#Automated Animations for SWADE

1 messages · Page 1 of 1 (latest)

sharp dust
#

I'm using better rolls.

#

It could be it

hexed shoal
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@frozen river , If there is only a Trait roll on the item or power (such as a power that doesn't have a damage), it Animates on the Trait. If it has both, (like most weapons), it Animates on the Damage. If you want to change that, I found the easiest way is to remove the base Damage, and add an Action for the damage amount (just like you would do if you wanted multiple damage options for a power). If there is an easier way (ie. a checkbox somewhere), I haven't found it.

surreal escarp
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Hi guys. I think I found a solution to the AA problem regarding traits and damage rolls. However, I have no idea how to create a valid pull request on the github repo.... The file and code structure on the repo is somewhat too confusing for me 😄

surreal escarp
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I've added a new setting item (just copy&pasted the previous entry and changed the system to "swade"):

case "swade":
  settings.push({
    namespace,
    key: "playtrigger",
    folder: game.system.title || game.system.name,
    options: {
      name: "autoanimations.settings.playAnimations",
      scope: scope.world,
      type: String,
      choices: {
        onAttack: "autoanimations.settings.attack",
        onDamage: "autoanimations.settings.damage"
      },
      default: "onAttack",
      config: true
    }
  });
  break;

Then i changed and edited the "Hooks.on" functions for swade (as you can see, I've also added an entry for consumables ("swadeConsumeItem")):

Hooks.on("swadeAction", async (SwadeTokenOrActor, SwadeItem, SwadeAction) => {
  const playtrigger = game.settings.get("autoanimations", "playtrigger");
  if ((SwadeAction !== "damage" && playtrigger === "onAttack") || (SwadeAction === "damage" && playtrigger === "onDamage")) {
    const controlledTokens = canvas.tokens.controlled;
    let token;
    if (controlledTokens.length > 0) {
      token = controlledTokens.find(token2 => token2.document.actorId === SwadeTokenOrActor.id);
    }
    if (token) {
      SwadeTokenOrActor = token;
    }
    runSwade(SwadeTokenOrActor, SwadeTokenOrActor, SwadeItem);
  }
});
Hooks.on("swadeConsumeItem", async (SwadeItem) => {    
  const controlledTokens = canvas.tokens.controlled;
  let token;
  let SwadeTokenOrActor = SwadeItem.parent
  if (controlledTokens.length > 0) {
    token = controlledTokens.find(token2 => token2.document.actorId === SwadeTokenOrActor.id);
  }
  if (token) {
    SwadeTokenOrActor = token;
  }
  runSwade(SwadeTokenOrActor, SwadeTokenOrActor, SwadeItem);
  }
);

Maybe someone with more github experience can create a valid PR with that 🙂

surreal escarp
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Hey @rain sphinx I'm sorry for pinging you. But would you consider including these suggestions to the code? I don't really know how... Basically just add the settings entry and change the hook condition.

rain sphinx
subtle ermine
# surreal escarp I've added a new setting item (just copy&pasted the previous entry and changed t...

I've added these to a PR.
Differences:

  • Play Trigger setting's defaul is Damage Roll (completely opinionated) and its "Attack Roll" option is labeled "Trait Roll"
  • swadeAction's IF conditional is still limited to "formula" type instead of !== "damage" (as it is in the current version), since the current choices either don't call the hook or aren't well defined. I'd rather have limited behavior than undefined one.
#

Also, sorry for the necropost

surreal escarp
surreal escarp
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So we're pretty close to having all the important things covered in AA? I mean animations for damage/trait, consumables and templates. Still to be added are reloads and bennies (I think there was an issue in the swade repo to add a hook for them). Then I think we have all in it?

subtle ermine
surreal escarp
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For instance, when someone throws a benny, an explosion could be played around his token?

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I don't know, it was just a crazy idea.

lime belfry
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@subtle ermine Sorry to bother you, but it seems that you know how to trigger an Animation. I opened a ticket for Swade Tools, but it didn’t seem so easy to solve, do you know, how to trigger the animation on the action roll?
https://github.com/lipefl/swade-tools/issues/229

GitHub

I use Automated Animations for attacks and powers. When I use the SWADE core system without SWADE Tools, the animation is shown with an (successful) action or power roll: But when I use SWADE Tools...

subtle ermine
lime belfry
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I get them as well, but with v11 and Swade 3 only at the damage and not the skill roll (I thought it was different in the past, but not super sure about it). Do you use v11 and get them on the action roll? In that case, I have to check, what I’m doing wrong. But no idea, what that could be…

subtle ermine
lime belfry
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Which setting?

subtle ermine
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I'm just not sure why Swade Tools would affect that, though

lime belfry
lime belfry
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Two Question regarding AA and templates: when I’m placing the MBT of the blast power from the system card on the map, it starts the fireball animation.

  1. Is it possible to delay the AA to the (successful) skill roll, like with non template powers (I configured AA to show the AA on the action and not the damage roll)?
  2. Swade Tools adds also an MBT to the blast power on the character sheet. But when I place this, I didn’t get the AA (neither with the template nor with the action or damage roll). What does Swade Tools have to trigger to get the AA like with the core system? Is this what’s issue #796 for Swade was about?
viral grotto
#

@lime belfry

Thanks! Yes it works like a charm. Just on a reroll with SWADE Tools (Free Reroll or when spending a benny), it didn't work and I#M trying to find out why...
Does it need to fire the animation on a reroll though? I set up the BRSW hooks initially and I think I turned that off to prevent a bunch of SFX and VFX from playing just from rerolling. So I'd call it a feature.

lime belfry
surreal escarp
viral grotto