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Compatibility issue with Automated Animations

Open doctorthoss opened this issue 1 year ago • 4 comments

There's currently an issue with triggering animations from the very popular Automated Animations module (https://foundryvtt.com/packages/autoanimations) when it is set to play animations on attack rolls and not damage rolls. Details are in the link below, the dev there is working on it but indicated he needed help from someone with insider knowledge of the SotDL system

https://github.com/otigon/automated-jb2a-animations/issues/541

doctorthoss avatar Mar 28 '23 20:03 doctorthoss

the root cause of this is possibly: https://github.com/Xacus/demonlord/issues/118

doctorthoss avatar Mar 30 '23 22:03 doctorthoss

Can you re-test with v2.2.5? If it was related, it should be fixed now.

juanferrer avatar Apr 01 '23 13:04 juanferrer

Can you re-test with v2.2.5? If it was related, it should be fixed now.

Thanks again for your work on this! So it isn't 100% fixed, but it is partially fixed and the behavior has changed, so it's definitely related to the changes you made somehow. To sum up, here is how Automated Animations behaves:

  • Before your patch (copy-pasted from my post on the Automated Animations github which is linked in the original post of this issue)

[Animations for Spells and Talents in SotDL technically work, as long as] A. The spell or talent does not have an associated damage roll B. The spell or talent does have an associated damage roll, and the "play animations on roll damage" module setting is on.

With the default Automated Animations setting, "play animations on roll attack," animations play perfectly as long as the spell/talent has no associated damage roll. Whether there's an associated attack roll only and no damage, or no associated roll at all, the animation will play with no issues. But if a damage roll is added to the spell or talent, animations stop playing alltogether.

The workaround is to enable "play animations on roll damage." When this is on, then spells and talents with damage rolls will play their animations when damage is rolled. However currently it seems there's no way to have a spell or talent with a damage roll trigger an animation whenever it is cast, instead of waiting for a damage roll (that will never come if the spell/talent missed).

  • After your patch

Weapons still work as they should, as they did before, and Talents now work as well! Meaning that talents with associated damage rolls do play an animation on the attack roll, with Automated Animations set to "play animation on roll attack."

Spells, however, still behave the same way as they did before, as described above. So somehow the patch fixed the issue with Talents but not with Spells

doctorthoss avatar Apr 01 '23 15:04 doctorthoss

Fixed by PR #672 in Automated Animations repo.

juanferrer avatar Aug 31 '23 10:08 juanferrer