Comments (3)
Thanks for catching this; I'm a bit surprised nobody had complained about it before!
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I've added checks to the Damage NPC and Heal NPC macros to prevent players from running them on tokens they do not own. When run on their own tokens, they will work nearly identically to the Heal/damage macros on their own tokens.
I almost added similar code to Roll Initiative and any conditions that might change properties, but decided not to add the weight (and code duplication).
- Update Campaign File
- Update Wiki
- Update Update Token
from simple5e.
Waiting on #10 to close.
from simple5e.
Related Issues (20)
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- 'Jack of All Trades' misses passive skills HOT 1
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- Counters don't look right in Dark Mode HOT 1
- Change Default Wording for Critical Hits from "Critical" to "Critically" HOT 1
- Identify Critical Fails along with Critical Hits HOT 1
- Allow Bonus to Skill Checks HOT 1
- Provide Advantage/Disadvantage Rolls on Attack and Critical Damage HOT 2
- 'roll0' typo in Create Action macro HOT 1
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- Add-on configuration options
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