#You should be able to use automated
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I couldn't get the animations to play from those menus. I tried following along with their website for finding the item IDs and hooks. But I can't really understand any of it and so can't get any further. I'd also like to know how to do this if you can figure it out. It looks pretty cool.
I'll play with it some and see if I can get it working!
I don't know how to code but I tried to understand what they were talking about on their wiki
the closest thing I was able to find was this:
But I have no Idea if that is what I'm looking for. I also couldn't find that for melee weapons, just the ranged weapons.
Is this Cyberpunk RED or 2020
That looks like a system hook providing the weapon/item. I should easily be able to add support for this in A-A
This is Cyberpunk Red
Yeah I looked at this one a while back, I wasn't able to add support for it. There are no system hooks, so the fallback is to look at the createChatMessage hook when and item is used. At a bare minimum A-A needs to find the item.id or item.uuid. Cyberpunk Red does pass the item.id in the Chat message, but it's buried deep and I couldn't figure out how to extract it
Plus the Damage and Attack rolls in the system are separate, so A-A would need some what to tell the two apart, or animations would run on both
I think it can be done with JQuery, but that's a bit out of my skill-set
lol, that'
lol that's fine, I dont have any of these skills. I don't even know how to use macros. But I kinda understood the wiki instructions so I just started looking.
The character sheets have two buttons the 'fist' that rolls for the attack, and a 'blood drop' that calls for the damage.
clicking the fist will bring up a modifer window and then submit the attack.
confirming the attack will generate this
hmm, I was actually able to get it working for Attacks
wizardry
Damage rolls don't pass anything A-A can use, but for attacks it'll work. A bit hacky and I def can't test everything lol
I'll put it in my next release, should be tomorrow or Thursday
That would be very cool!
$(msg.content).find("a").attr("data-item-id"); did the trick, I sort of understand it lol
but this will at the very least get you some attack animations/sounds
If you can get it to fire the bullet animation and swing the club and sword that would be good enough!
Thank you for the help! I'm trying to get my friends to try another system other 5e. We mainly play 5e on Roll20. So moving into a system that doesn't have all the polish and support that 5e does can be hard for some of them.
This would really help others be pulled in.
I'll post in here when I'm able to release this. Shouldn't be but a day or two
Are you the same otigon that is making the Automated Animations? I just realized same user names.
Plus you talking about adding it to the next release.
I was just talking to a player about how sad I was that I couldn't get the AA to work. I LOVE the special effects and sounds. As a GM it is one of my favorite little points to add to the game. I am beyond thrilled.
yeah it's my module ๐
Patreon account is here if you want to buy a coffee ๐
wow thanks!
I look for 2 things when I pick up any game system. A - Is it Foundry compatible with a module? B - Can I get animations and cool effects in.
Ya, I have a few players from Roll20 join my Foundry games and they "OOOH!" with excitement.
The stuff you can do with foundry and its modules are starting to blur the lines between ttrpgs and video games. It's very cool
I don't have the time for video games anymore ๐ฆ
It's ok though, you can run your game and Otigon can make it look like you're playing videos games. lol
Works pretty well
OH THAT IS SWEET
Maybe in a year or two, you could have your players lay down withering gunfire, and chucking grenades that could automatically destroy terrain using a Monk's mod or something.
There's a mod for 5e that handles Mob attack rules, and that dev put in support for A-A. He posted a video a while back of something like 30 goblins all firing arrows at once against the players lol
haha, someone is gonna have a bad day with that set up.
There is a function in Cyberpunk Red called suppressing fire where you just spray a ton of bullets and force an enemy to seek cover. That would be neat to animate a token fanning out a bunch of rounds.
But it's not super important as that is pretty situational. Shooting and swinging bats and knives is the core of it.
Kinda like the flame trap animation, but with lasers or bullets instead...
The 'AIM' is a single shot, 'AUTO' fires 10 rounds, 'SUPP' fires 10 rounds.
Or maybe you could use the same bullet animation but changes the angle by one degree every time animation repeats.
Thanks Otigon, you are the absolute best!
It'll just be a basic implementation to start, but I can dig in to the item details and see if I can find where those options are set
Maybe have a toggle somewhere to set the number of repeats based on what was chosen
I don't know if this helps but when you fire automatic without bullets you get warning to reload, something is checking for ammo. So when I look at the ammo warning generated I saw this. Looks close but don't know if that could help or not.
