teshynil / combatready Goto Github PK
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License: GNU General Public License v3.0
Combat ready indicator to remind players of their turn, as well as time taken.
License: GNU General Public License v3.0
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
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.
Original Issue #14 by leonissenbaum
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.
Hi,
Any chance for a update for the v11 ?
Thanks
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!
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. ๐ค I might just be blind though :)
If you set the timer to 1 minute, it reaches it's maximum/end but it still clearly has time remaining as the "end timer" sound doesn't go off when it maximizes.
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.
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.
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:
Expected behavior
Well, of course it should work when running in a clean environment?
Browser:
Foundry Version:
System:
When using the option to add the token's name to the subtitle or a custom message using the {{name}} function for a NextTurn indicator rather than showing the name of the character whose turn is next it shows the name of the current combatant.
Original Issue #25 by DFreds
Basically, as a DM, I don't want the timer to apply to me as I'm going through combat.
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.
As said in the title: I tried disabling everything except Combat Ready and its dependencies, but the timer bar no longer fills.
Original Issue smilligan93#6 by smilligan93
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