Closed harrisog closed 1 year ago
What are you intending to use this for?
Asking since HP being reduced or increased is an 'event' which I assume you want to last only for a certain amount of time.
At the moment the module only deals with 'enduring' states such as token properties and Active Effects which last until they are changed again.
For my particular use case, I am just running a sequencer script on apply. I am finding that TVA's UI lets me do things with sequencer that Automated Animations is not set up for (in particular with the logical operators and comparators). With the requested feature, I am hoping to set up simple scripts to play sound file "snarls" and bloodspray animations when an enemy is hit (&& ! Dead && ! Paralyzed, etc.).
An extension of the requested feature that is more in line with the module's core purpose would be to allow temporarily changing token arts to a "wince" state when hit, and/or "soothed" state when healed. This could possibly extend further into overlays to show temporary floating Adam West Batman-style text ("Pow!", "Biff!" etc.). Admittedly, both of these ideas would probably just be better handled via an on apply sequencer script like my use case, but setting global script triggers for simple hp changes is not doable with Automated Animations.
https://github.com/Aedif/TokenVariants/releases/tag/4.43.0
New setting added under Active Effects
> Internal Effects
> HP Change
Thank you!!
It would be great to be able to trigger changes simply based on whether HP has been gained or lost. I may be wrong but I don't think this is doable currently. Perhaps something like
hp\++
andhp\--
as special operators?