From bc26bc606da1805e6c462caa4fa05e122f363df6 Mon Sep 17 00:00:00 2001 From: ChasarooniZ Date: Thu, 19 Sep 2024 07:25:51 +0000 Subject: [PATCH] Update CHANGELOG --- CHANGELOG.md | 775 ++++++++++++++++++++++++++------------------------- 1 file changed, 390 insertions(+), 385 deletions(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index 475f3de..55a58ae 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,19 +1,20 @@ # [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 # [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) - + - 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 - + - 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 @@ -32,42 +33,42 @@ # [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 - - - - + + - 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 - + + - 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/) - - Added machine translated upport for the following languages using [locize](https://translate.i18next.com/) - - - Spanish, French, German, Japanese, Korean, Russian - - - Polish (@LioHeart) - + - 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 @@ -80,25 +81,25 @@ # [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) - + - 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 - + - 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 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 @@ -123,75 +124,75 @@ # [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 - + + - 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) - + + - 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 - + + - 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 - - 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** - + + - 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 - + + - 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' - + + - Changed the Easing on rotate on attack to make it feel more responsive' + - **Misc** - - - refactored code a bit - + + - 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 - + - 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) - + + - 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 - + + - 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 - + + - 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 @@ -217,31 +218,31 @@ # [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 - + + - 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 - + + - **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) - - ***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) - + - *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 @@ -257,45 +258,45 @@ # 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) - - 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` - + - 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 - - 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.) - + - **Note** module now requires the GM to be online to function for any of the FX (they run through the GM now) -- **V12 Update News** + - Fixed permissions error when applying damage to token - - 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) + - 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 @@ -308,17 +309,17 @@ # 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 - + + - **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` - + + - 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 @@ -354,32 +355,32 @@ # 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 - + + - 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) - + + - 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 - + + - 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) - + + - 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 - + + - Fixes bug where Fire Emblem Crit started off screen + # 11.9.10 - Fix Crit Break again @@ -388,29 +389,29 @@ # 11.9.9 - API Support + Fixes - **API Support** + + - Added API support for some functions, example macros to come when I get around to it - - 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.)** - + - Access api like follows, with functions details below `game.pf2eRPGNumbers` -- **Crit Animation** + - `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 - - Added Option to delay when critical effect appears (substitute for adding dice so nice support for now) + - **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 - + + - Fixed bug where Finishing Moves controls wouldn't be shown to players + # 11.9.8 - Finishers on Top @@ -433,7 +434,7 @@ - **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) + ![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 @@ -443,17 +444,17 @@ # 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 - + + - 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) - + + - Fixed issue with visibility of text (@TheTenk) + - Improved Quality of animation thanks to (@Clemente) + # 11.9.1 Bug Fixes @@ -463,54 +464,54 @@ # 11.9.0 Jazz it Up! - **Critical Animations** + + - Added Critical Hit Animation Options - - 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) - + - Can also customize critical hit animation pictures in token settings -- **Finishing Moves** + - Fire Emblem - - 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) - + - ![critical fire emblem](https://github.com/ChasarooniZ/pf2e-rpg-numbers/assets/79132112/a7d982cc-340a-4fc5-a341-7229c9662b37) -- **Tour** + - Persona 5 - - Added tour for this, and every major update from here on to give info on the feature + - ![critical persona](https://github.com/ChasarooniZ/pf2e-rpg-numbers/assets/79132112/3cdf1572-fabc-4328-a812-1030e219447e) -- Code Stuff + +- **Finishing Moves** + + - Added Finishing Move effect (based loosely on [this](https://youtu.be/FhjszLnffwM?si=DtAv2131fXnMOwJ5&t=14)] - - Refactored a lot of stuff, reformatted a lot of stuff - - Fixed bug with reading -numbers when splitting up text for damage roll + - 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) - + + - 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) - + + - 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 @@ -521,11 +522,11 @@ - 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 - + - 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 @@ -539,61 +540,61 @@ # 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) - + + - 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 - + + - 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 - - 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 - + - @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 -- Bug Fixes + - Settings - - 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 + - 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 - + - @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) - + + - 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 - + + - 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 - + + - 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 @@ -606,39 +607,39 @@ # 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) - + - 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 - + - 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 - + + - 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 - + + - 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** - + **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 - + + - Offset setting is distance (%) from the center, with negative being up and positive being down + # 11.2.4 Enable Setting + removed Pop up @@ -660,17 +661,17 @@ # 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 - + - 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 - + + - 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 @@ -690,28 +691,32 @@ - 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 - + - Settings for module + - Color options + - performance optimization + - Text options + - Crit Message idea + # <<<<<<< HEAD +## 12.5.5 - 2024-09-19 + +- 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) - + - 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 - + - Fixed styling for Custom Text (@RavenRaconteur) + - Automatically Capitalize text passed in to `Noun Verbed` and `You Died` text + ## 12.5.2 - 2024-09-15 @@ -725,40 +730,40 @@ ## 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 - - - - + + - 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 - + + - 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) - - 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 @@ -771,25 +776,25 @@ ## 12.4.8 - 2024-08-22 - `Rotate on Attack` - - Actually Supports Dice so Nice (fixed underlying bug) - + - Actually Supports Dice so Nice (fixed underlying bug) + ## 12.4.7 - 2024-08-22 - `Rotate on Attack` - - Supports Dice so Nice - + - 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 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 @@ -816,50 +821,50 @@ ## 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 - + + - 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) - + + - 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 - + + - 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 - - 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** - + + - 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 - + + - 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' - + + - Changed the Easing on rotate on attack to make it feel more responsive' + - **Misc** - - - refactored code a bit - + + - refactored code a bit + ## 12.2.2 - 2024-07-24