Vauryx / advancedspelleffects

This module will use Sequencer, Tagger, JB2A spell effects and socketlib to create advanced spell functionality without relying on finicky macros to do the heavy lifting.
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Solution to the Spiritual Weapon challenge #143

Open Chosen38 opened 1 year ago

Chosen38 commented 1 year ago

Limits choice, but works:

Open the spiritualWeapon.js with notepad found in your FoundryVTT\Data\modules\advancedspelleffects\scripts\spells folder.

search for options: ["Sword" remove the ,"Mace" So the line ends up options: ["Sword"].

Yes your limitiing the choices your players can have using the animated effect and wargate doesnt like it still but it works. The alternative is playing around with the sequencer database, which is painful.

Note changes to the spiritualWeapon.js file don't take effect until Foundry VTT has been reloaded.

As it was never really clear around what else you need to do:

1) Drag the Spiritual Weapon spells into a character 2) Open the spell and Select the ASE at the top of the sheet 3) Tick Convert to Advanced Spell effect 4) Select the Spiritual Weapon in the "Use Effect" dropdown 5) Click Save and Close 6) Import one spiritual weapon from the JB2A DnDe Actors Compendium. Doesnt matter which one. This pulls an animated Spiritual Weapon into your actors. 7) Open the Spiritual weapon actor 8) Update the name so that you remove all the text after the Spiritual Weapon, so it just reads Spiritial Weapon 9) Change the Hit points and max hit points to 500 10) Change the damage and conditions immunities so you include all

Now when you use the spell, target yourself or the player that's casting the spell. Cast the spell. You will now be given one choice "Sword" then the 3 types of sword you can use (Dark, Flaming, Spectral) as these are pulling correctly from the sequencer database. Then choose your colour the location you want the Spectral Weapon to appear in and boom everything should be working.

Only one addition the Midi-Qol property of the weapon has not been set to Magic, so if you need to, set that within the summoned weapon, or you could find some macro or add the attribute into the spiritualWeapon.js file but i'm not sure what the Midi Qol attribute is actually referenced as so I ccan't help there.

Chosen38 commented 1 year ago

Ah before you do anything take a copy of the spiritualWeapon.js file so you can revert if you mess up anything :-)

Chosen38 commented 1 year ago

Awesome. Huge thanks.

On 7 Sep 2023, at 01:48, ReAcTiOnN77 @.***> wrote:



Hey mate, I have rewritten most of the spiritualWeapon.js file. Its still bugged to an extent but it pulls the animated actors from JB2A. I'll make a fork and upload it later today. I'll see if I cant figure out how to add the magic attribute I didn't realise it wasn't doing that and I've been using my edited file for a few months now

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