This is great. For 5e. It's a start for me while I figure out how to make this work for an unsupported ruleset (OSRIC.) Much appreciated. Your tutorials are excellent.
Your videos are great thank you. If I had to make one recommendation, it would be to add an add on that highlights your mouse. I find myself rewinding a lot trying to see what / where you clicked 😊
Feel free to include a time stamp, but to manipulate angles of templates, you just select the control icon for the template and then, I think, CTRL-mousewheel
This video was super helpful to understand the scope of what you can do with this module, but I've run in to a problem that feels like it would have a simple solution, though I cannot figure it out. I have tried on many different actors in different maps and scenarios, many different source enemies like goblins etc, but none of the animations are playing on use. I managed to get the dagger animation to play a couple of times, but I'm honestly stumped. There's no errors in the mod menu for conflicts, so I dunno what the issue could honestly be. Foundry is fully updated and so are all my mods, so any suggestions would be really appreciated as this module seems too good to not include! Thanks in advance 😃
hey bud thanks for all the help in this vid! its helped me as a complete noob sooo much! but question what mod is the dice rolling one that you have also how do you have the bad ass folders with all the macros in them! again thank you for your time sir! youre a badass!
Good morning, Great explanation! On the other hand, I don't understand how you have the drop-down menu of spells at the bottom left that you have: inventory, spell, feature, etc.
i think that is related to combat carousel, but its another module for sure you can look at some combat tutorial ones and you;ll find it. i think its for DnD
I dont know if you still need it, but i was researching for it and found out this one: Token Action HUD I'm not sure it's the same from the video, but it does serves the same purpose
I dont know if you still need it, but i was researching for it and found out this one: Token Action HUD I'm not sure it's the same from the video, but it does serves the same purpose
Is it possible to get this without the hassle to configure everything? I mean, all the animations and such is already configured, just download a pack and it's done
Very nice video. As always, your tutorials are great. Not too long. Not too short. What module do you use to have all spells, items and so on... in the bar down left? Thank you.
You say in the video that you're using the 5e system, but you don't tell us how to swap to different systems. I'm trying to make this work for PF2E, but the animations are still only for D&D 5e! How do you switch to other system? I saw the foundry page you told us to check out, and I found PF2E there, but no guides on how to swap between 5e animations to PF2E!
is it possible to have these animations play if spell books are not set up? my players like to have a pen and paper style for their characters. we neglect HP and stats in foundry
Very helpful video! Thank you! I exported the json file from one Pathfinder 2E game and get an error when trying to import it to a new Pathfinder 2E game. The error is: "cannot read properties of undefined (reading 'find')". have you run across this error before? Any tips on how to address it?
Having an issue where selecting "remove template" works just fine, but it also makes it so that the animation doesn't play at all. Unselecting it makes the animation play just fine, but keeps the template, obviously. Beyond that, selecting it seems to disable the animation for non-template spells, as well. Any tips?
i want the fire breath attack to come out of the dragons head but its coming out from his body (its a big token that occupy 9 squares) is there a way to change the point of origin of the animation?
hi, can you maybe help with some problem i recently have: my token skill effects work if i as the dm use the skills, but if my players do (they got the permissions allowed) only a few of the skills effects work...not none but far from all... so it cant be the solution in permissions... i dont get it... >.
Absolutely. You can make any single tile rotate using the Tile Scroll module. Alternatively, you can make tiles rotate with Token Magic FX. Beyond just animations, if you want the islands to actually transport tokens as they rotate or move around the map, this is also possible. But it's more advanced, involving a combination of modules like token attacher, monks active tiles, and Rideable.
@@Baileywiki Oh, like the tokens are stuck to it even though it's moving? That would be ideal because there are numerous islands all with their own patterns of rotation >_>
I don't suppose anyone knows how to get this working with Cyberpunk 2020? I made some weapon effect macros and they work fine. But I would like them to be automated when the player uses the weapon. How do you add the macro to the weapon and will it even do it? When I add it nothing happens. I know Cyberpunk 2020 is unsupported but I was hoping there'd be a way as there sometimes is with these things.
Completely noob question but is that a mod that's allowing the spell list to come up so quickly with one click? Just wondering because that would make my players life easier
I'd really like to see the macro animations like Misty Step explained some time - or things like Green Flame Blade. The old macros don't seem to work anymore (or i have a bad addon) but it would be great to see a how-to to set that up myself. It'd be advanced for most users, but i'm comfortable enough with JS/TS that i could manage, i think.
