sheet

Module Version: v1.6.3.1

Before open any issue

  1. Enable the module setting "Enable debugging"
    It does not exist as a Setting under "Magic items 2" Configuration Dialog, but maybe thats just me beeing stupid, first time to file a bug report like this
  2. Click F12 go to the console tab
  3. make the test you want and replicate the error
  4. Go to the tab console open on point 2) and just right click and click 'Save as' and 'Save' or send a screenshot of the exception on the console.

image

  1. Attach the text file on the github issue with all the logs related tot he module, or send a screenshot of the messages on the console.

Describe the bug
Spells granted to Actor through the Magic Item (in this case Staff of Defence, Shield and Mage Armor) do not show up on DND 3.0.3 Character Sheet. Also not in Tidy5e Sheet 2.3.0. The spells are shown correctly in the magic item itself though.

To Reproduce
Steps to reproduce the behavior:

  1. Go to any magic item, navigate to Magic Item Tab, add Spells you want to have on the item with all relevant characteristics (in my Case, destroy on 1 of 20 if zero charges, recharge 1d6+4 every day, must be attuned and equipped for effect)
  2. equip Item on actor, attune
  3. Switch to spells tab
  4. Spells that should have been granted to actor do not show up in spells Tab (or any other Tab)

Expected behavior
Spells should show up like before in the Spells tab

Screenshots
If applicable, add screenshots to help explain your problem.
image
This shows the equipped item.
image
This is the configuration of the item
image
Spells not showing up
Browser:

  • Chrome, latest Version

Foundry Version: 11.315

Game System: DND 3.0.3

Additional context
Any help on how to resolve this would be highly appreciated

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