Releases: dmrickey/fvtt-ckl-roll-bonuses
Releases · dmrickey/fvtt-ckl-roll-bonuses
2.17.0
Roll Bonuses 2.17.0
New Bonuses
- Dice Transform
- Alter dice quantity or faces for the base damage of targeted attcks. This lets you do things like double dice, add two more of the kind of die already being used, or even just replace the targeted dice with a simple
1
or any other formula you want. This is probably the most complex bonus I've created so please read the documentation (click the book icon next to the bonus name).
- Alter dice quantity or faces for the base damage of targeted attcks. This lets you do things like double dice, add two more of the kind of die already being used, or even just replace the targeted dice with a simple
- Vital Strike
- Added Specific Bonuses for Vital Strike (including Improved and Greater). There is now a Miscellaneous option (alongsize haste/power attack/etc) in the attack dialog for enabling Vital Strike. These feats have a toggle for enabling by default in the Roll Bonuses section of the feat itself (default to disabled otherwise they could be more easily accidentally included in Attacks of Opportunity).
Misc
- Added Item Hints with tooltips to all Specific Bonuses
- Small bit of future-proofing regarding async rolls
Bugfixes
- Invisible tokens can now correctly hit other tokens in melee
- Fixed some Spell DC bonuses being doubled on attack card "info"
- Fixed multiplying Conditional Modifiers when multiple were configured on a single Roll Bonus
- Made it so that "non crit" damage will apply to abilities that don't have attack rolls (i.e. like spells that force a save)
2.16.2
2.16.1
2.16.0
Roll Bonuses 2.16.0
New Bonuses
- Action Type
- Removed individual Targets for various action types and reduced them to a single action. All of the following are now configured through this single Target.
Is Melee
,Is Natural
,Is Natural Secondary
,Is Ranged
,Is Spell
,Is Thrown
,Is Weapon
- Added a new
Is Physical
option to be able to target physical items (e.g. weapon, armor, etc but not spell, ability, etc.)
- Removed individual Targets for various action types and reduced them to a single action. All of the following are now configured through this single Target.
- Conditional Modifier
- Configure conditional modifiers on buffs/features/etc and have them show up as if they were configured on the targeted actions.
- This means you can create a "Sneak Attack" modifier and Target "Melee Attacks" to have a Conditional Modifier for it show up on every melee attack. Then you can disable/enable this modifier as needed from the Attack dialog without having to create the exact same Conditional Modifier on every individual attack it might apply to.
- Do note that because of how Conditional Modifiers work within the system, the bonuses defined there always stack (yes even the system's own conditional modifiers stack with other same-type bonuses).
- Configure conditional modifiers on buffs/features/etc and have them show up as if they were configured on the targeted actions.
- Script Call
- Runs an Item Script as if it were configured directly on targeted items. This allows you to configure a script exactly once and have it run when needed. If you have a script that you want to run on every melee attack, or any time you cast a spell, this allows you to configure that script exactly once and have it run for any of those abilities. Any
item
references within the script will refer to the item that is being used as part of the action (not the item that this script is configured on).
- Runs an Item Script as if it were configured directly on targeted items. This allows you to configure a script exactly once and have it run when needed. If you have a script that you want to run on every melee attack, or any time you cast a spell, this allows you to configure that script exactly once and have it run for any of those abilities. Any
Existing Bonuses
- Attack Bonus
- Now includes a bonus type. This makes it so that stacking bonuses can be correctly configured.
- Added option for "crit only" to be able to add targeted crit confirmation bonuses
- Damage Bonus
- Now includes both effect damage (previously available) and "change types" (new addition). This allows configurations with types such as Alchemical, Luck, Morale, etc. that stack as expected
Target Overrides (New Feature)
These are new "bonuses" you can add to specific Items so that they can be "targeted" by the mod's Targets.
- Finesse Override
- The system only allows you to mark Weapons with the Finesse property -- this does not extend to attacks. Adding this Finesse Override to an Attack (or a spell, feature, or anything else) automatically enables it as a finesseable target.
- Proficiency Override
- Force profiency with something that is not weapon, attack, or equipment. This is mostly useful when paired with a Weapon Group Override that needs to work with Martial Focus or Weapon Specialization.
- Weapon Type Override
- This allows you to add Weapon Types to Features and Spells (and any other Item). This is useful if you have
Weapon Focus (Bombs)
as it allows you to add a "Bomb" Weapon Type to a bomb class feature. Or if you haveWeapon Focus (Ray)
you can add aRay
weapon type to spells.
- This allows you to add Weapon Types to Features and Spells (and any other Item). This is useful if you have
- Weapon Group Override
- This allows you to add Weapon Groups to spells, features, or any other item type.
Miscellaneous
- Feats and abilities that are specifically supported are now auto-configured (as much as can be) when added to an actor (e.g. Fate's Favored, Furious Focus, Extreme Mood Swings). Any that have to be configured will probably still need to modified -- I can't guarantee the correct choice for feats such as Weapon Focus or Spell Focus.
Bugfixes
- Effective Size Bonuses once again show in the actor's sheet's Combat Damage column
- Fixed Actor's Combat's damage column not including targeted damage bonuses
- Fixed "Targets all Spells" not affecting some non-hostile spells
- Damage Bonuses are once again shown for Attacks in the actor's Combat tab
- Fixed accidental change that broke
Is Weapon
target (it was incorrectly targeting only natural attacks)
2.15.5
2.15.4
Roll Bonuses 2.15.4
Targets
- Added Natural Secondary Attack Target
Misc
- Added Headers to each bonus section on item sheet
- Added Target Toggle to switch between any/all targets.
- Better support for items in containers
- Primarily when selecting Item/Weapon targets and when choosing what options are available for Weapon Type and custom Weapon Group targets
- Added autocomplete options for "Has Boolean Flag" conditional target based on currently active flags
Bugfixes
- Fixed remaining warning for rolls (when checking for (mis)fortune bonuses)
- Added more cases for 10' diagonal reach
- Added workaround for misconfigured action without range increment resulting in an attack with 0 reach
2.15.3
2.15.2
2.15.2.preview
- refactored specific bonus lookup - reduced unnecessary caching in favor of system's pre-cached info