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combatready's Issues

[AUTOASSIGNED] Players with selected owned characters take precedence when multiple owners

Following Issue #18
When two or more players have ownership of one character and one of them has the character selected as theirs, the following behaviour is expected:

Configuration:
|    Player     |  Selected Character  |  Characters Owned  |
|  P1           |          C1          |       C1,C2,C3,C4  |
|  P2           |          C2          |          C1,C2,C5  | 
|  P3           |          C3          |          C3,C4,C5  |
|  P4           |          C3          |             C3,C4  |
|  P5(Offline)  |          C5          |                C5  |
C1 Turn:
P1 is told to be ready
C2 Turn:
P2 is told to be ready
C3 Turn:
P3 & P4 are told to be ready
C4 Turn:
P1, P3, P4 are told to be ready
C5 Turn:
P2 & P3 are told to be ready, because P5 is offline

Feature Request: Customisable Sounds and Text

Similar to Koboldworks - Ready Up being able to customise the text and sounds would be much appreciated.

In particular the ability to append the name of the character whose turn it is, as this feature is incredibly useful in games, encounters or campaigns where the players are responsible for multiple characters during combat.

Sound customisation would also be an nice feature to add some particular personality to individual campaigns by altering their unique sound design, another feature which has become standard in other similar modules.

Seems to tell players it's their turn when it's not their turn.

Like when I start the combat... suddenly it's EVERYBODY's turn :)

IMG_6660

You can see top left and bottom right where I'm logged in as two different players.

Pity because otherwise this would be a really useful module :*(

Foundry v0.9

combatready 4.1.1

Tested with no other modules installed.

Feature request: Add timer between rounds #22

Original Issue #22 by threezool

It would be a nice feature to allow a extra timer between rounds to accommodate tactical discussions between rounds instead of having them on each and every players turn to help speed up combat a bit more.

Maybe hook in another hidden combatant with a specific timer taken from the settings.

v11

Hi,

Any chance for a update for the v11 ?

Thanks

[question] V9 compatibility

Hello, my group loves this module and doesn't want to miss it, so before updating to Foundry V9 I wanted to ask: Is Combat Ready still working there? Or is any update planned? Thank you!

Theming - Create a Template for custom themes

I personally love the ability to create themes, but right now I was not able to reverse engineer the default theme enough to completely understand where to put my code for the "Your turn / Next up / New Round" animations.

by the by, what is the default "new round" animation? I couldn't find any animation for that when testing the animation. ๐Ÿค” I might just be blind though :)

No alerts in v10 build 286 D&D 5e

On a fresh world with only this module installed I see the timer bar at the bottom, and hear the new round whoosh, but no alerts are given for next player or its your turn.

Tests work fine in the config screen though.

Request: Compatability with Savage Worlds Game System

Original Issue #26 by HeplMeh

I'm not sure if it's possible but is there a way you can make Combatready work with the Savage Worlds Game System? The issue is, unlike in DnD, at the start of every combat round new initiative rolls are made in Savage Worlds and Combatready seems to automatically select the first token that was listed in the previous round as opposed to the new rounds token order. Obviously, knowing who the next actor will be in the next round is impossible, but if there was a way to mark the current players turn after each rounds roll, that would be great.

Combat ready missing JS file

Describe the bug
I re-installed Combat Ready! (CR!) and I've noticed that the turn timers does not start when I start an encounter. I've noticed that after activation I can't find the CR! settings either, and after digging some more I've seen that the src files of CR! only include the css in my current configuration. See the screenshots below for further information (yes, of course I have activated the modules). I've also run CR! without the Themes module, but there wasn't any difference.

Is there something that I'm missing? When looking in the server files I can see the .js file sitting there, but it seems like it isn't getting executed.

To Reproduce
Steps to reproduce the behavior:

  1. Install CR!
  2. Activate CR!

Expected behavior
Well, of course it should work when running in a clean environment?

Screenshots
image
image
image

Browser:

  • Chrome v 95.0.4638.69

Foundry Version:

  • FoundryVTT 0.8.9

System:

  • DnD 5th Edition v 1.5.3

Additional context

Feature Request - Manual Timer Activation

Original Issue #18 by j-schoch

I'd love the ability to manually start the timer on a player's turn if they are taking too long, rather than having everyone be on a timer all the time.

Kind of a "wrap it up" button, if you will.

Cannot access 'gsap' before initialization

Hi,

Thanks for your work. I have this problem on combatready when I launch my world :

Uncaught (in promise) ReferenceError: Cannot access 'gsap' before initialization
[Detected 1 package: combatready]
    at NativeAnimation.cleanAnimations (animations.js:266:21)
    at CombatReady.toggleCheck (combatReady.js:346:30)
    at combatready.js:76:17
    at Hooks._call (foundry.js:294:14)
    at Hooks.callAll (foundry.js:253:12)
    at Game.setupGame (foundry.js:5567:11)
    at async Game._initializeGameView (foundry.js:6514:5)
    at async Game.initialize (foundry.js:5431:5)

On combat some people have combat ready on and other is off. It's random.
I'm on the last version of foundry v9 and dnd5e. My game is in french.

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