diff --git a/CHANGELOG.md b/CHANGELOG.md index 0f5b707..a5937a1 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,517 +1,478 @@ +# [12.6.7](https://github.com/ChasarooniZ/pf2e-rpg-numbers/compare/12.6.6...12.6.7) - Simple Fixes + +- Fixed issue where the default `Crit SFX` wouldn't play if the token had any flags (@Deatrathias) + # [12.6.6](https://github.com/ChasarooniZ/pf2e-rpg-numbers/compare/12.6.5...12.6.6) - Dynamism -- `Token Damage Shake` - - Added support to automatically use the **Subject Texture** if dynamic tokens are enabled - - Note: will fallback to token image when the subject texture is blank - - - Rewrote code for future maintainability - +- `Token Damage Shake` + - Added support to automatically use the **Subject Texture** if dynamic tokens are enabled + - Note: will fallback to token image when the subject texture is blank + - Rewrote code for future maintainability # [12.6.5](https://github.com/ChasarooniZ/pf2e-rpg-numbers/compare/12.6.4...12.6.5) - Nyan Nyan Nyan -- Fix issue where token `Critical SFX` wasn't activating (@TheTenk for the catch on this) +- Fix issue where token `Critical SFX` wasn't activating (@TheTenk for the catch on this) # [12.6.4](https://github.com/ChasarooniZ/pf2e-rpg-numbers/compare/12.6.3...12.6.4) - A Little Birdie -- Fixed setting for `critical` `Default Image Type` setting not properly saving/updating (@ShinyChariot375) +- Fixed setting for `critical` `Default Image Type` setting not properly saving/updating (@ShinyChariot375) # [12.6.3](https://github.com/ChasarooniZ/pf2e-rpg-numbers/compare/12.6.2...12.6.3) - Fixes -- `api` - - - Made it so crit animation uses the one set in settings by default - -- `Fire Emblem Crit` - - - Fixed crit animation that I broke last time - +- `api` + + - Made it so crit animation uses the one set in settings by default + +- `Fire Emblem Crit` + + - Fixed crit animation that I broke last time # [12.6.2](https://github.com/ChasarooniZ/pf2e-rpg-numbers/compare/12.6.1...12.6.2) - Screen Quest -- Sequencer minimum version updated to `3.3.8` -- Uses `screenSpace` boolean for `Fire Emblem Crits` now for more consistent fire emblem crit +- Sequencer minimum version updated to `3.3.8` +- Uses `screenSpace` boolean for `Fire Emblem Crits` now for more consistent fire emblem crit # [12.6.1](https://github.com/ChasarooniZ/pf2e-rpg-numbers/compare/12.6.0..12.6.1) - A Glass of Water -- `Check Animations` - - - `SFX` - - Added option to insert an array for check animation SFX as so `["sfx-1", "sfx-2"]` etc. - - -- `Settings` - - - Fixed settings appearance (Specifically fixed for non Dorako UI users) - - Added background to buttons for better visibility - - Updated how settings are defined on the back end to allow better maintainability - -- `From Software` - - - Added Death animation from Sekiro - +- `Check Animations` + + - `SFX` + - Added option to insert an array for check animation SFX as so `["sfx-1", "sfx-2"]` etc. + +- `Settings` + + - Fixed settings appearance (Specifically fixed for non Dorako UI users) + - Added background to buttons for better visibility + - Updated how settings are defined on the back end to allow better maintainability + +- `From Software` + + - Added Death animation from Sekiro # [12.6.0](https://github.com/ChasarooniZ/pf2e-rpg-numbers/compare/12.5.5...12.6.0) - Our Menu - First Course -- `Settings Menu` - - - Redid many settings to be in their own menu - - Added hover over images to preview each setting - - Added option to Import and Export setting - -- `Shake on Attack` - - - Increased the base strength of this shake to meet recommended parameters - -- `API` - - - Added import and export settings to api - - `game.pf2eRPGNumbers.settings.export` & `game.pf2eRPGNumbers.settings.import` - - -- `Damage Numbers` - - - Added support for multiply dice for more than `2 * ` - - Removed error when damage roll has no target - +- `Settings Menu` + + - Redid many settings to be in their own menu + - Added hover over images to preview each setting + - Added option to Import and Export setting + +- `Shake on Attack` + + - Increased the base strength of this shake to meet recommended parameters + +- `API` + + - Added import and export settings to api + - `game.pf2eRPGNumbers.settings.export` & `game.pf2eRPGNumbers.settings.import` + +- `Damage Numbers` + + - Added support for multiply dice for more than `2 * ` + - Removed error when damage roll has no target # [12.5.5](https://github.com/ChasarooniZ/pf2e-rpg-numbers/compare/12.5.4...12.5.5) - Damage Roll Fix -- Fixed bug where damage rolls weren't actually showing +- Fixed bug where damage rolls weren't actually showing # [12.5.4](https://github.com/ChasarooniZ/pf2e-rpg-numbers/compare/12.5.3...12.5.4) - Actually use Screenscale for Crits -- `Critical Animations` - - Actually use screen scale for crits so it is consistent across different monitors (@cuyeet) - - **WARNING** - May adjust how your critical hit animations appear (as always revert to a previous version if new features aren't to your liking) - +- `Critical Animations` + - Actually use screen scale for crits so it is consistent across different monitors (@cuyeet) + - **WARNING** - May adjust how your critical hit animations appear (as always revert to a previous version if new features aren't to your liking) # [12.5.3](https://github.com/ChasarooniZ/pf2e-rpg-numbers/compare/12.5.2...12.5.3) - Fix for Styling -- `From Software - Noun Verbed` - - Fixed styling for Custom Text (@RavenRaconteur) - - Automatically Capitalize text passed in to `Noun Verbed` and `You Died` text - +- `From Software - Noun Verbed` + - Fixed styling for Custom Text (@RavenRaconteur) + - Automatically Capitalize text passed in to `Noun Verbed` and `You Died` text # [12.5.2](https://github.com/ChasarooniZ/pf2e-rpg-numbers/compare/12.5.1...12.5.2) - Shaking and Polish -- Update Polish Translation (@LioHeart) -- Fixed issue with Sequencer based shake on damage not checking flipped or rotated (@spen) +- Update Polish Translation (@LioHeart) +- Fixed issue with Sequencer based shake on damage not checking flipped or rotated (@spen) # [12.5.2](https://github.com/ChasarooniZ/pf2e-rpg-numbers/compare/12.5.1...12.5.2) - Shaking and Polish -- Update Polish Translation (@LioHeart) -- Fixed issue with Sequencer based shake on damage not checking flipped or rotated (@spen) +- Update Polish Translation (@LioHeart) +- Fixed issue with Sequencer based shake on damage not checking flipped or rotated (@spen) # [12.5.1](https://github.com/ChasarooniZ/pf2e-rpg-numbers/compare/12.5.0...12.5.1) - Not Always Enemy Felled -- Fixed issue with non calculating XP properly +- Fixed issue with non calculating XP properly # [12.5.0](https://github.com/ChasarooniZ/pf2e-rpg-numbers/compare/12.4.10...12.5.0) - Enemy Felled -- `From Soft Text` - - - Added two new features - - - **Noun Verbed** - - - Is styled after Elden Ring's 'Noun Verbed' ie Enemy Felled - - Can be triggered: - - **Manually** - via the API/Macro - - **Automatically** - at the end of an encounter worth a certain amount of XP or more (per player) depending on your module settings - - (Set this option to 0 to trigger at the end of all encounters) - - - - - **You Died** - - - Is styled after Elden Ring's 'You Died' - - Can be triggered: - - **Manually** - via the API/Macro - - **Automatically** - When a player gets the `Dead` condition added to their owned character - - - - -- `API Macros` - - - Added API macros Compendium under `PF2e RPG Numbers Macros` to trigger some of the module's functions manually - -- `Languages` - - - Added machine translated upport for the following languages using [locize](https://translate.i18next.com/) - - - Spanish, French, German, Japanese, Korean, Russian - - - Polish (@LioHeart) - - +- `From Soft Text` + + - Added two new features + + - **Noun Verbed** + + - Is styled after Elden Ring's 'Noun Verbed' ie Enemy Felled + - Can be triggered: + - **Manually** - via the API/Macro + - **Automatically** - at the end of an encounter worth a certain amount of XP or more (per player) depending on your module settings + - (Set this option to 0 to trigger at the end of all encounters) + + - **You Died** + + - Is styled after Elden Ring's 'You Died' + - Can be triggered: + - **Manually** - via the API/Macro + - **Automatically** - When a player gets the `Dead` condition added to their owned character + +- `API Macros` + + - Added API macros Compendium under `PF2e RPG Numbers Macros` to trigger some of the module's functions manually + +- `Languages` + + - Added machine translated upport for the following languages using [locize](https://translate.i18next.com/) + + - Spanish, French, German, Japanese, Korean, Russian + + - Polish (@LioHeart) # [12.4.10](https://github.com/ChasarooniZ/pf2e-rpg-numbers/compare/12.4.9...12.4.10) - Fire Emblem Clear -- Fixed transparency on the fire emblem crit background (@Nittles) +- Fixed transparency on the fire emblem crit background (@Nittles) # [12.4.9](https://github.com/ChasarooniZ/pf2e-rpg-numbers/compare/12.4.8...12.4.9) - Animated Crits -- Added webm support for Persona Crits (@Bullesta) +- Added webm support for Persona Crits (@Bullesta) # [12.4.8](https://github.com/ChasarooniZ/pf2e-rpg-numbers/compare/12.4.7...12.4.8) - Actually Supported now... -- `Rotate on Attack` - - Actually Supports Dice so Nice (fixed underlying bug) - +- `Rotate on Attack` + - Actually Supports Dice so Nice (fixed underlying bug) # [12.4.7](https://github.com/ChasarooniZ/pf2e-rpg-numbers/compare/12.4.6...12.4.7) - PF2e Graphics better support -- `Rotate on Attack` - - Supports Dice so Nice - +- `Rotate on Attack` + - Supports Dice so Nice # [12.4.6](https://github.com/ChasarooniZ/pf2e-rpg-numbers/compare/12.4.5...12.4.6) - Fixes and Rise of Graphics -- Fixed but with `Fire Emblem Crits` tha prevented them from firing - -- `Basic Action Animation` - - - Removed this feature, ceding this ground to use [Pf2e Graphics](https://github.com/MrVauxs/pf2e-graphics) instead - -- Removed `Animated Cartoon Spell Effects` as a recommended module (as it has been delisted) - +- Fixed but with `Fire Emblem Crits` tha prevented them from firing +- `Basic Action Animation` + + - Removed this feature, ceding this ground to use [Pf2e Graphics](https://github.com/MrVauxs/pf2e-graphics) instead + +- Removed `Animated Cartoon Spell Effects` as a recommended module (as it has been delisted) # [12.4.5](https://github.com/ChasarooniZ/pf2e-rpg-numbers/compare/12.4.4...12.4.5) - Updated dependencies -- Updated recommended dependencies for rerelease of animated spell fx cartoon +- Updated recommended dependencies for rerelease of animated spell fx cartoon # [12.4.4](https://github.com/ChasarooniZ/pf2e-rpg-numbers/compare/12.4.3...12.4.4) - Finishers Return -- Made Finisher text render over Critical animation but for real this time (@TheTenk) +- Made Finisher text render over Critical animation but for real this time (@TheTenk) # [12.4.3](https://github.com/ChasarooniZ/pf2e-rpg-numbers/compare/12.4.2...12.4.3) - Finishers On Top -- Made Finisher text render over Critical animation (@TheTenk) +- Made Finisher text render over Critical animation (@TheTenk) # [12.4.2](https://github.com/ChasarooniZ/pf2e-rpg-numbers/compare/12.4.1...12.4.2) - Fix -- Fixed error with import +- Fixed error with import # [12.4.1](https://github.com/ChasarooniZ/pf2e-rpg-numbers/compare/12.4.0...12.4.1) - V11 Fix -- Fixed error with V11 (@TheTenk) +- Fixed error with V11 (@TheTenk) # [12.4.0](https://github.com/ChasarooniZ/pf2e-rpg-numbers/compare/12.3.1...12.4.0) - Start of some nice UI updates -- `Finishing Moves` - - - Added support for renaming items for the purposes of Finishing Moves with the menu item in the item's header (@TheTenk) - - More to come soon TM - -- `Version Support` - - - Opened up allowing use of module in V11 (should be compatible as long as sequencer is compatible between the two) - +- `Finishing Moves` + + - Added support for renaming items for the purposes of Finishing Moves with the menu item in the item's header (@TheTenk) + - More to come soon TM + +- `Version Support` + + - Opened up allowing use of module in V11 (should be compatible as long as sequencer is compatible between the two) # [12.3.1](https://github.com/ChasarooniZ/pf2e-rpg-numbers/compare/12.3.0...12.3.1) - Fixing some Issues -- `Finishing Moves` - - - Fixed bug where finishing moves from players wouldn't show (@TheTenk) - - Thanks to a suggestion (@TheTenk) made finishing moves show over critical hit FX - -- `Criticals` - - - Synced the spawn time of critical hit elements so they activate as one - - `Fire Emblem` - - Made sure the elements of this critical appear in the correct order - - -- `General` - - - Fixed header of Shake on Attack Setting - - Remigrated so that animations are triggered by the **player who created the message** - +- `Finishing Moves` + + - Fixed bug where finishing moves from players wouldn't show (@TheTenk) + - Thanks to a suggestion (@TheTenk) made finishing moves show over critical hit FX + +- `Criticals` + + - Synced the spawn time of critical hit elements so they activate as one + - `Fire Emblem` + - Made sure the elements of this critical appear in the correct order + +- `General` + + - Fixed header of Shake on Attack Setting + - Remigrated so that animations are triggered by the **player who created the message** # [12.3.0](https://github.com/ChasarooniZ/pf2e-rpg-numbers/compare/12.2.1...12.3.0) - Feel the Attack -- **Attack Screen Shake** - - - Adds option to shake the screen when attacking (to add some punch) - - Can be enabled for players, gms or both - -- **Rotate on Attack** - - - Changed the Easing on rotate on attack to make it feel more responsive' - -- **Misc** - - - refactored code a bit - +- **Attack Screen Shake** + + - Adds option to shake the screen when attacking (to add some punch) + - Can be enabled for players, gms or both + +- **Rotate on Attack** + + - Changed the Easing on rotate on attack to make it feel more responsive' + +- **Misc** + + - refactored code a bit # [12.2.1](https://github.com/ChasarooniZ/pf2e-rpg-numbers/compare/12.2.0...12.2.1) - Fix Fire Emblem Swing -- `Fire Emblem Crits` - - Fixed fire emblem crit to actually move the whole screen - +- `Fire Emblem Crits` + - Fixed fire emblem crit to actually move the whole screen # [12.2.0](https://github.com/ChasarooniZ/pf2e-rpg-numbers/compare/12.1.1...12.2.0) - Some Fixes -- `Fire Emblem Crits` - - - Fixed bug with squashing an image that wasn't a square (@spen) - -- `Damage Numbers` - - - Rewrote a lot of the code, ideally for a bit of optimization with performance - -- `Backend Changes` - - - Versions now autopublish - - Most animations now preload <3 - - Most animations now use async and awaits - - user color is now grabbed properly using the `color.css` property - - started work on the backend to give this module its own custom settings menu, but it'll probably be a bit till i get the time to do that work as it's involved - +- `Fire Emblem Crits` + + - Fixed bug with squashing an image that wasn't a square (@spen) + +- `Damage