13.4.3 - Some Clarification
- Updated
- Updated some settings descriptions to clarify what features work with what
- Updated
Finishing Movesdialog toDialogV2
13.4.2 - Fixes
- Updated
- Fixed issue with logic that causes update messages to not spam
- Fixed issue causing
Dodge On Missto not work properly
13.4.1 - Silence
- Stop whisper spamming on updates
13.4.0 - The Darkest Dungeon
-
New
-
Darkest Dungeon: Stress / Relief- Adds a new animation that will either play the stress or relief icon on friendly tokens based on either Critical Success or Failures
-
Update Messages- Occassionally will have update messages with some patch notes (General Reserved for Feature releases and not patches)
-
Table of Contents- Easy way to see all and navigate to some settings
-
-
Updated
- Updated French translation (@rectulo)
- Updated Polish translation (@Lioheart)
- Updated
Gengarequirement to0.7.1
13.3.0 - A Darker Dungeon
-
New
Critical- Added two new critical animations
Darkest Dungeon: VirtueDarkest Dungeon: Crisis
- Added two new critical animations
-
Updated
- Updated
Gengarequirement to0.6.0
- Updated
13.2.3 - Fix Token Rotate
- Fixes
Token Rotate on Attacknot working
13.2.2 - Fix Token Shaking
- Fixes
Token Shake on Damagenot working (🐛 @Razytos)
13.2.1 - Flat Checks
-
Updated- Critical
- Fixed case where criticals would trigger on flat checks (@TheTenk)
- Critical
-
Updated- Critical
- Fixed case where criticals would trigger on flat checks (@TheTenk)
- Critical
13.2.0 - New Workflow
-
Updated-
This module now requires
Genga(my system agnostic animation module)- This will allow an easier animation creation workflow, and allow possible future expansion of some features to other systems
- The code for many animations has been moved to that repo
-
VS Animation
- Updated team name dialog to
DialogV2
- Updated team name dialog to
-
-
Updated-
This module now requires
Genga(my system agnostic animation module)- This will allow an easier animation creation workflow, and allow possible future expansion of some features to other systems
- The code for many animations has been moved to that repo
-
VS Animation
- Updated team name dialog to
DialogV2
- Updated team name dialog to
-
13.1.1 - Fix menu
- Removed vestigial elements of the settings menu
13.1.0 - UI Upgrades
-
Updated-
Menus
Actor Settings Menuhas been updated to AppV2Module Settings Menuhas been updated to AppV2
-
Token Shake
- Settings for token shake have been simplified
- Shaking now scales off
Max HPby default
-
Dodge on Miss
- Made it so the original tokens slowly fade in and out as they dodge (@nyths)
-
Langues
- Updated
Polishtranslation (@Lioheart)
- Updated
-
-
Updated-
Menus
Actor Settings Menuhas been updated to AppV2Module Settings Menuhas been updated to AppV2
-
Token Shake
- Settings for token shake have been simplified
- Shaking now scales off
Max HPby default
-
Dodge on Miss
- Made it so the original tokens slowly fade in and out as they dodge (@nyths)
-
Langues
- Updated
Polishtranslation (@Lioheart)
- Updated
-
13.0.1 - Investigating Warnings
- Fixed minor warnings that showed for
filePickerandrangeFinderhandlebars templates - Fixed issue where menus wouldn't open
13.0.0 - v13
- Updated to v13
12.10.6 - Prep Work
- Made a change to my waiting for
diceSoNicethat should at least allow testing of most features for v13
12.10.5 - Default Permissions
- Now properly handle when default ownership is
ownerthat fixes edge case forScreen ShakeandScreen Shake on Attack(🐛 @ZerthofGith)
12.10.4 - Polish
- Updated
Polishtranslation (@Lioheart)
12.10.3 - Header Hider
- Allowed for hiding the header button text
- Fixed possible bug with
vs animationnot starting - Added a way to cancel out the
vs animationwhen you click cancel on the name input dialog
12.10.2 - Localization
- Fixed wrong text being used for
VS Animation'sDurationsetting - Updated
Frenchtranslation (@rectulo)
12.10.1 - Sneak Attack
-
Updates
-
VS Animation-
Added better handling for visibility and outlines (🐛 @RoiLeaf)
-
Creatures that are
undetected,unnoticed, or marked ashiddenin the combat tracker will not be shown in the animation- Note: This will check if the creature also has these conditions from any creature
-