Maybe useful if the use the same naming conventions throughout
That was the "createRoll @cpr-item.js:306"
this is"_createAttackRoll @cpr-attackable.js :172"
I got ammo switching working, still digging on some other stuff
Oh that is cool! I didn't even thing of the different ammo types. Good call!
most of that stuff is done on the background, without the system providing some specific System hooks to provide that data I'm left checking the Chat Message data posted to chat
I mean. Adding that level of ammo identification means I can set the target to be set on fire for a little bit. So I am just ALL types of giddy. I gotta take a day off of work for this.
I think I understand that. Too deep in the system for AA to dig it out.
Oh could you use that to trigger the netrunner attack that sets other net runners on fire too?
๐ no idea what a net runner is
The Active Effect system in A-A already appears to function in the system, so that's a plus
net runnners are cyberpunk hackers. Some of their attacks will overheat an enemy's cpu which is often inside their head so they catch fire. lol
but if the active effects work that's just as good. It'll be fun to watch the players react to their teammate combusting.
yeah that would be a good way to handle something like that, activate an active effect on the token to set them on fire
Is the system Dev active on the #cyberpunk channel?
I don't know. I just kinda started learning all this 2-3 weeks ago.
The Cyberpunk Red dev team has a discord called Jay's table.
but it's not a discord ppl seem to chat in, but I guess just use it to message other people.
ya, it's a Dev Discord
got a link to that?
people are gonna lose it when they see AA got added.
Zyzyx is listed as an Admin, but on the git hub for CPR he labeled as a dev
So maybe he's the guy to talk to first?
I posted in the Jay's Table discord first to see if I can get some feedback
I'm willing to bet they'd be willing to help a bit. It seems like the put a lot of work into the CPR system and having something as popular as AA would only boost it's popularity.
They were able to point me where the Fire mode type is stored. What I want to do is have an A-A module setting for Cyberpunk that will let you automatically set the the number of animation repeats based on the firemode type. So if you have it set on Auto it'll will fire that many bursts on the enemy, and Suppressive will do the same but add a spread to fire around the enemy
Question on Auto and Suppressive fire, are these always 10 round bursts, or does this change depending on the weapon?
according to the book. Auto and Suppressive both require and use 10 rounds as an action. If you don't have 10 rounds in your magazine, you cannot take that action.
I'm glad you were able to get in touch with the dev team ๐
So I've got it set up to:
โข Animate based on the ammo loaded in the weapon if an animation match is found, defaulting back to a base animation of just the Weapon name if found>
โข Module setting (default to true/checked) to automatically detect if the weapon is set to either Suppressive or Auto firemode
โ This will override any "repeat" settings on the primary animation to 10 to match the number of bullets being fired
โ If Suppressive mode is checked, the Sequencer missed() method is used to spray around the target
โข Added a Random Offset option in the Range menu to make those multi-fire options look better
yeah no problem. I'll see about getting this released tonight, if not it will def be released tomorrow
That's amazing, I can't wait to play with it. I hope the CPR people mention it in the videos they make and let people know it's an option now.
It only works for weapon attacks as-is. I can't find any data passed when rolling things like skills or abilities, nor weapon Damage
I might add a feature request on the system page to see if they'd consider adding system hooks for abilities, weapon attacks/damage, etc
It would be nice if they made it more accessible to creators like you. A big emphasis in cyberpunk is Style and the Rule of Cool. So being a well known system (which just had a popular anime drop) without flash like animations is a bit sad. lol
lol
And just getting this simple bit done is really a big step. People can play with it see what they come up with, and pool ideas to implement over time.
When you release the update, maybe tweet it out to Foundry VTT and R. Talsorian Games
i actually don't have a twitter acct lol
i had no idea you were such a good person. amazing.
you guys are on Foundry V10 right?
I am
I think I just found something that may have been useful last night.
Would knowing the internal itemIDs been useful?