No matter what I do, using SW5e (Star Wars 5e) it shoots an arrow, not the red laser. I've spent my entire day off trying to figure it out and I can't.
Problem: i am animating rays on the mindwitness creature (d&d 5e). Everything is fine. But when i click "apply active effect," the same animation (which i configured for the ray, not for the active effect) plays again! How can i prevent this? I do have set said animation as "ranged," creating a source primary and target animations for the ability (again, not for the AE, which i left with no animations). Plus, it is also possible to add macro from the AA menu, which is very nice. However, what about a macro that spawns a token magic effect on applying an active effect, and then it removes all filters when the active effects expire? I noticed that AA does this with animations even when set to "permanent," which is great...
@MonkeyDuckTruck that's a choice. As a master i prefer to have control over whether the effect is applied or not ... so the question stands: Is it possible to play animation only on ability cast and not on AE "apply active effect" ?
Now just need JB2A to release some more animations worthy of paying on pateron. They did the main animations and ever since it's been a little lack luster in content.
That is what I needed for my next session! Gonna make some cool spirit guardians for my drow priestess. Thanks for such informative guide!
This is great. For 5e. It's a start for me while I figure out how to make this work for an unsupported ruleset (OSRIC.) Much appreciated. Your tutorials are excellent.
maaan that's what i was looking for, thank you!!!
Your videos are great thank you. If I had to make one recommendation, it would be to add an add on that highlights your mouse. I find myself rewinding a lot trying to see what / where you clicked 😊
How do you make the character fade out and back in at another space for misty step?
how do you get the cone template to pivot like that? I am struggling with that part
Feel free to include a time stamp, but to manipulate angles of templates, you just select the control icon for the template and then, I think, CTRL-mousewheel
This video was super helpful to understand the scope of what you can do with this module, but I've run in to a problem that feels like it would have a simple solution, though I cannot figure it out. I have tried on many different actors in different maps and scenarios, many different source enemies like goblins etc, but none of the animations are playing on use. I managed to get the dagger animation to play a couple of times, but I'm honestly stumped. There's no errors in the mod menu for conflicts, so I dunno what the issue could honestly be. Foundry is fully updated and so are all my mods, so any suggestions would be really appreciated as this module seems too good to not include! Thanks in advance 😃
This was happening to me and it was because I had turned the photosensitivity setting on, turning it off fixed it for me.
hey bud thanks for all the help in this vid! its helped me as a complete noob sooo much! but question what mod is the dice rolling one that you have also how do you have the bad ass folders with all the macros in them! again thank you for your time sir! youre a badass!
Good morning,
Great explanation!
On the other hand, I don't understand how you have the drop-down menu of spells at the bottom left that you have: inventory, spell, feature, etc.
i think that is related to combat carousel, but its another module for sure you can look at some combat tutorial ones and you;ll find it. i think its for DnD
Google Token Action HUD Module
I dont know if you still need it, but i was researching for it and found out this one: Token Action HUD
I'm not sure it's the same from the video, but it does serves the same purpose
Which module gives the inventory, features, etc above the hotbar?
Yeah, I'd like to know that too!
I dont know if you still need it, but i was researching for it and found out this one: Token Action HUD
I'm not sure it's the same from the video, but it does serves the same purpose
Can anyone tell me what mod is used that is displayed right above his macro bar?
Is it possible to get this without the hassle to configure everything? I mean, all the animations and such is already configured, just download a pack and it's done
What is the hot key to adjust the spell template for Cone of Cold at 19:53?
Shift+Scroll wheel
Very nice video. As always, your tutorials are great. Not too long. Not too short.
What module do you use to have all spells, items and so on... in the bar down left?
Thank you.
You say in the video that you're using the 5e system, but you don't tell us how to swap to different systems.
I'm trying to make this work for PF2E, but the animations are still only for D&D 5e!
How do you switch to other system?
I saw the foundry page you told us to check out, and I found PF2E there, but no guides on how to swap between 5e animations to PF2E!
Why some spells create effect on character? In this video it wac Cone of Cold. What they for?
is it possible to have these animations play if spell books are not set up? my players like to have a pen and paper style for their characters. we neglect HP and stats in foundry
Very helpful video! Thank you! I exported the json file from one Pathfinder 2E game and get an error when trying to import it to a new Pathfinder 2E game. The error is: "cannot read properties of undefined (reading 'find')". have you run across this error before? Any tips on how to address it?