Creatures that are
hiddenorconcealedwill be displayed in Silhouette -
Note: The
pf2e perceptionhandling atm is very basic as it will only check for the 'Presence of the condition' and not specifically whether it is against to a relevant token
-
-
Languages -
Updated
Polishtranslation (@Lioheart)
-
-
Updates
-
VS Animation-
Added better handling for visibility and outlines (🐛 @RoiLeaf)
-
Creatures that are
undetected,unnoticed, or marked ashiddenin the combat tracker will not be shown in the animation- Note: This will check if the creature also has these conditions from any creature
-
Creatures that are
hiddenorconcealedwill be displayed in Silhouette -
Note: The
pf2e perceptionhandling atm is very basic as it will only check for the 'Presence of the condition' and not specifically whether it is against to a relevant token
-
-
Languages -
Updated
Polishtranslation (@Lioheart)
-
12.10.0 - VS Everything
-
NewVS Animation- New option to display a Versus animation at the start of combat with all actors
- Also option to input a team name for the players and a team name for enemies (if omitted the team name will not be displayed)
-
Updates-
All animations now have preloading (i don't know how i didn't realize this was just an option for
play()) -
Added the
moduleNameto all animations as well -
Target Dodges- Fixed setting localization breaking
-
Manifest- Fixed link to sequencer's
module.json
- Fixed link to sequencer's
-
-
NewVS Animation- New option to display a Versus animation at the start of combat with all actors
- Also option to input a team name for the players and a team name for enemies (if omitted the team name will not be displayed)
-
Updates-
All animations now have preloading (i don't know how i didn't realize this was just an option for
play()) -
Added the
moduleNameto all animations as well -
Target Dodges- Fixed setting localization breaking
-
Manifest- Fixed link to sequencer's
module.json
- Fixed link to sequencer's
-
12.9.20 - Disableable Crits
- Updated
Polishtranslation (@Lioheart) - Fixed issue where
Critical Animationsetting for disabling animation for user setting wasn't working. (Note to update this, the criticals need to be toggle on, saved, then off again) (🐛 @GuitarGuyNick)
12.9.19 - A Little More Settings
- Add setting to make sounds play on
PC,NPC, orBoth - Changed tooltips to display on the left for easier settings navigation
12.9.18 - Fixed No Outcome handling
- Added Better Handling for no outcome on roll
12.9.17 - Fixed Crit Testing
- Fixed issue where testing a
Criticalin the actor menu fails every time
12.9.16 - Fixes
-
Fixes- Updated size of
From SoftwareNoun VerbedandYou Diedrectangles to better match - Fixed settings mapping for
CriticalChecks or Attacks(🐛 @TheTenk) - Fixed actor settings for
Criticaloverride on forskills(🐛 @TheTenk)
- Updated size of
-
Fixes- Updated size of
From SoftwareNoun VerbedandYou Diedrectangles to better match - Fixed settings mapping for
CriticalChecks or Attacks(🐛 @TheTenk) - Fixed actor settings for
Criticaloverride on forskills(🐛 @TheTenk)
- Updated size of
12.9.15 - 🔴⚪
- Updated
Polishtranslation (@Lioheart)
12.9.14 - Elden Ring Fix
-
Fixes- Fixed the spacing between the parts of the
Elden Ring - Noun Verbed(🐛 @DirtyLaundry6)
- Fixed the spacing between the parts of the
-
Fixes- Fixed the spacing between the parts of the
Elden Ring - Noun Verbed(🐛 @DirtyLaundry6)
- Fixed the spacing between the parts of the
12.9.13 - Fix to the Fix
-
Fixes Again- fixed
Damage ShakeandDodge Animationfailing to run at the right size (🐛 @RoiLeaf)
- fixed
-
Fixes Again- fixed
Damage ShakeandDodge Animationfailing to run at the right size (🐛 @RoiLeaf)
- fixed
12.9.12 - Fix Tokens
-
Fixes- fixed
Damage ShakeandDodge Animationfailing to run (🐛 @RoiLeaf)
- fixed
-
Fixes- fixed
Damage ShakeandDodge Animationfailing to run (🐛 @RoiLeaf)
- fixed
12.9.11 - Burrow Depth
-
Fixes- Won't show burst or burrow if the token is hidden
-
Burrow x Burst- Added new burrow animation depth option
- Will stop showing the burrow animation if the token is lower than the depth option
- Added new burrow animation depth option
-
Updated
Polishtranslation again (@Lioheart) -
Fixes- Won't show burst or burrow if the token is hidden
