#LaSossis: Custom VTT code/macro/module and stuff
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its a beta option to toggle
it's just a reminder , there is overwatch v2 that you can can activate
Lastly, I noticed that the movement rerouted prompt is potentially confusing. Is it intentionally this way?
In my mind, "Continue movement" should come with a tick, because the initial intention was to move this way. "Change movement" would have the cross, as it interrupts your intention.
But if that's how you've intended it, then no comment.
Ithe continues, could be change into "ignore" it's just to say, yes i want to ignore that, and just proceed with the original intent
keep in my if you don't like some automation you can disable them
i'll change some text, it does make sense
Sure thing, I'm aware I can switch things off, just wanted to understand whether I'm doing something wrong, experiencing bugs or misunderstanding what things are meant to do. Thanks for clarifying.
are you sure you don't have some stuff or activation in double ?
how can you have 2 windows but not with the same Css ? what is you setup precisely , module, step done , number of players etc..
I'm very sorry. I'll try to go through what is written on github again, unless there's a different documentation that i missed entirely?
I didn't really understand what was written on the github though, but I'll try to read closer. Again, very sorry for wasting your time
" I didn't really understand "
that's when you first questions should have come.
it's easier to answer these then , explain all at once.
but again documentation is not the best.
less wasting my time , than me trying to not have this project taking too much time in my life.
i slept at 7am yersterday , because i got carried away
It's not your full time job, I understand. You're really not under any obligation to help me here.
If I understand this correctly, I'm trying to modify the deployRange on the smoke charge item first, and then I'm looking to access the extra deployable menu?
first you need the item LID, to associate your automation to it . deployment automation already exist.
you would use the onInit, to add new info to the item.
i dont understand what you mean by "extra deployable menu "
this section in the document?
shit i forget to add the api fucntion for it
this is not a menu to add extra deploayble , it fjust to find deployable LID
Ok! I think i got both the LID of the smoke system and the LID of the deployable!
Yeah, that weirded me out, but at the same time I don't think anything else triggers Overwatch. Especially with the same UI. But I'll investigate further.
Dunno if this is something you should look into but it is something of note.
I used the Lancer Automations wreck automation and custom edited the wreck image, audio, and effect for one of my NPCs to use the biological/monstrosity death sounds.
When testing it, everything worked fine until I heard the stock mech structure and destruction sound.
I traced it to Lancer WeaponFX module as the issue. So there miiiiight be a tiny little conflict but aside from that nothing major.
Yeah, I brought it up before and they thought they fixed it but it is still happening.
did not fixed , because looking at this, i didn't not understand your issue. it's from lancer LancerFX that as nothing to do with wreck, it from the structure flow.
(should i have asked for audio, i would have recognized it)
Following your guide I set up an activation that ties to the macro, which works great but it seems to fire off multiple instances, like it will just empty the hex charges and shoot the macro three times.
context pls, give me your code or, something. cant do shit with a statement like this.
This just runs a macro that places a blast template down.
When I utilise the same one for Hex Charges, it just consumes all with the macro.
Is there a way to limit it?
you have the "copy" button, that will give me the complete data struct
we have no idea if its an bug or not , further question are irrelevant
Hmm... I think changing the flow type is what I had to do.
Instead of Flow rather than After Flow.
"like it will just empty the hex charges and shoot the macro three times."
i dont undertand what you are talking about, the item you show me as no charges ?
{
"isGeneral": false,
"lid": "ms_pattern_b_hex_charges",
"name": "",
"reaction": {
"triggers": [
"onActivation"
],
"evaluate": "return true;",
"triggerDescription": "",
"effectDescription": "",
"actionType": "Quick Action",
"frequency": "Unlimited",
"checkReaction": false,
"checkUsage": false,
"autoActivate": true,
"awaitActivationCompletion": false,
"triggerSelf": true,
"triggerOther": false,
"outOfCombat": false,
"onlyOnSourceMatch": true,
"activationType": "macro",
"activationMode": "instead",
"activationMacro": "GrenadeOnBlast",
"activationCode": "",
"onInit": "",
"onMessage": "",
"reactionPath": "actions[0]",
"comments": "",
"dispositionFilter": null
}
}
...
So what was happening was whenever I used the activation for the grenades it would throw out all three of them, but since changing the flow for the Macro to Instead of Flow, it works fine.
I wasn't reporting a bug or anything, just trying to figure out how it works is all.
i need the code of the GrenadeOnBlast
All it pretty much does is put down a blast pattern.
But yeah, it all works good now. I just didn't understand how flow worked~
somethingis probably is doing a recursive call, thus why i want to knwo what is happening inside the macro
const template = await game.lancer.canvas.WeaponRangeTemplate.fromRange({
type: "Blast",
val: 1.1,
}).placeTemplate()
const templateData = {
fillColor: "#cc2865",
texture: "modules/tokenmagic/fx/assets/templates/black-tone-vstrong-opacity.png",
flags: {
tokenmagic: {
templateData: {
opacity: 1,
preset: "Fairy Fireflies : Frenetic",
tint: null
},
filters: [{
tmFilters: {
tmFilterId: "Fairy Fireflies : Frenetic",
tmFilterType: "globes",
tmParams: {
animated: {
time: {
active: true,
speed: -0.0016,
animType: "move"
}
},
color: 65424,
filterType: "globes",
filterId: "Fairy Fireflies : Frenetic",
enabled: true,
placeableType: "MeasuredTemplate"
}
}
}]
}
}
}
if (template) {
await template.update(templateData); // if this errors do instead: template.update(templateData);
console.log(template)
game.lancer.targetsFromTemplate(template.id);
}
It was just firing the macro multiple times, here's the razor swarm for example (which it also fired off multiple times before I changed the Flow to Instead of Flow)
ok i see
Now that I understand it, it's pretty awesome~
nothing in the macro , but i wanted to check.
you cant make a onActivation trigger that fire an actiavation flow .
thing is that can be missleading either i guard it or but a warning.
usually using the onActivation should be paired with auto-activation to do the work
Ah.
the window popup flow does not make sense in your case
Yeah~
because it trigger again the activation, thus looping until nothing is left
How would you set it up?
instead of flow works, but there is the suff to do design wise there
i'm gonna add a warning and a a safety guard
Lancer Automation 2.9.10
Features
onRolltrigger. Fires between a roll resolving and its chat card printing, for attack, tech attack, damage, skill, structure, and stress rolls. Exposesreroll()andchangeRoll().- Reroll bonus type in the Effect Manager. Stored on an actor, offered as a choice card before the roll. Filterable by roll type.
UI
- Reaction Editor: default activation mode is now "Instead of Flow" (was "After Flow").
- Reaction Editor: "Check Usage" checkbox is pre-checked for new activations.
- Reaction Editor: warning shown when
onActivation/onInitActivationis combined with a setting that would loop. - TAH: Overwatch row carries its trigger text in the structured trigger field.
- TAH: range-preview auras cleared when the HUD unbinds.
Fixes
- Ignore button on "Movement Rerouted" cards now works (was broken due to a typo).
- Runtime guard against
onActivation/onInitActivationrecursion when a reaction fires on the same item that triggered it.
i think i know what the issue is, and it's probably my fault, can you open one token and copy (aka export) one of the aura config
second question what version of grid aware aura you have, my fork or the original one
my guest is that i injected a feature that only works on my grid aware aura fork
i should make it as an option , hand not work if you dont have the feature
(the feature is pressing alt , show THT ruler on target token)
(probably do it all the time when you dont have the feature)
Ah that was the issue. LA_max_range has terrain height tools targets set to All by default? I toggled that off and that removed the spiderweb of lines.
I did not know this was even a feature.
sadly it will come again, as those are generated
so to confirm , what is you grid aware aura version ?
0.5.7
well that's not really the answer , but yeah that not my fork
mine is 0.5.7.4
i'll make a pathc right away, but as a confirmation i need LA_max_range json data
I am not sure what you want then? that is the number listed after the verion of grid aware aura.
on the readme i talk about 2 version of grid aware uara , the original and my fork
you'd have to know what you installed to know what version you installed
but since you said 0.5.7 , my guess is that you have the original version , not the alternative
I'm sorry I have what ever was installed when I installed the addon by default.
{"_v":1,"name":"LA_max_range","enabled":true,"radius":"10","innerRadius":"","position":"CENTER","lineType":2,"lineWidth":3,"lineColor":"#c18585","lineOpacity":1,"lineDashSize":13,"lineGapSize":13,"fillType":0,"fillColor":"#c18585","fillOpacity":0.1,"fillTexture":"","fillTextureOffset":{"x":0,"y":0},"fillTextureScale":{"x":100,"y":100},"ownerVisibility":{"default":false,"hovered":true,"controlled":true,"dragging":true,"targeted":false,"turn":false},"nonOwnerVisibility":{"default":false,"hovered":false,"controlled":false,"dragging":false,"targeted":false,"turn":false},"effects":[],"macros":[],"sequencerEffects":[],"terrainHeightTools":{"rulerOnDrag":"E2E","targetTokens":"ALL","onlyWhenAltPressed":true,"onlyWhenTargeted":true},"unified":true,"onlyEnabledInCombat":false,"animation":false,"animationType":"scroll","pulseToMax":false,"animationWhenSelected":true,"animationSpeed":0.1,"keyPressMode":"DISABLED","keyToPress":"AltLeft"}
yes yes, that is normal. but i advice to readme the documentation a bit, this is a complex module.
that's the aura when is bugging right ? not after you fixed it ?
well it was after I fixed it, then I toggled it back to all and clicked export.
i'd rather have the one that bugs, to be sure.
i need to confirm the data generated when it's bugging
{"_v":1,"name":"LA_max_range","enabled":true,"radius":"10","innerRadius":"","position":"CENTER","lineType":2,"lineWidth":3,"lineColor":"#c18585","lineOpacity":1,"lineDashSize":13,"lineGapSize":13,"fillType":0,"fillColor":"#c18585","fillOpacity":0.1,"fillTexture":"","fillTextureOffset":{"x":0,"y":0},"fillTextureScale":{"x":100,"y":100},"ownerVisibility":{"default":false,"hovered":true,"controlled":true,"dragging":true,"targeted":false,"turn":false},"nonOwnerVisibility":{"default":false,"hovered":false,"controlled":false,"dragging":false,"targeted":false,"turn":false},"effects":[],"macros":[],"sequencerEffects":[],"terrainHeightTools":{"rulerOnDrag":"E2E","targetTokens":"","onlyWhenAltPressed":true,"onlyWhenTargeted":true},"unified":true,"onlyEnabledInCombat":false,"animation":false,"animationType":"scroll","pulseToMax":false,"animationWhenSelected":true,"animationSpeed":0.1,"keyPressMode":"DISABLED","keyToPress":"AltLeft"}
That is a brand new different token that also has the bug.
thank you , i'll make a fix in few minutes
@graceful vortex done, this shoudl be fixed the feature is disable by default, can be toggled , but only with the GAA fork. otherwise there's a warning
you would to recreate the token , next time there will be a button to reset all token in scene
I installed the update and created brand new tokens, they still have the bug. Not sure if there is another step.
you have the feature disabled ?
otherwise send be again the json .
crap did i missed something
I am not sure how to disable the feature as I was not aware the feature even existed. I can turn off auras in their totality, if that is what you mean? And that does work, but then I have no auras. (what is the feature even called?)
{"_v":1,"name":"LA_Sensor","enabled":true,"radius":"15","innerRadius":"","position":"CENTER","lineType":2,"lineWidth":3,"lineColor":"#549eff","lineOpacity":1,"lineDashSize":11,"lineGapSize":11,"fillType":0,"fillColor":"#549eff","fillOpacity":0.1,"fillTexture":"","fillTextureOffset":{"x":0,"y":0},"fillTextureScale":{"x":100,"y":100},"ownerVisibility":{"default":false,"hovered":true,"controlled":true,"dragging":true,"targeted":false,"turn":false},"nonOwnerVisibility":{"default":false,"hovered":false,"controlled":false,"dragging":false,"targeted":false,"turn":false},"effects":[],"macros":[],"sequencerEffects":[],"terrainHeightTools":{"rulerOnDrag":"E2E","targetTokens":"","onlyWhenAltPressed":false,"onlyWhenTargeted":false},"unified":true,"onlyEnabledInCombat":false,"animation":false,"animationType":"scroll","pulseToMax":false,"animationWhenSelected":true,"animationSpeed":0.1,"keyPressMode":"DISABLED","keyToPress":"AltLeft"}
I am still on the original branch and not your branch for auras if that matters.
Then yes, if I go in and turn off all the auras, then there are no auras.
crap i wasn't clear enough do you have the "AURA THT Ruler on Alt Press" this is the optino that should fix it
not disableing the aura, like disableing stuff completly is not a solution ..
No, I have never had that on as far as I know.
Only thing I have changed here is setting all the auras to none.
like i said , this should not be the solution
ok yeah i see , i made a mistake
new version try again
That seems to have worked.
good
Thank you for the fix.
I figured it out, it was the Custom Paint Job system!
ok, give me clear instruction, so i can try to reproduce the issue and understand it
It's so odd, I will try to reproduce it but it usually happens whenever I edit the Lancer Automations settings to a certain degree.
Because resetting it will allow it to work, but I need to identify specifically which setting somehow conflicts it.
i'd say lacner QoL , because if you have it, you can can have the feature doubled.
dont remember if there a warning for that
Even with that module gone it's still not letting me open the roller.
ok , first restate the issue pls. i cant remember all
Let me reset automation and see which setting I change makes it so I can't open up the roller.
For some reason, Custom Paint Job won't let me open this dependent on a setting you switch on in Lancer Automations.
The dice roller toolbox.
Currently I've resetted it, so now I'm just going to slowly turn on each setting and see which one stops me from opening it.
I will write them down, give me a few moments.
Okay, it stopped working when I added the custom reactions. Let me reset again and see if I can identify specifically which one.
Import this, have an active combat with a PC token in the scene that has Custom Paint Job in their systems, try to bring up the weapon roll toolbox.
It seems to break exactly when I untick the Custom Paint Job in the Activation Manager.
any error on the console (should have asked that first)
flow.ts:159 LANCER | running flow step initAttackData
flow.ts:159 LANCER | running flow step lancer-automations:onInitAttack
main.js:597 Uncaught (in promise) TypeError: Cannot read properties of undefined (reading 'includes')
[Detected 2 packages: lancer-automations(2.9.10.2), system:lancer(2.11.2)]
at checkReactions (main.js:597:40)
at handleTrigger (main.js:1085:30)
at onInitAttackStep (main.js:2865:11)
at _WeaponAttackFlow.begin (flow.ts:177:20)
at async _WeaponAttackFlow.begin (attack.ts:163:12)
at async beginWeaponAttackFlow (misc-tools.js:711:23)
at async executeSkirmish (misc-tools.js:1449:9)
at async HTMLDivElement.<anonymous> (hud.js:912:25)
checkReactions @ main.js:597
handleTrigger @ main.js:1085
onInitAttackStep @ main.js:2865
begin @ flow.ts:177
await in begin
begin @ attack.ts:163
beginWeaponAttackFlow @ misc-tools.js:711
executeSkirmish @ misc-tools.js:1449
onClick @ hud.js:2857
(anonymous) @ hud.js:912
dispatch @ jquery.min.js:2
v.handle @ jquery.min.js:2
i think i got something
I'm just happy I figured out exactly what was giving me the headache, lol.
I've got a session tomorrow so for now I'll just keep the custom paint job ticked.
i can fix it in like 2h-3h , when i get back home
No worries~
by the way you dont need the Default Lancer UI for action, as it's embedded into the TAH, ( because it was bothering me)
these button act the same
same for combat activation (did not tested it a lot, but it should work)
Oh, I should totally turn that off.
Going to be honest, my brain automatically ignores the default lancer ui.
I also had no idea I could interact with yours too, man that is helpful!
mainly it's the activation, one, because when you have a lot of similar npc, hovering the combat carousel to find it is annoying.
now you can just select it and activate it easily .
okin like 3h tops, at least before i sleep. i kinda wanna finish the UI SFX
(optinal feature) valume is a bit loud, but there will be option,
btw how does it show heat update in a fading text on the token ? is taht a module ?
Think that is just damage numbers.
That's how all the updates happen, damage, conditions, etc. Have you modded it out of existence on your end?
Once this is out, will there be a way to replace the sounds?
tbh i'm not sure, maybe the main one, because there many sounds files
I see.
on this end better to stick with me creative choice. hense why i asked opinion
I mean, surely there would be a way to at least replace the sound files somewhere, right? It would break on updates, but otherwise would be functional?
it's just make a option for all sounds that anoying. you could just manually change yes
i'll make optino for the main one, but that's it. after all game do no give you options for every little details like that
also because sounds as to match with others, like i tuned each base volume manually
Yeah, I get you.
Like I said, if anything, I can always update the files for my personal use, even if it's just to explore.
I struggle imagining the end result by just listening to samples (looking at the library you sent).
for exemple hover is 0.4 , but right clic is 1.3 , changing file, and i have the reajust
plus i have i'm trying random pitch variation to breaking some subconscious monotony, and other stuff behind the hhood
Yeah, this I'm really curious about.
stuff i learned for UI collegue at work. but they do way way more complex shit
I am considering doing some courses in that direction. It's an impactful area.
i dont much about webUI , i know about game UI , no idea how far different they can be.
last time i did web dev work was ... ooof 7 years ago
i do have a bunch of PDF book, about almost all topic of computer science.
damn i dont have any books about UI
everything execpt that lol
Typical ๐
I just realised, when I try to ram a target, I can't select the target when prompted.
Regardless of whether the target was previously selected or not, that layer is somehow desabled once the prompt appears (can't select or deselect a target).
_ _
you cant with the red hex cursor ?
does not get blue on the npc ?
mmm somehow remain invalid , (i forgot to add on this one , to exeptect selection envenif considered invalid, just in case) , but wait isn't a size 0.5 ? against a size 1
Correct about sizes, but the same thing happens the other way round.
Wait.
I stand corrected.
I'm sorry. The size was the issue.
If I may, does the system detect whether it's hovering over a target that is invalid vs any other empty field?
i gonna make somethign to hint why it's invalid
Perhaps it would be good to differenciate, so that the marker is white on a nautral field, red on invalid target and blue on valid target?
and also make it a soft filter thus, choosing an "invalid target" still works
Are there instances where selecting an invalid target would have a function?
yes
you cant tell waht the user waht to do, what rules he as
alway give him a way out
"If I may, does the system detect whether it's hovering over a target that is invalid vs any other empty field"
the ChoseTarget api call allow to set upt filter that are called on selection and hover , that how it gets blue
checout the documentation
I did check the documentation, but unfortunately I struggle understanding most things. Sorry.
Something I noticed, that I think goes against the rules, though. Although this may be again the case where you want the option to be a vailable just in case.
When I knock a target back, it triggers the Overwatch notification.
Probably not something worth fixing, exactly, but just FYI.
it should not it's an involonatry movement
Yup.
if you dont understand much of the documentation, be wary of assuming stuff.
or try to guess how it works. it's just more noise in my head when i try to assess things.
i prefer clean dry information, than a lot of words and speculation.
Hence why I asked about the neutral vs invalid target.
i know , not truly direct at you, bt more in general
Understood.
but that might be a bit harsh on me , to ask people bring their issue like they are QA
||I am seeing one more thing that from the user perspective is odd.
(BTW, the double Overwatch window no longer pops up, but I haven't changed anything. Was that on your end?)
When I move within threat, I get the bottom right corner window. (Though not always, there comes a point when it stops appearing until I pass round.)
Then if I select to let pass, I get the top left notification again.
Looks unintentional.
_ _||
Before the above.
That's what I mean to ask - would you rather I don't bring things like this up?
you sure you are on the lastest version i tried knockback , i got no overwatch
alos there is 2 overtach autaotmation, v1 and 2, you have both right now
2.9.10.2 *
I have it like this, but the above issue was happening regardless of which one was selected.
_ _
You know what. I may have the wrong elevation ruler... Let me verify.
nonono, user are not foirce to have my elevation ruler, thus if the bug comes from not having it it is an issue
I see. Can I ask, though - does your fork overwrite the original ruler? As in, will it show as a separate module?
yes , but do not install i did not asked taht
Sure, no worries.
i only asked if you ahve it or not
"You know what. I may have the wrong elevation ruler... Let me verify."
thats what i'm talking about , i ask a simple question, don't jump to conclusion that you have the wrong one .
just answer it
And I was trying to find it ๐ But I can see it's the original ruler.
So I played around with it a little. The double notification issue I mentioned may be a conflict or wrong settings - will test further.
But the 'Overwatch' window (Fire/Let pass) only triggers if the units aren't adjacent (tried removing the Engaged status, that didn't help). So for a Threat 2 unit, it will trigger if moving within/out of the outer ring of cells, but not when adjacent. Which means that for a Threat 1 unit, it doesn't trigger at all.
Only Elevation Ruler (Original) and Lancer Automations are active.
_ _
_ _
I can't test the knockback triggering overwatch, because with just these 2 modules active, it doesn't seem to trigger. Will read your doc to see if there's a clear dependency for that.
Knockback unclear. Sometimes it triggers, sometimes it doesn't. I've tried skipping turns, rounds, switching NPCs. Even then knockback will only trigger on some attacks.
Knockback doesn't trigger on crits, could that be the case?
no
first you need both overwatch v2 to works
secondly, either give exact repro steps to reproduce your issue. ( a video suplement could help)
toggle the threat aura on the token, could know what range of threat it's using. (using TAH)
you dont need to show me the overwatch card this give no information.
for now guesses on what could cause the issue , are no use to me , i need information and being able to reproduce the issue
Here's a clip for knockback, since I just recorded it. You can ignore if you don't want to look at it now.
But in short, it only triggers on normal hits and not crits.
i can reproduce , good . i'll look into it
Here's for Overwatch not triggering when adjacent.
Both v2 Overwatch activations are ticked, as you suggested.
The purple aura comes from TAH.
So for a Threat 2 unit, it will trigger if moving within/out of the outer ring of cells, but not when adjacent. Which means that for a Threat 1 unit, it doesn't trigger at all.
Thought this bit covered that.
I showed you the card to make sure it was clear which one I'm talking about.
that is way more simple to understand that way, i can reproduce. i'll look into it
Great.
Double notif is fixed. Turns out I had your (?) old Lancer Reaction Checked enabled.
just say,
"Moving token from range 1 of token with reaction and threat 3 do no trigger overwatch" => behavior expected to trigger overwatch
simple efficient, I understand
Alas, I can't really predict which way will be easiest for someone I don't know to understand ๐
Tried communicating it in a way that felt clear and short to me. Whether my autism has anything to do, I don't know, but it is what it is.
I'll stick to recordings moving forward.
this might be me being tired and multi tasking with my work. the more word is see , the harder it is for me to process
Fair, fair.
