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[Script] Aura/Tint HealthColor - New Jumpgate game not showing FX animations

Hi All,  I've used this API for awhile, i just copied my game to update to Jumpgate, but now the FX animations no longer work. I've adjusted the Config bar, turned the FX option on, then off. I deleted the API and reinstalled it, but it does not work.  Everything else works.  Any thoughts? Thanks,
1724302194
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
It is my understanding that FX are slated for updating and replacement with a new system under Jumpgate. For Aura/Tint Health Color to use the new system will require new code.
When I converted my game to Jumpgate I was experiencing crashes due Aura/Tint HealthColor. I found Deathtracker to work just as well and not crash the game. Just make sure you turn off the FX for that one as well. If you are looking for a alternative system I suggest using sound as an indicator in place of the blood FX. Keith made a bit of code while back. <a href="https://app.roll20.net/forum/post/11402142/slug%7D" rel="nofollow">https://app.roll20.net/forum/post/11402142/slug%7D</a> That one works if you manually reduce hp, if you are using an API like Autobuttons to reduce hp that uses tokenmod here's the modified code for that. I suggest installing both. Note you will have to modify the names of the sounds to match what's in the code or change the code names to the sound in your jukebox. ie &nbsp;&nbsp;&nbsp;&nbsp; const sounds = ["ouch", "bam", "smash", "pow", "thud", "argh", "wilhelm_scream", "sword"]; on('ready', () =&gt; { let playSound = function (trackname, action) { let track = findObjs({ type: 'jukeboxtrack', title: trackname })[0]; if (track) { track.set('playing', false); track.set('softstop', false); if (action == 'play') { track.set('playing', true); } } else { sendChat('Damage Sound', '/w gm No Track Found...'); log("No track found " + trackname); } } const triggerSoundOnTokenMod = (msg) =&gt; { if (msg.type === 'api' &amp;&amp; /^!token-mod --set bar1_value/.test(msg.content)) { const sounds = ["ouch", "bam", "smash", "pow", "thud", "argh", "wilhelm_scream", "sword"]; const random = Math.floor(Math.random() * sounds.length); playSound(sounds[random], 'play'); } }; on('chat:message', triggerSoundOnTokenMod); });