Numbers` + + - Rewrote a lot of the code, ideally for a bit of optimization with performance + +- `Backend Changes` + + - Versions now autopublish + - Most animations now preload <3 + - Most animations now use async and awaits + - user color is now grabbed properly using the `color.css` property + - started work on the backend to give this module its own custom settings menu, but it'll probably be a bit till i get the time to do that work as it's involved # [12.1.1](https://github.com/ChasarooniZ/pf2e-rpg-numbers/compare/12.1.0...12.1.1) - Dice So Nice Support: Electric Boogaloo -- Fixed bug where **Dice So Nice** support would stall out code on rolls with no dice (@Rigo) +- Fixed bug where **Dice So Nice** support would stall out code on rolls with no dice (@Rigo) # [12.1.0](https://github.com/ChasarooniZ/pf2e-rpg-numbers/compare/12.0.3...12.1.0) - Dice So Nice Support -- Now waits on Dice So Nice roll for `Damage Numbers`, `Roll Numbers`, `Critical Animations`, and `Basic Action Animations` +- Now waits on Dice So Nice roll for `Damage Numbers`, `Roll Numbers`, `Critical Animations`, and `Basic Action Animations` # [12.0.3](https://github.com/ChasarooniZ/pf2e-rpg-numbers/compare/12.0.2...12.0.3) - Fix On Apply Damage -- Fixed bug with On Apply Damage Application, *was missing a parameter* (@malkyn) +- Fixed bug with On Apply Damage Application, _was missing a parameter_ (@malkyn) # [12.0.2](https://github.com/ChasarooniZ/pf2e-rpg-numbers/compare/12.0.1...12.0.2) - Bug Swatter -- Fixed errors with **Damage Numbers** not processing targets properl (@malkyn) -- Fixed errors with **Shake Token** not chekcing properly if you even have tokenMagic Installed (@malkyn) +- Fixed errors with **Damage Numbers** not processing targets properl (@malkyn) +- Fixed errors with **Shake Token** not chekcing properly if you even have tokenMagic Installed (@malkyn) # [12.0.1](https://github.com/ChasarooniZ/pf2e-rpg-numbers/compare/12.0.0...12.0.1) - Color Fixes -- Fixed issue with getting user color that caused Crit Animations & Finishing Moves to not work (@sasane) +- Fixed issue with getting user color that caused Crit Animations & Finishing Moves to not work (@sasane) # [12.0.0](https://github.com/ChasarooniZ/pf2e-rpg-numbers/compare/11.12.0...12.0.0) - V12 Support -- Should now support v12 - -- Changed most sequencers calls to `await` - - - Should help to fix performance issues + inconsistency - -- Fixed issue with `feint` basic action animation - -- Transitioned settings to use `requireReload` instead of custom function - -- Known Bugs - - - **Damage Numbers** don't properly bounce, maybe an issue with Sequencer, looking into it - +- Should now support v12 +- Changed most sequencers calls to `await` + + - Should help to fix performance issues + inconsistency + +- Fixed issue with `feint` basic action animation +- Transitioned settings to use `requireReload` instead of custom function +- Known Bugs + + - **Damage Numbers** don't properly bounce, maybe an issue with Sequencer, looking into it # 11.12.0 - Token Turning Updates -- Turn on Token Attack *new options* - - - ***New Setting.*** Scale based on token size (scales how long it takes to turn based on the number of squares the token takes up) - - - *Must be enabled in the settings* - - - ***New setting.*** Rotation time (set how long it takes for the token to rotate) - - +- Turn on Token Attack _new options_ + + - **_New Setting._** Scale based on token size (scales how long it takes to turn based on the number of squares the token takes up) + + - _Must be enabled in the settings_ + + - **_New setting._** Rotation time (set how long it takes for the token to rotate) # 11.11.2 - Bug Fixes -- Fixed issue with **Damage Numbers** not resepcting message visibility (@Intervención) -- Updated parsing of `PF2e Toolbelt` msg falgs to grab targets on newer versions of pf2e Toolbelt -- Added manifest to `animated-spell-effects` to allow use of the **Basic Action Animations** feature +- Fixed issue with **Damage Numbers** not resepcting message visibility (@Intervención) +- Updated parsing of `PF2e Toolbelt` msg falgs to grab targets on newer versions of pf2e Toolbelt +- Added manifest to `animated-spell-effects` to allow use of the **Basic Action Animations** feature # 11.11.1 - Patch -- Fixed Issue with feint animation -- Added easing to roll scroll +- Fixed Issue with feint animation +- Added easing to roll scroll # 11.11.0 - Basic Action Animations (WIP) -- Added new Option for **Basic Action Animations** - - - These are sequencer animations that I put together (may add sound/more options later) - - - At base these require [`animated-spell-effects-cartoon`](https://foundryvtt.com/packages/animated-spell-effects-cartoon) I picked this as my starting point because all the animations are free - - - It is my mission to offer everything of meaning for free as with the spirit of Paizo and their open access to their rules - - - At some point I will also add animations for JB2A Premium pack (as I own it) - - - I will include an option when this happens to pick one - - - **NOTE** Not all actions are implemented, I will be working on them slowly over the coming weeks - - - The following actions are implemented with no sounds in this initial release: - - - `Demoralize` - - `Feint` - - `Grapple` - - `Reposition` - - `Shove` - - `Trip` - - `Tumble Through` - - -- Bug Fixes - - - Possible Performance fix - - - **Note** module now requires the GM to be online to function for any of the FX (they run through the GM now) - - - Fixed permissions error when applying damage to token - - - Fixed error when parsing rolls with die numbers that don't exist (d7 etc.) - - -- **V12 Update News** - - - No plans to do work to future prepare for V12 until Sequencer is updated as well (and the pf2e system officially releases for that version) - +- Added new Option for **Basic Action Animations** + + - These are sequencer animations that I put together (may add sound/more options later) + - At base these require [`animated-spell-effects-cartoon`](https://foundryvtt.com/packages/animated-spell-effects-cartoon) I picked this as my starting point because all the animations are free + + - It is my mission to offer everything of meaning for free as with the spirit of Paizo and their open access to their rules + + - At some point I will also add animations for JB2A Premium pack (as I own it) + + - I will include an option when this happens to pick one + + - **NOTE** Not all actions are implemented, I will be working on them slowly over the coming weeks + - The following actions are implemented with no sounds in this initial release: + + - `Demoralize` + - `Feint` + - `Grapple` + - `Reposition` + - `Shove` + - `Trip` + - `Tumble Through` + +- Bug Fixes + + - Possible Performance fix + + - **Note** module now requires the GM to be online to function for any of the FX (they run through the GM now) + + - Fixed permissions error when applying damage to token + - Fixed error when parsing rolls with die numbers that don't exist (d7 etc.) + +- **V12 Update News** + + - No plans to do work to future prepare for V12 until Sequencer is updated as well (and the pf2e system officially releases for that version) # 11.10.2 - Add Keybind for Finishing Moves -- Added a keybind to activate finishing move +- Added a keybind to activate finishing move # 11.10.1 - Localization -- Fixed localization of some settings +- Fixed localization of some settings # 11.10.0 - The Sounds of Success -- Added SFX option to `Check Rolls` - - - **Must be