Awesome, that is exactly what was needed!!
Thank you so much, looking forward to script sfx for all my players' weapons :)
Cheers!
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Awesome, that is exactly what was needed!!
Thank you so much, looking forward to script sfx for all my players' weapons :)
Cheers!
I'm sorry to arrive late at this party, but is this for the Fantasy Grounds Unity? I have the same problem of the OP, but I'm using FGU for 5E.
This thread was specific to the combat wording for the Pathfinder Second Edition ruleset. I recommend you post a question in the thread relevant to the extension you're using to play the sound based off chat window text - people monitoring that thread will be able to help you better.
Ok! Sorry for the mix up and thank you for your quick response! :)
Is there a way to get the same thing for the 5E ruleset? Just need to have the weapon name in the last line of the chat just like the example above.
Many times different rulesets have different features and different implementations of things as they are built by different developers and over time their skillsets and knowledge also improves.
At this time PFRPG2E has a different set of features for Effects than other rulesets do.
I modified the manager_action_attack.lua file in the Scripts folder of the 5E.PAK by capturing the rActions.label into a variable called ActionLabel and then added "with " .. ActionLabel .." ->" to lines 446 and 447
msgShort.text = "Attack with " .. ActionLabel .. " ->";
msgLong.text = "Attack [" .. nTotal .. "] with " .. ActionLabel .. " ->";
This did the trick and makes the 5E combat results in the chat window a bit more friendly. And it will work very nicely with the Audio Overseer triggers as you can now trigger a sound based what you are attacking with.
I'm sure that this file will constantly get overwritten as new updates come out for the 5E ruleset. Is it possible to include something like this?