Having an issue where selecting "remove template" works just fine, but it also makes it so that the animation doesn't play at all. Unselecting it makes the animation play just fine, but keeps the template, obviously. Beyond that, selecting it seems to disable the animation for non-template spells, as well. Any tips?
thanks for this amazing overview!!! Very very helpful. Would love some sound additions if you can squeeze it into the next update, or a short maybe?
I'm using Automated Animation for a non-supported system, how do I set the animation for a custom attack or ability?
My problem currently is that this module via sound effects and animations reveals the DM's roll
The module isn't working for me (on foundry v11)
i got the animations working but not the effects of them , they are not automated
is it possible to automated animations on damage rolls such as a blood splatter when a PC rolls damage on a NPC
AMAZING tutorial. Is there a way to change the default template color (i.e. from default red to grey)?
i want the fire breath attack to come out of the dragons head but its coming out from his body (its a big token that occupy 9 squares) is there a way to change the point of origin of the animation?
I'm not sure you're setup, If the fire is a separate title then you can just drag it wherever you want it to be. Is your set up different than that?
hi, can you maybe help with some problem i recently have: my token skill effects work if i as the dm use the skills, but if my players do (they got the permissions allowed) only a few of the skills effects work...not none but far from all... so it cant be the solution in permissions... i dont get it... >.
Is there a way to make like a rotating islands animation?
Absolutely. You can make any single tile rotate using the Tile Scroll module. Alternatively, you can make tiles rotate with Token Magic FX.
Beyond just animations, if you want the islands to actually transport tokens as they rotate or move around the map, this is also possible. But it's more advanced, involving a combination of modules like token attacher, monks active tiles, and Rideable.
@@Baileywiki So cool! I'm so stoked - thank you! How do you mean "transport tokens" though?
I mean you can have tokens step on a moving tile, and that tile can carry the tokens along with it as it spins or moves about the scene.
@@Baileywiki Oh, like the tokens are stuck to it even though it's moving? That would be ideal because there are numerous islands all with their own patterns of rotation >_>
Indeed. Look up my Rideable tutorial as a starting point.
I don't suppose anyone knows how to get this working with Cyberpunk 2020? I made some weapon effect macros and they work fine. But I would like them to be automated when the player uses the weapon. How do you add the macro to the weapon and will it even do it? When I add it nothing happens. I know Cyberpunk 2020 is unsupported but I was hoping there'd be a way as there sometimes is with these things.
Completely noob question but is that a mod that's allowing the spell list to come up so quickly with one click? Just wondering because that would make my players life easier
Yes, it is two modules. They are called "Token Action HUD Core" and "Token Action HUD D&D 5e"
I'd really like to see the macro animations like Misty Step explained some time - or things like Green Flame Blade. The old macros don't seem to work anymore (or i have a bad addon) but it would be great to see a how-to to set that up myself. It'd be advanced for most users, but i'm comfortable enough with JS/TS that i could manage, i think.
The magic happens in sequencer. I´m pretty sure you can find that in the source files.
No matter what I do, using SW5e (Star Wars 5e) it shoots an arrow, not the red laser. I've spent my entire day off trying to figure it out and I can't.
Problem: i am animating rays on the mindwitness creature (d&d 5e). Everything is fine. But when i click "apply active effect," the same animation (which i configured for the ray, not for the active effect) plays again! How can i prevent this? I do have set said animation as "ranged," creating a source primary and target animations for the ability (again, not for the AE, which i left with no animations). Plus, it is also possible to add macro from the AA menu, which is very nice. However, what about a macro that spawns a token magic effect on applying an active effect, and then it removes all filters when the active effects expire? I noticed that AA does this with animations even when set to "permanent," which is great...
@MonkeyDuckTruck that is exactly what i am doing. The effect is applied correctly, It's just that the animation plays again
@MonkeyDuckTruck that's a choice. As a master i prefer to have control over whether the effect is applied or not ... so the question stands: Is it possible to play animation only on ability cast and not on AE "apply active effect" ?
now I just need modern guns and laser animations
JB2A already includes bullet and laser animations, even light sabers
This is borked now for PF2 :(
nice
Dang I see some nasty artifact-edges on my pillar there : /
Lol, what an eye!
@@BaileywikiGgotta rework those. There are so many ;_;
Now just need JB2A to release some more animations worthy of paying on pateron. They did the main animations and ever since it's been a little lack luster in content.
good to know.