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dnd5e-animations's Introduction

D&D5e Animations Test Autorec

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Welcome to the D&D5e Animations! A fully automated preset of animations for the 5e system in FoundryVTT.

Overview

This module uses the Patreon version of JB2A for most of the animations, but if you are using the free version of JB2A, animations should fall back to their free variants. As such, this module should be mostly compatible with the free version, but unintended variants of the effects may play.

The mechanics of the module are kept as simple as possible. Anything that added an additional level of complexity to managing the game, such as dismissing sequencer effects or macros, were avoided (though you might still need to do that sometimes with auras.) There are lasting effects that are embedded into templates since the placement and dismissal of templates are a normal part of playing in Foundry, but the rest was kept simple.

Features

This autorec includes:

  • Most mundane weapons (including renaissance, modern, and futuristic weapons)
  • Many of the most popular abilities and class features
  • The most common monster attacks, as well as actions for iconic creatures
  • Most spells from the Player's Handbook
  • Many spells from other D&D books such as Tasha's Cauldron of Everything and Xanathar's Guide to Everything
  • Generic animations that may cover a variety of circumstances (one configuration can add animations for multiple spells or actions, so 500+ configurations doesn't mean only 500+ things are covered!)

Installation

Just install it from the Foundry VTT Add-on Modules page and enable it in your game. A message will pop up asking you to update and shows you what changes will be made. Your current animations will not be overwritten!

This module requires Automated Animations 4.2.32 and the DnD5e game system version 2.1.5. If you do not these versions or newer, you will not see it in the Manage Modules page.

Sound effects with wildcards that play random sound variants require players to have Use File Browser permissions under core settings. To enable this, open your world and go to Game Settings, Configure Settings, All or Core, Open Permission Configuration, make sure all roles have Use File Browser checked.

If you do not wish to have sound effects, you can turn them all off by going to Game Settings, Configure Settings, Sequencer, uncheck Enable Sounds (note, this is a per-player setting.)

Credits

  • MrVauxs - Module programmer Patreon & Ko-Fi
  • Sisimshow - Animation configurations Ko-Fi
  • MorePurpleMoreBetter - Sound configurations Patreon & website
  • Prince Chicken Hair - Initial sound configuration

Originally, the configurations for the animations started as a merge of available autorec files on the JB2A Discord. While hundreds of animations were added since then, some of contributors to the early version of the autorec include:

  • Tupsi
  • Dawid Izydor
  • leighpierce90
  • ArlosMolten
  • Aike
  • Zamrod

The sound effects are from Dota 2 created by Valve and are under the Creative Commons Attribution NonCommercial license (โ€œCC BY-NC-SAโ€) and are not to be used for commercial purposes.

Feedback

We hope this module makes you as a GM or DM or player happy. Please, if you find any issues or have ways this can be improved, leave your feedback at the JB2A Discord server.

dnd5e-animations's People

Contributors

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dnd5e-animations's Issues

Help finding what items override an animation

When you open the Update Menu, it can autodetect the presence of an existing defined animation, but it doesn't tell you where beyond the type of animation. It would be nice if you could force it to present a list of existing animations that it detects so you can more easily purge out when you're trying to import animations.

Example: I attempt to run the menu, and Eldritch Blast says "(range)", but it doesn't tell me which actor(s) it detects the spell on. I have no idea which actor has the spell, so I cannot resolve the conflict.

New sound for firing bows

Hi,

As a Dota 2 player, I got instant ptsd from hearing Techies attacking from a bow (slight hyperbole ๐Ÿ˜ƒ), could they perhaps be changed to one of the bow using heroes' instead? AA/Sequencer allows wildcards, so you could use all of Mirana's attack sounds for instance for variation and they sound more bow-y.

https://dota2.fandom.com/wiki/Mirana/Sounds
Projectile launch 1-4

edit: found out the hotlinks I made didn't seem to work, linking to the page where they are instead

Fix 3D Levels Asset Paths

Yet another premium dependency? The description of dnd5e-animations states that only JB2A and Automated Animations are required, but there are 844 referenced "modules/levels-3d-preview" in the autorec.json, where there are only 649 JB2A references. Should replace with assets built into the dnd5e-animations asset folder (or JB2A).


Eveni f you decide to keep the levels-3d-preview references you should fix the following references:

dust.webp was renamed to dust.png in levels-3d-preview: (correct in most places, but several still exist)

  • "sprite": "modules/levels-3d-preview/assets/particles/dust.webp"

emberssmall.webp was renamed to emberssmall.png in levels-3d-preview: (correct in most places, but several still exist)

  • "sprite": "modules/levels-3d-preview/assets/particles/emberssmall.webp"

Extra space at end of filename:

  • "spritePath": "modules/levels-3d-preview/assets/particles/magiccircles/magic_circle_09.webp "
  • "spritePath": "modules/levels-3d-preview/assets/particles/magiccircles/magic_circle_11.webp "
  • "spritePath": "modules/levels-3d-preview/assets/particles/magiccircles/magic_circle_12.webp "

Suggestion: Sound adjustment slider.

Hi, I would like to suggest that a Sound adjustment slider would be a nice touch to the module. I like the sounds, but they are extremely loud once they play on the same sound source as other effects or ambiance sound, players can't just turn them down, or they won't be able to hear the bgm.

So a universal setting that lets you adjust all sounds with a slider from this module would be nice.
Even if the sound would be reduced to 0,15 from the 0,75 it's at would be good as they are real loud by default which isn't good for an immersive game experience.

"Cannot be enabled due to issues in required dependencies"

Hello there,

I am hosting my World in a TheForge server.

I recently updated to Foundry V12 and when trying to enable DnD5e Animations, I could not due to this error : "Cannot be enabled due to issues in required dependencies"

Is this issue known ? Is this from the V12 update ?

Thank you in advance !

Supporting other languages than English

Hi,

Currently, this package supports only English. Unfortunately, my games are in French and even though I could translate every entry to match the naming of my items, they wouldn't be recognized by this module as it's own and removed/never updated which is annoying

I think it would be great if we could add localization in the name checking. I'd be happy to provide any help needed to translate the names of the animations to French

Feature Request: Adjust Sounds

While the sounds are nice to have, they are very much a secondary part of the animations and I think less likely to be universally wanted. (Either due to the sounds not linking well with the animation timings, the sounds themselves not matching with what the users would choose, or the volume used in the animations being out of balance with everything else).

At the moment if someone wants to turn them off they need to A) turn off all sounds on Sequencer (which impacts everything using it), B) manually turn it off on every imported animation (which is very time intensive and means that they can't ever update the animations when the mod updates, or they'll have to do it all over again), or C) not use this mod at all.

Adding an ability to turn off the sounds before animations are imported would increase the accessibility of this mod to a lot more people

V12 Works correctly

Please update the verified version to V12 - the module works properly in this version & DnD 5e 3.3.1

Suggestion: synchronising sounds with animations

Hello, thank you for your work with this module.
To be honest, I do not know neither if the delay between animations and sounds is fixable at your end, neither if it's a simple fix.
I fixed manually the animations I needed in game. This was the only way I found to synchronize them with sounds that plays in advance.

Thank you.

Some sounds not matching expected location

version 1.1.1:

It looks like the following sounds may need to be updated in the file to match the assets location:

x26 sounds/Weapons/Melee_Slashing_Piercing/
should be sounds/Combat/Melee Slashing & Piercing/

x16 sounds/Weapons/Melee_Bludgeoning/
should be sounds/Combat/Melee Bludgeoning/

x20 sounds/Weapons/Melee_Natural/
should be sounds/Combat/Melee Natural/

x10 sounds/Weapons/Melee_Miss/
should be sounds/Combat/Melee Miss/

x2 sounds/Weapons/Melee_Laser/
should be sounds/Combat/Melee Laser/

x2 sounds/Weapons/Ranged_Arrow_Fly-By/
should be sounds/Combat/Arrow Fly-By/

x4 sounds/Weapons/Ranged_Arrow_Impact/
should be sounds/Combat/Arrow Impact/

x1 sounds/Weapons/Ranged_Laser/
should be sounds/Combat/Ranged Laser/

x1 sounds/Combat/Ranged_Projectile/
should be sounds/Combat/

x1 sounds/Combat/whip-1.mp3
not in assets

x1 sounds/Combat/whip-2.mp3
not in assets

x2 sounds/creatures/laughter.mp3
should be sounds/spells/Hideous-Laughter_Vicious-Mockery.mp3 (?)

x1 sounds/Creatures/swallow.mp3
should be sounds/Creatures/Swallow.mp3

x2 sounds/Damage/Ice/
should be sounds/Damage/Cold/

x1 sounds/Ambience/church-bell.mp3
not in assets
should this be assets/sounds/Spells/Toll-the-Dead.mp3 (?)

x1 sounds/Ambience/grinding-gears.mp3
not in assets

x1 sounds/Ambience/knocking.mp3
not in assets
should this be assets/sounds/Spells/Knock.mp3 ??

x1 assets/fire-flamethrower-1.mp3
should be assets/sounds/Damage/Fire/fire-flamethrower-1.mp3

Issues with status conditions

This module comes up as the culprit every time.

I have midiqol installed and when a monster dies, the dead condition or unconscious conditions are auto applied but are immediately toggled off. I can only have this behavior stop if I disable this module. Midi/dfreds CE are the usual modules that handle this behavior fine, but your module seems to be interfering with them.

Disable "you do not have permission to browse the host file system" popup

Sound effects with wildcards that play random sound variants require players to have Use File Browser permissions under core settings. To enable this, open your world and go to Game Settings, Configure Settings, All or Core, Open Permission Configuration, make sure all roles have Use File Browser checked.

I do not want my players to have access to the "Use File Browser" permission, and I am ok with not having sounds as a result.
However, even if I disable sounds in Sequencer, I still get the annoying popup about being unable to access the file system when a player triggers an animation.

Could you possibly add a global setting to the module to disable all sound triggering?

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