Closed Janner3D closed 10 months ago
Head into the homebrew settings and enable weapon actions there, don't directly add the features out of the compendium. That will enable the automatic feature addition and removal. You can fill in the item descriptions in the journal just like all other temporary items from this module for proper descriptions. Turn on my VAE setting and it'll even fill in the effect descriptions too. All the features should be able to be used with or without the prompt.
Head into the homebrew settings and enable weapon actions there, don't directly add the features out of the compendium. That will enable the automatic feature addition and removal. You can fill in the item descriptions in the journal just like all other temporary items from this module for proper descriptions. Turn on my VAE setting and it'll even fill in the effect descriptions too. All the features should be able to be used with or without the prompt.
Ah, thank you for the clarification! I'll remove some of the suggestions since those are alrready implimented haha.
Adding a 'charge' sequencer effect to the Rush attack, where the attacker visibly rushes up to the target, would help a lot with reducing clunkiness. As it stands now, there's a requirement to move up to the target and then attack.
Option to allow direct use of the features, prompting which equipped weapon to attack with. The way it works right now is that you swing with the weapon, and a prompt for any of the the appropriate feature appears. Would it be possible to allow an option to reverse that workflow? IE: You use the feature, and if you have multiple appropriate weapons equipped, you're prompted with which weapon you want to attack with, and if the attack hits, then the feature is used?
The main reason I ask this is because that generally seems to be the way it works in BG3--you use the weapon action, and it automatically takes into account what you have equipped, and uses that. With this workflow, the weapon action would very well be wasted if the attack doesn't hit in the first place, which seems fair given the power of the debuffs these weapon actions provide and the fact they are recovered on a short rest.
Option to use Convenient Effects for debuffs such as Dazed, Off-Balance, Gaping Wounds, Hamstrung, etc. I suppose this is more of a personal thing preference, but in attempting to create these weapon features before, I created my own effects with their icons with their own easy to read descriptions for use with Visual Active Effects so players can easily see what's the effects do by hovering over the icons at the top right of their screen. Would it be possible to allow the option of using our own Convenient Effects for these debuffs?
Replace cleave animation. Right now, if one has automatic recognition turned on, all of the attacks on multiple targets will likewise summon a three separate axes to attack. Thelonelybugbear worked on a cleave action previously for me which replaces those animations with a the free version of JB2A's cleave animation. Here's the code for it, in case it's of any use to you.