Awesome.
i'll psuh tonight with the bigger update, sadly i didnt repect the deadline of yersterday to fix some bugs
some needed it
I spotted another potential issue with Overwatch - unless it's caused by the Elevation Ruler.
Issue:
Overwatch doesn't trigger after a unit spent its base movement (moving in yellow).
Expected behaviour:
Overwatch should trigger on any movement initiated within threat ||- including switching from regular movement to boost movement/using overcharge to move.||
Unit in the video has 5 speed.
The below example shows it triggers exactly 5 times. Also a weird thing happens to the move counter, which is stuck on 0 until Overwatch stops triggering.
those seem complicated , i cant reproduce. maybe it because of the original ruler
Might have found a possible conflict with Lancer Clocks module. Have to get back to work so I'll just make a quick report.
Issue:
Cannot drag Lancer Clocks actors onto the canvas.
Versions:
- Lancer System 2.11.1
- Lancer Clocks 1.0.30
- Lancer Automations 2.9.10.2
Repro steps:
- Have Lancer Clocks (1.0.30) and Lancer Automations installed (2.9.10.2)
(2. Enable Size 1/2 adjustments) - Create an actor and switch its sheet to Lancer Clock sheet.
- Try to drag it into the Canvas.
Expected result:
Actor should appear on the canvas
Actual result:
actor does not appear and attached error message appears in console
Need to get back to work, so if you need someone to test things, I won't be available 'til tmrw evening CEST!
thansk , probably some code that do not extpet any other actor then those of lacner
Forgot to mention I have the Size 1/2 adjustments enabled. I'll add it to the report
So Overwatch triggers correctly for you regardless of movement spent?
yes , i havent start to work on it
I didn't quite understand how to use Lancer Automation; does it conflict with Lancer QoL?
There are some conflicts, yes. But it does usually tell you when you launch it and it allows you to automatically disable the conflicting settings.
^
Is there somewhere I can get the macros and just import them?
I'm not familiar with any macros related to Lancer Automations, so can't help here.
no one shared any "automation" as of yet, you'll have to make them
you do have soem built in macro all with the prefix "L.A"
I don't see a manifestation link here
Oh damn I forgot lol
you're probably the first one to use it then
gonna take me few minutes to do it , ,(still in my bed) but manifests are just link to the module.json . you can go to release and copy the link on module.json
that should work
I'm just downloading anything that might help me run the game and trying my best to understand how it works ๐
I think the same happened to NPC Importer. Cause I can't update it for some reason.
oh shit , that important, you gonna need it for v3
alright getting out of bed
Like I click the update button on the module section, I got hit with an error I couldn't snapshot fast enough.
Then it just... doesn't want to try and update even after pressing it again.
manifest is still here on the github, you can try it again . otherwise maybe you have error in the console that can help
what version of elevation ruler you have , it as changed and is now on v13, its no longer the same
but i'm gonna add a warning that some feature , will not be perfect without my ruler
soon i'm no longer gonna called elevation ruleru since, the original one changed
Ruler Toolkit? Maybe?
probably just Lancer Ruler or LA_rule, since it starting to get realy tuned for lancer automation
I'm on the latest compatible, which I believe is 0.10.18.
I was planning to move to yours once I established that I want to stick with it, but it's also worth using the original version for the time being, as it's in line with most users.
But if you're saying that the issues I experienced yesterday are possibly stemming from the Elevation Ruler and you're not planning of accommodating that, then I'll probably see about switching to it now.
i think i fixed some ises , but some feature cannot be used with the original one line the movementCap detection. i didnt fixed all yet
nah you can keep it , most feautre will work. i adde a wraning
if other feature dont work that are not included in the warning i'd have to fix it.
but fixing those will take time, and will not be in priority
OK after spending all night scrapping for some sound and stuff, i've done.
completely optional feature, i just wanted some audio feedback on actions. if you dont like sry, but i spent way to much time try to find coherent thing.
(also some effect require the paid version of jb2a effect , otherwise they wont play. but it should not break)
i'll see to find alternative
Lancer Automation 2.10.5
Action FX System (new)
Every built-in action now has a dedicated visual/audio FX. Gated by a new "Action FX" master toggle in the renamed Effects Configuration window.
Actions covered: Boost, Hide, Shut Down, Fall, Fall Impact, Search, Scan, Ram, Grapple, Skirmish, Barrage, Eject, Dismount, Disengage, Boot Up, Standing Up, Teleport, Self-Destruct, Handle, Interact, Prepare, Invade, Quick Tech, Full Tech, generic Quick / Full / Protocol / Free Action / Reaction, Core Power, Deployable placement.
Lancer Weapon FX is now a recommended dependency. When installed, the module auto-creates suppressor macros for Ram and Grapple so LWFX's generic melee/ranged effects don't fire over the new custom ones.
TAH
Core Power column
- New CHARGE toggle to mark core power spent / charged.
- Core power row now shows the correct activation (icon + subtitle).
Tech menu icon swaps
- Scan โ radar-sweep
- Lock On โ Lancer's lock-on condition icon
- Bolster โ upgrade arrow
- Invade โ cpu-shot
UI sounds
- New TAH UI Sound Volume setting (default 0 / off). When enabled, plays sounds across rows, popups, counters, toggles, and search results.
Combat bar
- Activation pips and action icons brighten on hover for better feedback.
Settings reorganisation
- "Reset TAH Position" and "Clear TAH Auras" buttons moved into the TAH settings panel. The aura cleanup button now also rebuilds default auras automatically after clearing.
Reactions & Flow fixes
- Overwatch now triggers on adjacent moves and on threat-1 weapons.
- Ram now applies its knockback through the Knockback tag on the damage card.
- Boost cap sequence: when your movement is split across a boost, Overwatch and other reactions can now correctly trigger and cancel both halves of the move.
- Cancellable triggers (onPreMove, onPreStructure, onPreStress, onPreStatus, onPreHp/HeatChange) now process reactors one at a time and stop at the first cancel, this prevents reactors being "lost" when multiple want to cancel the same event. Self-reactions run first.
- Custom reactions disabled in the UI now correctly stay disabled, previously disabling a default reaction could accidentally wipe its trigger list.
- Crit damage hooks: on-damage / knockback triggers now fire correctly after crit damage rolls.
- Token size automation no longer overrides manually-set sizes on non-Lancer tokens.
Interactive
Advisory target selection
chooseToken now uses soft mode by default: invalid range or filter targets can still be clicked but highlight in amber and display a warning in the selection card (e.g. "Out of range (4 > 3)" or a custom filter message). Set soft: false for hard-block behaviour. Used for Ram's size filter, among others.
Deployable chat cards
When you deploy a system, the parent item's chat card now auto-prints at deploy time.
That's pretty cool. Is there a default sound for action types, should someone homebrew items/systems?
I mean something like x for ranged, y for melee, z for tech?
Or does that get handled by LWFX?
Also, FYI, pressing Auto-fix in this window now triggers it on a loop, as I assume there are no "conflicting settings" to disable in case of the ruler.
no, there no advance damn settings, just my stuff my sounds.
" Auto-fix in this window now triggers it on a loop," this window ?? what window ???
This was meant to be attached, my bad.
ah forgot the auto disable of relevant feature
Would it be too much work to have it so when pilots are out of combat, the Custom Token Stat Bars keeps track of their Stress? (Bond mechanic).
i dont use it, wont do it now
The character sheets still track it, though. Do you commonly use tokens in narrative?
Yes.
Interesting. Would you be willing to share a visual of how?
updated, shoudl disble the 2 feature
I just use barbrawl and it has the stress as if it was a hp bar but it switches over to their regular hp in combat.
I might make a fork and see if I can work it out.
Sorry, I meant I was curious how you use the tokens in narrative, as on our table it's all mostly spoken and managed through character sheets, rather than using tokens on the canvas.
Like the red box here is stress.
Ahh, so you have the actors laid out.
I like to draw stuff to give people an idea of layout, and then use their tokens to represent rough locations.
And it makes narrative combat just easier to track when I place down npcs and stuff.
Anyway, that's more gm discussion.
I can see the appeal.
Got to say, loving the addition of more vfx/sfx and UI noise. Keep up the good work~
Is it me or Lock On only plays sfx/vfx if you try to use it on target that is already locked on?
Mm yep it does the quick action effect instead of lock on, might have broke my old effect , looking into it
If I read this correctly, which may not be the case as I'm not a script guy, this may have something to do with the issue?
Correct me if I'm wrong, but to my layman's eyes it looks like scripts tells sequencer to play effects only when target has lock on effect on it?
there a upadte race above, in internal function, it supposed to set lock on and loop on target that has it,
but inside one of the call i forget to await a function.
BUT when it will be called by a player , he must send a socket message , make the race data harder. i'll just remove that check
fixed
Damn, you're a monster with these updates. But please do take care of yourself, no need to rush.
yes that is wise, i should
i just taught that was intentional and been downloading module.zip and using that LMAO
one of my players noticed her action isnt following 2 quick action, and protocol reminder thing i dont know if this is a unique thing to our game, nothing to show on the console
nah it's on my end
fixed
oh and also chagne the ui soudn , found something better form Red Alert
Just to let you know, this issue is also present on my end with your version of Elevation Ruler (even more than original). Feel free to ignore this message if you're not interested.
Issue:
When movement triggers Overwatch, choosing to 'Let pass' or Cancel doesn't count the cells moved as movement spent.
Expected behaviour:
Each cell should count towards spent movement as normal.
Steps to reproduce:
- Begin movement within threat.
- Let pass or Cancel on the Overwatch card.
- Repeat.
- Only Elevation Ruler and Lancer Automations are active (using Find The Culprit!).
- No errors in the console.
_ _
A little feedback on this - the sound is heavier on the right ear.
oh yeah a tiny bit, well that's og sfx of the game
your movmeent as not even been blocked
before the other issue
Why would it be blocked?
overwatch should occur when the movement starts
not after
i have broken it, i need to fix it
That's correct. Missed it - it used to interrupt in the original Elevation Ruler.
i'll until do some fix, no need to send me other bug of that type.
Roger roger.
is there a version of these on v11?
no
sry i dont understand ? ( my english)
how do i update from v11 to v12?
so that way my foundry is compatible to your modules
that's not a question for here, i never used nor had v11. i have no idea
alright, thanks regardless
You can update it in-app ('Return to Setup' option at the bottom of the settings tab). But I would ask in https://discord.com/channels/426286410496999425/760966283545673730 regarding any potential things to bear in mind when doing it.
^
thankies
Lancer Automations 2.10.7 (also update on lacner ruler fork)
New Features
Engagement & Reactions: smarter status handling
- New "Require Provokable" checkbox on every reaction. When enabled, the reaction won't fire if the moving/triggering token is HIDDEN, has DISENGAGE, has the new "Provoke" immunity, or is INTANGIBLE while the reactor is not also intangible (same-plane rule).
- Engagement path scan now respects elevation: flying/hover units are checked against their final elevation; walking units are checked against the terrain height under each step (when Terrain Height Tools is installed). Stops false engagements when moving across terrain of different heights.
New "Provoke" immunity bonus type
- Effect Manager โ Bonus Type โ Immunity โ "Provoke (Engagement & Reactions)".
- An actor with this immunity is treated like permanent DISENGAGE: cannot be engaged and movement does not provoke reactions from others.
Fixes
Engagement updates after token deletion
- When a token is deleted, engagement status on neighbors now updates correctly.
Overwatch v2 sync-cancel
- Fixed a regression where Overwatch v2 stopped pre-empting movement when chained behind Engagement.
Engagement path scan stability
- Path scan no longer crashes if the move's distance overshoots the path array.
Falling reaction
- Fixed a stale call into the movement API that broke the Falling auto-trigger at end of turn.
TAH (Token Action HUD)
- Mech-only actions (Eject, Dismount) are now hidden on NPC sheets.
Action FX
- All actionFX functions (Skirmish, Eject, Boot Up, Disengage, Boost, Hide, Shut Down, etc.) now properly await their Sequencer playback so chained calls don't race.
more SFX stuff for fun ,
I like this. Makes things more... tactile. I'm surprised Foundry doesn't have any of that by default.
Oh that is extraordinarily fire
Kinda struggle to find the next sound i need. if anyone has an idea/ source / game to look for/ freesound.org :
Crit Hit : a general sound for any crit Tech or attack
Miss Hit : Same stuff
Hit sound ? maybe but probaly something very small
then either
one small sound for each damage type or one General Hit sound (if it's too hard)
Kinetic - Energy - Explosive - Burn - Infection - Heat
A sound for overshield (i might find that easily)
Will there be a way to disable individual sounds? I love it for the most, just not a huge fan of having sounds on movement
(shit, sorry for ping)
Sounds are disable by default, it's in the option menu
2 category TAH and Token feedback, volume is at 0 by default
but no individual sounds, not yet. i'll need to make a dedicated sound configuration menu
i'm unsure myself about movement sounds, but i feel i kinda need a sound feedback when a movement occur
IMHO it would turn old pretty quickly, that's why I'm not a huge fan.
But if you wanna get fancy, maybe different sounds depending on movement type? Teleport sounds, big loud mechanical walk cycle sounds for standard movementโฆ
no just a single sound, I dont like not having a movement feedback.
just like in game like fire emblem
but it cant be walking sounds, etc.. since i cant assume how each mech would sound when moving.
thus i went for a stubble woosh sounds.
the goal is not to be a noticable interreting sound, just a ui feedback.
Fair enough!
other game do it , wiout it being getting old . it's not like you were supposed to be interrested by the sound. just like in menus
You have the opportunity to do something pretty cool - token size-based movement sound, just saying.
I found the below few sounds, in case any appeal. My usage suggestions don't really matter, but here's how I'd see it.
- Crit
- Movement, Size 3, fast if you lock movement to set duration regardless of distance)
- Movement, any if you trim and fade the ends yourself
- Fail, slowing down if you managed to get rid of that high pitched end squeak.
- Fail, glitch 1 | 2 | 3 if you wanted to alternate for variety
- Miss, swing
- Miss, swing, glitch, subtle
- Fail, glitch, subtle
Others I'm unsure of:
no just simple universal sounds, one for move, one for crit (anything) one for miss (any thing)
those sfx must be pretty generic , to work in any situation, weapon setup and stuff.
their goal is not much of immersion but for audio cue and feedback that something happened.
so by sounds you know , you missed , you crit, something as moved , what type of damage as bee taken .
mayeb to one for phyiscal and tehc attack, but that would be it
all those sounds feel way to (idk how to say it) , but too specific not generic enough
In my mind, Crit is fairly generic. There's a slight swing to it, but I feel like this will get lost when it's at game volume.
Same for the fail, glitch, subtle and fail, glitch 1 | 2 | 3.
Fair enough re the rest.
No worries. I wasn't sure what style you're into, so just gave it a go at random.
i'm gonna take look at this (recommendation form a friend)
https://sonniss.com/gameaudiogdc/
That should be much more uniform.
It look like the LANCER NPC IMPORT module doesn't import the BOND when using the V3 share code. I tried in a empty world without any other module than NPC IMPORT and LANCER STYLE LIBRARY
everything else work like a charm tho, great work man \o\
lol yea i pushed but i didn't finish testing
you can try v3 LCP import if you want
i create ncp feature for eidolons when importing
i'll check for BOND, i dont use them so i forgot
hi. anyone know about this?
This is problem with the module itself and has nothing to do with LaSossis work. Foundry tries to fetch the latest module version, and fails as it's for v14. Just right click -> lock the module.
holly moly it was floating number in lancer floating.
damn first time i saw it i was like : nah i dont want Floating-point arithmetic in my damage. ...
Have been testing out the new updates and I'm so excited for my players to get to try it all out next combat :D
When a PC attempts the grapple attack it says they need scene permissions to affect the token.
Is that intended?
fixed, i forgot to make a scoket function for flags, either way been a while since it did not test it, i should re-review it
I need to check if there are other things as well, my players were saying that it kept saying some ownership and scene stuff was constantly getting warned at them from the other players tokens.
i think it's pretty simple.
i dont know your setup , but i'm pretty the code try to modify token they do not own like NPC, because i write a bunch of flag to keep track of who is in control in the grappel sequence.
i forget to make a function to allow to set flags from non owner, which send a socket message to the GM so i can do the work.
(beisde fully automate grapple is a bit of a paint, espicially trying to handle multiple grappler, and in my case since i have fight with multiple try to handle 3 parties grapping)
pretty it's not much more complicated thatn that, in anycase that flag issue need to be fix
Ah yeah, the main thing was it was warning other PC's tokens about random stuff about another PC's token. I will need to do some tests to find out what they mean. But Player A kept getting Player B's warnings. I will get some more concrete details when I have time to test it out.
just give console error , and the automation related. that is all I'll need
i started using overwatchv2 but size 2 tokens doing this, no error in the console. No problems with size1 and 3s as well.
noted
Oh right, not sure if anyone has already mentioned this but you just need to change the invade.svg to Invade.svg to match the file name.
noted
Lancer Automations โ 2.11.1
โ ๏ธ Some FX use JB2A Patreon โ without it those bits silently skip.
New
โข Damage/stat feedback sounds (per type) + impact sprites โ new "Damage Sound Volume" slider
โข Miss/crit overlay after every attack (red miss / yellow crit, staggered)
โข Infection floating numbers (+N Infection / -N Infection)
โข Built-in throw animation (auto-suppresses lwfx for Ram/Grapple/Throw)
โข Hard Cover / placed weapons / wrecks ignore engagement & don't provoke reactions
โข chooseToken stack picker โ click overlapping tokens, pick from a popup
โข Placement out-of-range now shows in-card amber warning instead of toast
Fixes
โข Alt-Struct now plays nice with nww-structure-table and friends (thanks @sporieg for the catch)
โข Grappling NPCs you don't own works now (GM-delegated flag write)
โข Programmatic moves no longer mis-snap large tokens
โข Half-size tokens centered correctly on hex grids
โข Hover/open UI sounds no longer double-fire
bro is doing god's work
Given that all this work is mainly for yourself, I'm glad for whatever made you care about the sounds.
I probably know the answer, but only the host needs to own the JB2A license for this to work, correct?
Yes, it's like any other module in foundry, everything is host-based.
I think I'm gonna to make alternative for free tier jb2a ,
While the free tier won't have everything, I distinctly remember that you could write in the code to tint the effects a certain color.
It's not a perfect replacement mind you. But it works.
that's what I thought, but for miss or crit UI effect there's no alternative
Maybe miss is a gust of wind that passes by the token
hit is a gold strike effect
and Crit is a red strike effect?
huh not a big fan, it's there effect that show the text "miss" or "Crit" no real alternative
a bit a work, for something just cosmetic , so idk
hi! ive started messing around w the automation module, and it has really cool features! one issue that im running into that im not sure why is happening, is that i cannot move tokens placed on a gridless scene, and toggling the movement cap beta option doesnt seem to do anything
idk, I don't use gridless, I'll see what I can do, but I think the more stuff I add , the more it won't be fit for gridless
for sure, i only use it for like out of combat stuff anyway and was just confused why the token was locked- wouldnt expect full combat tool functionality on gridless
ok just a quick test on my empty world test in gridd less, no issue. you'd have to be mmore specif and give me more info (console, video, etc..,. )
I had this issue before but LaSossis already fixed it.
Did you install their forks for elevation module and THT?
this should not be requirement
what issue are we talking about ?
i thought i had, but apparently not. this fixed it
thanks!
installing the fork SHOULD not be a requirement
now i'm left wondering what the bug can be ...
i first noticed it when i was trying to move a clock around (speed 0) but i wasnt able to move an ace NPC i made either when i was trying to figure out what was happening
Lol
sorry i shouldve sent a vid before i fixed it
any error in the console ?
yeah that gives no clue
there are some errors now but theyre all related to globalThis.getProperty
are those error are when you try to move ? when laoding ?
loading
i also re-added the old elevation ruler and cant replicate it now
sorry lol
great ... i'll try to find myself
since i have no idea of your setup , but it seems in gridless the original elevation ruler has so issues
so dont think it is realated the LA.
but i can only guess
i am sending this here since i am using your fork, (didnt try without your fork so i dont know its a general problem) but it seems against size 3 tokens, it sees the aura as 1 hex to right,and down? tried it with a size 2 and a size 4 token as well it works correctly, so it might be something to do with size3s?
(same token wich works corretcly in size 4 and 2 starts to missbehave in size 3)
same for size 5 and 7 it seems??
and what that aura is supposed to do ? , where do it comes from ? I can't guess . I have no idea if it's a code from me or GAA ?
just an aura i made for a trait, no coding just using GAA,
its for aura of decay gives shredded to enemies in range 2
I'll test , but this seems to be an issue from GAA, if it is a could try a fix on my version
what's tge code you made for this ? where is it , on what trigger
oh its with GAAs own effects thingy just a simple give while inside remove on leave
since its not going to be an npc im gonna use a lot i tought i dont need automation for it
cant reproduce, i'm gnna need the JSON export of your aura to test . (any error on the console ? )
{"_v":2,"name":"New Aura","enabled":true,"unified":false,"onlyEnabledInCombat":false,"lineAnimationScroll":false,"lineAnimationPulse":false,"lineAnimationInvert":false,"pulseToMax":false,"animationSpeed":1,"animationWhenSelected":false,"keyPressMode":"DISABLED","keyToPress":"AltLeft","radius":"2","innerRadius":"","position":"CENTER","lineType":2,"lineWidth":4,"lineColor":"#53008a","lineOpacity":0.4,"lineDashSize":15,"lineGapSize":10,"lineGlow":false,"lineGlowStrength":10,"radiusOffset":0,"fillType":2,"fillColor":"#4f008f","fillOpacity":0.1,"fillTexture":"modules/templatemacro/textures/hatching-hazard.png","fillTextureOffset":{"x":0,"y":0},"fillTextureScale":{"x":45,"y":45},"fillAnimation":true,"fillAnimationSpeed":0.4,"fillAnimationAngle":-135,"ownerVisibility":{"default":true,"hovered":true,"controlled":true,"dragging":true,"targeted":true,"turn":true},"nonOwnerVisibility":{"default":true,"hovered":true,"controlled":true,"dragging":true,"targeted":true,"turn":true},"effects":[{"effectId":"shredded","isOverlay":false,"targetTokens":"FRIENDLY","mode":"APPLY_WHILE_INSIDE","priority":0,"isTrusted":true}],"macros":[],"sequencerEffects":[],"terrainHeightTools":{"rulerOnDrag":"NONE","targetTokens":"","onlyWhenAltPressed":false,"onlyWhenTargeted":false}}
no error on the console also no
i have also tried on a fresh world with a clean install of GAA(not your fork) and i still had the problem
and without LA ? , just to be sure, since i think it not related
your aura does nothing
wait it is set to friendly
ok i see it, it's my bad i test size 2 instead of 3
yeah it was just GAA enabled on a diffrent world
i finish the jb2a free tier adaptaion, and see what i can do
yeah no its nothing to do with your modules so, but can you recreacte the problem right? its not a mine foundry is fucked kinda thing?
no i can recreate it, i'm looking into it, but if take to much of my time, must be delegated to the module creator
Just need to change your filepath grapple.svg to Grapple.svg
that's so werid , because i have the file miss match on my case, but dont trigger any issue and play the effect
The effect still runs, it just doesn't show the Grapple name on my end.
that waht i mean to say
on my end everything run
like the sequence does no match case
Hmm, that is strange.
Your invade fix now works for me, did you update the mismatch for that?
i did , but on my end it cahgne nothing, thus why i didnt detect those . becaseu obviously i tried all my effect
Lol yeah, I have no clue why it works fine on your end.
oh it because of my machine
it depens on the system, i guess you are not self hosted ?
Yeah, I run my server over oracle, ubuntu.
I noticed that Custom Paint Job keeps disabling every time you make the test for it, even if you failed the roll to get custom paint job. Shouldn't the interaction be that it only disables when you pass on a roll of 6?
no , and i think it was the same in lancer QoL
"When you take structure damage, roll 1d6. On a 6, you return to 1 HP and ignore the damage - the hit simply 'scratched your paint'.
This system can only be used once before each Full Repair, and is not a valid target for system destruction."
For Lancer QoL it will keep rolling it until you pass, then it destroys it.
I believe the rules for CPJ is used means it actually did prevent you from structuring.
Mmmm guess i rememberd it wrong
still to me roll the d6 is using the system , no matter the outcome
Most people don't take CPJ because 16% chance to not structure isn't that useful already, lol.
well the rule seem ambiguous, point me to a justification, then yes i'll change, seems i found it
i'll make the change
I was going to check if any other system or ability acted the same way in the Core Book.
i th8ink i foudn something
Gaalsien
found the isse it was a parenthesis isssue
Lancer Automations 2.12.0
Configuration & UI
- New unified configuration window: replaces the six grouped-settings menus into a single configuration window.
Guided Tours
- Three tours registered in Foundry's Tour Management under the
Lancer Automations:config-tour.activation-manager-tour.tah-tour.
- First-run welcome dialog (GM only).
JB2A Free-Tier Compatibility
scripts/jb2a-fallback.js: runtime substitution layer. HooksSequencer.Preloader.preloadForClientsand the.file()chain method;
resolvesjb2a.<id>through a registry that returns either a recolored free equivalent (with auto-tint), an alternate free file, orFX/Debugempty.pngas a placeholder. Patreon users see the originals untouched.
Asset Fixes (actionFX.js)
Sounds
- Per-category mute toggles for every UI sound, token feedback sound, damage type, stat event, and action FX. Default
true.
Bug Fixes
- Custom Paint Job: the system is disabled only when the roll succeeds.
Template Macro 12.1.11
Attach templates to tokens and follow movement (jsut snaps to the end for now)
Vtt-PlayerGroups 1.0.2
Multi-level ownership badges and UI refresh
Token Factions Fork (Advanced team) 13.0.2
###bug fix + Use token for team lookup; add hover-border option (to make the hover border appear bellow token instead of above)
Lancer NPC Import 1.2.2
Added Bond import for pilot V3 import
Compcon V3 LCP/Pilot/NPC Import, still a bit beta so far i test on wallflower, no issues (i check both json data of the export between v2 and v3, detials in the readme)
Grid Awrae Aura Fork 0.5.7.5
Fix: hex aura detection for size 3/5/7 tokens
Fixed parenthesization on secondaryAxisOffset so Math.floor only wraps the integer division. Previously every test point was shifted one row up from the actual hex cells for odd-sized multi-hex tokens.
Support token-factions advanced teams
Question for all, i had someone asking me for a localization implem so he can translate in Chinese .
not sure about doing that that a lot of hard coded text to move.
How many of you be interested to have lancer automation translated to their language ? or at least be able to.
1 - Yes
2 - No
I would be interested in having the module translated to Spanish. I don't need it myself, but some of my players would
I could also probably help in the localization
oh i would not translate myself, but just mocing undered of text in a json file
wanna see how worth it it is
Well, I was asking for a PT-BR translation, but I imagine that would be rather complicated to implement.
PT-BR ?
Brazilian Portuguese
it's that i have at least~~ 200 -300~~ (actually i have fucking idea, my counter is probably wrong ) text i think , to move one by one into a file en,json, and replace all those with key to it .
i never though doing that in the first place, didnt think it would get that big.
in any if you think yes , pls answer the question, having number ill help to judge how worth it is
I could maybe give translating to Polish and possibly Spanish a go - though the latter is rusty at this point.
It's probably better to not do this at all, rather than doing it poorly in this instance.
I guess I can also cast vote for Polish and possibly help with the workload, but honestly I don't know if there's even big enough community to make that effort worth it. I guess bigger communities like Spanish/PT-BR could benefit from it more, if there are volunteers to do it.
one things is that item text would still be in english since they come form LCP , unless translation exists you would still have mix with english text.
i cant give localiztion api for LCP
Yeah, at the end there are multiple sources of text that goes into foundry, base system, lcps & modules. I think that unless there's a large community that's already translating Lancer wholesale, it's a bit of wasted effort that would better used elsewhere. But that's just my opinion.
I don't disagree.
As a free JB2a user, how would I go about using the script to make the weaponFX work? Is it just a normal macro I run or should it go somewhere else? Thanks for your excellent work!
"how would I go about using the script to make the weaponFX work" ? not sure to understand your question
that seems unrelated to lancer automation , explaination on lancerWeaponFX are here
Sorry, I had updated this module to its latest iteration 2.12.2 and the weapon FX all show up as the purple checkered "missing texture" image since I don't have paid JB2A module, I'd seen listed in the scripts there was some kind of fallback script, I assumed it'd be something I'd have to run or do something with on my end to get it to work with the free JB2A module I use.
huh , it is better to get straight to the point with the issue .
anyway, that mean something is not working , do you have JB2A free tier ? if not install it, if yes , warnign or error shoudl have apprea in the console .
This shows up in the console when I run an attack with the HMG, trying to reinstall jb2a now
looking into it
Thanks, I'm not sure it's any help to know, but I updated/Reinstalled WeaponFX and JB2A Free tier and i'm getting the same log unfortunately.
Just to be thorough, it's with every weapon I try to attack with, slight variations in the errors.
fixed , hold on a bit i'm fimishing the next scan stuff
Absolute god tier work man, unreal, thank you so much
You have a donation tab or something? Kofi?
i only have my shitty patreon , it on the readme
2.12.2
new nicer scan stuff + fix fx
Is the jb2a_dnd5e module required if I already have patreon?
It's saying it's a dependency .
It runs fine without it, so doesn't look like it.
no jsut say i would do it manually and dont
it's the name of jb2a free tier
Hey! I think a french translation would be a welcome oneโbut since there already is a community translation project going on for Lancer, it might be best to wait for this one to be over first. So it all remains consistent
Just FYI, spotted a little typo in the tour.
'relted the' -> 'related to the'
_ _
Sure thing, hence why I mentioned. Not sure if you want us to bring stuff like this up. If you do, then the next tour step says 'idon' instead of 'icon'.
no you can it's ok, i'm used to it
i have years old code in video game where i typed "Calulator" everywhere
This is a module conflict, but possibly something fixable?
When using the Force Client Settings module, toggling the state also collapses your accordion.
_ _
Happy to provide more info, but unsure what it would be.
sorry, may I ask how do you host foundry? I use VPN and I had some problems with movement calculation when using both Force Client Settings and Lancer Automation, after switching to Florient Environment Control instead if FCS, things just go back to normal on my end
noted
I probably lack the basic knowledge to understand your question fully. I host it directly from my client, no middle parties.
LaSossis you absolute wizard, this module is lovely. Ty for sharing patreon too, you deserve it
got a few questions;
i see that there's an activation in the manager about overcharge with npcs, is there a way to make an npc roll overcharge from its sheet?
my second question is, is it normal that when removing the "throttled" condition, the token effects wont be removed?
lastly, there's a small issue that when throwing power failure and getting a 2, the module gives the token the slowed and dazed conditions, instead of throttled
also getting this warning when pressing on the engineering check after getting a meltdown from stress
"i see that there's an activation in the manager about overcharge with npcs, is there a way to make an npc roll overcharge from its sheet"
Oooof i think started that feature and forgot to finish it, i really need to take notes
"my second question is, is it normal that when removing the "throttled" condition, the token effects wont be removed?"
i'll take a look, but i dont think so
same for the third things, i'll take a look.
probably tomorow , i'll try to do something else than coding tonight
quick check for throttle , adding it manually and removing works, any more context about this issue, where does the effect comes from ?
from Maria's rules
"2-4 POWER
FAILURE
Your mech suffers catastrophic disruption to power regulation
as it tries to divert energy to critical safety systems. Your
mech is SLOWED and Deals Half damage, heat, and burn on
attacks until the end of your next turn." so it must be "Slowed and Throttled",
i'll make a comprehensive list here:
- when a token should get the "throttled" condition, like after getting a 2 in power failure, it gets the dazed condition instead.
- when i press on the "engineering" check button when getting a meltdown, i get the warning in the first image and nothing happens.
- when a mech is destroyed from structure damage, i get the warning in the second image, and nothing happens to the token.
- putting the reactor meltdown condition on a token, and then triggering the explosion, works perfectly and the token is removed. but wouldnt it be better if the lingering effects (the fire crater) appeared below tokens? as is, it just covers everything up instead of being on the ground.
- i think it would be good if, when pressing the Brace reaction on the HUD, for it to also give the token the Brace condition automatically
so to be clear you have Maria's rules active right ?
yes, from your module
im trying to replicate it but its no longer happening, i guess it was a random bug..
yes, but this is what happens
yeah probalby forgot to change it, it s old
also, i think it would be good if, when pressing the Brace reaction on the HUD, for it to also give the token the Brace condition automatically
yep
also a good would be on an empty world with only lancer automation. i cant seem to replicate your issue
which one?
also if there's any error or warning in the console
for now i only tested throttle thing and brace
a blank testing work would help narrowing down the culprit.
(i gotta cummute home)
this is what appears in the console when pressing on the brace reaction, but it doesnt apply the condition on the token
this is on an empty world with just lancer automations + dependencies
OH, it's becaause your are not in combat
shit when not in combat it does nothing
because it need turns to undertand when to remove it
i shoudl add a warning or justgive the statsu without the turn count
i'm gonna so that brace works out of ccombat, a warning when efect with duration are called out of combat, and HasReactionAvailable always true if token not in combat
ok no more dazed done, still few minute before i gtg
ohh i see
i guess it would be cool if the reaction is added even outside combat
"my second question is, is it normal that when removing the "throttled" condition, the token effects wont be removed?"
OH you tested with multiple user right ?
this doesnt happen anymore. im pretty sure it was a weird foundry bug unrelated to your module. i only had to reload the game and it stopped happening
i can reproduce the issue if user 1 apply effect , then user 2 removes it ( like GM and player)
oh thats weird. in my case it happened just with one user
what happened is that the orange lines werent being removed, but the rest of the effects were
thats why i was calling it a bug
hi been waiting for convos in gm corner to die down a bit to get back to you but it looks like that might take awhile so i think I'll reply to you here (sorry). The amount of stuff you put in is huge i keep hearing people saying dont mix homebrew but im kinda curious what if it just get busted and mix match as much as possible would that make two wrongs a right. Everything looks comprehensive and so close to an actual full fleshed roguelite (like?), the only part i've been thinking about was how would the shopping part work but given how convoluted it looks, i think i wouldn't be able to understand that part :P the rate limit in the algorithm is kinda nice, i mayyy be stealing it, tysm for replying <3
well you know the lore and sotry telling do the heavy lifting .
basically anytime i need to setup reward, no matter the source i roll the algorithm
in my campaign, mech are relics that they just discovered few years ago, sometime they find artefact , but they will also find seller and others stuff, or like capturing an NPC might provide a research program and unlock new parts etc ..
SHIT I'M LATE i need to go
"i see that there's an activation in the manager about overcharge with npcs, is there a way to make an npc roll overcharge from its sheet?"
actually that's where the automation system come in place , you have to make on automation item that inject the Overcharge (NPC) .
like
"npcf_limitless_ultra" = {
category: "NPC",
itemType: "npc_feature",
reactions: [{
triggers: [],
triggerSelf: false,
triggerOther: false,
autoActivate: false,
activationType: "none",
onInit: async function (token, item, api) {
await api.addExtraActions(item, {
name: "Overcharge (NPC)",
activation: "Protocol",
icon: "systems/lancer/assets/icons/overcharge.svg",
detail: item.system.effect
});
}
}]
}
i'm sorry this is where the automation system comes in place where i do not provide item implementation.
this were users have to make their own automation. that is the whole point of the module
some are included in my set of automations , but those are unordered item i made for myself, that i share
Ahh I see! Thank you for explaining how to do it :D
I'll check it out tomorrow, kinda late over here now
it's best read the documentation on the automation system
almost doen with your issues
@wise coral Does your module detect if an enemy is outside of a weapons range?
Because it can detect I'm too far away to ram, but will still let me attack and damage with a weapon that doesn't have enough range to hit
as a general rule I avoid hard locking user input , you don't know the rules their using , or special case. thus it is not blocking.
otherwise if something allow to ram at greater range , you'd have set up value and parameters.
can your players cheat ? yeah. but I play with people I trust . so it is fine for me
Hmm. I'm running into an issue where the engagement automation is working roughly half the time on mechs greater than Size 1. I've tried to work around it by adding an engagement aura, but it appears to be getting cleared immediately. Any idea what might be causing it?
right, wasn't sure if something wasn't working
you'd have to be way more specific than that, give a video, or a repro state . a protocol how to reproduce your issue.
There's not much more I can say. Using a size 2 and 3mech. No engagement when adjacent, but the engagement triggers when overlapped. I've tried disabling isometric, but it had the same result.
It's the same issue with size 1 and 2 mechs. While adjacent, no engagement. When overlapped, engagement. Lancer QoL is disabled entirely, but the engagement with that module was functional, so I'm unsure what could be causing the issue.
that is literally more specific than "it works roughly". there more stuff under the hood. that help me not unwrap all the code
cant seem to reproduce , i'm missing something
On my end, disabling the automation and making an aura doesn't auto-remove the engagement. So it looks like there's something going on with the included engagement activation?
Give me a min, and I'll test in a clean environment.
" an aura doesn't auto-remove the engagement." there no aura related to it
doing the same
I created one to test if it was an issue with tokens.
i think i have a clue
Clean environ with just the required modules, and I can't seem to get engagement to work at all with a S3. Two S2s work.
Wait, correction. I modified an NPC to S3, and the engagement between that NPC flagged as Friendly, and the one flagged Hostile works just fine.
But a S3 player mech doesn't work.
(() => {
const api = game.modules.get('lancer-automations').api;
api._origUpdateAllEngagements = api.updateAllEngagements;
api.updateAllEngagements = async function(options = {}) {
if (!game.user.isGM) return;
const tokens = options.excludeTokenId
? canvas.tokens.placeables.filter(t => t.id !== options.excludeTokenId)
: canvas.tokens.placeables;
const engaged = new Set(tokens.filter(t => api.findEffectOnToken?.(t, "engaged")).map(t => t.id));
const should = new Set();
for (let i = 0; i < tokens.length; i++) {
for (let j = i + 1; j < tokens.length; j++) {
const a = tokens[i], b = tokens[j];
if (!api.canEngage(a, b)) continue;
const sA = a.getOccupiedSpaces?.() ?? [a.center];
const sB = b.getOccupiedSpaces?.() ?? [b.center];
let min = Infinity;
for (const x of sA) for (const y of sB) {
const d = canvas.grid.measurePath([x, y]).distance;
if (d < min) min = d;
}
if (min <= 1.1) { should.add(a.id); should.add(b.id); }
}
}
for (const t of tokens) {
const has = engaged.has(t.id), need = should.has(t.id);
if (need && !has) await api.applyEffectsToTokens({ tokens: [t], effectNames: ["engaged"], notify: false });
else if (!need && has) await api.removeEffectsByNameFromTokens({ tokens: [t], effectNames: ["engaged"], notify: false });
}
};
api.updateAllEngagements();
console.log("Patch OK");
})();
can you try this quick in the console
One moment.
Says patch ok, but nothing changed in functionality.
Trying something else real quick. One moment.
(() => {
const api = game.modules.get('lancer-automations').api;
const [a, b] = canvas.tokens.controlled;
if (!a || !b) return;
const sA = a.getOccupiedSpaces?.() ?? null;
const sB = b.getOccupiedSpaces?.() ?? null;
const canEng = api.canEngage?.(a, b);
let dist = "?";
if (sA && sB) {
let m = Infinity;
for (const x of sA) for (const y of sB) {
const d = canvas.grid.measurePath([x, y]).distance;
if (d < m) m = d;
}
dist = m;
}
console.log(`${a.name}(${a.document.width}) โ ${b.name}(${b.document.width}) | spacesA=${sA?.length} spacesB=${sB?.length} dist=${dist} canEngage=${canEng}`);
console.log("spacesA:", sA);
console.log("spacesB:", sB);
})();
cna you take 2 token put them adjacent , select them then run this , and give me the result
i have like 15min ,before going to work lol
Nothing from that one, but I ran the previous one in my actual game and it is now functional.
It probably needed an actual imported pilot json rather than a created one.
so the patch did work ?
Yep. Looks like it.
"Nothing from that one" , it just give me log information, not fix the issue , thus why i aske for the result
Literally nothing.
This one worked in my live game though.
Now I just need to find the conflict with Token Factions, but that's something entirely on my end.
open those data so i can see the postion data
i'm gonna bet that was the solution, it's gonna be in the today's patch .
i have to go , i'll do that at work
Thanks for the quick fix!
tlrd , old code i had , when that module didnt existed , some float inprecision , i copied there , when there a more reliable function.
it was the only place using the code
Lancer Automation 2.12.5
New stuff
- Scan now include in their data some information for the glossary (see below). use
game.modules.get('lancer-automations').api.regenerateScans()to try to update your previous scan. (can work on non LA scan) - Rest menu (Utility โ Misc), As requested, i have integrated the Rest macro into LA. https://github.com/LostCarcosa/Carcosas-Lancer-Macros/blob/main/lancer_rest_v1.js
- Generate Scan (Utility โ Gameplay). This allow to generate scan on selected Token uselfull for GM.
- Glossary panel (Utility, under Log). searchable list of every scan owned by the user.
Changed
- All LA auras (range preview, Threat / Sensor / Range / Custom, Guardian) now scale their line width, dash size, and texture scale with the scene's grid size.
- Status panel no longer overflows off the bottom of the screen.
- Configuration window remembers which sections you've expanded across re-renders (FCS lock no longer collapses everything).
- Grapple is multi-grappler aware: choice card hides options that don't apply, Break Free lets you pick which grappler to contest, and grapple state is cleaned up automatically when a token is removed.
Out-of-combat:
- Reactions are no longer gated for non-combatants.
- Applying a turn/round-duration effect now warns that it won't tick.
- Maria's Alt-struct stress effects switched from DAZED to THROTTLED.
Fixed
- Log and Glossary panels properly close when the cursor leaves the HUD.
- JB2A fallback for static_electricity.03.dark_red.
- Two tour typos.
API
- AurasAPI.gridScale() / scaleAuraStroke(config)
- ScanAPI.executeGenerateScan(targets)
- ScanAPI.regenerateScans({ filter, dryRun })
- RestAPI.executeRest(token)
Grid Aware Aura Fork
New
- New option that allow aura to not be affected by lighting (so you can still see them in the darkness, i wonder if i'll do the same for THT, but idk)
V3 LCP diff tool
There are way too many LCPs out there for me to test them all, so some translation edge cases probably slipped through. To help with that, I added a diff tool in the module configuration.
Open Module Settings โ Lancer NPC Import โ Open LCP Diff Tool, pick two LCPs, and you get a side-by-side breakdown: per-bucket counts, added/removed/changed entries, and field-level diffs on the items that changed. Nothing is actually imported.
Mainly useful for LCP authors who want to sanity-check that their v3 pack translates the way they expect, but it also gives me something concrete to look at when someone reports a bad import.
you can actually just use it to see what as changed between version
I know I mentioned in passing that something was causing a conflict with Token Factions and wanted to elaborate on that.
While Token Factions was enabled, editing a Token would not save as the update button didn't work. It just wouldn't process that you hit update. No amount of uninstalling/reinstalling or resetting would get it back to normal function. The thing that did was leaving Token Factions enabled and manually deleting the files in system data for it.
The issue started after I created some Teams to test that functionality and then removed them. I don't expect anyone will be able to replicate, but just in case it happens to someone else.
I cannot remember, @wise coral did you add V3 Bond support for NPC Import yet? Just making sure if them not importing with V3 share codes is an issue or normal.
i just pluged the bond data, tbh i did not test
Seems like it doesn't work then atm (the bond info synced just fine on my COMP/CON)
i'll have to make a test pilot, when i'm at home
Nw nw, just letting you know!
Tried to check if an error or warning popped during importation, didn't find anything
that's on my end , (your are using my fork, and i do not clean actor after team removal) , i'll look into it
hihi! testing out the new update, i found two things:
1- when the mech suffers a crushing hit and is destroyed, nothing happens to the token, and this warning appears.
2- i think it would be cool that, when failing the cascading check (and thus the NHP starts to cascade), for the token to get the Cascading condition automatically
On number 1, I believe this is when hit token has some effects on them and the "Remove Statuses on Death" setting is set to on. Setting it to off got rid of the issue, at least for me.
To me looks like several scripts are fighting.
Got it. I did also test installing the version that is not your fork after uninstalling yours, and the issue persisted.
Like I mentioned, the only fix I found was leaving your fork installed and enabled, and then manually deleting the files for the module in the system data. Uninstalling must not fully delete the data.
Doesn't remove statuses on death get disabled as part of the auto-fix?
meaning you have lancer QoL at the same time ?
OH hold on
i have it
That's what I remember seeing when I initially booted the module with both enabled. I personally kicked out QoL since Automation does just about the same plus more, and it was taking up space in the token settings.
nah i found it, it's a Race condition, on 2 deleteEmbeddedDocuments, one when imported some of QoL code , clashing with an other spot where i remove effects
Hey, quick Q.
If I'm correct, RAW, Overwatch should trigger if you switch from regular movement to Boost movement while within threat - it's treated as starting new movement.
This doesn't currently seem to be the case for Lancer Automations.
Is that intentional?
"switch from regular movement to Boost movement" ? what do you mean ?
Let's say you have 5 speed.
You're outside Threat.
You move 5 cells and now you're inside enemy Threat.
You continue moving (Boost) - this should trigger Overwatch, shouldn't it?
Just confirming this in the rules channel, bear with. Should have done that sooner.
it should, and i just tested starting a move within threat try potencial overwatch
but depend on how you do those two, . 2 drag or one drag with a waypoint
I did one drag.
video pls
These are the very same units and environment I've been testing with previously.
_ _
So you'll see the movement ruler changes from blue to yellow while within Threat.
ooof no i dont handle that
this is complicated
i'll need to divide your move into multiple drags
Fair enough. As long as it's not supposed to work that way, fine.
i can detect a starting move otherwise
i could but .... diesng wise withthbe rest of automation
this is were making an actual gme is a better environement
i'll try to experiment something
althoug you have something experiment that does this in a way
but just test there , and it half works
i highly recommend to do move step by step
Movement cap was as bit too... cumbersome. It gets in the way of moving tokens around.
Maybe during actual gameplay it wouldn't be getting in the way that often, but still - I'd rather minimise interruptions.
Overwatch helps because of forgetfulness, but movement doesn't struggle with the same issue.
I just wanted to make sure things were working as intended by you. Personally, I don't feel strongly about this.
i'm gonna add a wraning message
lol i had connection issue didnt get you responces
"I'd rather minimise interruptions. " they are the rules. if you want then enforced correctly you need restriction, to control the environement
Beside my ruler as a debug movement keybind that ignore everything
it force you to use boost
movment cap onyl apply during combat
Yes, but we all remember about taking boost into account. So it's much easier to just do it in our heads.
Overwatch, not so ๐
you cant have both here
there a option that detect you doing a long move, but maybe remove the popup to double check and wil automaticalyl trigger boost
In my head, that would probably make the most sense.
Let me do the action and just consume the resource. If I'm out of resource, THEN tell me I can't do something.
But I assume that's much more involved.
so taht mean an accrura trcking of resoruce then
you see how thing start to get complicated
I do. I'm just saying that would feel the most fluid from a user perspective.
Like I said, personally I don't really need that. I'm happy with the reaction pop-ups, because these are generally a thing we forget about.
" THEN tell me I can't do something" this is where i dont agree, bevause i mean way more stuff.
the easier is i'll let you do the thing, you hadnle the rest
I mean, definitely you don't want to block players from actions because circumstances may be overriding that.
What I mean is more like a non-disruptive notification or something that just notifies you: you're out of resource.
But it does require to take a lot into account and build a whole system around.
Deja vu.
if user took the tiem to manually click their used action, they probably remeber, if they need to reminder, they probaly didnt, which we had to check for them
I would say that more than not remembering, it's about mouse miles. Personally, I'd rather avoid ticking boxes just to track things.
Not sure whether that's laziness, but I do get frustrated with interfaces that rush me all over the screen - not your case, of course, just in general.
i do get triggered be the mention of "lazyness" espically whne people speak about game devs
In this instance, I'll just avoid literally tracking the actions and just do that in my head - it's a simple thing in Lnacer.
No, I mean user laziness. As in, am I lazy for getting frustrated by an interface.
Of course.
made a new system with a stacking of action
Looking really cool.
How does elevation ruler work?
I can't seem to figure out how to get it to tell me how far away an elevated npc is (for purposes of calculating range from the ground)
which one ?
I think i was using the LOS ruler.
I don't actually know what tool to use to show distance between elevated targets
which elevation ruler module ?
Heya LaSossis - first off love the module, just been playing around now and had a question; are you familiar with which parts specifically overlap with LancerQoL (and therefore want turning off in LancerQoL)?
For example the following is all I've got on from QoL, but I wasn't too sure which part ought to be disabled as per mentioned in step 10 of the tour.
(am not against just turning of QoL if that's advisable, as Automation seems to do almost everything here)
ALL
mayeb one itme stuff i think , aside that now like 99% feature of lancer Qol exist in lancer automation
just test and figure it out, i cant think of anything else right , i'm on complicated stuff right now
Thanks a bunch, that's plenty clarification :> โค๏ธ
Elevation Ruler Lancer Fork
Ruler Tour tutorial + hex-aware center fixes
Lancer Automation
Introduce a new beta movement feature that offers Boost (and Overcharge+Boost for mechs/NPCs) when a move would exceed the movement cap.
Other changes:
- Add "Overcharge (NPC)" extra action via the reactions registry.
- Add a movement warning dialog.
- Add statusFX support for an auto_cascading toggle and auto-status handling when item.cascading changes.
- Fix an off-by-one bug in cancelRulerDrag history truncation.
- Stop auto-removing statuses on death in wreck.js.
Token Faction (Fork)
Fix team cleaning
NPC Import
Bonds !
Just making sure - your THT fork doesn't include things like dangerous terrain and cover calculation, right?
If cover line is interrupted by terrain, then soft/hard cover depending on situation.
That's difficult terrain. Dangerous terrain is the one that applies burn, for example.
But the difficult terrain is a great thing to have. Until now, we had to just bear it in mind.
ha yeah , so for that i use template macro, actaully, adding so kind of on enter leave on terrain could be nice
not automatic , just use the measurement, this would be highly complex . it's easay to judge by it self
there way to much viaraty of weapon stuff
Definitely, just making sure neither of these options exists at the moment.
damn every time you ask stuff it's the most complexe shit
Heya, but report here - using your fork of THT and getting incorrect reporting for cover in the terrain viewer. It only displays the lower height of a given terrain, rather than the full range of height that terrain occupies.
In the attached example, the correct reading would be
- 2-4 (Height 2)
- 0-1 (Height 1)
I can confirm it does the same on my end. Though I'm a fan of the 'Proportional' view.
my fork only add some new paramters on terrain, nothing more ( normally) . i didnt touch that so it's from the base THT. unless you prove that the original one dont have the issue
I'll give a check and see what's up and around ๐ซก
So main repo actually has a bug causing the compact viewer not to work at all, so going to go see about fixing that first ๐
Found it - it's a bug in the main repo, I'll put in a PR fixing it there
can you send it to me so i can integrate it
Sure thing - here's the PR on the main repo https://github.com/Wibble199/FoundryVTT-Terrain-Height-Tools/pull/32
Should be a 1 line change in your case, the main repo also had a missing import that I don't think your fork has?
thx
i thnink i'm gonna be interrested into adding entering, leaving, staying kind of trigger for THT
Think the code may be similar to Grid-Aware Auras and how effects can play when tokens enter or exit depending on settings?
Believe I saw a GM once use it to also apply Token Statuses
a biot yeah, but i'm gonna make liek what i did in Grid Aware aure
where in can inject lamdba function by code
then i'll have all the tools
Grid AURA -> For aura
TEmplate MAcro -> For movable zone
THT -> For terrain
maybe at some point make a unified tools for all that shit. but that's in the far future
Insert Stan Pines "Finally I have them all" meme here.
i do am sinking more and more into just making a lancer game engine
but we will see
if i dont burn out
You're not allowed to burn out, we need these updates! ๐
You're allowed to put it down whenever, for however long as you see fit - ty for your efforts either way โค๏ธโ๐ฅ
@turbid nymph have you tested bonds yet ?
Gonna test rq, gimme a sec
Seems like it does!
-# I thought it didn't, but my dumb ass forgot to update
yup just to confirm , worked on my test too
lowkey that ui is so cool, never used bonds, so never saw it
Great looking and a lot more user friendly that the vanilla character/npc sheets
Alternative Lancer Sheets is coolio
Lancer Automation 2.12.9
-
Integrated Optional Lancer Speed Provider, that will work with future feature of lancer automations
-
Weapons Range Aura visible in Attack Card
-
Api triggerDangerousZoneFlow
Lancer NPC Import
- LCP diff tool improve display
THT Fork
- Terrain Trigger > Macro / Code / Effect
Oh man that's clean โค๏ธ
Still haven't got around preparing that notion/google doc/sheet/drive so people can share their automations
I've been wondering, do you intend on adding a low-code/codeless option, eventually? Or would that be too much of a hassle?
at some point yes to some stuff i think, like some basic stuff , like adding deployable to NPC or actions.
i dont know what feature are simple enough that people would se that can help. but tbh
if yoou wante to automate cool things you cant avoid coding. or you endup makeing something like the blueprint system in unreal
and oh god i hate that system
but all of this would go beyong my own use, i would have no personal benefit from that
Fair enough! And yeah I imagine for more advanced stuff, coding is going to be the only solution
I'll try to prepare something so people can share their automation when i fucking have time
anything that do ot benefit me, i'm a bit aginst that, because it get me in the territory of spending too much of my time for others
at some point that is called work
Can't argue with that!
and i think tbh i work already way too much on that, but i can t help it.
it's been 2 weeks where i sleep at like 3-4 am , last weekend i slept at 7am without paying attention
but alas i slept well last night
Obviously you know what you're doing, but this is what I meant when we briefly talked about Patreon.
An incentive.
But agreed regarding turning activities into work. Though one would hope that when it's done at one's own pace, it could be quite the opposite.
shit i dont recall
You weren't convinced about your Patreon. Said something along the lines that you felt weird about charging, I think?
So then if you ever thought that you had ideas that could benefit some people, but had no use for them yourself, I guess this would be a way to maybe balance it a little bit. The extra bits of work needing a small financial compensation, but still entirely within your control.
Everyone is different, but if I had your knowledge, I'd definitely be trying to build a module library. You're doing some amazing work here.
But then that has to come from you, not others making suggestions.
There is a massive draw back to doing stuff for patreon rather than incidentally having one up, which is the crushing feeling of obligation.
I'd sincerely just recommend you continue as is comfortable for you. Taking Patreon polls and ideas and whatnot is great and all, but is also a massive amount of pressure. If the burden of that doesn't sound legitimately fun for you in an enriching way, please just keep doing as you are.
So that would be the other side of the coin, yes.
Yeah but at the same time "Mmmm Money, I like Money Yummy" lol
actually i'm gonna use it to tips, retrogrades artist i commison, making it full circle
we love spending money on retrograde tokens here โค๏ธโ๐ฅ
Not quite the same, but as a work from home freelancer doing their dream job, can't really agree. IMO as soon as money is involved, there's always going to be some sort of pressure. I definitely get it if LaSossis'd rather keep this as a pet project with no money incentive and external expectations to match lol
I'd probably do the same tbh, it's pretty much why I'll never ever be a paid GM
i mean i do support your patreaon since back then i hope it helped you a little bit! you done so much with this module and i dont know the future but i think apart from bugfixing it isnt going to need adding new stuff to it tbh
Or at least, add whatever you want to. The feature set is so rich that all I want to see is whatever you feel would benefit yourself. If I really wanted specifics for my own home game, I'd just fork it and do it myself.
Well i do too my dream job, after few years, of "it's jover" and "We are so Back", you learn quckly stuff you liek can become stressfull , i want to avoid that here
hahah well wait until i start to get into isometrix, and aside that there is many thing i want to do. and ruler and movement still need a lot of work. (pathfindind do not wor well, etc ..)
all i need is to fnd balance in all of this
since i added the Welcome popup, i think there's like around 50-60 people who view it
i do think making one day like interactive tutorial to make automation
like i aid not fan of the non-code solution, a subject we debate a lot at work
as an idea maybe making your own presets for patreon drop would be cool?
there is pfe automations module that i am also following, and what he does is, automation module is free but his own automation import module is paid on patreon
he updates it when new books gets released and or when pfe gets an module upgrade and stuff
idk , my own preset are already available, they are just made in order of my uses.
for now i think i'll maybe until there more people
still surprises me, because back then , stuff where just janky raw js files
working on a small auto complte for automation
That plus the data refeence ought to be plenty - that's awesome
None of your modules accounts for climbing slopes for 'free', right? As in - there's no way to have a mech move from elevation 0 to elevation 2 without manually overriding the climbing penalty, correct?
Hmm.. So you'd apply that to terrain? Once your scriptable tiles are out.
Or they're out already, not sure.
This would be good.
that is on the token
on the terrain no, usally waht i do is climb of 0.5
there not way to disble climb penalty
But do I remember correctly you're working on an option in THT to add scripts on-enter and on-leave?
maybe i can add that, but that's a by weird
Or was it only specific effects, rather than customisable?
not it's movemetn penalty, not the rules of climb cost of the base game
Sorry, I thought you were also doing dangerous terrain, so applying Burn, etc. My bad.
But maybe I can make it work with active tiles or something like that. I believe there was a module. I could apply that climber effect through it maybe.
i did
movement penalty , is different from the cost of climb , different of dangerous terrain
Difficult terrain give movemement penalty
Oh, wait, shit, I misunderstood what you were saying.
So you put a climb penalty = 0.5, which means it only consumes half movement.
Thank you.
if you want to do a smooth slop with climb penalty , you do 0 - 0.5 - 1 ,
Makes perfect sense.
NOOOO
Ah ๐
i meant the terrain height
"Like moving through difficult terrain, characters climb at half SPEED, needing 2 movement to climb one space. Since that space can be in a diagonal direction, climbing up onto a surface still only needs 2 movement. E.g. climbing on top of a piece of terrain 3 spaces high would take 6 movement - 4 for climbing up 2, and then another 2 for a diagonal climb, leaving you on top of the surface next to the edge."
overwise this would apply
Yeah, in terms of terrain shape, that's fine. But a 0.5 increase still costs 1'5 movement, I believe.
I'll play with that climber status.
oh shit you right somehting has chagned
And I think that's RAW.
i must fix this , before movein form 0 to 0.5 cost only 1
makeing 0 - 0.5 - 1 cost 2
same as goin from 0 to 1
heh ??
As per Lancer rules, I believe the size of the terrain doesn't matter, climbing it still costs you [height x2].
0.5 height dont realy exist in the game thus ignore it
and used it to represent smooth slope
because to get to the same height in the end it would cost the same
because movemtn of 1,5 make not fuckign sense
same
(fixed here , you wont have it)
Okay, cool.
I see what you mean re half values, though I wouldn't hate them. If anything, it might make the maps more involved.
But thanks for checking this.
This will fix my slope issues.
Can I ask - is 0.5 the max height that will get ignored?
i had the same issue , my map are giant dunes is it wreird to have climbing on giant giant slop, thus to 0.5 elevation difference work like walking strait .
down side you need to traverse more distance to get to the same height , i do think it make sense and is a good compromise.
Agreed.
have only on 0.5 is kinda dumb, of course it should be on 0.5 height difference
I'm currently building a partly buried ship wreck and will also need one side of it to be slopes due to the accumulated sand.
I mean, would 0.75 count as a 1 for the purposes of climbing (so cost 2 movement) or would it still not count at all?
mmm i think if diffentcen is abovce 0.5 then it would count as climbing
but having 0.75 elevation you would needlessly puching it
It would be good if it counted.
I can imagine 0.25 increment slopes that you wouldn't want to be climbable for free once above 0.5 elevation.
i trully think those i not needed at all
it started to mess up with eleavation terrain
pls dont do that
๐
i think i'm gonna disable those value
So what does it currently work like?
0-0.5 increments are ignored when calculating movement?
there will be only 0.5 increment , other vaslue will not be accepted
i dont konw it start to piss me off
because climg down of those fucking value get messy , i elecation ruler is alreeady complicated enough like that
then what about 0.3333 value
nice
I see what's happening. So climbing 0.25 rounds it up to 0.3.
So climbing this way all the way to 1, puts you at 1.1 (rather than 1.2?)
Then climbing back down you end up at 0.2 instead of 0.
It does look messy, yeah.
I guess I wouldn't disable the values just so that the terrain can be built for line of cover purposes, if anything? Rather than climbing.
for not benefit
idk i pissed now, i can think clearly
๐
...
yeah i'm sorry, idk why i got pissed,. i'm just gonna bike home , and look at it fresh headed
Enjoy your ride and the (hopefully) fresh air.
A really stupid question - I accidentally dismissed the "About movement" start-up notification in the latest Lancer Automations. How do I recover it so I can read it?
you can't
Heya, quick question before I look at forking Automations - does this need to be built, or is it fairly happy to just be dropped in as a module raw?
no, but that should be obvious from the files and module.json
#Updates
Elevation Ruler Lancer Fork
- Adjustement for floating value elevations + Warning about precision. base precission set to 0.05
NPC Import
- Pilot portrait + other stuff for LCP diff tool
THT Fork
- Add a little icon on hovering terrain that have trigger
Lancer Automations
- Coding tools. has the system can be scary to use, i added auto-completion on api fucnion , token, lancer types (almost all)
hopefully this would help. - filter activation by triggers
#the-gallery message
there you go, I used the patreon to tips the last rtist on this project
i asked for some effect (premium only ) on jb2a, justcame out in thenew update . i will add then on hit skill check and save
Love the aesthetic.
nice
4am time to sleep
Welp, time to get the jb2a membership again.
I need to investigate this myself but my players keep getting some "you do not own this" red warning errors on other players stuff during their turn, I'm just going to see what happens when I run a game logged in as multiple users to figure out what the issue is.
I do wonder, how worth would it be to move to v13, not sure if other module already work for v13 except the system
what lancer v13 is out??
Even if the system updates to v13 I will probably stay at v12 for another year or so, lol.
not yet
Let everyone else figure out that mess.
yeah think also of the core module people use , like THT
That module is too important.
Will definitely need to wait for the author to make a v13 version of that.
lancer automations has a lot of optional dependecies to other modules, i think updating them to v13 would be insane as well or finding a workaround around them
What are the advantages of going to higher versions? More updated modules?
And I guess some fancy tools.
mainly, I think
I would hope they make it run it better performance wise.
But I don't know, I haven't tested v13 much.
but without core lancer module up to v13 , it gonna be weird.
I think they're close to getting there, probably within this year I would imagine.
the new ui looks cool i guess??
i dont even remember what was added in v13 that i can use
not that much. and tbh performance issue mostly comes from modules themselves usally
Maybe updated modules means better performance?
Apparently v13 was mainly big UI changes.
algorithm fix don't need v13 , but yeah
I'm just thinking what would best for people. not sure people would downgrade to V12 for some feature
My current setup means I will stay with v12 until at least 70-80% of the modules are updated and then I will be fine finding replacement for others, but whatever was in the core recommended for v12 will be the ones I wait for.
i think people would not update to v13 until atleast their campagins are over
since mid campagin updates do break a lot
And I edited some modules myself that I will need to check their v13 compatibility.
the UI is one reason, to play other systems is another, some modules only work for v13 also (and some other works better on v13 onwards)
i think i'll just stick to automations for wev version tbh, anything else is convenient as best
I think I'll do the same until all my module are updated. elevation ruler fork will become its own thing.
almost to 100 , even thought that'snot the miost accurate
do wonder how people find my module
Discord presence. At least for me, I saw you share your stuff on the VTT channel and it had the wow factor to it.
i found an issue with the cleaning of status Effect that forgot to gate for owning users
there is a lots of lurkers
Word of mouth.
That could be it.
I will be testing it tonight with a friend and see if they see anything.
Game runs too slow with multiple windows on my end.
add a status with an effect on a npc , remove it , an error should appear
in any case this is fixed
Oh, you're so right.
@formal crest saw you talk about lacner vision, so i was thinking you can have instead multiple source of vision in the corner of a token shape.
that way to give at the same time the range vision fomr edge of token , then some kind of line of sight in corners.
I'll push it under experimental
put it give a non spherical vision shape
I appreciate you reaching out. I'm trying to understand what you're doing.
Ohh, you're talking about drawing the LoS from edge of the token. This is interesting, though just to clarify - my main issue is with vision range.
In Foundry, the vision range is circular. But the sensor range isn't. So they don't align.
And my intention was to give tokens two types of vision - regular and sense all. Sense all would reveal things through walls when within sensor range. Hopefully this could be shared with the rest of the team.
_ _
Before you put a lot of work into it, I saw the Alternative Token Visibility module, which I initially thought does what you're attempting. But at this point, I'm not so sure and I can't really test it right now. Could be that it doesn't work with hex grids, too.
i finish my game adn i'll explain
So like i said instead of having only one point of vision source, we set multiple one.
this allow to emulate the vision on the edge. we take the far edge point of the shape and we use when.
if you have a range of 10, now you have multiple ranges on size 10 at the edge. so no matter you size the "Aura" would mostly more accurate.
one of the issue i had was with sticking to wall . because points are not in the center , light source could leak out.
for that we raycast from the center and stop at the fist wall collision, shifting the light source at that point.
last thing i need is take into account wall height
This is looking really clean, did you just make it?
Also, how do you plan on integrating it into Lancer, considering you're giving it your attention?
What about targets that are out of sight, but are still valid targets (be it for sensor-based interactions or arching/seeking weapons)?
There is a less fog module if you want players to be able to see through fog I think? Though at the point at which you're allowing targeting without LoS, what purpose does it serve?
At the very least, a visual one.
ths is just for visual purpose, it's for the geometry of the vision.
i think the rules are clear , fog of war is not part of the game.
what i do i use infinte sense all, that's it
But the issue wasn't the fog of war. It was the fact that there is a misalignment between how Foundry calculates vision range and how we calculate Sensors based on hexes.
"vision range" isn't that what i just showed ?
I think Kazno wants a hex based vision radius, rather than a radial one
By vision range, I mean the fact that it's a circle.
which just doesn't exist
'bruh everytime'? ๐
it's always the most complicated stuff
Ah, right ๐
Well, it's not like I'm here to dictate your tasks. I do appreciate you showing interest.
I was mainly curious whether any modules already did this or if there was a setting.
Seems like the answer is a no.
not realy, i had this in the back of my mind
That smells of hope.
but line of sight is easy to do by hand . the ratio work payoff , is very small
You can indeed just use Grid Aware Auras on your player tokens, then reveal and hide enemies as they enter if thats the effect you're going for
That would hide them when in plain sight but out of sensors.
you can create you'r own detection range
class DetectionModeLancerAwareness extends DetectionMode {
static getDetectionFilter() {
return this._detectionFilter ??= OutlineOverlayFilter.create({
outlineColor: [1, 0.85, 0.15, 1],
knockout: true
});
}
_canDetect(visionSource, target) {
return target instanceof Token;
}
_testRange() {
return true;
}
}
export function initLancerDetectionModes() {
Hooks.once('init', () => {
CONFIG.Canvas.detectionModes.lancerAwareness = new DetectionModeLancerAwareness({
id: 'lancerAwareness',
label: 'Lancer: Battlefield Awareness',
type: DetectionMode.DETECTION_TYPES.SIGHT,
walls: false,
angle: false,
tokenConfig: true
});
});
}
Oh, so the aura can highlight enemies you can't see?
I thought Stebb was saying that the aura hides/reveals the tokens through the usual hide function on token right-click.
Oh, so I would need to create that. Where do you input that code?
But won't that do the same thing as Sense All? Cast an area in a circle around the token?
yes
Yeah, so that won't do anything for me.
tbh i dont fully undetand what you need, you probably ganno need to make it yourself
So the blue line is the Sensor range.
I have Sense All set to the same range (20).
But because Sense All is a circular area, it curves past the hexagonal walls of Sensor range.
That's why the NPC is still detected despite being behind a wall and out of Sensor range.
oh that
just use and aura macro and apply a token FX
i can intergrat teh detection with the aura actually
like in _testRange() {
return true;
}
if no in aura , return false boom
not sure you understand how o make that
I might be able to figure it out when I have a sec.