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legendary-training-wheels's Issues

[Bug] Foundry 9: Module starts working without enabling

This is a great module. I noticed that it started working, though, before I'd enabled it (but after downloading in the Setup menu) in the Manage Modules settings. I am using a possibly incompatible version of Foundry, though.

module: 0.2.0 (compatibility risk 0.8.6)
Foundry 9, build 242
dnd5e 1.5.7
Chrome Version 97.0.4692.99 (Official Build) (64-bit)
node 14.7.x (current LTS)

Empty Dialog opens if no Legendary Creatures are in Combat

Had this module enabled and started combat without legendary creatures. It was popping open at the end of Characters' turns but the dialog was empty.

I was in-session at the time so didn't look closer but if you have trouble reproducing I can take a look again.

[BUG] - LTW does not show dialogs or toaster messages.

No dialogs or toast messages show as I progress through a combat turn. The following shows in the console:

image

The responsible code appears to be:

image

line 95 throws the error since lItems is 'undefined' at that point since 'undefined' was returned from getProperty.

image

In the getProperty function, the value passed in is split and the first value parsed is the string '_token' The if statement at line 295 evaluates as false and hence immediately returns 'undefined' If I edit the value of 'key' and remove the leading underscore, the function executes normally and returns the expected value.

I'm on Forge, with Foundry v9.245, D&D 5e 1.5.7. I've pared down the modules to just the LTW module, which is v0.2.0.

I know this is painful detail, but I figure too much information is better than not enough. Hope this helps!

Morgan

feature request

Hi, cool module.

first:
I am using token action hud and midi qol, so the legendary creature does not click "saving throw" thus the module doesn't ask for a usage of legendary resistance. Could that be worked into the module?

second:
it doesn't substract any legendary actions from the pop up window. It stays at 3/3 all the time.

Thanks for your hard work!

Better compatibility with Token Mold?

I use Token Mold to prepend an adjective to each non-Actor Linked token I drop onto my scenes. The issue I'm encountering is that LTW seems to be looking for a token/actor called exactly "Lair Action" to get triggered. Since Token Mold adds the adjectives to any unlinked token, it breaks LTW.

The simplest fix would be if you could create the token and actor as Linked, so that Token Mold didn't change it's name.

Or if there was another way that you knew of to fix it, I'd love to use this more, but as it is, I have to disable Token Mold before I start any combat with a token with Legendary actions/Lair actions to get it to work. These kind of fights happen infrequently that I just don't remember the careful steps I need to take to make it work, so I just don't use LTW when I feel that it could help me.

Any chance of tweaking this so that it doesn't get broken?

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