-
Burrow x Burst- Added new burrow animation depth option
- Will stop showing the burrow animation if the token is lower than the depth option
- Added new burrow animation depth option
-
Updated
Polishtranslation again (@Lioheart)
12.9.10 - Burrowing around + Sprite Fix
-
Fixes- Replaced
copySprite()as it only copies the token sprite and not the subject art if used - This affects the following animations:
Damage ShakeTarget Dodges
- Replaced
-
Burrow x Burst- Added new burrow animation option
- This will cause the token to turn invisible and play the new JB2a burrowing animation over the distance it moves
-
Fixes- Replaced
copySprite()as it only copies the token sprite and not the subject art if used - This affects the following animations:
Damage ShakeTarget Dodges
- Replaced
-
Burrow x Burst- Added new burrow animation option
- This will cause the token to turn invisible and play the new JB2a burrowing animation over the distance it moves
12.9.9 - Free the bar + Changes to Scaling
-
Actor Settings- Changes header to use hover over for the icon instead of actually text
-
Sequencer- New version requirement of
3.4.9 - Any animations that were screenspace had to be updated, as such the following animations if adjusted by you (for instance criticals, may need to be adjusted)
-
Criticals
Disgaea 7Fire Emblem: AwakeningFullscreenPersona 5
-
From Software Text
-
Finishing Moves
-
- New version requirement of
-
Actor Settings- Changes header to use hover over for the icon instead of actually text
-
Sequencer- New version requirement of
3.4.9 - Any animations that were screenspace had to be updated, as such the following animations if adjusted by you (for instance criticals, may need to be adjusted)
-
Criticals
Disgaea 7Fire Emblem: AwakeningFullscreenPersona 5
-
From Software Text
-
Finishing Moves
-
- New version requirement of
12.9.8 - Fix For Scaling
-
Critical- Fixed issue where scaling of Disgaea Crit changes based on grid resolution (🐛 @Spen, @Fumu)
-
Localization- Updated
Polishtranslation again (@Lioheart)
- Updated
-
Critical- Fixed issue where scaling of Disgaea Crit changes based on grid resolution (🐛 @Spen, @Fumu)
-
Localization- Updated
Polishtranslation again (@Lioheart)
- Updated
12.9.7 - Docs
-
Critical- Fixed
Fire Emblem: Awakeningnot moving far enough
- Fixed
-
Rotate On Attack- Added
Default Rotationthis allows it so you can set a general rotation as the default
- Added
-
Documentation- Added docs to the module
-
Misc- Updated some localizations for english to better match
- Changed some settings to be on by default
- Updated
Polishtranslation again (@Lioheart) - Updated recommended modules and requirements
- Requires Sequencer
3.4.0or higher - Removed
Token Magic FXas a recommended module, the token shaking functionality for it will be removed inV13 - Added
JB2A Patreonas a recommended module (as it is used for some functionality)
- Requires Sequencer
-
Critical- Fixed
Fire Emblem: Awakeningnot moving far enough
- Fixed
-
Rotate On Attack- Added
Default Rotationthis allows it so you can set a general rotation as the default
- Added
-
Documentation- Added docs to the module
-
Misc- Updated some localizations for english to better match
- Changed some settings to be on by default
- Updated
Polishtranslation again (@Lioheart) - Updated recommended modules and requirements
- Requires Sequencer
3.4.0or higher - Removed
Token Magic FXas a recommended module, the token shaking functionality for it will be removed inV13 - Added
JB2A Patreonas a recommended module (as it is used for some functionality)
- Requires Sequencer
12.9.6 - Settings Menu Tabs
- Fixed styling for settings menu (🐛 @weepingminotaur)
- Updated
Polishtranslation again (@Lioheart)
12.9.5 - Disgaea Offset
- Fixed issue where
Disgaea 7Criticaloffset wasn't set up properly (🐛 @ZinUwU)
12.9.4 - Bounce Off + Styling
-
Target Dodges- Add new option
Bounce Offthat causes the attack to "bounce off" creating sparks - Can be toggled as the new default dodge animation, or automatically swapped to if the target meets one of the following conditions
- Has a
Shield RaisedorShieldSpell active - Str > Dex
- Has a
- Add new option
-
