jaltepeter / turnmarker Goto Github PK
View Code? Open in Web Editor NEWTurn Marker is a module for Foundry VTT that adds an image under a token who is currently active in the combat tracker.
Home Page: https://brunhine.com/fvtt/turnmarker
Turn Marker is a module for Foundry VTT that adds an image under a token who is currently active in the combat tracker.
Home Page: https://brunhine.com/fvtt/turnmarker
Describe the bug
The turn marker doesn' animate for the GM but does for the player.
settings are the same for both (I checked)
Environment Details
To Reproduce
Steps to reproduce the behavior:
Expected behavior
turn marker should animate if configured to do so
Screenshots
If applicable, add screenshots to help explain your problem.
Additional context
Add any other context about the problem here.
imported from GitLab: https://gitlab.com/brunhine/foundry-turnmarker/-/issues/8
Feature request is a different colored token under an on deck player.
Describe the bug
A error message appaer on the error browser console
Environment Details
Foundry VTT Version: 0.6.5
System Core: Dungeons and Dragons 5th Edition, version 0.93
Turn Marker Version: 2.6.9
To Reproduce
Steps to reproduce the behavior:
Just Move the token on the map, with or without a battle ongoing and afer a while this error show up.
_turnmarker.js:56 Uncaught (in promise) TypeError: Cannot read property 'token' of undefined
at turnmarker.js:56
at Function._call (foundry.js:2220)
at Function.call [as _furnace_original_call] (foundry.js:2205)
at Function.callOriginalFunction (Patches.js:57)
at Function. (Debug.js:42)
at foundry.js:10150
at Array.reduce ()
at Scene.updateEmbeddedEntity (foundry.js:10138)
at TokenLayer.updateMany (foundry.js:12852)
at TokenLayer.moveMany (foundry.js:12794)
Expected behavior
No errore on browser console
Additional context
Describe the bug
When creating an encounter, the turn marker is added to the first Actor in the encounter list, even if the Encounter has not been started, and initiative has not yet been rolled.
This makes it difficult to "pre-set" encounters, as the players may be able to see the turn marker through walls.
Environment Details
Foundry VTT Version: 0.6.4
Turn Marker Version: 2.6.9
To Reproduce
1: Add some Actors to a new encounter
2: The turn marker appears on the first actor in the encounter list
Expected behavior
Turn marker should not appear until the GM clicks "Begin Encounter"
imported from GitLab: https://gitlab.com/brunhine/foundry-turnmarker/-/issues/21
Jinker has made some runes that would be great to have as markers.
Is your feature request related to a problem? Please describe.
players shouldn't see the monsters name
Describe the solution you'd like
option to show only players (same as now just no monsters)
option to show players with name and picture but only picture of monster (no name or question marks)
imported from GitLab: https://gitlab.com/brunhine/foundry-turnmarker/-/issues/20
Feature Summary
When the token is still on the square, you can see the Start Turn Marker through the Current Turn marker. This is especially tricky because the default icons provided are mostly transparent. Using an icon based off of the original art, it is not too jarring, but if the colors or art style is different it can be noticeable.
User Experience
Ideally, the Start Tile would be hidden until the token moved away. When it does, the Start token would ideally be immediately visible (or after the move is completed, if necessary).
Note that it may be more important to have the start tile be immediately visible, than hidden when the square is occupied.
Priority/Importance
Low
It would be very usefull to know not only whos turn currently is, but also whos the next player to play.
This would help players prepar for there turn or at least be alert.
I think this should be done in two steps
the message that indicates whos turn is could also include whos next.
Since it's possibl to hide actors from the initiative, I think it would make sence for this feature to only show the immediatelly next actor and only if they are visible in the initiative list.
in order to give a better "alert" to the next players to play, It would be cool (if possible) to show an overlay notification in the center of the screen for the next player to alert it. Ideally, the notification would disapear automatically, but a "close" button would work too
this last step is an extra. It would be great to have an End Turn button for the players, instead of having to have the DM fo this work all the time...
Notes: Plase consider the case where the current player is hidden and th next one is the player. The chat should show the next player anyway. I would suggest showing a turn chat msg for the "hidden monsters" anyway (which it doesnt at the moment) but show it has "unknow creature" or something like that.
Describe the bug
I have deselected the checkbox to animate the turn marker but when I save settings, and the application reloads, the checkbox is selected again and the turn marker animates.
Environment Details
Foundry VTT Version: 0.6.2
Turn Marker Version: 2.6.9
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Marker should not animate and setting should be saved
I have not seen any activity from them and it is impossible to contact this Dev. They are not even taking messages through discord.
Describe the bug
In the hook for updateCombat
starting at line 62 in turnmarker.js
, an exception is thrown if a combatant has no token associated with it.
