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13.4.3 - Some Clarification

  • Updated
    • Updated some settings descriptions to clarify what features work with what
    • Updated Finishing Moves dialog to DialogV2

13.4.2 - Fixes

  • Updated
    • Fixed issue with logic that causes update messages to not spam
    • Fixed issue causing Dodge On Miss to 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 Genga requirement to 0.7.1

13.3.0 - A Darker Dungeon

  • New

    • Critical
      • Added two new critical animations
        • Darkest Dungeon: Virtue
        • Darkest Dungeon: Crisis
  • Updated

    • Updated Genga requirement to 0.6.0

13.2.3 - Fix Token Rotate

  • Fixes Token Rotate on Attack not working

13.2.2 - Fix Token Shaking

  • Fixes Token Shake on Damage not working (🐛 @Razytos)

13.2.1 - Flat Checks

  • Updated

    • Critical
      • Fixed case where criticals would trigger on flat checks (@TheTenk)
  • Updated

    • Critical
      • Fixed case where criticals would trigger on flat checks (@TheTenk)

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

    • 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

13.1.1 - Fix menu

  • Removed vestigial elements of the settings menu

13.1.0 - UI Upgrades

  • Updated

    • Menus

      • Actor Settings Menu has been updated to AppV2
      • Module Settings Menu has been updated to AppV2
    • Token Shake

      • Settings for token shake have been simplified
      • Shaking now scales off Max HP by default
    • Dodge on Miss

      • Made it so the original tokens slowly fade in and out as they dodge (@nyths)
    • Langues

      • Updated Polish translation (@Lioheart)
  • Updated

    • Menus

      • Actor Settings Menu has been updated to AppV2
      • Module Settings Menu has been updated to AppV2
    • Token Shake

      • Settings for token shake have been simplified
      • Shaking now scales off Max HP by default
    • Dodge on Miss

      • Made it so the original tokens slowly fade in and out as they dodge (@nyths)
    • Langues

      • Updated Polish translation (@Lioheart)

13.0.1 - Investigating Warnings

  • Fixed minor warnings that showed for filePicker and rangeFinder handlebars 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 diceSoNice that should at least allow testing of most features for v13

12.10.5 - Default Permissions

  • Now properly handle when default ownership is owner that fixes edge case for Screen Shake and Screen Shake on Attack (🐛 @ZerthofGith)

12.10.4 - Polish

  • Updated Polish translation (@Lioheart)

12.10.3 - Header Hider

  • Allowed for hiding the header button text
  • Fixed possible bug with vs animation not starting
  • Added a way to cancel out the vs animation when you click cancel on the name input dialog

12.10.2 - Localization

  • Fixed wrong text being used for VS Animation's Duration setting
  • Updated French translation (@rectulo)

12.10.1 - Sneak Attack

  • Updates

    • VS Animation

      • Added better handling for visibility and outlines (🐛 @RoiLeaf)

      • Creatures that are undetected, unnoticed, or marked as hidden in 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 hidden or concealed will be displayed in Silhouette

      • Note: The pf2e perception handling 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 Polish translation (@Lioheart)

  • Updates

    • VS Animation

      • Added better handling for visibility and outlines (🐛 @RoiLeaf)

      • Creatures that are undetected, unnoticed, or marked as hidden in 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 hidden or concealed will be displayed in Silhouette

      • Note: The pf2e perception handling 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 Polish translation (@Lioheart)

12.10.0 - VS Everything

  • New

    • VS 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 moduleName to all animations as well

    • Target Dodges

      • Fixed setting localization breaking
    • Manifest

      • Fixed link to sequencer's module.json
  • New

    • VS 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 moduleName to all animations as well

    • Target Dodges

      • Fixed setting localization breaking
    • Manifest

      • Fixed link to sequencer's module.json

12.9.20 - Disableable Crits

  • Updated Polish translation (@Lioheart)
  • Fixed issue where Critical Animation setting 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, or Both
  • 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 Critical in the actor menu fails every time

12.9.16 - Fixes

  • Fixes

    • Updated size of From Software Noun Verbed and You Died rectangles to better match
    • Fixed settings mapping for Critical Checks or Attacks (🐛 @TheTenk)
    • Fixed actor settings for Critical override on for skills (🐛 @TheTenk)
  • Fixes

    • Updated size of From Software Noun Verbed and You Died rectangles to better match
    • Fixed settings mapping for Critical Checks or Attacks (🐛 @TheTenk)
    • Fixed actor settings for Critical override on for skills (🐛 @TheTenk)

12.9.15 - 🔴⚪

  • Updated Polish translation (@Lioheart)

12.9.14 - Elden Ring Fix

  • Fixes

    • Fixed the spacing between the parts of the Elden Ring - Noun Verbed (🐛 @DirtyLaundry6)
  • Fixes

