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foundryvtt-link-item-resource-5e's Issues

Compatibility with TidySheets 0.7.2

With TidySheets version 0.7.2, anytime the player sheet is closed all currencies are set to 0.

Using Find the Culprit, it seems to be an interaction between TidySheets and Link Item and Resources.

This may just be an issue on TIdySheets side due to the recent update, so I will let the author know as well.

Update to V10?

Currently the module throws a bunch of warnings into the console because of changes to underlying structures in v10

Error: You are accessing the Actor5e#data object which is no longer used. Since V10 the Document class and its contained DataModel are merged into a combined data structure. You should now reference keys which were previously contained within the data object directly.

Can't change resource total number value

I have a cleric in DnD 5e System that I need to change his primary resource from 1 to 2 due to leveling. I found that this mod is what is preventing me from doing so. Sheet is editable, I can change the current number value. I tried unlinking the features from the resources and I also tried disabling other mods but this is the only one that's preventing the change (only in that specific resource btw). Is there something that I'm missing or is this a bug?

[Bug] duplicating linked resources returns incorrect data

Problem
Calling update on an actor with duplicated ActorData resets linked resources to whatever they were before the links were established.

Expected Behavior
Linked resources should survive duplication.

Steps to reproduce

  1. set up an actor with linked resources
  2. run the following code:
let a = game.actors.getName("Akra (Dragonborn Cleric)");
let aData = duplicate(a.data);
a.update(aData);

Additional context/thoughts
Note that the code above, in theory, shouldn't do anything at all. You will notice, however, that the previously linked resources (and the respective item charges etc) are now all set to 0 (or whatever the resources were before linking them).
aData contains the original resource setup (before linking), but why?
Checking a.data.data.resources.primary before pushing the update shows the values the way they're being displayed on the character sheet so that

let a = game.actors.getName("Akra (Dragonborn Cleric)");
console.log(a.data.data.resources.primary);
let aData = duplicate(a.data);
console.log(aData.data.resources.primary);

spits out

{label: 'Breath Weapon', value: 1, max: 1, sr: true, lr: true}
{value: null, max: null, sr: false, lr: false, label: ''}

As a workaround, one can delete the resource property before updating but that seems inelegant because it should be unnecessary. Also, problems arise if the changes being pushed by the update actually involve the linked resources.

Environment
Observed on Foundry 9.268, DnD5e 1.5.7
on a blank world with no other active modules (except the dependency "libWrapper" ofc).

Corrupting Actor.db file

Just letting you know that when I install and use this module, the Actor db file becomes filled with the same actor.
I adjusted 3 Feature resources on 2 actors and both actors had the same thing happen.
image
(it went from 3MB to 9MB)
I am using the Forge.
5e version 1.5.3,
Foundry 0.8.9
Character sheet used is Tidy5e.

Abilities/Items Not Initially Populating as "Resources"

Hello!

Since Updating to V11 - the first time a character sheet is opened, any abilities/items linked to the resources will not populate in the resources boxes. They're just blank (e.g. "Resource 1," etc.) However, the resource fields are locked, as are the ability/item quantities - indicating that the module still has some control over those fields and that they're still linked.

When the sheet is closed/reopened or when the ability/item is edited in any way, it populates the ability/item to resource box with an overridden quantity of zero (0).

I've tested with all other modules inactive (other than dependencies) with no change. I've also tested by manually editing the resource in advance with the proper quantities, and then activating the module. In that case, when the resource populates, it does so with a quantity that matches my manual edit regardless of how many were used.

Thanks in advance for any guidance!

Overriding a resource with values has some wierdnesses

Originally from Mr Primate:

So I think I have found a bug - if the resource is greater than 2 e.g. then when I try to change the resource amount on the resource box back to full, it doesn't change the usage. - it will change if it's not a max value

Likely due to there being an underlying resource whose maximum is lower than the override's. Will have to do some digging on this one.

If something other than an integer is in limited uses field

Constated behavior :

  • If I put something other that an integer in the max usage per LR, for exemple if I want to reference the number of level for a class (@classes.paladin.levels), then the field to ovveride a resource don't show up.
  • To alleviate that, I have to put an integer, wait for the apparerance of the field, then override the ressource, then put the formula.

Wished for behavior :

  • That the fied to override resource appears when theres something in the max usage field, whatever that is.

Thanks :-)

Hard-to-change resource bug

If you create an innate spell, say "Darkness" and link it to a resource, it works just as you expect. However if you immediately change it from an "innate" spell to a "prepared" spell, the link will remain despite it no longer having a daily resource or what-have-you.

Just a thought! It took me a while to get past this and I thought one of my resources was permanently bugged. Turns out it was just this!

v11 not working properly

After update to Foundry 11.300 the module "presents" itself as not working

  • looks like the only update required is that of manifest file, after changing it manually to "support" v11 it works.

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