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FoundryVTT Automated Polymorpher

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If you want to buy me a coffee alt-text

NOTE: The module is just for personal use only and is been "removed" from the official module list for avoid license issues with the module automated-evocations, if anyone plans to retake the module let them know first at theRipper93 to avoid any kind of problems.

[BETA] Due to several issues that I cannot solve (details on the github project), the module has been categorized as beta, there is an open commission on the league server for anyone interested in support a module with these features https://discord.com/channels/732325252788387980/1076817951623229500.

A user interface to manage the polymorph feature for summoning with animations.

Note: This is module is inspired from the wonderful work done by theRipper93 with its automated-evocations module. If you want to support more modules of this kind, I invite you to go and support his patreon

alt-text alt-text

Should work with all system supported from the warpgate module "mutate" function, but for now the module is only used and tested with the Dnd5e system and the polymorph mechanism.

gif hud

NOTE this module work very well with this other module Automated Evocations (Variant Fork) and Automated Evocations

Known issue/Limitation

  • The module need some good developer for a upgrade

How contribute to your own multisystem

I don't have time for check every system attributes and skill need help from the community for accomplish this, every system file has a method called `

  async prepareDataFromTransformOptions(
    originalActorData: Actor,
    targetActorData: Actor,
    sourceEffects: any[],
    targetActorImages: string[],
    transformOptions: TransformOptionsGeneric,
  ):Promise<any>

where usually as common values i use these:

const targetActorImages = await targetActor.getTokenImages();
const sourceEffects = sourceToken.actor ? sourceToken.actor.effects : sourceToken.effects;
const transformOptions = {
  keepPhysical = false;
  keepMental = false;
  keepSaves = false;
  keepSkills = false;
  mergeSaves = false;
  mergeSkills = false;
  keepClass = false;
  keepFeats = false;
  keepSpells = false;
  keepItems = false;
  keepBio = false;
  keepVision = false;
  keepSelf = false;
  keepAE = false;
  keepAEOnlyOriginNotEquipment = false;
  transformTokens = true;
  explicitName = '';
}

These settings should customized

Installation

It's always easiest to install modules from the in game add-on browser.

To install this module manually:

  1. Inside the Foundry "Configuration and Setup" screen, click "Add-on Modules"
  2. Click "Install Module"
  3. In the "Manifest URL" field, paste the following url: https://raw.githubusercontent.com/p4535992/foundryvtt-automated-polymorpher/master/src/module.json
  4. Click 'Install' and wait for installation to complete
  5. Don't forget to enable the module in game using the "Manage Module" button

sequencer

This module uses the sequencer library. It is a hard dependency.

warpgate

This module uses the warpgate library. It is a mandatory dependency and it is recommended for the best experience and compatibility with other modules.

socketlib

This module uses the socketlib library for wrapping core methods. It is a hard dependency and it is recommended for the best experience and compatibility with other modules.

advanced-macros (optional)

This module uses the advanced-macros library. It is a optional dependency and it is recommended for the best experience and compatibility with other modules.

NOTE: you need this only for the custom macro feature, i don't suggest it is much easier to create the actors and set them up, with the drag and drop but it's up to you

Features

Integration wit 'Warpgate'

When the module setting 'Force use of Warpgate' is enabled , we tried to se the warpgate module for mutate the actor. You must understand the things:

  • Warpgate is a high level module and can be cusomized in many way
  • Warpgate let you mutate the token without the need to create a temporary actor like in the standard behaviour

Token configuration panel

gif

Open any character sheet, in the header of the window you will see the polymorphers button

image

Upon opening you will be welcomed by a window, from here you can drag and drop actor into it to add them.

After adding actor to the window you will have some options:

  • To mutate click on the actor image
  • The dropdown will let you chose the summoning animation

image

Then you interact with the standard panel of the Polymorph (if the system is dnd5e)

image

Token HUD fast click

An interface in the hud layer now allows you to speed up the transformations during a fight in a very intuitive way to manage the transformations there are three modes, at the level of the individual actor:

  • Random: the next transformation is randomly taken from the list of transformations associated with the actor
  • Ordered: the next transformation is taken according to the order of the list of transformations associated with the actor
  • No random, No orderder: the standard method shows the configuration panel that you would have by clicking on the header sheet button

the actions on the hud button are of two types left click and right click.