    • Fixed the spacing between the parts of the Elden Ring - Noun Verbed (🐛 @DirtyLaundry6)

12.9.13 - Fix to the Fix

  • Fixes Again

    • fixed Damage Shake and Dodge Animation failing to run at the right size (🐛 @RoiLeaf)
  • Fixes Again

    • fixed Damage Shake and Dodge Animation failing to run at the right size (🐛 @RoiLeaf)

12.9.12 - Fix Tokens

  • Fixes

    • fixed Damage Shake and Dodge Animation failing to run (🐛 @RoiLeaf)
  • Fixes

    • fixed Damage Shake and Dodge Animation failing to run (🐛 @RoiLeaf)

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
  • Updated Polish translation 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
  • Updated Polish translation 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 Shake
      • Target Dodges
  • 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 Shake
      • Target Dodges
  • 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 7
        • Fire Emblem: Awakening
        • Fullscreen
        • Persona 5
      • From Software Text

      • Finishing Moves

  • 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 7
        • Fire Emblem: Awakening
        • Fullscreen
        • Persona 5
      • From Software Text

      • Finishing Moves

12.9.8 - Fix For Scaling

  • Critical

    • Fixed issue where scaling of Disgaea Crit changes based on grid resolution (🐛 @Spen, @Fumu)
  • Localization

    • Updated Polish translation again (@Lioheart)
  • Critical

    • Fixed issue where scaling of Disgaea Crit changes based on grid resolution (🐛 @Spen, @Fumu)
  • Localization

    • Updated Polish translation again (@Lioheart)

12.9.7 - Docs

  • Critical

    • Fixed Fire Emblem: Awakening not moving far enough
  • Rotate On Attack

    • Added Default Rotation this allows it so you can set a general rotation as the default
  • Documentation

    • Added docs to the module
  • Misc

    • Updated some localizations for english to better match
    • Changed some settings to be on by default
    • Updated Polish translation again (@Lioheart)
    • Updated recommended modules and requirements
      • Requires Sequencer 3.4.0 or higher
      • Removed Token Magic FX as a recommended module, the token shaking functionality for it will be removed in V13
      • Added JB2A Patreon as a recommended module (as it is used for some functionality)
  • Critical

    • Fixed Fire Emblem: Awakening not moving far enough
  • Rotate On Attack

    • Added Default Rotation this allows it so you can set a general rotation as the default
  • Documentation

    • Added docs to the module
  • Misc

    • Updated some localizations for english to better match
    • Changed some settings to be on by default
    • Updated Polish translation again (@Lioheart)
    • Updated recommended modules and requirements
      • Requires Sequencer 3.4.0 or higher
      • Removed Token Magic FX as a recommended module, the token shaking functionality for it will be removed in V13
      • Added JB2A Patreon as a recommended module (as it is used for some functionality)

12.9.6 - Settings Menu Tabs

  • Fixed styling for settings menu (🐛 @weepingminotaur)
  • Updated Polish translation again (@Lioheart)

12.9.5 - Disgaea Offset

  • Fixed issue where Disgaea 7 Critical offset wasn't set up properly (🐛 @ZinUwU)

12.9.4 - Bounce Off + Styling

  • Target Dodges

    • Add new option Bounce Off that 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 Raised or Shield Spell active
      • Str > Dex
  • Misc

    • Menus now have icons to represent their section
  • Target Dodges

    • Add new option Bounce Off that 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 Raised or Shield Spell active
      • Str > Dex
  • Misc

    • Menus now have icons to represent their section

12.9.3 - Multi Line Finisher

  • Add ability for Finishing Moves to be up to 4 lines uses | to indicate a line separation
  • Improved Finishing Moves clarity
  • Updated Polish translation again (@Lioheart)

12.9.2 - Burrowing and Fixes

  • Added

    • Burst 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
    • Translation

      • Polish translation updated (@Lioheart)
  • Added

    • Burst 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
    • Translation

      • Polish translation updated (@Lioheart)

12.9.1 - Jittering Fix

  • Fix

    • Damage Numbers
      • Fixed issue where jitter was saved as NaN (🐛 @Nuumers)
  • Misc

    • Refactored some backend code for Check Animation sfx
  • Fix

    • Damage Numbers
      • Fixed issue where jitter was saved as NaN (🐛 @Nuumers)
  • Misc

    • Refactored some backend code for Check Animation sfx

12.9.0 - Bursting onto the Scene

  • Added

    • Burrowing and Bursting
      • Adds a new animation option to burrow and burst from the ground (for creatures with a burrow speed)
      • Note. requires jb2a_patreon for the animations
  • Misc

