Prevent the combat script from crashing when there's a token without an assigned actor #13
@ -15,13 +15,14 @@ export class SoSCombat extends Combat {
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for( let combatant of this.combatants) {
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this.setInitiative(combatant._id, -1 ); // Reset init
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let uniq = randomID(16);
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const name = combatant.actor ? combatant.actor.data.name : combatant.name;
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if ( combatant.players[0]) {
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// A player controls this combatant -> message !
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ChatMessage.create( { content: `New round ! Click on the button below to declare the actions of ${combatant.actor.data.name} for round ${this.round} !<br>
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ChatMessage.create( { content: `New round ! Click on the button below to declare the actions of ${name} for round ${this.round} !<br>
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<a class='chat-card-button' id='button-declare-actions' data-uniq-id='${uniq}' data-combatant-id='${combatant._id}' data-combat-id='${this._id}' data-round='${this.round}'>Declare actions</a>`,
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whisper: [ combatant.players[0].data._id] } );
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} else {
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ChatMessage.create( { content: `New round ! Click on the button below to declare the actions of ${combatant.actor.data.name} for round ${this.round} !<br>
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ChatMessage.create( { content: `New round ! Click on the button below to declare the actions of ${name} for round ${this.round} !<br>
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<a class='chat-card-button' id='button-declare-actions' data-uniq-id='${uniq}' data-combatant-id='${combatant._id}' data-combat-id='${this._id}' data-round='${this.round}'>Declare actions</a>`,
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whisper: [ ChatMessage.getWhisperRecipients("GM") ] } );
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}
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@ -57,11 +58,12 @@ export class SoSCombat extends Combat {
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let actionData = this.phaseSetup[combatantId];
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if ( actionData.phaseArray[phaseIndex].name != 'No Action' ) {
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let combatant = this.combatants.find( comb => comb._id == actionData.combatantId);
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const name = combatant.actor ? combatant.actor.data.name : combatant.name;
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actionList.push( { combatant: combatant,
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action: actionData.phaseArray[phaseIndex],
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isDone: false
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});
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actionMsg += `<br>${combatant.actor.name} is going to : ${actionData.phaseArray[phaseIndex].name}`;
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actionMsg += `<br>${name} is going to : ${actionData.phaseArray[phaseIndex].name}`;
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}
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}
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if ( actionList.length == 0) {
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@ -75,14 +77,15 @@ export class SoSCombat extends Combat {
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for ( let action of actionList) {
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let uniq = randomID(16);
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action.uniqId = uniq; // Easy tracking with chat messages
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const name = action.combatant.actor ? action.combatant.actor.data.name : action.combatant.name;
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if ( action.combatant.players[0]) {
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// A player controls this combatant -> message !
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ChatMessage.create( { content: `Phase ${this.phaseNumber} ! ${action.combatant.actor.data.name} must perform a <strong>${action.action.name}</strong> action.
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ChatMessage.create( { content: `Phase ${this.phaseNumber} ! ${name} must perform a <strong>${action.action.name}</strong> action.
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When done, click on the button below to close the action.
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<a class='chat-card-button' id='button-end-action' data-uniq-id='${uniq}' data-combatant-id='${action.combatant._id}' data-combat-id='${this._id}' data-round='${this.round}'>Action is done !</a>`,
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whisper: [ action.combatant.players[0].data._id] } );
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} else {
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ChatMessage.create( { content: `Phase ${this.phaseNumber} ! ${action.combatant.actor.data.name} must perform a <strong>${action.action.name}</strong> action.<br>
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ChatMessage.create( { content: `Phase ${this.phaseNumber} ! ${name} must perform a <strong>${action.action.name}</strong> action.<br>
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When done, click on the button below to close the action.
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<a class='chat-card-button' id='button-end-action' data-uniq-id='${uniq}' data-combatant-id='${action.combatant._id}' data-combat-id='${this._id}' data-round='${this.round}'>Action is done !</a>`,
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whisper: [ ChatMessage.getWhisperRecipients("GM") ] } );
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@ -96,6 +99,7 @@ export class SoSCombat extends Combat {
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applyConsequences( ) {
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if (game.user.isGM ) {
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for( let combatant of this.combatants) {
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if (!combatant.actor) continue; // Can't check tokens without assigned actors, Maybe print chat message about bleeding happening so that the GM can manually track this?
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let bleeding = combatant.actor.data.items.find( item => item.type == 'consequence' && item.name == 'Bleeding');
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combatant.actor.applyConsequenceWound( bleeding.data.severity, "bleeding" );
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}
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