enabled in settings to use** - - Can set SFX for each result of a check as well as control the circumstances they're triggered - -- Bugfixes - - - Reworked `Token Shake` code to hopefully remove a possible lag spot - - Removed old code that could have been causing issues - - Caught exception that sometimes shows up when parsing roll terms when rolling with weird dice such as `1d7` etc. - - Started work of adding animations for `basicActionMacros` - +- Added SFX option to `Check Rolls` + + - **Must be enabled in settings to use** + - Can set SFX for each result of a check as well as control the circumstances they're triggered + +- Bugfixes + + - Reworked `Token Shake` code to hopefully remove a possible lag spot + - Removed old code that could have been causing issues + - Caught exception that sometimes shows up when parsing roll terms when rolling with weird dice such as `1d7` etc. + - Started work of adding animations for `basicActionMacros` # 11.9.16 - Bug Fixes -- Fixed performance issue implemented accidentally -- Fixed localization of token setting description for custom crit SFX -- Fixed possible bug where the offset of a token was set based on grid units -- Made reload ask before reloading -- Fixed setting that allows a player to opt out of critical effects +- Fixed performance issue implemented accidentally +- Fixed localization of token setting description for custom crit SFX +- Fixed possible bug where the offset of a token was set based on grid units +- Made reload ask before reloading +- Fixed setting that allows a player to opt out of critical effects # 11.9.15 - Custom Critical Sounds -- Added custom Critical SFX to token options -- Refactored some of the critical code -- Fixed bug where crits wouldn't fire -- ~~using new versioning syntax from here one out to fit more in line with [Semantic Versioning](https://semver.org/)~~ +- Added custom Critical SFX to token options +- Refactored some of the critical code +- Fixed bug where crits wouldn't fire +- ~~using new versioning syntax from here one out to fit more in line with [Semantic Versioning](https://semver.org/)~~ # 11.9.14 - More Fixes and Revamp -- Created some helper functions to get and register settings to clean up the code and simplify it a lot -- Added Setting for players to disable critical animations for themselves -- Fixed negative numbers showing up when being healed -- Fixed bug where healing caused token to shake and screen to shake -- Actually added color for on apply +- Created some helper functions to get and register settings to clean up the code and simplify it a lot +- Added Setting for players to disable critical animations for themselves +- Fixed negative numbers showing up when being healed +- Fixed bug where healing caused token to shake and screen to shake +- Actually added color for on apply # 11.9.13 - Applying a whole new color -- Added color to on apply (green for heal, red for damage) +- Added color to on apply (green for heal, red for damage) # 11.9.12 - Healing Numbers -- Show healing for damage numbers +- Show healing for damage numbers # 11.9.11 - Magical Shaking and Secret Numbers -- **Token Shake** - - - Added new Optional Upgraded animation for token shake, using Token Magic - - Removed the invisibility from old Token Shake (@A Helpful Drow) - - Adds recommendation to install [Token Magic](https://foundryvtt.com/packages/tokenmagic/) - - Fixed Token Shake causing tokens to turn invisible - -- **Finishing Move** - - - Added Toolclip so that the tool makes more sense (@LiquidGabs) - - Added setting to use Player Color instead of Red as the glow color - - Added quality setting (scales the text quality) (@Things COuld Get Dicey) - -- **Damage Numbers** - - - Changes the border color to a dark cyan when the only user that can see it is the GM (@Things COuld Get Dicey) - - Fixed issue where disabling RPG Numbers doesn't disable them for `on Apply` (@A Helpful Drow) - - Fixed Bug where sometimes numbers didn't generate due to issue with parsing of the type - -- **Check Numbers** - - - Changes the border color to a dark cyan when the only user that can see it is the GM (@Things COuld Get Dicey) - -- **Critical** - - - Fixes bug where Fire Emblem Crit started off screen - +- **Token Shake** + + - Added new Optional Upgraded animation for token shake, using Token Magic + - Removed the invisibility from old Token Shake (@A Helpful Drow) + - Adds recommendation to install [Token Magic](https://foundryvtt.com/packages/tokenmagic/) + - Fixed Token Shake causing tokens to turn invisible + +- **Finishing Move** + + - Added Toolclip so that the tool makes more sense (@LiquidGabs) + - Added setting to use Player Color instead of Red as the glow color + - Added quality setting (scales the text quality) (@Things COuld Get Dicey) + +- **Damage Numbers** + + - Changes the border color to a dark cyan when the only user that can see it is the GM (@Things COuld Get Dicey) + - Fixed issue where disabling RPG Numbers doesn't disable them for `on Apply` (@A Helpful Drow) + - Fixed Bug where sometimes numbers didn't generate due to issue with parsing of the type + +- **Check Numbers** + + - Changes the border color to a dark cyan when the only user that can see it is the GM (@Things COuld Get Dicey) + +- **Critical** + + - Fixes bug where Fire Emblem Crit started off screen # 11.9.10 - Fix Crit Break again -- Fixes issue with crit animation not firing +- Fixes issue with crit animation not firing # 11.9.9 - API Support + Fixes -- **API Support** - - - Added API support for some functions, example macros to come when I get around to it - - - Access api like follows, with functions details below `game.pf2eRPGNumbers` - - - `damageNumbers.generate(dmgList, targetIds)` - Generate Damage Numbers - - `damageNumbers.getDamageList(msg)` - Get damage list from message - - `finishingMove.generate(text)` - Create finishing move text - - `rollNumbers.generate({roll, outcome, token})` - Create Roll Text scroll` - - `critAnimation.generate({token, critType})` - Create Crit Animation - - `turnTokenAttack.generate(tokenObject, targetObject)` - Run Turn Token animation - - - **Note** **API IS IN EARLY PHASE AND IS SUBJECT TO CHANGE (to make it easier to use/better named etc.)** - - -- **Crit Animation** - - - Added Option to delay when critical effect appears (substitute for adding dice so nice support for now) - -- **Bug Fixes** - - - Fixed bug where Finishing Moves controls wouldn't be shown to players - +- **API Support** + + - Added API support for some functions, example macros to come when I get around to it + - Access api like follows, with functions details below `game.pf2eRPGNumbers` + + - `damageNumbers.generate(dmgList, targetIds)` - Generate Damage Numbers + - `damageNumbers.getDamageList(msg)` - Get damage list from message + - `finishingMove.generate(text)` - Create finishing move text + - `rollNumbers.generate({roll, outcome, token})` - Create Roll Text scroll` + - `critAnimation.generate({token, critType})` - Create Crit Animation + - `turnTokenAttack.generate(tokenObject, targetObject)` - Run Turn Token animation + + - **Note** **API IS IN EARLY PHASE AND IS SUBJECT TO CHANGE (to make it easier to use/better named etc.)