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I tried setting up a trap, which uses an existing token in the scene and the Attack action.
However, the line below seems to break automatic animations, as actor.token is not available down the line if the actor is cloned.
This breaks automatic animations, which needs a source token for many effects.
To fix this issue, the following small change works for me, but I have not tested if this breaks functionality elsewhere:
@@ -4704,1 +4704,1 @@
let actorData = actor.toObject();
let itemActor = new CONFIG.Actor.documentClass(actorData);
//delete itemActor._id;
- item = itemActor.items.get(action.data?.attack?.id);+ item = actor.items.get(action.data?.attack?.id);
if (item) {
With this change automatic animations work for the attack action if Type of action is set to Use.
The text was updated successfully, but these errors were encountered:
I tried setting up a trap, which uses an existing token in the scene and the Attack action.
However, the line below seems to break automatic animations, as actor.token is not available down the line if the actor is cloned.
monks-active-tiles/actions.js
Line 4702 in 1ad565d
This breaks automatic animations, which needs a source token for many effects.
To fix this issue, the following small change works for me, but I have not tested if this breaks functionality elsewhere:
With this change automatic animations work for the attack action if Type of action is set to Use.
The text was updated successfully, but these errors were encountered: