kandashi / condition-automation Goto Github PK
View Code? Open in Web Editor NEWAutomated Conditions Foundry VTT
Automated Conditions Foundry VTT
Hello,
Thx for that module!
Do you think it's possible to create some configuration to map English conditions to translated conditions?
Hi there,
I really like the mod, although I was hoping you might consider a few changes to settings. There are a few reasons for this.
In our campaign, our tokens look a little like this:
And, to be honest, it's a really cool flying effect. Down to 50ft here:
As you get lower to the ground:
And generally looks pretty funky:
I was hoping if maybe you would consider:
Thank you for any consideration!
Are there supposed to be condition macros to go with the conditions (outside of blindness)?
Disabled all other modules?: Yes
After updating to the latest version of Condition Automation, setting any condition on any PC Token causes the Token's Vision to be updated as if it is effected by the Blinded condition. NPC tokens are not effected even when they have the Blinded condition set.
This is an undocumented constraint of Condition Automation (and, I would argue, a serious design problem).
I have replaced all *.svg condition artwork with my own combo of .png and .webp artwork using CUB Condition Lab. This breaks Condition Automation as it assumes all artwork is named .svg. Can support be added to EITHER:
From a design standpoint, I personally think deriving the condition name from the artwork filename is not a good choice. The true condition name is whatever the user defined in Condition Lab. There's zero requirement (in Condition Lab) that the filename have any relationship to the condition name. I can (and should be able to) define a condition called MyCondition and associate that with artwork with a random name like blue-bolt.png. If I use Condition Automation I'm forced to rename my artwork mycondition.svg or it won't work. Further, it "breaks" Condition Lab because it puts undocumented restraints on Condition Lab. I can't go back later and decide to associate yellow-square.webp to MyCondition [as Condition Lab both allows and expects me to do]...I'm again forced to rename yellow-square.webp -> mycondition.svg.
When starting Foundry v 9 using Pathfinder 2E system version 3.12.2.10, this module causes a yellow toast warning which says the module does not indicate that it is compatible with Foundry v. 9. The warning states, "this module is unmaintained and may introduce stability issues into your game." Please update the manifest if the module is compatible. Thanks.
I attempted to update to 1.1.2 as per the release announcement today (Sept 25, 2020). It still identifies as 1.1.0. (Version incorrectly set in module.json.)
Could you explain the settings in the README please? (Or better yet in the config settings themselves).
There are configuration settings available for this module but it's not readily clear from the label of the checkboxes what precisely these settings will do. i.e. Blinding Setting
and Shadow Setting
I set a death macro from tokenfx
34 - T02 - Dead (splash)
Instead of applying it the mob that just hit zero it applies the macro on the player.
To Reproduce
Set death macro
Macro calls tokenfx effect
apply damage to mob from a source (if you just reduce the mobs hit points to zero the right thing happens).
Expected behavior
A clear and concise description of what you expected to happen.
Environment:
AWS nix server
window chrome client
Additional context
Add any other context about the problem here.
Several of the conditions should force attacks and skill checks to all roll disadvantaged. If intended I don't see it working, if planned awesome. If not, consider this an enhancement request :) MQoL roll compatible.
let token = canvas.tokens.placeables.find(i => i.actor._data._id.includes(actor.data._id))
Add the ability to manage the code via macro or active effects, something similar to what was done for the Active-Token-Lighting project.
The use case?
When I cast the spells "Darkness" or "FLy" I want to be able to call the code of this module.
Describe the bug
Height hides the token picture and doesn't properly display the shadow
To Reproduce
Steps to reproduce the behavior:
Expected behavior
To work like described
Screenshots
Environment:
Additional context
I have a stimpak Condition from CUB and would like to trigger a heal animation after using it. Is this something the module could do?
Hey Kandashi, love your work. I really dig the effect you have here for flying/levitating tokens, but I had to disable it the other day and I'm trying to think through how I could keep it and still solve my use case (which I don't think is unique to me?). Let me explain the case and tell you what I'm thinking and we'll see if it makes sense.