** + +- **Crit Animation** + + - Added Option to delay when critical effect appears (substitute for adding dice so nice support for now) + +- **Bug Fixes** + + - Fixed bug where Finishing Moves controls wouldn't be shown to players # 11.9.8 - Finishers on Top -- Set finisher animation to render on top of critical hit animation +- Set finisher animation to render on top of critical hit animation # 11.9.7 Catching all the Bugs -- Fixed issue with Fire Emblem Crit not working (@rigo) -- Fixed issue with Persona Crit not working with custom image (@JonDemand, @rigo) +- Fixed issue with Fire Emblem Crit not working (@rigo) +- Fixed issue with Persona Crit not working with custom image (@JonDemand, @rigo) # 11.9.6 - Scale Bruteforce Fix -- Checks to see if scale is a number otherwise inputs 1 for fire emblem crit animation +- Checks to see if scale is a number otherwise inputs 1 for fire emblem crit animation # 11.9.5 - Quick Fixes -- Checks for null Persona 5 image +- Checks for null Persona 5 image # 11.9.4 Crit Config + Improvements -- **Persona Crit Settings** -- New settings for Persona Crit animations `Crit Offset X`, `Crit Offset Y`, `Crit Scale`, `Crit Rotation` - ![image](https://github.com/ChasarooniZ/pf2e-rpg-numbers/assets/79132112/7eb4f14a-a0a4-4c0a-8e28-e49d8ac3c883) -- Actually fixed bug caused by spelling mistake for criticals on PCs +- **Persona Crit Settings** +- New settings for Persona Crit animations `Crit Offset X`, `Crit Offset Y`, `Crit Scale`, `Crit Rotation` + ![image](https://github.com/ChasarooniZ/pf2e-rpg-numbers/assets/79132112/7eb4f14a-a0a4-4c0a-8e28-e49d8ac3c883) +- Actually fixed bug caused by spelling mistake for criticals on PCs # 11.9.3 Bug Fix @@ -519,510 +480,456 @@ # 11.9.2 Settings + Improvements -- **Critical Animation - Changes** (@TheTenk & @pedrogrullada) - - - Added setting to set to show for PCs or NPCs or Both - - Added setting to set whether the default crit animation is token or actor image for animations - - **Persona Tweaks** - Added an offset for default images for the Persona aniamtion so that they should look a little better by default - - Added Scaling to aniamtions if they use token to better match the size of the token on the page - -- **Finishing Moves** - - - Fixed issue with visibility of text (@TheTenk) - - Improved Quality of animation thanks to (@Clemente) - +- **Critical Animation - Changes** (@TheTenk & @pedrogrullada) + + - Added setting to set to show for PCs or NPCs or Both + - Added setting to set whether the default crit animation is token or actor image for animations + - **Persona Tweaks** - Added an offset for default images for the Persona aniamtion so that they should look a little better by default + - Added Scaling to aniamtions if they use token to better match the size of the token on the page + +- **Finishing Moves** + + - Fixed issue with visibility of text (@TheTenk) + - Improved Quality of animation thanks to (@Clemente) # 11.9.1 Bug Fixes -- Fixed Finishing Move Toggle -- Fixed bug where flag was null on control being toggled on or off +- Fixed Finishing Move Toggle +- Fixed bug where flag was null on control being toggled on or off # 11.9.0 Jazz it Up! -- **Critical Animations** - - - Added Critical Hit Animation Options - - - Can also customize critical hit animation pictures in token settings - - - Fire Emblem - - - ![critical fire emblem](https://github.com/ChasarooniZ/pf2e-rpg-numbers/assets/79132112/a7d982cc-340a-4fc5-a341-7229c9662b37) - - - Persona 5 - - - ![critical persona](https://github.com/ChasarooniZ/pf2e-rpg-numbers/assets/79132112/3cdf1572-fabc-4328-a812-1030e219447e) - - -- **Finishing Moves** - - - Added Finishing Move effect (based loosely on [this](https://youtu.be/FhjszLnffwM?si=DtAv2131fXnMOwJ5&t=14)] - - - To use them toggle on the setting, and then toggle the tool in Token Tools and use an action/attack/spell etc. - - - *Note: By default you will need to toggle on every time you want to use a finishing move* - - - ![finishing Move](https://github.com/ChasarooniZ/pf2e-rpg-numbers/assets/79132112/1b085475-4d4a-4dfa-999d-e9efc03d1ff7) - - -- **Tour** - - - Added tour for this, and every major update from here on to give info on the feature - -- Code Stuff - - - Refactored a lot of stuff, reformatted a lot of stuff - - Fixed bug with reading -numbers when splitting up text for damage roll - +- **Critical Animations** + + - Added Critical Hit Animation Options + - Can also customize critical hit animation pictures in token settings + - Fire Emblem + + - ![critical fire emblem](https://github.com/ChasarooniZ/pf2e-rpg-numbers/assets/79132112/a7d982cc-340a-4fc5-a341-7229c9662b37) + + - Persona 5 + + - ![critical persona](https://github.com/ChasarooniZ/pf2e-rpg-numbers/assets/79132112/3cdf1572-fabc-4328-a812-1030e219447e) + +- **Finishing Moves** + + - Added Finishing Move effect (based loosely on [this](https://youtu.be/FhjszLnffwM?si=DtAv2131fXnMOwJ5&t=14)] + - To use them toggle on the setting, and then toggle the tool in Token Tools and use an action/attack/spell etc. + + - _Note: By default you will need to toggle on every time you want to use a finishing move_ + + - ![finishing Move](https://github.com/ChasarooniZ/pf2e-rpg-numbers/assets/79132112/1b085475-4d4a-4dfa-999d-e9efc03d1ff7) + +- **Tour** + + - Added tour for this, and every major update from here on to give info on the feature + +- Code Stuff + + - Refactored a lot of stuff, reformatted a lot of stuff + - Fixed bug with reading -numbers when splitting up text for damage roll # 11.8.7 Fixing old issues -- Minor refactor of some of the code for future readability - -- Animations are now created on the side of the **User that rolled** - - - Hopefully shouldn't cause issues (was prev only on gm's pc) - -- Minor Bug Fixes - - - Refactor helped to fix some logic bugs around on shake effects - - Also fixed the `On Roll` option for RPG numbers, it now works! (@TomChristoffer) - +- Minor refactor of some of the code for future readability +- Animations are now created on the side of the **User that rolled** + + - Hopefully shouldn't cause issues (was prev only on gm's pc) + +- Minor Bug Fixes + + - Refactor helped to fix some logic bugs around on shake effects + - Also fixed the `On Roll` option for RPG numbers, it now works! (@TomChristoffer) # 11.8.6 Color Alignment -- Updated damage colors to better match system -- Precision will be its own color as I want it to stand out +- Updated damage colors to better match system +- Precision will be its own color as I want it to stand out # 11.8.5 Moar Bug Fixes!! -- Fixed Auras disappearing again (current usage turns opacity to 0 then back to original value) -- Fixed setting that allows user to show number on Damage application - - Note doesn't include color floor damage type or options to show damage breakdown - - I'm currently not sure of a good method/hook to get that data as I'm using the Chat Message creation hook. - - If you have any ideas feel free to propose them in a PR or issue - - +- Fixed Auras disappearing again (current usage turns opacity to 0 then back to original value) +- Fixed setting that allows user to show number on Damage application + - Note doesn't include color floor damage type or options to show damage breakdown + - I'm currently not sure of a good method/hook to get that data as I'm using the Chat Message creation hook. + - If you have any ideas feel free to propose them in a PR or issue # 11.8.4 Bug Fix -- Fixed issue with code for new release not being in newest update +- Fixed issue with code for new release not being in newest update # 11.8.3 Numbers on Apply -- Added setting to show the damage number on apply instead of roll (@maplealmond) -- NOTE - this setting doesn't give the damage colors, and is all consolidated to one number for now, if I have time i might look into ways of making it function like