Misc- Menus now have icons to represent their section
-
Target Dodges- Add new option
Bounce Offthat causes the attack to "bounce off" creating sparks - Can be toggled as the new default dodge animation, or automatically swapped to if the target meets one of the following conditions
- Has a
Shield RaisedorShieldSpell active - Str > Dex
- Has a
- Add new option
-
Misc- Menus now have icons to represent their section
12.9.3 - Multi Line Finisher
- Add ability for
Finishing Movesto be up to 4 lines uses|to indicate a line separation - Improved
Finishing Movesclarity - Updated
Polishtranslation again (@Lioheart)
12.9.2 - Burrowing and Fixes
-
AddedBurst Burrow- Add option to display animation even if the token doesn't have burrow speed
-
Fixes-
DMG Numbers- Added fallback for when jitter is undefined
-
TranslationPolishtranslation updated (@Lioheart)
-
-
AddedBurst Burrow- Add option to display animation even if the token doesn't have burrow speed
-
Fixes-
DMG Numbers- Added fallback for when jitter is undefined
-
TranslationPolishtranslation updated (@Lioheart)
-
12.9.1 - Jittering Fix
-
FixDamage Numbers- Fixed issue where
jitterwas saved asNaN(🐛 @Nuumers)
- Fixed issue where
-
Misc- Refactored some backend code for
Check Animationsfx
- Refactored some backend code for
-
FixDamage Numbers- Fixed issue where
jitterwas saved asNaN(🐛 @Nuumers)
- Fixed issue where
-
Misc- Refactored some backend code for
Check Animationsfx
- Refactored some backend code for
12.9.0 - Bursting onto the Scene
-
AddedBurrowing and Bursting- Adds a new animation option to burrow and burst from the ground (for creatures with a burrow speed)
- Note. requires
jb2a_patreonfor the animations
-
Misc- Reworked how settings are stored for easier refactoring
-
AddedBurrowing and Bursting- Adds a new animation option to burrow and burst from the ground (for creatures with a burrow speed)
- Note. requires
jb2a_patreonfor the animations
-
Misc- Reworked how settings are stored for easier refactoring
12.8.2 - Waiting once
- Only wait for message to display for
Dice so Niceonce - Fixed issue where animations wouldn't play if you didn't have the chat window displayed (🐛 @DrNiels)
- Fixed issue where check duration and damage duration were written to the same value
- Updated French Translation (@rectulo)
12.8.1 - Small Updates
- Update polish translation (@Lioheart)
- Fixes bug in
Check Animations: SFXthat caused theCrit Onlysetting to play sounds for anything but crits
12.8.0 - Dodging Attacks
-
Target Dodges- Adds feature allowing you to have tokens dodge when attacks on them miss
-
Shake Token on Damage- Backend changes to use sequencer's
copySpritefor better styling
- Backend changes to use sequencer's
-
Misc- Updated how settings helper was written for ease of reading
-
Target Dodges- Adds feature allowing you to have tokens dodge when attacks on them miss
-
Shake Token on Damage- Backend changes to use sequencer's
copySpritefor better styling
- Backend changes to use sequencer's
-
Misc- Updated how settings helper was written for ease of reading
12.7.8 - Settings Form Fix
- Fixed settings forms not saving properly (bugcatcher @Novem)
12.7.7 - Player Finishing Moves Again
- Migrated over missing setting for
Finishing Movesthat allows players to toggle on finishing moves (Bug catcher @Argonaut13)
12.7.6 - Actually Let me Disable it
- Fixed bug where you couldn't save data without enabling for all players (bugcatcher @Novem)
- Fixed bug where critical failures show up for every token even if they didn't have them manually enabled (bugcatcher @Simon Magnus)
- Fixed fullscreen crit animation always showing for all users (bugcatcher @YoSoy-Ed)
12.7.5 - Get Rotated
-
Rotate On Attack- Fixed Bug where actor settings for rotation wasn't being taken into account (bugspotter @Nuumers)
- Added a fancy new rotation selection option!
-
Actor Settings- Added option to disable button for actor settings for players (by default players will have the PF2e RPG #s actor button disabled)
-
Translation- Updated polish translation (@Lioheart)
-
Rotate On Attack- Fixed Bug where actor settings for rotation wasn't being taken into account (bugspotter @Nuumers)
- Added a fancy new rotation selection option!
-
Actor Settings- Added option to disable button for actor settings for players (by default players will have the PF2e RPG #s actor button disabled)
-
Translation- Updated polish translation (@Lioheart)
12.7.4 - Polish Update
- Update polish translation (@Lioheart again <3)
12.7.3 - Default Value Fix
- Fix issue with tokens that have no actor specific crit settings erroring out
12.7.2 - Scaling FIx
- Fix scale issue where it uses the wrong scaling for critical animation test
- Changes scale to a number input (to allow for larger scales)
- Fix localization of the description of
Critical Scalefor actor settings
12.7.1 - Early Fixes
- Fixed Error where
Critical AnimationsettingOverride Enabledwas not being saved - Fixed bug where
Critical Animationmacro wasn't properly grabbing actor settings
12.7.0 - Critical Upgrade
-
Added
-
Actor Settings Menu
- There is a new actor settings menu! (Currently primarily for Critical Animations)
- All old Token settings that were set in the token prototype should be automatically migrated to the new settings when installing the current version
- If this process fails for whatever reason you can use the following to run the migration again
game.pf2eRPGNumbers.migration.tokenSettingsToActor()
- If this process fails for whatever reason you can use the following to run the migration again
-
Critical Animations
- There are 2 new critical animation types:
Disgaea 7Fullscreen
- There are 2 new critical animation types:
-
Crit Types- You can now set different critical types and images for different scenarios such as
Strikes,Saves, andChecks - Also adds option to configure
Critical Failureanimations for specific actors - This can be configured in the
Actor Settings Menu
- You can now set different critical types and images for different scenarios such as
-
Crit Activate For Specific Actors- You can now set a particular actor to bypass the current critical settings (IE allow a boss to show their crit image even if you have crits disabled for NPCs)
- This can be configured in the
Actor Settings Menu
-
-
Fixes
- Dice So Nice support has been updated to use a better integration method (@7H3LaughingMan)
- Removed unnecessary awaits to improve overall performance of the module (@7H3LaughingMan)
-
Added
-
Actor Settings Menu
- There is a new actor settings menu! (Currently primarily for Critical Animations)
- All old Token settings that were set in the token prototype should be automatically migrated to the new settings when installing the current version
- If this process fails for whatever reason you can use the following to run the migration again
game.pf2eRPGNumbers.migration.tokenSettingsToActor()
- If this process fails for whatever reason you can use the following to run the migration again
-
Critical Animations
- There are 2 new critical animation types:
Disgaea 7Fullscreen
- There are 2 new critical animation types:
-
Crit Types- You can now set different critical types and images for different scenarios such as
Strikes,Saves, andChecks - Also adds option to configure
Critical Failureanimations for specific actors - This can be configured in the
Actor Settings Menu
- You can now set different critical types and images for different scenarios such as
-
Crit Activate For Specific Actors- You can now set a particular actor to bypass the current critical settings (IE allow a boss to show their crit image even if you have crits disabled for NPCs)
- This can be configured in the
Actor Settings Menu
-
-
Fixes
- Dice So Nice support has been updated to use a better integration method (@7H3LaughingMan)
- Removed unnecessary awaits to improve overall performance of the module (@7H3LaughingMan)
12.6.11 - Fixed Shaking
- Fixed bug with dynamic tokens not shaking properly on
token damage shake(@nythz)
12.6.10 - Flip Flop
- Fixed issue where From Software Noun-Verbed Enabled setting was flipped 🐬
12.6.9 - Disableable
- Fixed issue where From Software Noun-Verbed would always play (@serbandr)
12.6.8 - Proper Threshold
- Fixed issue where From Software Noun-Verbed wouldn't play automatically after combat due to checking the wrong variable (@Fumu)
12.6.7 - Simple Fixes
- Fixed issue where the default
Crit SFXwouldn't play if the token had any flags (@Deatrathias)
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 - Nyan Nyan Nyan
- Fix issue where token
Critical SFXwasn't activating (@TheTenk for the catch on this)
12.6.4 - A Little Birdie
- Fixed setting for
criticalDefault Image Typesetting not properly saving/updating (@ShinyChariot375)
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 - Screen Quest
- Sequencer minimum version updated to
3.3.8 - Uses
screenSpaceboolean forFire Emblem Critsnow for more consistent fire emblem crit
12.6.1 - A Glass of Water
-
Check AnimationsSFX- Added option to insert an array for check animation SFX as so
["sfx-1", "sfx-2"]etc.
- Added option to insert an array for check animation SFX as so
-
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 AnimationsSFX- Added option to insert an array for check animation SFX as so
["sfx-1", "sfx-2"]etc.