I'm using the Wall Height module to set the elevation of various walls in a scene. In some cases, namely city walls, it is possible for players to get on top of these walls and look over them. I have macros set up to automatically set the token's elevation to the elevation of the wall when the player climbs on top of it. All of this is based on Baileywiki's excellent Modular Town module.
All of this works great, except that this Condition Automation module applies the shadow + rotate effects to any >0 elevation, which looks amazing when a token is flying but looks sort of ??? when they are just standing on a tall wall, hah. Example: https://i.imgur.com/zqgOlVO.mp4
So here's what I'm thinking: I assume you're setting or removing these effects at the time the token is updated with the new elevation? I don't know the foundry APIs well enough to know if this is possible, but if I could add an additional call to my macro to ignore the next elevation update? Or a flag on the token.update that clues this module in to ignore the elevation until it is removed?
Or, even better maybe, a module setting that causes this module to ignore elevation updates unless a specific API is called, which could then be added to macros for fly/levitate/etc (opting in instead of opting out).
Anyway, you see where I'm going here.
Would it be possible to make this module's automated Blind-setting compatible with PF1 system? Thank you.
https://gitlab.com/foundrynet/dnd5e/-/commit/fb386e73dcb8b059737cbb8793f798bef0b0527a
Newly-created actors already lack a value for it.
[5e] Paralyze confers incapacitated in addition to a few other effects.
Please update to have paralyze properly reduce movement to 0.
Hi, your conditions are not showing in my game, I have updated all modules and the game system.
Conditions that are supposed to be shown: https://s7.gifyu.com/images/Speed-Tests.gif
What I see: https://prnt.sc/ukkldy
Any advice to help me figure this issue out?
Cheers
"title": "Condtion Automation"
Not sure what the effects of changing this might be, but Condition is spelled wrong
Love the "flying" effect and works great with PF2E and was excited to try the Blinded effect with Perfect Vision but it doesn't seem to work with the PF2E system :(
I added some logs to Hooks.on("preCreateActiveEffect", async (actor, effects, options, someID)
and it never fires, most likely because I don't think PF2E uses Active Effects perhaps?
Love the module! Was wondering if there were any plans to get it working in 8.0?
It would be nice if this was a toggle in settings, as we want to turn it off but use the rest of the module.
With the JitsiWebRTC module, we need to read a config from the Jitsi server being connected to. Unfortunately, this config sets their values using the config
object that this module is using. This causes the Jitsi module to fail if this module is active.
If you don't mind, I'm going to submit a Pull Request to rename the object in this module since we can't change it on the Jitsi Server side.
Would it be possible to make the bulge during the shadow elevation effect optional? This works great if I want to animate a token hovering, but it looks kind of goofy if I just have them standing on top of a rooftop or something. There are other modules that utilize height that don't assume you're flying, so it'd be great if there was some kind of toggle one could use to turn this on or off but still keep the subtle shadow effect.
Condition Automation for Blinded works as expected in normal circumstances.
However, a character with 5e blindsight (say from Blind Fighting fighting style in Tasha's) essentially has vision for the given range. https://twitter.com/JeremyECrawford/status/972239019642781697 (Though there appears to be some debate about this still.)
Ideally, CA would therefore set the vision for a Blinded token to their blindsight range then, rather than to 0.
May also apply to Rogue's Blindsense ability, thought that is worded slightly differently.
This part of the mod does not seem to be working with the latest stable version of Foundry 0.7.5, and the latest version of CUB.
Flying works though!
By not linked to actor data I mean that "Link Actor Data" is unchecked. My test world:
-Foundry 0.7.9
-DnD 5e 1.2.0
-Condition Automation 2.2.2
-No other active modules
Blinded settings apply to linked tokens normally, but the changes to unlinked tokens are not applied at all. If I check the link actor data box, the same token works correctly, until I uncheck the box again.
Using Foundry 0.8.7, D&D5e 1.3.5,
Enabling Blind condition on and off twice or more causes this error to pop up.
A declarative, efficient, and flexible JavaScript library for building user interfaces.
๐ Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. ๐๐๐
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google โค๏ธ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.