Environment Details
Foundry VTT Version: 0.7.5
Turn Marker Version: 2.6.9
To Reproduce
Steps to reproduce the behavior:
game.combat.addCombatant({ name: "DUMMY" });
Expected behavior
The turn marker should be removed from the previous token, even if the next combatant has no token.
Additional context
I ran into this while developing a module that modifies the initiative behavior, but this occurs with no modules as well.
Describe the bug
When using TurnMarker and FXMaster, moving to a new turn causes the weather effect to reload. On reload, weather effects vanish and re-coalesce (as though the scene were reloaded). The effect is quite jarring.
Environment Details
Foundry VTT Version: 0.6.6
Turn Marker Version: 2.6.9
To Reproduce
Steps to reproduce the behavior:
_1. Enable the Turn Marker and FXMaster modules
2. Load a scene and turn on a fog effect in FXMaster
3. Start a combat encounter and move to the next turn
4. On each new turn, the weather effect reloads
Expected behavior
The process by which the TurnMarker moves the marker token should be able to avoid triggering the weather effect reload for FXMaster.
Screenshots
Not applicable
Additional context
Not applicable
Describe the bug
The turn marker designate the wrong actor during a new turn in the combat tracker. During each new turn the turn marker designate the first PC character created, not the first Actor on combat tracker
Environment Details
Foundry VTT Version: 0.6.2
Turn Marker Version: 2.6.9
Savage World Adventure : 0.9.0
Additional context
it s happen with Savage World Adventure System. The initiative don't use numeric system but a deck of playing card.
imported from GitLab: https://gitlab.com/brunhine/foundry-turnmarker/-/issues/22
Currently, Turn Marker uses the actor name of a token to announce its turn. The token name is used in the “xxxxx’s turn” chat, but it is shown as originating from the actor name.
This makes it difficult to obscure a token’s true identity during intrigue-style encounters. Can a setting be added to change this behavior depending on the GM’s needs?
Thanks!
Describe the bug
A clear and concise description of what the bug is.
Environment Details
Foundry VTT Version: 0.6.0
Turn Marker Version: 2.6.7
To Reproduce
Steps to reproduce the behavior:
player selects target
target not displayed to GM.
Expected behavior
When a player selects a target I am not seeing who they are targeting. I have disabled all the other modules and it seems to be this module that has the problem.
Screenshots
If applicable, add screenshots to help explain your problem.
Additional context
Add any other context about the problem here.
When not in the player’s own turn, let them stand in place
Describe the bug
Players were left seeing ghost icons for movement start location. As the GM I code not see this, I had to have them send a snap. It appears that player view was not policing the graphic after turn change....
https://media.discordapp.net/attachments/729428633885737031/734481323288297482/Capture.JPG
Environment Details
Foundry VTT Version: Example 0.6.5
Turn Marker Version: Example 2.6.9
To Reproduce
Not sure, just normal play.
Expected behavior
A clear and concise description of what you expected to happen.
Start icons icons should clean up on next player/mob turn.
Screenshots
If applicable, add screenshots to help explain your problem.
Additional context
Add any other context about the problem here.
Imported from GitLab: https://gitlab.com/brunhine/foundry-turnmarker/-/issues/5
Turn Marker art selection on a per-user basis
Each player having their own art selection could be nice to be able to match to player color/class style.
Character/token level selection might be interesting as well, in the token/prototype token settings for the actor.
Describe the bug
Moving tokens when combat tracker is empty causes console errors
Environment Details
Foundry VTT Version: 0.7.7
Turn Marker Version: 2.6.9
All other modules deactivated
Happens in Chrome (86.0.4240.198) and Firefox (82.0.3)
To Reproduce
Move a token without having anyone in the combat tracker and check the console for errors
Expected behavior
No errors
Stack Trace
turnmarker.js:56 Uncaught (in promise) TypeError: Cannot read property 'token' of undefined
at turnmarker.js:56
at Function._call (foundry.js:2496)
at Function.call (foundry.js:2481)
at foundry.js:29906
at Array.reduce ()
at Scene.updateEmbeddedEntity (foundry.js:29893)
at TokenLayer.updateMany (foundry.js:12402)
at TokenLayer.moveMany (foundry.js:12344)
at KeyboardManager._handleMovement (foundry.js:3059)
at foundry.js:3028
(anonymous) @ turnmarker.js:56
_call @ foundry.js:2496
call @ foundry.js:2481
(anonymous) @ foundry.js:29906
updateEmbeddedEntity @ foundry.js:29893
updateMany @ foundry.js:12402
moveMany @ foundry.js:12344
_handleMovement @ foundry.js:3059
(anonymous) @ foundry.js:3028
setTimeout (async)
_onMovement @ foundry.js:3028
_handleKeys @ foundry.js:2805
_onKeyDown @ foundry.js:2760
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