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# lancer-weapon-fx | ||
## Weapon visual and sound effects for use primarily with the Lancer TTRPG system on Foundry. | ||
This module requires the following modules be installed: Token Magic FX, Sequencer, JB2A, Jack Kerouac's Animated Spell Effects and Spell Effects Cartoon. | ||
Token Magic FX is used for the smoke grenade and smoke mine macros, Sequencer is used for the rest of the macros and the rest of the modules provide the assets. | ||
The sound effects and macro icons are all included with this module. | ||
This module requires Sequencer and either the free or patreon version of JB2A. Sequencer provides a simple and intuitive API for creating cool special effects, and JB2A provides a library of effects for Sequencer to use. | ||
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A few macros within the manual effects compendium, not linked to any items, require Warpgate to run. | ||
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## Usage | ||
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### Automatic | ||
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Once installed and activated, weapon FX should "just work" with all attack rolls, with the following provisions: | ||
Once installed and activated, weapon FX should "just work" with all attack rolls and most tech attacks. | ||
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* The token making the attack must be selected (the active combatant is used as a fallback if no token is selected) | ||
* The token(s) being attacked must be targeted | ||
* The only weapons currently supported for automated FX are PC/NPC weapons from official Massif products (as of this writing: Core, The Long Rim, No Room For A Wallflower Pt. 1, Field Guide to the Karrakin Trade Baronies). Automatic FX for custom/homebrew weapons are currently not supported without modifying module code, though support for this is planned in a future release -- for the time being, using the Manual method is the recommended way to support unofficial content. | ||
Lancer Weapon FX will strive to support all first party Massif Press content with out of the box macros that just work. This support may lag significantly behind the release of the content. | ||
For third party content, the Effects Manager should be able to handle all the items used at your table. | ||
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### Manual | ||
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The module installs a Macro compendium which you can use to apply effects to attacks manually. The recommended method for applying these FX manually is: | ||
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* Find the roll macro button for the weapon you wish to apply FX to and drag it to the Token Hotbar. | ||
* Open the roll macro and copy the two IDs inside the `prepareItemMacro` call | ||
* Create a new macro with the following text, pasting in the IDs from the above roll macro in the appropriate places | ||
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``` | ||
async function fxAttack(){ | ||
await game.lancer.prepareItemMacro("//INSERT ID FROM ATTACK MACRO//", "//INSERT 2ND ID FROM ATTACK MACRO//"); | ||
//FX FUNCTION CALL GOES HERE// | ||
} | ||
fxAttack(); | ||
``` | ||
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* Open the FX macro from the compendium whose FX you want to apply, copy the content, and paste it into the `//FX FUNCTION CALL GOES HERE//` section in the macro | ||
* Use the newly create macro for attacks with the weapon in future games | ||
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Video demonstration: | ||
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![weaponfxdemo](https://user-images.githubusercontent.com/76132631/155030217-4ee5c47e-00d5-49b8-8601-20117b0e9c08.gif) | ||
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I am not a professional by any means and am open to suggestions and critiques. I would love to improve this product and add new FX so please don't hesitate to leave a suggestion. | ||
The Effects Manager located in the module settings allows the user to drag and drop most items into the manager to start a new item/macro pairing. You can select a premade macro from LwFX or drag and drop your own macro to the applicable effect to complete the pairing. You can organize your custom pairings into folders and import/export your configurations. |