It added item ids to the top left
Nah, it's a matter of getting it from the Chat Message data when the chat-card is posted
well that's a relief then, thought I overlooked something important
version 4.0.11 is release now with Cyberpunk Red support added. Feel free to let me know if anything weird pops up
Will do, I was just playing with using active effects to setup 'on fire' effects
Yeah the active effects that are on weapons (those set to enable the AE on equip/carry) don't seem to work right now. It works if they're applied/toggled on or off tho
There's something weird with the item ones where it shows Active/Enabled on the Token sheet, but the Active Effect isn't actually activated so A-A can't read it
using the combat utility belt i changed the tokens status effects, So i f I click "On Fire (Mild)" the token starts burning which is cool
oh cool
I used the scale and opacity to differentiate between the differing severity of On Fire.
Burn baby burn!
Nice I got her to shoot a bullet right out of the box. I haven't even opened AA menu yet
lol, Ok so one character just works and the other I need to register their weapons. lol Ghosts in the machine
Lol
Should I set up animations for the ammo types or the weapons?
You can do both
It will read the ammo that is loaded and look for a matching animation for that first
Then fallback to look for an animation matching the weapon name
The global menu is recommended to set those up
So fill out the ammo first b/c a gun wont fire without it.
What is the global menu?
A-A module settings, Automatic Recognition menu
This part right?
Yeah that's it
You can also set animations up using the on-item A-A menu, but the Global menu is a catch all so you don't have to set up each item individually
Ok i'll go through and set all the non explosive ammo types
You could also add an entry for Rifle, that will catch any ammo or weapon with the name Rifle in it unless there is a better match
so it works like kinda like a search engine if it can find 'Basic Rifle" it will use "Rifle" b/c it has some of the terms in it?
can't find
Correct
Essentially A-A sorts the menus by length of the names and goes from longest to shortest, so it tries to grab the best match first
Forgot to link sounds for the Primary and Secondary animations to use the repeats as well for Auto and Suppressive fire. I'll have that updated later todat
No fun having a machine gun with a single gunshot sound ๐
I only realized recently that you can separate the sounds from the animations. I had so many animations on repeat in the sounds of repeat, it was frustrating. Thanks again for all your work on this
I'm not hearing sounds, is there a sound module I need to get?
I have checked the on the sound button.
did you choose a sound through the file-picker?
I was trying but I couldn't find the file path to any sounds
So I thought maybe I'm doing something else wrong
yeah you'll either need to use a module (SoundFX Library might have some good ones), or create a folder in your Foundry data and upload some
No you're good hehe. A-A is just a UI for Sequencer basically, with built in menus for JB2A. No animations or sounds are provided, but you can use pretty much any
Do I need to also download a soundboard for AA to use the SoundFX library?
No you can just navigate to it's folder thru the file picker
ok thanks
Is there a way to tint the animations from the AA menu? So I could tint an arrow animation green for poison arrow. Cyberpunk has like 9 different arrow types.
So I watched your preset video and I got the grenades to animate
the only areas I added tint to were the Aura's menu. However, if you keep an eye on the JB2A patreon you can sometimes grab an open slot for the 1 pound tier which will net you all their animations up to current
They have a ridiculous amount of color variations for their assets
I was just looking at that because the modern grenade is exclusive to patreon. Is the full library downloaded through the discord you get access to?
you get a manifest link you can use to download directly through Foundry, or you can download the .zip file and copy it into your modules folder directly
beware that the full patreon module is over 4gb now lol
you can check out their full Library here https://www.jb2a.com/Library_Preview/
they have both "launch" and "throw" grenade types
then you can pick whichever explosion you want at the end thru A-A
Missiles too I think
lol. All the good scifi is behind the pay wall!
But it's all good. I just happy your youtube video showed me how to lob grenades at a drawn template .
ah, you got the Projectile to Template Preset working?
yeah I had to mess with the wait setting a bit but the guy throws a bomb to the template and the explosion animation plays
good deal
Yeah it's pretty sweet, so now that covers most all of it.
Also don't remember if I mentioned it here, but I'll push an update later today that will also tie in the Sounds for the Primary and Secondary animations into the "Autofire" and "Suppressive" fire options.
So you can have a single gun-shot sound for a weapon, and then it will repeat 10X when you use Auto or Suppressive
That will be nice to not have to figure out how to manually set that.
Thank you so much!!! This is great and you are a hero
Without cross-posting everywhere, I've posted in Jay's Table and JB2A about a new'ish feature for A-A in Cyberpunk that will allow you to spawn a template to be placed on the canvas for your Grenade type weapons