- Added option to insert an array for check animation SFX as so
-
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 - 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
- Added import and export settings to api
-
Damage Numbers- Added support for multiply dice for more than
2 * <Xdx> - Removed error when damage roll has no target
- Added support for multiply dice for more than
-
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
- Added import and export settings to api
-
Damage Numbers- Added support for multiply dice for more than
2 * <Xdx> - Removed error when damage roll has no target
- Added support for multiply dice for more than
12.5.5 - Damage Roll Fix
- Fixed bug where damage rolls weren't actually showing
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 - Fix for Styling
-
From Software - Noun Verbed- Fixed styling for Custom Text (@RavenRaconteur)
- Automatically Capitalize text passed in to
Noun VerbedandYou Diedtext
-
From Software - Noun Verbed- Fixed styling for Custom Text (@RavenRaconteur)
- Automatically Capitalize text passed in to
Noun VerbedandYou Diedtext
12.5.2 - Shaking and Polish
- Update Polish Translation (@LioHeart)
- Fixed issue with Sequencer based shake on damage not checking flipped or rotated (@spen)
12.5.2 - Shaking and Polish
- Update Polish Translation (@LioHeart)
- Fixed issue with Sequencer based shake on damage not checking flipped or rotated (@spen)
12.5.1 - Not Always Enemy Felled
- Fixed issue with non calculating XP properly
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
Deadcondition added to their owned character
-
- Added two new features
-
API Macros- Added API macros Compendium under
PF2e RPG Numbers Macrosto trigger some of the module's functions manually
- Added API macros Compendium under
-
Languages-
Added machine translated upport for the following languages using locize
- 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
Deadcondition added to their owned character
-
- Added two new features
-
API Macros- Added API macros Compendium under
PF2e RPG Numbers Macrosto trigger some of the module's functions manually
- Added API macros Compendium under
-
Languages-
Added machine translated upport for the following languages using locize
- Spanish, French, German, Japanese, Korean, Russian
-
Polish (@LioHeart)
-
12.4.10 - Fire Emblem Clear
- Fixed transparency on the fire emblem crit background (@Nittles)
12.4.9 - Animated Crits
- Added webm support for Persona Crits (@Bullesta)
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 - PF2e Graphics better support
-
Rotate on Attack- Supports Dice so Nice
-
Rotate on Attack- Supports Dice so Nice
12.4.6 - Fixes and Rise of Graphics
-
Fixed but with
Fire Emblem Critstha prevented them from firing -
Basic Action Animation- Removed this feature, ceding this ground to use Pf2e Graphics instead
-
Removed
Animated Cartoon Spell Effectsas a recommended module (as it has been delisted) -
Fixed but with
Fire Emblem Critstha prevented them from firing -
Basic Action Animation- Removed this feature, ceding this ground to use Pf2e Graphics instead
-
Removed
Animated Cartoon Spell Effectsas a recommended module (as it has been delisted)
12.4.5 - Updated dependencies
- Updated recommended dependencies for rerelease of animated spell fx cartoon
12.4.4 - Finishers Return
- Made Finisher text render over Critical animation but for real this time (@TheTenk)
12.4.3 - Finishers On Top
- Made Finisher text render over Critical animation (@TheTenk)
12.4.2 - Fix
- Fixed error with import
12.4.1 - V11 Fix
- Fixed error with V11 (@TheTenk)
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 - 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 - 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 - 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 - 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.cssproperty - 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.cssproperty - 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 - Dice So Nice Support: Electric Boogaloo
- Fixed bug where Dice So Nice support would stall out code on rolls with no dice (@Rigo)
12.1.0 - Dice So Nice Support
- Now waits on Dice So Nice roll for
Damage Numbers,Roll Numbers,Critical Animations, andBasic Action Animations
12.0.3 - Fix On Apply Damage
- Fixed bug with On Apply Damage Application, was missing a parameter (@malkyn)
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)
12.0.1 - Color Fixes
- Fixed issue with getting user color that caused Crit Animations & Finishing Moves to not work (@sasane)
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
feintbasic action animation -
Transitioned settings to use
requireReloadinstead 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
feintbasic action animation -
Transitioned settings to use
requireReloadinstead of custom function -
Known Bugs
- Damage Numbers don't properly bounce, maybe an issue with Sequencer, looking into it
-
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)
-
- Fixed issue with Damage Numbers not resepcting message visibility (@Intervención)
- Updated parsing of
PF2e Toolbeltmsg falgs to grab targets on newer versions of pf2e Toolbelt - Added manifest to
animated-spell-effectsto allow use of the Basic Action Animations feature
- Fixed Issue with feint animation
- Added easing to roll scroll
-
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-cartoonI 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:
DemoralizeFeintGrappleRepositionShoveTripTumble 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-cartoonI 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:
DemoralizeFeintGrappleRepositionShoveTripTumble 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 a keybind to activate finishing move
- Fixed localization of some settings
-
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 Shakecode 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
1d7etc. - Started work of adding animations for
basicActionMacros
- Reworked
-
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 Shakecode 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
1d7etc. - Started work of adding animations for
basicActionMacros
- Reworked
- 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
- 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
- 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
- Added color to on apply (green for heal, red for damage)
- Show healing for damage 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
- 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
- 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
- Fixes issue with crit animation not firing
-
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.pf2eRPGNumbersdamageNumbers.generate(dmgList, targetIds)- Generate Damage NumbersdamageNumbers.getDamageList(msg)- Get damage list from messagefinishingMove.generate(text)- Create finishing move textrollNumbers.generate({roll, outcome, token})- Create Roll Text scroll`critAnimation.generate({token, critType})- Create Crit AnimationturnTokenAttack.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.pf2eRPGNumbersdamageNumbers.generate(dmgList, targetIds)- Generate Damage NumbersdamageNumbers.getDamageList(msg)- Get damage list from messagefinishingMove.generate(text)- Create finishing move textrollNumbers.generate({roll, outcome, token})- Create Roll Text scroll`critAnimation.generate({token, critType})- Create Crit AnimationturnTokenAttack.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
- Set finisher animation to render on top of critical hit animation
- Fixed issue with Fire Emblem Crit not working (@rigo)
- Fixed issue with Persona Crit not working with custom image (@JonDemand, @rigo)
- Checks to see if scale is a number otherwise inputs 1 for fire emblem crit animation
- Checks for null Persona 5 image
- Persona Crit Settings
- New settings for Persona Crit animations
Crit Offset X,Crit Offset Y,Crit Scale,Crit Rotation
- 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
- Actually fixed bug caused by spelling mistake for criticals on PCs
-Fixed bug caused by spelling mistake for criticals on PCs
-
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)
- Fixed Finishing Move Toggle
- Fixed bug where flag was null on control being toggled on or off
-
Critical Animations
-
Finishing Moves
-
Added Finishing Move effect (based loosely on this]
-
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
-
-
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
-
Finishing Moves
-
Added Finishing Move effect (based loosely on this]
-
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
-
-
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
-
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 Rolloption 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 Rolloption for RPG numbers, it now works! (@TomChristoffer)
- Updated damage colors to better match system
- Precision will be its own color as I want it to stand out
-
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
-
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
- Fixed issue with code for new release not being in newest update
- 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
-
Rotate Towards Improvements
-
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, andduration - There is also options to enable some basic scaling options, they are pretty rudimentary, but as I think of ideas I will add more
- There are now settings for
-
-
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
-
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, andduration - There is also options to enable some basic scaling options, they are pretty rudimentary, but as I think of ideas I will add more
- There are now settings for
-
-
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
-
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
-
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
- Refactor of code for easier maintenance
- Support for using PF2E toolbelt's token target feature as the source of targets for damage popups
-
Screen Shake Feature
-
Screen Shake Feature
-
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
-
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-timefrom 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-timefrom 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 option to disable module
- Removed pop up text on start
- Actually Updated list of people that can see the numbers so it isn't just the GM all the time
- Added null check for character uuid
- Fixed bug with pf2e perception support
-
Added a check to support Pf2e perception
- Damage will no longer show if the target is
unnoticedorundetectedin that module for a particular user
- Damage will no longer show if the target is
-
Added a check to support Pf2e perception
- Damage will no longer show if the target is
unnoticedorundetectedin that module for a particular user
- Damage will no longer show if the target is
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
- 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!