on roll, but it is lower priority +- Added setting to show the damage number on apply instead of roll (@maplealmond) +- NOTE - this setting doesn't give the damage colors, and is all consolidated to one number for now, if I have time i might look into ways of making it function like on roll, but it is lower priority # 11.8.2 - Pointing and Customizations -- Rotate Towards Improvements - - - Rotation Offsets in token settings now work, so you can have any token turn towards their opponent before the take them out regardless of where they start - - ![Rotating_example_1](https://github.com/ChasarooniZ/pf2e-rpg-numbers/assets/79132112/b1097d1e-0684-4c12-8d58-f24a203f5e22) - -- Settings Menu Overhaul - - - Settings menu now has **HEADERS** to make it easier to tell what setting affects what - - In addition, I've made a brief pass through the settings text to make it more accurate/easier to read - -- Token Damage Shake Bug Fixes + Updates - - - Aura Bug Fixes - - - @pedrogrullada Pointed out this functionality caused issues with auras - - I have rewritten token shake to temporarily make the token invisible and shake an image copy of it instead fixing this issues - - - Settings - - - There are now settings for `distance`, `shakes`, and `duration` - - There is also options to enable some basic scaling options, they are pretty rudimentary, but as I think of ideas I will add more - - -- Bug Fixes - - - Fixed bug where player tokens wouldn't properly shake - - Fixed bug where it was possible for checks to be visible for people who couldn't see the token - +- Rotate Towards Improvements + + - Rotation Offsets in token settings now work, so you can have any token turn towards their opponent before the take them out regardless of where they start + - ![Rotating_example_1](https://github.com/ChasarooniZ/pf2e-rpg-numbers/assets/79132112/b1097d1e-0684-4c12-8d58-f24a203f5e22) + +- Settings Menu Overhaul + + - Settings menu now has **HEADERS** to make it easier to tell what setting affects what + - In addition, I've made a brief pass through the settings text to make it more accurate/easier to read + +- Token Damage Shake Bug Fixes + Updates + + - Aura Bug Fixes + + - @pedrogrullada Pointed out this functionality caused issues with auras + - I have rewritten token shake to temporarily make the token invisible and shake an image copy of it instead fixing this issues + + - Settings + + - There are now settings for `distance`, `shakes`, and `duration` + - There is also options to enable some basic scaling options, they are pretty rudimentary, but as I think of ideas I will add more + +- Bug Fixes + + - Fixed bug where player tokens wouldn't properly shake + - Fixed bug where it was possible for checks to be visible for people who couldn't see the token # 11.8.1 - Drental to the Rescue -- Fixed Issue where showing Damage Numbers to specific players wouldn't work without perception module (thanks to @Drental) -- Token Damage Shake - - @pedrogrullada has informed me that the **Token Damage Shake** feature causes auras to behave in unexpected ways. - - Added a warning to the tooltip for it - - Advice is that if that is an issue disable that feature for now, My plan is to deal with it sometime before the next update - +- Fixed Issue where showing Damage Numbers to specific players wouldn't work without perception module (thanks to @Drental) +- Token Damage Shake + - @pedrogrullada has informed me that the **Token Damage Shake** feature causes auras to behave in unexpected ways. + - Added a warning to the tooltip for it + - Advice is that if that is an issue disable that feature for now, My plan is to deal with it sometime before the next update # 11.8.0 - Shaking and Turning to a New Theme -- **Token Damage Shake** - - - Added new option that causes tokens to shake when they take damage (from a chat card) - -- **Rotate on Attack** - - - Added new option to have token rotate when you make an attack (uses the attack roll type to determine) - - Token rotates back after a second or so - - Will probably add more optional settings - - Have written stuff for token properties to set offset to the animation (so your token's "face" is looking at the target), but Sequencer seems to have a bug related to offset for rotate atm, so am waiting for that to be fixed for this to work - -- **Check Color Themes** - - - Added start of compatability of themes so you can have color options, will expand as requested - - Will also be expanding settings when I go back to change a bunch of how I handled settings - +- **Token Damage Shake** + + - Added new option that causes tokens to shake when they take damage (from a chat card) + +- **Rotate on Attack** + + - Added new option to have token rotate when you make an attack (uses the attack roll type to determine) + - Token rotates back after a second or so + - Will probably add more optional settings + - Have written stuff for token properties to set offset to the animation (so your token's "face" is looking at the target), but Sequencer seems to have a bug related to offset for rotate atm, so am waiting for that to be fixed for this to work + +- **Check Color Themes** + + - Added start of compatability of themes so you can have color options, will expand as requested + - Will also be expanding settings when I go back to change a bunch of how I handled settings # 11.7.0 - Code Refactor -- Refactor of code for easier maintenance +- Refactor of code for easier maintenance # 11.6.0 - PF2e Toolbelt Support -- Support for using PF2E toolbelt's token target feature as the source of targets for damage popups +- Support for using PF2E toolbelt's token target feature as the source of targets for damage popups # 11.5.0 - Shaking Things Up -- **Screen Shake Feature** - - Adds new option to shake the screen for the token owner when taking damage - - Options to set scaling etc. - ![screen shake example](https://github.com/ChasarooniZ/pf2e-rpg-numbers/assets/79132112/923e8814-be6f-424b-82b2-bf23d317f465) - +- **Screen Shake Feature** + - Adds new option to shake the screen for the token owner when taking damage + - Options to set scaling etc. + ![screen shake example](https://github.com/ChasarooniZ/pf2e-rpg-numbers/assets/79132112/923e8814-be6f-424b-82b2-bf23d317f465) # 11.4.0 Checks -- Added option to show check results - - Should only ever show rolls the user has access to per user - - Can toggle between numbers and the actual text - +- Added option to show check results + - Should only ever show rolls the user has access to per user + - Can toggle between numbers and the actual text # 11.3.0 Total Upgrade -- Added new settings option to `Show Total ` - - - This allows you to show the total of all the numbers in the center - - Mimics the Baldur's Gate 3 damage pop ups in a way - -- Updated Animation - - - Now flows out more similar to Baldur's gate - - Not perfect but good enough - -- Added scaling to animation size (to make bigger or larger) - **Important Breaking Settings Changes** - -- Changed setting for `wait-time` from seconds -> ms (If you had this already installed please update your wait time, recommended is 150 ms) - -- Changed Default setting for `offset`, recommended is -25 (as it lines it up with the top middle of the token) - - - Offset setting is distance (%) from the center, with negative being up and positive being down - +- Added new settings option to `Show Total ` + + - This allows you to show the total of all the numbers in the center + - Mimics the Baldur's Gate 3 damage pop ups in a way + +- Updated Animation + + - Now flows out more similar to Baldur's gate + - Not perfect but good enough + +- Added scaling to animation size (to make bigger or larger) + **Important Breaking Settings Changes** +- Changed setting for `wait-time` from seconds -> ms (If you had this already installed please update your wait time, recommended is 150 ms) +- Changed Default setting for `offset`, recommended is -25 (as it lines it up with the top middle of the token) + + - Offset setting is distance (%) from the center, with negative being up and positive being down # 11.2.4 Enable Setting + removed Pop up -- Added option to disable module -- Removed pop up text on start +- Added option to disable module +- Removed pop up text on start # 11.2.3 Actually Assigning a variable does something -- Actually Updated list of people that can see the numbers so it isn't just the GM all the time +- Actually Updated list of people that can see the numbers so it isn't just the GM all the time # 11.2.2 Null Check -- Added null check for character uuid +- Added null check for character uuid # 11.2.1 Bugfix -- Fixed bug with pf2e perception support +- Fixed bug with pf2e perception support # 11.2.0 Pf2e Perception Support -- Added a check to support Pf2e perception - - Damage will no longer show if the target is `unnoticed` or `undetected` in that module for a particular user - +- Added a check to support Pf2e perception + - Damage will no longer show if the target is `unnoticed` or `undetected` in that module for a particular user # 11.1.1 Make a Wish (Hidden check + GM Only mode) -- Added a check if token is hidden, if so, should only play for GMs - - - Planning to add support for PF2E Perception's visibility as well - -- Added a GM only option so that you can enjoy the numbers all to yourself - +- Added a check if token is hidden, if so, should only play for GMs + + - Planning to add support for PF2E Perception's visibility as well + +- Added a GM only option so that you can enjoy the numbers all to yourself # 11.1.0 - Initial Release -- Am aware some features are missing, check the issues tab for those or add any yourself. -- Made this module because its something I enjoyed seeing, so I hope you can enjoy it too. -- As a note, extra functionality is added when using target damage with this module! +- Am aware some features are missing, check the issues tab for those or add any yourself. +- Made this module because its something I enjoyed seeing, so I hope you can enjoy it too. +- As a note, extra functionality is added when using target damage with this module! # 11.0.2 - Fix for Module.json + Changelog -- Added fix for Module.json -- Created Changelog -- +- Added fix for Module.json +- Created Changelog +- # 11.0.1 - First Stab at it -- Damage Numbers should now pop up on roll -- Damage numbers only appear over the first target unless you have **PF2E Target Damage** installed -- Unsure how this module works with other clients -- TODO - - Settings for module - - Color options - - performance optimization - - Text options - - Crit Message idea - +- Damage Numbers should now pop up on roll +- Damage numbers only appear over the first target unless you have **PF2E Target Damage** installed +- Unsure how this module works with other clients +- TODO + - Settings for module + - Color options + - performance optimization + - Text options + - Crit Message idea # <<<<<<< HEAD -## 12.6.6 - 2024-11-14 - -- `Token Damage Shake` - - Added support to automatically use the **Subject Texture** if dynamic tokens are enabled - - Note: will fallback to token image when the subject texture is blank - - - Rewrote code for future maintainability - - ## 12.6.5 - 2024-11-10 -- Fix issue where token `Critical SFX` wasn't activating (@TheTenk for the catch on this) - (Done so that this may thrive) - https://github.com/user-attachments/assets/2f6245e5-7cd3-4e5f-8cec-9145ebff1f4b +- Fix issue where token `Critical SFX` wasn't activating (@TheTenk for the catch on this) + (Done so that this may thrive) + https://github.com/user-attachments/assets/2f6245e5-7cd3-4e5f-8cec-9145ebff1f4b ## 12.6.4 - 2024-10-22 -- Fixed setting for `critical` `Default Image Type` setting not properly saving/updating (@ShinyChariot375) +- Fixed setting for `critical` `Default Image Type` setting not properly saving/updating (@ShinyChariot375) ## 12.6.3 - 2024-10-21 -- `api` - - - Made it so crit animation uses the one set in settings by default - -- `Fire Emblem Crit` - - - Fixed crit animation that I broke last time - +- `api` + + - Made it so crit animation uses the one set in settings by default + +- `Fire Emblem Crit` + + - Fixed crit animation that I broke last time ## 12.6.2 - 2024-10-20 -- Sequencer minimum version updated to `3.3.8` -- Uses `screenSpace` boolean for `Fire Emblem Crits` now for more consistent fire emblem crit +- Sequencer minimum version updated to `3.3.8` +- Uses `screenSpace` boolean for `Fire Emblem Crits` now for more consistent fire emblem crit ## 12.6.1 - 2024-10-11 ### [12.6.1](https://github.com/ChasarooniZ/pf2e-rpg-numbers/compare/12.5.5...12.6.0) -- `From Software` - - - Added Death animation from Sekiro - -- `Check Animations` - - - `SFX` - - Added option to insert an array for check animation SFX as so `["sfx-1", "sfx-2"]` etc. - - -- `Settings` - - - Fixed settings appearance (Specifically fixed for non Dorako UI users) - - Added background to buttons for better visibility - - Updated how settings are defined on the back end to allow better maintainability - +- `From Software` + + - Added Death animation from Sekiro + +- `Check Animations` + + - `SFX` + - Added option to insert an array for check animation SFX as so `["sfx-1", "sfx-2"]` etc. + +- `Settings` + + - Fixed settings appearance (Specifically fixed for non Dorako UI users) + - Added background to buttons for better visibility + - Updated how settings are defined on the back end to allow better maintainability ## 12.6.0 - 2024-10-03 -- `Settings Menu` - - - Redid many settings to be in their own menu - - Added hover over images to preview each setting - - Added option to Import and Export setting - -- `Shake on Attack` - - - Increased the base strength of this shake to meet recommended parameters - -- `API` - - - Added import and export settings to api - - `game.pf2eRPGNumbers.settings.export` & `game.pf2eRPGNumbers.settings.import` - - -- `Damage Numbers` - - - Added support for multiply dice for more than `2 * ` - - Removed error when damage roll has no target - ![image](https://github.com/user-attachments/assets/a66f5914-56d8-4086-a009-9f9a434702eb) - +- `Settings Menu` + + - Redid many settings to be in their own menu + - Added hover over images to preview each setting + - Added option to Import and Export setting + +- `Shake on Attack` + + - Increased the base strength of this shake to meet recommended parameters + +- `API` + + - Added import and export settings to api + - `game.pf2eRPGNumbers.settings.export` & `game.pf2eRPGNumbers.settings.import` + +- `Damage Numbers` + + - Added support for multiply dice for more than `2 * ` + - Removed error when damage roll has no target + ![image](https://github.com/user-attachments/assets/a66f5914-56d8-4086-a009-9f9a434702eb) ## 12.5.5 - 2024-09-19 -- Fixed bug where damage rolls weren't actually showing +- Fixed bug where damage rolls weren't actually showing ## 12.5.4 - 2024-09-16 -- `Critical Animations` - - Actually use screen scale for crits so it is consistent across different monitors (@cuyeet) - - **WARNING** - May adjust how your critical hit