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License: Apache License 2.0
Module for the foundry vtt pf2e system
License: Apache License 2.0
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)
As in, don't repeat the question to use reaction for every part of a creature's move (Might be a good idea to update the last message with something like '(happened 4 times)'
This is to avoid situations like the following, which quickly filled the chat window:
Yes, I probably should drag to move to the final location, but, mistakes happen. :)
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
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.
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
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.
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)
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
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.
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 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.
Describe the bug
When player is asked to use its reaction, if he click on yes he get an error message saying he lacks permission to delete chat message.
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.
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
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
Expected behavior
The Attack of Opportunity reminder shouldn't appear, as one of the actors can't act
Screenshots
The spell Schadenfreude requires a critical failure of a saving throw as a trigger. Currently only a failed saving throw of any type can be used.
See: https://2e.aonprd.com/Spells.aspx?ID=991
Note that this is not the only feature or spell which depends on a critical failure saving throw. e.g. https://2e.aonprd.com/Feats.aspx?ID=3031 or https://2e.aonprd.com/Feats.aspx?ID=2246
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.
Updated the script and localization file. Files are attached. Not a programmer, so couldn't minify the script again.
That way they can handle their own decision on whether to use the attack of opportunity.
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.
Hey, I was wondering if you could add a counter to the "Reaction was used" effect, when the actor has an additional reaction, e.g. from the Quick Shield Block feat. This would make tracking double reactions much easier <3
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.
I added Polish translate below.
Please also add the following lines of code to the module.json file:
{
"lang": "pl",
"name": "Polski",
"path": "lang/pl.json",
"flags": {}
},
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?
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.
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