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foundry-vtt-pf2e-reaction's Issues

Error in hook, no functionality

PF2 4.11.2
Foundry 10.291
Reaction Checker 0.1.1

When a token moves, this error is the only thing that happens from this module. No message about AoO is present.

TypeError: Error thrown in hooked function '' for hook 'preUpdateToken'. Cannot read properties of undefined (reading 'find')
    at hooks.js:55:67
    at Array.filter (<anonymous>)
    at hooks.js:55:41
    at Array.forEach (<anonymous>)
    at checkCombatantTriggerAttackOfOpportunity (hooks.js:52:10)
    at Object.fn (hooks.js:115:13)
    at #call (foundry.js:724:20)
    at Hooks.call (foundry.js:706:38)
    at ClientDatabaseBackend._preUpdateDocumentArray (foundry.js:12736:47)
    at async ClientDatabaseBackend._updateEmbeddedDocuments (foundry.js:12661:22)

reactive shield triggers too often

Describe the bug
reactive shield can only trigger when you're hit, i.e. the strike result was success, it currently appears to trigger when attacked, regardless of result!

To Reproduce
Steps to reproduce the behavior

Expected behavior
it to trigger when you're hit only

Use the action when clicking "Yes"

Hi, would that be possible to actually use the action (send the reaction card in the chat) when clicking on the "Yes" when asked if the reaction was used ? There is already a button of the reaction coming with the question, but unless I'm missing something we can't interact with it to actually use the reaction and send the chat card. If that could be done by clicking Yes" it would spare the time to search the reaction in the sheet to send the chat card, and let the player target before clicking "Yes" to automate the effect of the reaction if there are any.

Option to mark as friendly?

I have an NPC marked as friendly towards the party (Under configure NPC alliance is set to Party) but whenever the players move in combat it tells me he can do an attach of oppertunity which gets really annoying every combat

The Combat does not exist in combats

After some debugging i found that the reaction checker module (0.1.9) causes an error when i end a combat.

The console output:
`Foundry VTT | Deleted Combat with id [yrxw0QvOAOrqfwa7]

2foundry.js:59187 The Combat yrxw0QvOAOrqfwa7 does not exist in combats
fetch @ foundry.js:59187
notify @ foundry.js:59114
error @ foundry.js:59150
_handleError @ foundry.js:2915
(anonymous) @ foundry.js:2897
value @ socket.js:309
value @ socket.js:239
x.emit @ index.mjs:136
value @ manager.js:200
x.emit @ index.mjs:136
value @ index.js:119
value @ manager.js:192
x.emit @ index.mjs:136
value @ socket.js:323
x.emit @ index.mjs:136
value @ transport.js:104
value @ transport.js:97
ws.onmessage @ websocket.js:79

2commons.js:6251 Uncaught (in promise) Error: The Combat yrxw0QvOAOrqfwa7 does not exist in combats
at Function.get (/C:/Program%20Files/Foundry%20Virtual%20Tabletop/resources/app/dist/database/backend/server-document.mjs:1)
at async ServerDatabaseBackend._getParent (/C:/Program%20Files/Foundry%20Virtual%20Tabletop/resources/app/dist/database/backend/server-backend.mjs:1)
at async ServerDatabaseBackend.update (/C:/Program%20Files/Foundry%20Virtual%20Tabletop/resources/app/common/abstract/backend.mjs:151)
at async Semaphore._try (/C:/Program%20Files/Foundry%20Virtual%20Tabletop/resources/app/common/utils/semaphore.mjs:101)`

It happens if i deactivate all modules and have only reaction checker active. It is not mentioned in the stacktrace, but i disabled and re-enabled all my modules step by step to find it.

Error opening Configure Settings

I receive the below error when trying to open the Configure settings page with only this module loaded. The window does not open due to this error.

Error: An error occurred while rendering SettingsConfig 109. Setting Model Validation Errors [Setting.value]: may not be undefined ModelValidationError https://bobpf2.pve.ourea.solutions/scripts/commons.js:5116 _validateType https://bobpf2.pve.ourea.solutions/scripts/commons.js:4098 validate https://bobpf2.pve.ourea.solutions/scripts/commons.js:3824 validate https://bobpf2.pve.ourea.solutions/scripts/commons.js:5492 DataModel https://bobpf2.pve.ourea.solutions/scripts/commons.js:5269 Document https://bobpf2.pve.ourea.solutions/scripts/commons.js:5811 BaseSetting https://bobpf2.pve.ourea.solutions/scripts/commons.js:9832 <anonymous> https://bobpf2.pve.ourea.solutions/scripts/foundry.js:13053 Setting https://bobpf2.pve.ourea.solutions/scripts/foundry.js:21323 get https://bobpf2.pve.ourea.solutions/scripts/foundry.js:2815 _prepareCategoryData https://bobpf2.pve.ourea.solutions/scripts/foundry.js:71900 getData https://bobpf2.pve.ourea.solutions/scripts/foundry.js:59851 _render https://bobpf2.pve.ourea.solutions/scripts/foundry.js:5108 _render https://bobpf2.pve.ourea.solutions/scripts/foundry.js:5822 _render https://bobpf2.pve.ourea.solutions/scripts/foundry.js:59920 [foundry.js:747:30](https://bobpf2.pve.ourea.solutions/scripts/foundry.js)

Player Lacks Permission to Update Combant

Version 0.1.27

Behavior exists when active with other modules or alone.

When I click on a non-player owned token and add it to combat, I get an error the following console errors:

foundry.js:59187 User Player2 lacks permission to update Combatant [0kAhr0MEuygTX8QG] in parent Combat [q39XhlKTsroFsL3R]
fetch @ foundry.js:59187
notify @ foundry.js:59114
error @ foundry.js:59150
_handleError @ foundry.js:2915
(anonymous) @ foundry.js:2897
value @ socket.js:309
value @ socket.js:239
x.emit @ index.mjs:136
value @ manager.js:200
x.emit @ index.mjs:136
value @ index.js:119
value @ manager.js:192
x.emit @ index.mjs:136
value @ socket.js:323
x.emit @ index.mjs:136
value @ transport.js:104
value @ transport.js:97
ws.onmessage @ websocket.js:79

Uncaught (in promise) Error: User Player2 lacks permission to update Combatant [0kAhr0MEuygTX8QG] in parent Combat [q39XhlKTsroFsL3R]
at ServerDatabaseBackend._updateEmbeddedDocuments (/C:/Program%20Files/Foundry%20Virtual%20Tabletop/resources/app/dist/database/backend/server-backend.mjs:1:4556)
at async Semaphore._try (/C:/Program%20Files/Foundry%20Virtual%20Tabletop/resources/app/common/utils/semaphore.mjs:101:17)
_handleError @ foundry.js:2913
(anonymous) @ foundry.js:2897
value @ socket.js:309
value @ socket.js:239
x.emit @ index.mjs:136
value @ manager.js:200
x.emit @ index.mjs:136
value @ index.js:119
value @ manager.js:192
x.emit @ index.mjs:136
value @ socket.js:323
x.emit @ index.mjs:136
value @ transport.js:104
value @ transport.js:97
ws.onmessage @ websocket.js:79
await in ws.onmessage (async)
updateCombatantReactionState @ pf2e-reaction.js:1
(anonymous) @ pf2e-reaction.js:1
#call @ foundry.js:724
callAll @ foundry.js:681
callback @ foundry.js:12613
(anonymous) @ foundry.js:12594
_handleCreateEmbeddedDocuments @ foundry.js:12594
(anonymous) @ foundry.js:12406
x.emit @ index.mjs:136
value @ socket.js:278
value @ socket.js:265
value @ socket.js:235
x.emit @ index.mjs:136
value @ manager.js:200
x.emit @ index.mjs:136
value @ index.js:119
value @ manager.js:192
x.emit @ index.mjs:136
value @ socket.js:323
x.emit @ index.mjs:136
value @ transport.js:104
value @ transport.js:97
ws.onmessage @ websocket.js:79

Bug : Player doesn't get the chat message

Describe the bug
When the GM see the chat message for a possible reaction, the player who owned the token doesn't see it too, even with the option to send player notification enabled.

To Reproduce
Foundry v10 last stable
System last version
Module last version

Expected behavior
Player should see the message with the question to use his reaction or not.

Join the PF2e-Foundry discord server?

https://discord.gg/HESxH9GV
You can post your updates here (Module-Releases channel) for this useful module, so most people can see.
This is an excellent module idea. Well played.

