#I wrote a macro to simulate astral
1 messages · Page 1 of 1 (latest)
let token = (await canvas.tokens.controlled)[0];
if(token == null) {
return;
}
let tokenData = token.document.toObject();
token.toggleEffect(CONFIG.statusEffects.find(e => e.id === 'sleep'), {active: true})
let newToken = await TokenDocument.implementation.create(tokenData, {parent: canvas.scene});
await newToken.update({ 'actorLink': false });
await newToken.update({ 'system': {
'visibilityChecks' : {
'astral': {
'hasAura': true ,
'astralActive': true
},
'meat' : {
'hasHeat': false
},
'matrix': {
'hasIcon': false
}
}
}});
newToken.object.toggleEffect(CONFIG.statusEffects.find(e => e.id === CONFIG.specialStatusEffects.INVISIBLE), {active: true})
await newToken.updateVisionMode('astralPerception')
let rotationX = tokenData.rotation * (Math.PI / 180);
let rotationY = (tokenData.rotation+90) * (Math.PI / 180);
let xDirection = Math.sin(rotationX)
let yDirection = Math.sin(rotationY)
await newToken.update({
x: newToken.x - xDirection*canvas.grid.size,
y: newToken.y + yDirection*canvas.grid.size
});
Looks like it spawns a new token, but it doesn't adjust the attributes of that new token to the astral ones.
Also, what's all the rotation stuff for?
It spawns a copy token in front of the selected one, adjust the visibilityChecks (when the fix is live), set vision to astral (detection mode needs to be pre-configured) and makes it invisible
What attributes do you want to have set? Projections dont change them. Or do you talk about astral combat?
Sure they do - when astrally projecting, physical attributes are replaced with mental attributes. You'll also want to adjust the new token's initiative setting.
I intended it to mimic scouting, feel free to take it and adjust the stats. The token is intended to throw away after returning to the body
You've definitely got a good start here.
Reminder: mark original token as sleeping
@echo crescent feel free to add it to your module. No credits needed
Will do
What skill can be used in the astral plane that isn't already linked to a mental stat? I think Astral combat already is. Or are you talking about the weapon focus people?
I'm talking about getting astrally punched in the astral face. You don't use your physical Strength to calculate the damage or your physical Body to resist it.
shouldn't the astral combat skill already have the correct attributed tied to it?
SR5, p 314:
I am not arguing that point T.J.
I am saying the system should already have this in it should it not
There are plenty of other places across the system that are not astral-projection-aware, like the entire damage workflow.
It's not going to swap in Willpower when making a Damage Resistance Test against an astral attack.
My point is, shouldn't that be in the system itself and not the macro. Especially since this macro is for after a change that is being worked on is released
Should it be? Yes.
Is it currently? No.
If one is making a macro to monkey patch the things the system doesn't currently do, and some of those things are relatively low-hanging fruit, they should be included in the macro.
I was trying to be gentle about it, but here goes... this macro in it's current state is half-baked. It doesn't do what the initial post claims - "simulate astral projection". It creates a token with some vision properties set.
And when they shared it, they mentioned it was not designed for current release of the system. As stated at the start of this thread
I don't see what that has to do with all the things it's leaving out that are doable now?
How much of what you are talking about will be fixed when the macro actually is able to work
I know you want to use it now. but that was not the intent
Nothing of @chrome shadow requests will change when the fix is live
This would be needed to be added completly to the macro
You are telling me that if I go look at the astral combat skill it does not have willpower as its attribute and the resist is not intuition+logic?
I think you are missing his point
It says to go look at the text around the table you posted earlier. The point here is that the SR5 system doesn't have a built-in function to differentiate between Astral Combat and regular combat. In the interim, the option that blends the best with the currently available functionality is to adjust the stats of the astral token.
Well you would need to make an action for astral combat as the skill itself does not give a versus roll.
Certain rules behave differently when you are astral projecting. The system currently don't have an innate ability to switch to these rules
In that action you can set the resist and defense
like? most just straight don't work
A part of the rules, liking switching the attributes could be faked with the macro
So when you know strength is replaced with ith charisma, make the macro set the strength value to the charisma value
This should handle 75% of checks
My point is why switch it all around when it is all focused on one skill
Getting hit does not use this skill
Body + Armor becomes will + magical armor
No
No? Then what does a projecting magician use for a Damage Resistance Test?
It is like all direct combat spells. There is no damage resist only attack resist
So the magical armor would apply to the attack resist
You're gonna need to cite something to support that.
Note that the first line of "Astral Combat" on p. 315 is "Astral combat is resolved the same way as physical combat." then goes on to list the substituations. It doesn't say it's resolved like combat spells.
Yet it never mentions anything about what your damage resist changes to. Not even about magical armor applying
It tells you what substitutions to make. You can thank CGL for having the table on the page before the text that references it.
The critter power Mystic Armor doesn't provide anything that supports your like-direct-combat-spells claim, either. It says it works like Armor, which means there's a Damage Resistance Test involved:
The mystic armor adept power has better wording
And I will concede that they missed wording somewhere as 6e and 4e have the resist part in their table for astral combat
They're two different powers with different rules, who happen to have the same name. It's not the only place CGL has done that.
There's no need for that; DRTs say to use Body, and the table says what to use for Body-but-Astral.
They might as well be the same though as they behave identically
That is a lot of hoping people follow 150+ page jumps for some logic when adding a single line to a table would have a better solution
They don't. The adept Mystic Armor power is explicitly regular and astral armor. The critter Mystic Armor power is explicitly astral-only.
While fair, They are the same for astral and one words that way better. If they were going for massive page follows they could have just used one there and said astral only side of mystic armor adept power
and maybe you missed it, but I did mention I concede you are right
#1171167349299236994 message
At this point, it sounds like you're arguing for the sake of arguing, so I'm out. I've got work to do.
I was saying that too you. 🤦 I thought you were doing that after my first concede