  • Left click activates the transformation event
  • Right click reverts the transformation and returns to the original shape.

hud

NOTE: you can't have both ordered and random NOTE: Remember you must own the token for see the HUD button

API

async game.modules.get('automated-polymorpher').api.invokePolymorpherManager(sourceTokenIdOrName: string, removePolymorpher = false, ordered = false, random = false, animationExternal:{ sequence:Sequence, timeToWait:number }|undefined = undefined) ⇒ Promise.<void>

Invoke the polymorpher manager feature from macro

Returns: Promise.<void> - A empty promise

Param Type Description Default
sourceTokenIdOrName string The id or the name of the token (not the actor) undefined
removePolymorpher boolean This action should revert the polymorpher if the current token is polymorphed false
ordered boolean The 'ordered' feature is enabled for this polymorphing false
random boolean The 'random' feature is enabled for this polymorphing 0
explicitName string The explicit name to assign to the target actor
animationExternal { sequence:Sequence, timeToWait:number } Advanced: Use your personal sequence animation and the time needed to wait before the polymorph action, checkout the Sequencer module for more information undefined

NOTE: If both 'random' and 'ordered' are false the standard dialog will be rendered.

Examples:

game.modules.get('automated-polymorpher').api.invokePolymorpherManager('Zruggig Widebrain')

game.modules.get('automated-polymorpher').api.invokePolymorpherManager('Zruggig Widebrain', true)

game.modules.get('automated-polymorpher').api.invokePolymorpherManager('Zruggig Widebrain', false, false)

game.modules.get('automated-polymorpher').api.invokePolymorpherManager('Zruggig Widebrain', false, false, false)

let sequence = new Sequence()
    .effect()
        .file("modules/animated-spell-effects-cartoon/spell-effects/cartoon/electricity/electrivity_blast_CIRCLE.webm")
        .atLocation(tokenD)
        .scale(0.35)
    .wait(1000)
        .effect()
        .file("modules/animated-spell-effects-cartoon/spell-effects/cartoon/electricity/lightning_bolt_RECTANGLE_05.webm")
        .atLocation(tokenD)
        .reachTowards({
            x: tokenD.center.x + canvas.grid.size*5,
            y: tokenD.center.y
        })
    .wait(100)
    .animation()
        .on(tokenD)
        .teleportTo({
            x: tokenD.x + canvas.grid.size*5,
            y: tokenD.y
        })
        .waitUntilFinished()
    .effect()
        .file("modules/animated-spell-effects-cartoon/spell-effects/cartoon/electricity/electric_ball_CIRCLE_06.webm")
        .atLocation(tokenD)
        .scale(0.5)

game.modules.get('automated-polymorpher').api.invokePolymorpherManager('Zruggig Widebrain', false, false, false, { sequence: sequence, timeToWait 1100})

async game.modules.get('automated-polymorpher').api.invokePolymorpherManagerFromActor(sourceActorIdOrName: string, removePolymorpher = false, ordered = false, random = false, animationExternal:{ sequence:Sequence, timeToWait:number }|undefined = undefined) ⇒ Promise.<void>

Invoke the polymorpher manager feature from macro

Returns: Promise.<void> - A empty promise

Param Type Description Default
sourceActorIdOrName string The id or the name of the actor (not the token) undefined
removePolymorpher boolean This action should revert the polymorpher if the current token is polymorphed false
ordered boolean The 'ordered' feature is enabled for this polymorphing false
random boolean The 'random' feature is enabled for this polymorphing 0
explicitName string The explicit name to assign to the target actor
animationExternal { sequence:Sequence, timeToWait:number } Advanced: Use your personal sequence animation and the time needed to wait before the polymorph action, checkout the Sequencer module for more information undefined

NOTE: If both 'random' and 'ordered' are false the standard dialog will be rendered.