animations appear (as always revert to a previous version if new features aren't to your liking) - +- `Critical Animations` + - Actually use screen scale for crits so it is consistent across different monitors (@cuyeet) + - **WARNING** - May adjust how your critical hit animations appear (as always revert to a previous version if new features aren't to your liking) ## 12.5.3 - 2024-09-15 -- `From Software - Noun Verbed` - - Fixed styling for Custom Text (@RavenRaconteur) - - Automatically Capitalize text passed in to `Noun Verbed` and `You Died` text - +- `From Software - Noun Verbed` + - Fixed styling for Custom Text (@RavenRaconteur) + - Automatically Capitalize text passed in to `Noun Verbed` and `You Died` text ## 12.5.2 - 2024-09-15 -- Update Polish Translation (@LioHeart) -- Fixed issue with Sequencer based shake on damage not checking flipped or rotated (@spen) +- Update Polish Translation (@LioHeart) +- Fixed issue with Sequencer based shake on damage not checking flipped or rotated (@spen) ## 12.5.1 - 2024-09-15 -- Fixed issue with non calculating XP properly +- Fixed issue with non calculating XP properly ## 12.5.0 - 2024-09-15 -- `From Soft Text` - - - Added two new features - - - **Noun Verbed** - - - Is styled after Elden Ring's 'Noun Verbed' ie Enemy Felled - - Can be triggered: - - **Manually** - via the API/Macro - - **Automatically** - at the end of an encounter worth a certain amount of XP or more (per player) depending on your module settings - - (Set this option to 0 to trigger at the end of all encounters) - - - - - **You Died** - - - Is styled after Elden Ring's 'You Died' - - Can be triggered: - - **Manually** - via the API/Macro - - **Automatically** - When a player gets the `Dead` condition added to their owned character - - - - -- `API Macros` - - - Added API macros Compendium under `PF2e RPG Numbers Macros` to trigger some of the module's functions manually - -- `Languages` - - - Added machine translated support for the following languages using [locize](https://translate.i18next.com/) - - Spanish, French, German, Japanese, Korean, Russian - - Polish (@LioHart) - - +- `From Soft Text` + + - Added two new features + + - **Noun Verbed** + + - Is styled after Elden Ring's 'Noun Verbed' ie Enemy Felled + - Can be triggered: + - **Manually** - via the API/Macro + - **Automatically** - at the end of an encounter worth a certain amount of XP or more (per player) depending on your module settings + - (Set this option to 0 to trigger at the end of all encounters) + + - **You Died** + + - Is styled after Elden Ring's 'You Died' + - Can be triggered: + - **Manually** - via the API/Macro + - **Automatically** - When a player gets the `Dead` condition added to their owned character + +- `API Macros` + + - Added API macros Compendium under `PF2e RPG Numbers Macros` to trigger some of the module's functions manually + +- `Languages` + + - Added machine translated support for the following languages using [locize](https://translate.i18next.com/) + - Spanish, French, German, Japanese, Korean, Russian + - Polish (@LioHart) ## 12.4.10 - 2024-09-10 -- Fixed transparency on the fire emblem crit background (@Nittles) +- Fixed transparency on the fire emblem crit background (@Nittles) ## 12.4.9 - 2024-09-03 -- Added webm support for Persona Crits (@Bullesta) +- Added webm support for Persona Crits (@Bullesta) ## 12.4.8 - 2024-08-22 -- `Rotate on Attack` - - Actually Supports Dice so Nice (fixed underlying bug) - +- `Rotate on Attack` + - Actually Supports Dice so Nice (fixed underlying bug) ## 12.4.7 - 2024-08-22 -- `Rotate on Attack` - - Supports Dice so Nice - +- `Rotate on Attack` + - Supports Dice so Nice ## 12.4.6 - 2024-08-15 -- Fixed but with `Fire Emblem Crits` tha prevented them from firing - -- `BAsic Action Animation` - - - Removed this feature, ceding this ground to use [Pf2e Graphics](https://github.com/MrVauxs/pf2e-graphics) instead - -- Removed `Animated Cartoon Spell Effects` as a recommended module (as it has been delisted) - +- Fixed but with `Fire Emblem Crits` tha prevented them from firing +- `BAsic Action Animation` + + - Removed this feature, ceding this ground to use [Pf2e Graphics](https://github.com/MrVauxs/pf2e-graphics) instead + +- Removed `Animated Cartoon Spell Effects` as a recommended module (as it has been delisted) ## 12.4.5 - 2024-08-09 -- Updated recommended dependencies for rerelease of aniamted spell fx cartooon +- Updated recommended dependencies for rerelease of aniamted spell fx cartooon ## 12.4.4 - 2024-08-07 -- Made Finisher text render over Critical animation but for real this time (@TheTenk) +- Made Finisher text render over Critical animation but for real this time (@TheTenk) ## 12.4.3 - 2024-08-07 -- Made Finisher text render over Critical animation (@TheTenk) +- Made Finisher text render over Critical animation (@TheTenk) ## 12.4.2 - 2024-08-07 -- Fixed error with unused import affecting finisher +- Fixed error with unused import affecting finisher > > > > > > > 5adac3c7813d4b74bd4b2876b049085713d27c20 ## 12.4.1 - 2024-08-07 -- Fixed error with V11 (@TheTenk) +- Fixed error with V11 (@TheTenk) ## 12.4.0 - 2024-08-06 -- `Finishing Moves` - - - Added support for renaming items for the purposes of Finishing Moves with the menu item in the item's header - - More to come soon TM - -- `Version Support` - - - Opened up allowing use of module in V11 (should be compatible as long as sequencer is compatible between the two) - +- `Finishing Moves` + + - Added support for renaming items for the purposes of Finishing Moves with the menu item in the item's header + - More to come soon TM + +- `Version Support` + + - Opened up allowing use of module in V11 (should be compatible as long as sequencer is compatible between the two) ## 12.3.1 - 2024-08-05 -- `Finishing Moves` - - - Fixed bug where finishing moves from players wouldn't show (@TheTenk) - - Thanks to a suggestion (@TheTenk) made finishing moves show over critical hit FX - -- `Criticals` - - - Synced the spawn time of critical hit elements so they activate as one - - `Fire Emblem` - - Made sure the elements of this critical appear in the correct order - - -- `General` - - - Fixed header of Shake on Attack Setting - - Remigrated so that animations are triggered by the **player who created the message** - +- `Finishing Moves` + + - Fixed bug where finishing moves from players wouldn't show (@TheTenk) + - Thanks to a suggestion (@TheTenk) made finishing moves show over critical hit FX + +- `Criticals` + + - Synced the spawn time of critical hit elements so they activate as one + - `Fire Emblem` + - Made sure the elements of this critical appear in the correct order + +- `General` + + - Fixed header of Shake on Attack Setting + - Remigrated so that animations are triggered by the **player who created the message** ## 12.3.0 - 2024-08-02 -- **Attack Screen Shake** - - - Adds option to shake the screen when attacking (to add some punch) - - Can be enabled for players, gms or both - -- **Rotate on Attack** - - - Changed the Easing on rotate on attack to make it feel more responsive' - -- **Misc** - - - refactored code a bit - +- **Attack Screen Shake** + + - Adds option to shake the screen when attacking (to add some punch) + - Can be enabled for players, gms or both + +- **Rotate on Attack** + + - Changed the Easing on rotate on attack to make it feel more responsive' + +- **Misc** + + - refactored code a bit ## 12.2.2 - 2024-07-24 -- Fire emblem crits now also show above the UI +- Fire emblem crits now also show above the UI