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Adding common divine spell animations (1-2)#294

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Adding common divine spell animations (1-2)#294
AdamPGameDev wants to merge 6 commits into
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@AdamPGameDev

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1st Rank:
bane - does require an aura effect that's not default to Bane, unsure how to export item files otherwise would have included aura effect item. has allowance for free and patreon versions bless - might be a bit load heavy
infuse-vitality - has an on-cast bolt toward targets and a persistent on the effect
2nd Rank:
spiritual armament - has a simple version for free, for patreon version has different animations for different damage types. The item:slug: gives a warning but thats the only way I could get it to work because of the selector for the roll type

1st Rank:
bane - does require an aura effect that's not default to Bane, unsure how to export item files otherwise would have included aura effect item. has allowance for free and patreon versions
bless - might be a bit load heavy
infuse-vitality - has an on-cast bolt toward targets and a persistent on the effect
spiritual armament - has a simple version for free, for patreon version has different animations for different damage types. The item:slug: gives a warning but thats the only way I could get it to work because of the selector for the roll type
@MrVauxs

MrVauxs commented Oct 18, 2024

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We will not be adding Bane right now, at least until #2 is done. Your animation also gets triggered multiple times if you have persistent animations on.

Spiritual armament cannot stretch when its melee.

@AdamPGameDev

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is it just bane that triggers multiple times or is it others? if so I can try to fix it.

I thought the next best ranged anim for a melee weapin in jb2a was also a patreon only (I could have been wrong though I'll go back and check) but when I set that one to ranged, It would stretch the animation and basically go over the whole map at anything longer than ~45 ft so it was set to melee to prevent that. However I update to find a better solution to this

Fixed the spiritual armament issues, realized the options issue was a holdover from when I was using another spell's code to test my slug call at the top.
@AdamPGameDev

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for the new commit, I was able to find a ranged animation in free so used that rather than the melee sword. also realized the issue with stretch you were talking about, was a holdover when I was testing my slug call for the spell and removed it

@MrVauxs

MrVauxs commented Oct 18, 2024

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is it just bane that triggers multiple times or is it others? if so I can try to fix it.

Just bane and bless. Their predicates are not mutually exclusive, making enabling persistent animations play both the persistent and temporary effect. How you'd do this is with using contents and default: true which is basically "if nothing else works, use this, otherwise do not play this."

Used "contents" tag to shorten the scripts for Bless, Bane, and Spiritual Armament
@AdamPGameDev

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Hopefully that fixes everything! and thank you for being patient with me learning the JSON tags, now that I know about Contents that will help a lot with getting more spells in

@AdamPGameDev AdamPGameDev changed the title Adding spell animations Adding common divine spell animations (1-2) Oct 21, 2024
Comment thread animations/spells/1st/infuse-vitality.json Outdated
Comment thread animations/spells/1st/bless.json Outdated
Comment thread animations/spells/1st/bane.json
Bless: Fixed the repeated belowTokens call, fixed the persistent mode to not be default, referenced Haste and Shield for formatting, along with that made non-persistent mode play at start of turn.

Bane: same as bless

Infuse Vitality: referenced Shield as suggested, also made a persistent and non-persistent mode to match Shield and Bless/Bane

Spiritual Armament: added settings quality predicate to fit the non-persistent formatting
@AdamPGameDev

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Referenced Shield and Haste as a basis for performing the requested changes, made it so that Bless Bane and Infuse Vitality's non-persistent modes trigger on turn start as well

@AdamPGameDev

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for the record I have no idea what to do with the Vite errors, it seems like it's marking the keywords being used as errors. I assume there's nothing to be done about that check

@Spappz Spappz added the Animation set New animation sets! Extra explosions! More more more! label Feb 12, 2025
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3 participants