P.s. if you want an idea for another module that still doesnt exist (critical in my opinion) is the Automatic Detection. Fighting multiple opponents and not having to roll flat checks and whatnot would help a lot. This would bring a lot of timesaving to the GMs. https://www.youtube.com/watch?v=9qOleg3NZjA&ab_channel=KingOogaTonTon

Disarming Block

Disarming Block is something I always forget about, especially since not every enemy carries a weapon. Triggering when I block damage with a shield would be perfect (and adding to this the condition that the opponent attacks with a weapon would be perfectly perfect, but I don't think that's possibie?), but even triggering when taking damage would help much.

Trigger You Shield Block a melee Strike made with a held weapon.
You attempt to Disarm the creature whose attack you blocked of the weapon they attacked you with. You can do so even if you don't have a hand free.

Homebrew Addons/system to add our on reactions

Specifically looking at for my case the reactions added by everything shields, don't believe they should be part of the main module (because homebrew), but if there was some way for me to either create a companion module that extends off this (maybe a homebrew repo for people to add reactions?) Or something of that nature that'd be cool I guess.

Opportune Riposte notifications are happening for characters without the feat

Description

A character without Opportune Riposte is generating notifications that they could use Opportune Riposte when an enemy crit fails a strike against them.

Foundry Version: V10 291
System Version: PF2E V4.12.7

Steps to Reproduce

  1. Drag Amiri (Level 1) onto the scene from the Iconics compendium
  2. Drag a monster onto the scene (I used Bugbear Thug)
  3. Put them into a combat encounter and advance it to the monster's turn
  4. Have the monster critically fail a strike against Amiri

Screenshot

Foundry_Virtual_Tabletop_pk0qGR132w

Reaction reminder pops up when the actor is unconscious/dead

Describe the bug
When unconscious/dead, reminders still appears on chat but unconscious characters are unable to act. It happens on NPCs and PCs.

To Reproduce

  1. Give the Attack of Opportunity feature to a character.
  2. Create an encounter with an enemy next to the other.
  3. Give 0 HP and/or the unconscious/dead condition to one of them.
  4. Start the encounter and move one of these out of the 5 ft reach.
  5. An Attack of Opportunity reminder appears on chat.

Expected behavior
The Attack of Opportunity reminder shouldn't appear, as one of the actors can't act

Screenshots

image
image

Effect Icon on used reaction

Would it be possible to add an effect icon on a token that used reaction? It is often key to know which enemies (or even players) used reaction that turn.

Add Reaction Requirement in Homebrew Functions cant work

When making homebrew reaction, the Reaction Requirement cant work. I have already tried to write the clear UUID like 'Item.Id40YWaNIeG55CF7' in the blank, write full UUID like '@uuid[...]{...}' in it, even the simple name of the requirement thing. But it still dont work.

Is there fault in my steps? or it just have bugs?

(the Trigger function can work)

I use v11 307 fvtt, the latest pf2e systems and the latest module version.

There's no F12 error.

Set a 'expiration time' or 'trigger condition' to make the old unresponsive message to be invalida

Now if one reaction already has a exisited notification message that haven't been responsed, even if new condition trigger the reaction, it will not send message.
For example, if I forget to press 'no' when Nimble Dodge be triggered. 10 minutes later, when I want to use this reaction, it will no more send the message to make notification. Because there's a pending message need to make decision.
Maybe set a timelimit can be good. When a message didn't get response for more than 1 minute (or 30s whatever) (or when the character's next turn comes), the old message will expire and be no more valid.

Add Polish translate

I added Polish translate below.

pl.json

Please also add the following lines of code to the module.json file:

    {
      "lang": "pl",
      "name": "Polski",
      "path": "lang/pl.json",
      "flags": {}
    },

polyglot conflict

when the language you're "speaking" in isn't common (via the polyglot module), the RK buttons don't parse correctly into a button, but output the code for what makes up a button, which, along with not working as a button, tells the players the DC.
it's possible that if you're speaking in the default language and the players have the same one set it might work, but it's worked for only some players and not others
it's possible this is a problem with polyglot and not this module?

Improve looks of Recall Knowledge buttons or make labels clickable instead.

Recall Knowledge buttons have a very crude CSS that causes significant vertical bloat that pushes attacks and abilities very low and out of screen (for smaller screens). It would be much better if the buttons were much smaller, or instead of buttons of so many Lores that may never exist in the game at all, the labels in the box (much smaller and default sized) were clickable to trigger the behavior.

image

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