Examples:

game.modules.get('automated-polymorpher').api.invokePolymorpherManagerFromActor('Zruggig Widebrain')

game.modules.get('automated-polymorpher').api.invokePolymorpherManagerFromActor('Zruggig Widebrain', true)

game.modules.get('automated-polymorpher').api.invokePolymorpherManagerFromActor('Zruggig Widebrain', false, false)

game.modules.get('automated-polymorpher').api.invokePolymorpherManagerFromActor('Zruggig Widebrain', false, false, false)

let sequence = new Sequence()
    .effect()
        .file("modules/animated-spell-effects-cartoon/spell-effects/cartoon/electricity/electrivity_blast_CIRCLE.webm")
        .atLocation(tokenD)
        .scale(0.35)
    .wait(1000)
        .effect()
        .file("modules/animated-spell-effects-cartoon/spell-effects/cartoon/electricity/lightning_bolt_RECTANGLE_05.webm")
        .atLocation(tokenD)
        .reachTowards({
            x: tokenD.center.x + canvas.grid.size*5,
            y: tokenD.center.y
        })
    .wait(100)
    .animation()
        .on(tokenD)
        .teleportTo({
            x: tokenD.x + canvas.grid.size*5,
            y: tokenD.y
        })
        .waitUntilFinished()
    .effect()
        .file("modules/animated-spell-effects-cartoon/spell-effects/cartoon/electricity/electric_ball_CIRCLE_06.webm")
        .atLocation(tokenD)
        .scale(0.5)

game.modules.get('automated-polymorpher').api.invokePolymorpherManagerFromActor('Zruggig Widebrain', false, false, false, { sequence: sequence, timeToWait 1100})

Macro to clean up flags on token and actor

async game.modules.get('automated-polymorpher').api.cleanUpTokenSelected() ⇒ Promise.<void>

Examples:

game.modules.get('automated-polymorpher').api.cleanUpTokenSelected()

Integration with socketLib

let sequence = new Sequence()
    .effect()
        .file("modules/animated-spell-effects-cartoon/spell-effects/cartoon/electricity/electrivity_blast_CIRCLE.webm")
        .atLocation(tokenD)
        .scale(0.35)
    .wait(1000)
        .effect()
        .file("modules/animated-spell-effects-cartoon/spell-effects/cartoon/electricity/lightning_bolt_RECTANGLE_05.webm")
        .atLocation(tokenD)
        .reachTowards({
            x: tokenD.center.x + canvas.grid.size*5,
            y: tokenD.center.y
        })
    .wait(100)
    .animation()
        .on(tokenD)
        .teleportTo({
            x: tokenD.x + canvas.grid.size*5,
            y: tokenD.y
        })
        .waitUntilFinished()
    .effect()
        .file("modules/animated-spell-effects-cartoon/spell-effects/cartoon/electricity/electric_ball_CIRCLE_06.webm")
        .atLocation(tokenD)
        .scale(0.5)

game.modules.get('automated-polymorpher').socket.executeAsGM('invokePolymorpherManager',['Zruggig Widebrain', false, false, false, { sequence: sequence, timeToWait 1100}]);

Build

Install all packages

npm install

dev

dev will let you develop you own code with hot reloading on the browser

npm run dev

npm build scripts

build

build will build and set up a symlink between dist and your dataPath.

npm run build

build-watch

build-watch will build and watch for changes, rebuilding automatically.

npm run build-watch

prettier-format

prettier-format launch the prettier plugin based on the configuration here

npm run-script prettier-format

Issues

Any issues, bugs, or feature requests are always welcome to be reported directly to the Issue Tracker, or using the Bug Reporter Module.

License

This package is under an GPL-3.0 License and the Foundry Virtual Tabletop Limited License Agreement for module development.

Credits

Acknowledgements

Bootstrapped with League of Extraordinary FoundryVTT Developers foundry-vtt-types.

Mad props to the 'League of Extraordinary FoundryVTT Developers' community which helped me figure out a lot.

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