diff --git a/module/sos-combat.js b/module/sos-combat.js
index 51ec277..6dc6842 100644
--- a/module/sos-combat.js
+++ b/module/sos-combat.js
@@ -15,13 +15,14 @@ export class SoSCombat extends Combat {
for( let combatant of this.combatants) {
this.setInitiative(combatant._id, -1 ); // Reset init
let uniq = randomID(16);
+ const name = combatant.actor ? combatant.actor.data.name : combatant.name;
if ( combatant.players[0]) {
// A player controls this combatant -> message !
- ChatMessage.create( { content: `New round ! Click on the button below to declare the actions of ${combatant.actor.data.name} for round ${this.round} !
+ ChatMessage.create( { content: `New round ! Click on the button below to declare the actions of ${name} for round ${this.round} !
Declare actions`,
whisper: [ combatant.players[0].data._id] } );
} else {
- ChatMessage.create( { content: `New round ! Click on the button below to declare the actions of ${combatant.actor.data.name} for round ${this.round} !
+ ChatMessage.create( { content: `New round ! Click on the button below to declare the actions of ${name} for round ${this.round} !
Declare actions`,
whisper: [ ChatMessage.getWhisperRecipients("GM") ] } );
}
@@ -57,11 +58,12 @@ export class SoSCombat extends Combat {
let actionData = this.phaseSetup[combatantId];
if ( actionData.phaseArray[phaseIndex].name != 'No Action' ) {
let combatant = this.combatants.find( comb => comb._id == actionData.combatantId);
+ const name = combatant.actor ? combatant.actor.data.name : combatant.name;
actionList.push( { combatant: combatant,
action: actionData.phaseArray[phaseIndex],
isDone: false
});
- actionMsg += `
${combatant.actor.name} is going to : ${actionData.phaseArray[phaseIndex].name}`;
+ actionMsg += `
${name} is going to : ${actionData.phaseArray[phaseIndex].name}`;
}
}
if ( actionList.length == 0) {
@@ -75,14 +77,15 @@ export class SoSCombat extends Combat {
for ( let action of actionList) {
let uniq = randomID(16);
action.uniqId = uniq; // Easy tracking with chat messages
+ const name = action.combatant.actor ? action.combatant.actor.data.name : action.combatant.name;
if ( action.combatant.players[0]) {
// A player controls this combatant -> message !
- ChatMessage.create( { content: `Phase ${this.phaseNumber} ! ${action.combatant.actor.data.name} must perform a ${action.action.name} action.
+ ChatMessage.create( { content: `Phase ${this.phaseNumber} ! ${name} must perform a ${action.action.name} action.
When done, click on the button below to close the action.
Action is done !`,
whisper: [ action.combatant.players[0].data._id] } );
} else {
- ChatMessage.create( { content: `Phase ${this.phaseNumber} ! ${action.combatant.actor.data.name} must perform a ${action.action.name} action.
+ ChatMessage.create( { content: `Phase ${this.phaseNumber} ! ${name} must perform a ${action.action.name} action.
When done, click on the button below to close the action.
Action is done !`,
whisper: [ ChatMessage.getWhisperRecipients("GM") ] } );
@@ -96,6 +99,7 @@ export class SoSCombat extends Combat {
applyConsequences( ) {
if (game.user.isGM ) {
for( let combatant of this.combatants) {
+ 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?
let bleeding = combatant.actor.data.items.find( item => item.type == 'consequence' && item.name == 'Bleeding');
combatant.actor.applyConsequenceWound( bleeding.data.severity, "bleeding" );
}