Thank you! As a new Foundry user I am completely overwhelmed by all the modules and settings needing to be setup, so videos like this are really helpful!
Yes, this is normal, but before too long, things will start to settle, and you will figure things out. The best way to do this is to play the game as often as you can, and to keep world-building and play-testing all your creations and settings. Another thing is to isolate one specific module (like Levels or Monk’s Active Tiles) and just focus on learning it inside and out. Monk’s Active Tiles might be the single most valuable module for creating immersive experiences for your players.
I would give the module (Advanced Spell Effects) a look. They have chain lightning programmed in and I just tested it and it seems functional for V10. I just had a small bug where the images didn't show up next to the names when targeting. Here's a video on ASE, but to make it work basically: 1. Enable the module and its dependencies. 2. Convert the spell to an ASE spell following the video. 3. Disable the automated animation for the spell. 4. Target the first creature you want to hit and it will give you a prompt for the other targets. ua-cam.com/video/nSi5lxNMkNk/v-deo.html
Sure, you can definitely add AOE effects via automatic recognition. Two things. One, are you using JB2A effects currently? Two, did you add in the automatic recognition .json?
@@mr.weaver6742 from their GitHub it looks like there is a conflict with Better Rolls that others have reported. When I disabled better rolls, then bows began to work properly again. I’ve asked others and some are not noticing this conflict, which could mean there is a multi-layer conflict involved. I wish core foundry would simply embed these quality of life options.
I believe the color variants are at least - you can take a look at the assets on their website. It will have a note if it is a Patreon exclusive. www.jb2a.com/Library_Preview/
Setting up the automatic recognition will change everything for that world. As noted in the video you may want to customize animations for individual players (otherwise they will all be the same.)
Hey buddy. Nice vids. U mentioned in your other one that you were making a video on how to make animated tokens. I was wanting to capture some idle characters from other games or animate some static 2d ones. Do you have a link to that video or know good one to refer to? Cheers
I haven't made that video yet, however I have started recording it. The software I suggest using to record animations is called Honeycam. It has both a free and paid version, the free version has a small watermark but it is manageable. I'll be sure to post here when I do post the video. :) en.bandisoft.com/honeycam/
Thank you! As a new Foundry user I am completely overwhelmed by all the modules and settings needing to be setup, so videos like this are really helpful!
Yes, this is normal, but before too long, things will start to settle, and you will figure things out. The best way to do this is to play the game as often as you can, and to keep world-building and play-testing all your creations and settings. Another thing is to isolate one specific module (like Levels or Monk’s Active Tiles) and just focus on learning it inside and out. Monk’s Active Tiles might be the single most valuable module for creating immersive experiences for your players.
I *thought I knew what I was doing. Lol. Thank you 🙏
I followed the link in the description to the discord, but it seems things have been restructured. I cant find the files you listed at 1:30
You ever find those files? I'm in the same boat
@@meathookmarv5738 same here
I can't find the discord channel to download the JSON, does anyone have it?
Question how do i do the blocked animations? Like if an attack doesnt hit
Another great video .. Thanks!!
Can this be used with Cyberpunk 2020? Or are there any similar modules that can be?
There is one for RED, but I'm not using RED.
How would you do something like Chain Lightning, it seems like there are animations available there but it's not set up.
I would give the module (Advanced Spell Effects) a look. They have chain lightning programmed in and I just tested it and it seems functional for V10. I just had a small bug where the images didn't show up next to the names when targeting. Here's a video on ASE, but to make it work basically: 1. Enable the module and its dependencies. 2. Convert the spell to an ASE spell following the video. 3. Disable the automated animation for the spell. 4. Target the first creature you want to hit and it will give you a prompt for the other targets. ua-cam.com/video/nSi5lxNMkNk/v-deo.html
With the new AA, i cant find the aniamte from ammunition option... did they remove it ?
Awesome ty
Hello i have one problem that i can't figure out how do something like this on aoe like spells for example fire ball
Sure, you can definitely add AOE effects via automatic recognition. Two things. One, are you using JB2A effects currently? Two, did you add in the automatic recognition .json?
@@mr.weaver6742 Thanks for response i checked everything and problem was better rolls 5e module while using token magic fx
I wish I could get the first patreon, E1,00...
But it's sold out...
Anyone else have a bug where bows do not work if ammunition is selected? If I leave it blank then the bow works.
I haven't experienced that bug personally. Were you able to get it resolved?
@@mr.weaver6742 from their GitHub it looks like there is a conflict with Better Rolls that others have reported. When I disabled better rolls, then bows began to work properly again. I’ve asked others and some are not noticing this conflict, which could mean there is a multi-layer conflict involved. I wish core foundry would simply embed these quality of life options.
Are the fire animation variations for weapon attacks and it’s color variants patreon exclusives?
I believe the color variants are at least - you can take a look at the assets on their website. It will have a note if it is a Patreon exclusive. www.jb2a.com/Library_Preview/
Does this only change things in compendiums? Or does it change animations on players sheets too?
Setting up the automatic recognition will change everything for that world. As noted in the video you may want to customize animations for individual players (otherwise they will all be the same.)
@@mr.weaver6742 Ok. I have already customized player options. I was just making sure doing this wouldn't overwrote the work I've already done.
Hey buddy. Nice vids. U mentioned in your other one that you were making a video on how to make animated tokens. I was wanting to capture some idle characters from other games or animate some static 2d ones. Do you have a link to that video or know good one to refer to? Cheers
I haven't made that video yet, however I have started recording it. The software I suggest using to record animations is called Honeycam. It has both a free and paid version, the free version has a small watermark but it is manageable. I'll be sure to post here when I do post the video. :) en.bandisoft.com/honeycam/