- Added fix for Module.json
- Created Changelog
-
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
- Updated
- Fixed issue with logic that causes update messages to not spam
- Fixed issue causing
Dodge On Missto not work properly
- Stop whisper spamming on updates
-
New
-
Darkest Dungeon: Stress / Relief- Adds a new animation that will either play the stress or relief icon on friendly tokens based on either Critical Success or Failures
-
Update Messages- Occassionally will have update messages with some patch notes (General Reserved for Feature releases and not patches)
-
-
Updated
flc_DIja8bPJqq.mp4
flc_az1exK0Nkw.mp4
flc_9wcVBuTzyE.mp4
-
New
Critical- Added two new critical animations
Darkest Dungeon: VirtueDarkest Dungeon: Crisis
- Added two new critical animations
-
Updated
- Updated
Gengarequirement to0.6.0
- Updated
virtue.mp4
crisis.mp4
- Fixes
Token Rotate on Attacknot working
- Fixes
Token Shake on Damagenot working (🐛 @Razytos)
-
Updated- Critical
- Fixed case where criticals would trigger on flat checks (@TheTenk)
- Critical
-
Updated- Critical
- Fixed case where criticals would trigger on flat checks (@TheTenk)
- Critical
-
Updated-
This module now requires
Genga(my system agnostic animation module)- This will allow an easier animation creation workflow, and allow possible future expansion of some features to other systems
- The code for many animations has been moved to that repo
-
VS Animation
- Updated team name dialog to
DialogV2
- Updated team name dialog to
-
-
Updated-
This module now requires
Genga(my system agnostic animation module)- This will allow an easier animation creation workflow, and allow possible future expansion of some features to other systems
- The code for many animations has been moved to that repo
-
VS Animation
- Updated team name dialog to
DialogV2
- Updated team name dialog to
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- Removed vestigial elements of the settings menu
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Updated-
Menus
Actor Settings Menuhas been updated to AppV2Module Settings Menuhas been updated to AppV2
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Token Shake
- Settings for token shake have been simplified
- Shaking now scales off
Max HPby default
-
Dodge on Miss
- Made it so the original tokens slowly fade in and out as they dodge (@nyths)
-
Langues
- Updated
Polishtranslation (@Lioheart)
- Updated
-
-
Updated-
Menus
Actor Settings Menuhas been updated to AppV2Module Settings Menuhas been updated to AppV2
-
Token Shake
- Settings for token shake have been simplified
- Shaking now scales off
Max HPby default
-
Dodge on Miss
- Made it so the original tokens slowly fade in and out as they dodge (@nyths)
-
Langues
- Updated
Polishtranslation (@Lioheart)
- Updated
-
- Fixed minor warnings that showed for
filePickerandrangeFinderhandlebars templates - Fixed issue where menus wouldn't open
- Updated to v13
- Now properly handle when default ownership is
ownerthat fixes edge case forScreen ShakeandScreen Shake on Attack(🐛 @ZerthofGith)
- Updated
Polishtranslation (@Lioheart)
- Allowed for hiding the header button text
- Fixed possible bug with
vs animationnot starting - Added a way to cancel out the
vs animationwhen you click cancel on the name input dialog
- Fixed wrong text being used for
VS Animation'sDurationsetting - Updated
Frenchtranslation (@rectulo)
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Updates
-
VS Animation-
Added better handling for visibility and outlines (🐛 @RoiLeaf)
-
Creatures that are
undetected,unnoticed, or marked ashiddenin the combat tracker will not be shown in the animation- Note: This will check if the creature also has these conditions from any creature
-
Creatures that are
hiddenorconcealedwill be displayed in Silhouette -
Note: The
pf2e perceptionhandling atm is very basic as it will only check for the 'Presence of the condition' and not specifically whether it is against to a relevant token
-
-
Languages -
Updated
Polishtranslation (@Lioheart)
-
-
Updates
-
VS Animation-
Added better handling for visibility and outlines (🐛 @RoiLeaf)
-
Creatures that are
undetected,unnoticed, or marked ashiddenin the combat tracker will not be shown in the animation- Note: This will check if the creature also has these conditions from any creature
-
Creatures that are
hiddenorconcealedwill be displayed in Silhouette -
Note: The
pf2e perceptionhandling atm is very basic as it will only check for the 'Presence of the condition' and not specifically whether it is against to a relevant token
-
-
Languages -
Updated
Polishtranslation (@Lioheart)
-
- Updated
Polishtranslation (@Lioheart) - Fixed issue where
Critical Animationsetting for disabling animation for user setting wasn't working. (Note to update this, the criticals need to be toggle on, saved, then off again) (🐛 @GuitarGuyNick)
- Add setting to make sounds play on
PC,NPC, orBoth - Changed tooltips to display on the left for easier settings navigation





