Skip to content

Spells Not Recognized by Automated Animations #381

@CLyonsDev

Description

@CLyonsDev

What happened?

Created a fresh world to test out Automated Animations with OSE and noticed that while weapon attacks work, spells do not. I turned on Automated Animation's debug mode, and upon casting a spell like Magic Missile, AA spits out a console error stating that it couldn't find a match, and that the itemID is 'undefined'.
image

This debug error is different from the one you'd get if the item simply wasn't in the AA database, as unrecognized weapons still have an itemID passed. It only appears to be spells that have an ID of 'undefined'.

Steps to Reproduce:

  1. Create a new world with Automated Animations & all dependencies.
  2. Create a new actor and give them Magic Missile
  3. Cast Magic Missile

What is the expected behaviour?

The spell should either cast, or output the unrecognized item/itemID in the error message.

Relevant Errors and Warnings

No response

Additional Support Details

Foundry v10 build 291 (fresh install)
OSE v1.7.6
Active Modules:

  • Automated Animations
  • FXMaster
  • JB2A
  • libWrapper
  • OSE SRD Content
  • Sequencer
  • socketlib
  • Token Magic FX

Foundry VTT Core Version

None

Old-School Essentials Core Version

No response

Please update your browser regularly. Which (updated) browsers are you seeing the problem on?

Other

Code of Conduct

  • I agree to follow this project's Code of Conduct

Metadata

Metadata

Assignees

Labels

bugSomething isn't workingchatTemplating or logic inside a chat carddesign-neededRequires a designer's expertise

Type

No type

Projects

No projects

Milestone

Relationships

None yet

Development

No branches or pull requests

Issue actions