veevelder / quick-combat

FoundryVTT module for small Combat Enhancements
MIT License
6 stars 5 forks source link

Doesn't stop current track or re-activate it after combat #18

Closed GhostwheelX closed 2 years ago

GhostwheelX commented 2 years ago

It appears that if another track is currently playing when combat start, Quick Combat doesn't stop it, nor does it restart it after the combat ends. Is this a bug or an intended feature, and if it's intended, would it be possible to add is as an option?

veevelder commented 2 years ago

Is it multiple tracks thats not being stopped or just a single one? Also can you tell me what version of foundry you are using and version of Quick Combat? And if you can can you paste the output of the console when this happens. Thanks.

GhostwheelX commented 2 years ago

I'm having trouble re-creating the issue, I'll try to see if I can do so in my upcoming game and hopefully send you the console output.

Foundry: 9.255 Quick Combat: 0.3.0

veevelder commented 2 years ago

Thanks, and I vaguely remember coming across this issue once before, but I think I fixed it a few releases back. I will take a look as well as see if I cant recreate it.

veevelder commented 2 years ago

Have you managed to recreate the issue? I have not been able to on my end.

GhostwheelX commented 2 years ago

It happens fairly often when I have multiple players connected and we're in the middle of a game, where I unfortunately can't take the time to get the console output, but I can confirm that it still happens, unfortunately.

veevelder commented 2 years ago

Sorry for taking so long to get on this, but I finally have time this weekend to work on it. Can I get some more information from you:

Thanks for your help on this in advance

veevelder commented 2 years ago

closing since its been a while since last contact, if the issue still comes up just reopen it.