let inRepetitions = 3;
let inRepeatDelayMin = 500;
let target = Array.from(game.user.targets)[0];
new Sequence()
.effect()
.file("jb2a.side_impact.part.slow.music_note.greenyellow")
.atLocation(token)
.rotateTowards(target)
.scaleToObject(1.5)
.randomizeMirrorY()
.repeats(inRepetitions, inRepeatDelayMin)
.waitUntilFinished(-100000)
.effect()
.file("jb2a.side_impact.part.shockwave.yellow")
.atLocation(token)
.rotateTowards(target)
.scaleToObject(1.5)
.repeats(inRepetitions, inRepeatDelayMin)
.play()
I'm trying to play simultaneously two .effect() with the same number of repetitions and delay between repetitions.
Normally .waitUntilFinished(-100000) would not be needed, but I want to create a configurable macros with arguments to call it with automated animations. Setting a huge negative value should "disable" it when not needed (maybe there is a better way to do it?).
Unfortunately, it seems to have an undesired side effect with .repeats(). Both .effect() are not playing simultaneously.
Changing the value for inRepeatDelayMin to 0, seems to behave as intended (everything is fired at once), but when a positive value is set, a delay between the two .effect() occurs (it seems to be equal to two times the value set in this case).
Describe the bug Using this macro :
I'm trying to play simultaneously two .effect() with the same number of repetitions and delay between repetitions.
Normally
.waitUntilFinished(-100000)
would not be needed, but I want to create a configurable macros with arguments to call it with automated animations. Setting a huge negative value should "disable" it when not needed (maybe there is a better way to do it?). Unfortunately, it seems to have an undesired side effect with.repeats()
. Both.effect()
are not playing simultaneously.Changing the value for
inRepeatDelayMin
to 0, seems to behave as intended (everything is fired at once), but when a positive value is set, a delay between the two.effect()
occurs (it seems to be equal to two times the value set in this case).01.webm Without
.waitUntilFinished(-100000)
02.webm With
.waitUntilFinished(-100000)
and any positive value set forrepeatsDelay
03.webm With
.waitUntilFinished(-100000)
andrepeatsDelay = 0
To Reproduce Steps to reproduce the behavior:
Expected behavior I would expect that setting a huge value to
.waitUntilFinished()
should not change the behavior of the effect.repeats()
Setup:
Active modules: