I don't know why but I tried every command in this video and nothing worked... I guess foundry changed since this was made. Also could not find the warp gate module... Could really use an update to this video.
This video has helped myself and my friends set up sci-fi effects for our Foundry games, but I have one question. When using the warpgate macro, is there any line of code that would allow us to cancel it before placing it/executing it? Example: I hit the macro to start launching my fireball, but I decided I don't want to use that (my friends are in that room!). I tried just a right click with the fireball reticle active but it still launches it. Hitting escape doesn't cancel placement either.
Do you know a way to associate it with a damage? For example. I want to play this animation, and at the same time, roll a d10 and add to it the value of my int atribute. How to make it?
Hi there, i noticed in my macro building, it doesn't seem to do the colour formating of the text or autocomplete, is this something I need to enable somewhere?
@@CosmoCorbanI missed it in the comment but it’s a combo of Sequencer, JB2A Animated Effects, and Jack Kerouac's Animated Spell Effects for online DnD games.
Hey, great video! I'm having one issue though, im not sure if they changed the module to work different now, but.. The 'wait'-method seems to make the effect wait, rather than the spawning through warpgate. My code is: let [summon] = await warpgate.spawn("Air Elemental") new Sequence() .wait(500) .effect() .file("jb2a.impact.004.blue") .atLocation(summon) .scaleToObject(4) .play() Just as you described in the video
That is the purpose of the .wait() method. You need it because the token needs time to spawn first, so the Sequence knows where to play the effect. And because of lag, it has happen where the Sequence tries to fire off before the token has time to spawn in. Your .wait(500) is way too long, so you definitely see the delay between summon to effect. I set it to only 50, but you can go as low as 1 if it works for you.
@@eskiemoh Thanks for the quick reply! :) Yes, I was playing around with it thats why i put it at 500, oops. Still, the token always seems to appear before the animation starts, that is the problem. Do you have a solution for that perchance?
is there a way to remove tokens in style ? Make ninjas disappear in a puff of smoke via a macro, fire elemental with explode effect and such when its destroyed.
Something I can't find anywhere is how to make a macro to end an effect. Example: a fire aura around a token, is it possible to create a macro to end it? I'm terrible with code, nothing I tried by myself worked.
I wonder how much time do you spend on all the preparations for one session. It takes me so much time even without the special visual and sound effects. It looks and sounds really amazing. Good job!
no idea what i am doing incorrectly: downloaded modules, activated them, created a macro, saved it, executed it while token was selected... nothing :S is it the code? :S FOR THE AURA: new Sequence() .effect() .file("jb2a.arms_of_hadar") .scale(0.4) .persist() .play FOR THE ELDRITCH BLAST: let target = Array.from(game.user.targets)[0]; new Sequence() .effect() .file("jb2a.eldritch_blast.purple") .atLocation(token) .strechTo(target) .play()
Aura has no .atLocation Eldritch Blast you spelled stretch* wrong. For any future coding problems you probably want to join the discord. Instead of asking on youtube comments.
This may be outside your influence, but is it possible to change a token's owner in a macro? I have a lot of tokens to manage already, I'd love to be able to give ownership of the summons to their respective players, instead of making everyone the owner of every summon-able token.