    • Reworked how settings are stored for easier refactoring
  • Added

    • Burrowing and Bursting
      • Adds a new animation option to burrow and burst from the ground (for creatures with a burrow speed)
      • Note. requires jb2a_patreon for 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 Nice once
  • 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: SFX that caused the Crit Only setting 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 copySprite for better styling
  • 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 copySprite for better styling
  • 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 Moves that 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 Scale for actor settings

12.7.1 - Early Fixes

  • Fixed Error where Critical Animation setting Override Enabled was not being saved
  • Fixed bug where Critical Animation macro 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()
    • Critical Animations

      • There are 2 new critical animation types:
        • Disgaea 7
        • Fullscreen
    • Crit Types

      • You can now set different critical types and images for different scenarios such as Strikes, Saves, and Checks
      • Also adds option to configure Critical Failure animations for specific actors
      • This can be configured in the Actor Settings Menu
    • 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()
    • Critical Animations

      • There are 2 new critical animation types:
        • Disgaea 7
        • Fullscreen
    • Crit Types

      • You can now set different critical types and images for different scenarios such as Strikes, Saves, and Checks
      • Also adds option to configure Critical Failure animations for specific actors
      • This can be configured in the Actor Settings Menu
    • 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 SFX wouldn'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 SFX wasn't activating (@TheTenk for the catch on this)

12.6.4 - A Little Birdie

  • Fixed setting for critical Default Image Type setting 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 screenSpace boolean for Fire Emblem Crits now for more consistent fire emblem crit

12.6.1 - A Glass of Water

  • Check Animations

    • SFX
      • Added option to insert an array for check animation SFX as so ["sfx-1", "sfx-2"] etc.
  • Settings

    • Fixed settings appearance (Specifically fixed for non Dorako UI users)
    • Added background to buttons for better visibility
    • Updated how settings are defined on the back end to allow better maintainability
  • From Software

    • Added Death animation from Sekiro
  • Check Animations

    • SFX
      • Added option to insert an array for check animation SFX as so ["sfx-1", "sfx-2"] etc.
  • Settings

    • Fixed settings appearance (Specifically fixed for non Dorako UI users)
    • Added background to buttons for better visibility
    • Updated how settings are defined on the back end to allow better maintainability
  • From Software

    • Added Death animation from Sekiro

12.6.0 - Our Menu - First Course

  • Settings Menu

    • Redid many settings to be in their own menu
    • Added hover over images to preview each setting
    • Added option to Import and Export setting
  • Shake on Attack

    • Increased the base strength of this shake to meet recommended parameters
  • API

    • Added import and export settings to api
      • game.pf2eRPGNumbers.settings.export & game.pf2eRPGNumbers.settings.import
  • Damage Numbers

    • Added support for multiply dice for more than 2 * <Xdx>
    • Removed error when damage roll has no target
  • Settings Menu

    • Redid many settings to be in their own menu
    • Added hover over images to preview each setting
    • Added option to Import and Export setting
  • Shake on Attack

    • Increased the base strength of this shake to meet recommended parameters
  • API

    • Added import and export settings to api
      • game.pf2eRPGNumbers.settings.export & game.pf2eRPGNumbers.settings.import
  • Damage Numbers

    • Added support for multiply dice for more than 2 * <Xdx>
    • Removed error when damage roll has no target

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 Verbed and You Died text
  • From Software - Noun Verbed

    • Fixed styling for Custom Text (@RavenRaconteur)
    • Automatically Capitalize text passed in to Noun Verbed and You Died text

12.5.2 - 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 Dead condition added to their owned character
  • API Macros

    • Added API macros Compendium under PF2e RPG Numbers Macros to trigger some of the module's functions manually
  • Languages

    • Added machine translated upport for the following languages using locize

      • Spanish, French, German, Japanese, Korean, Russian
    • Polish (@LioHeart)

  • From Soft Text

    • Added two new features
      • Noun Verbed

        • Is styled after Elden Ring's 'Noun Verbed' ie Enemy Felled
        • Can be triggered:
          • Manually - via the API/Macro
          • Automatically - at the end of an encounter worth a certain amount of XP or more (per player) depending on your module settings
            • (Set this option to 0 to trigger at the end of all encounters)
      • You Died

        • Is styled after Elden Ring's 'You Died'
        • Can be triggered:
          • Manually - via the API/Macro
          • Automatically - When a player gets the Dead condition added to their owned character
  • API Macros

    • Added API macros Compendium under PF2e RPG Numbers Macros to trigger some of the module's functions manually
  • Languages

    • Added machine translated upport for the following languages using locize

      • 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 Crits tha prevented them from firing

  • Basic Action Animation

    • Removed this feature, ceding this ground to use Pf2e Graphics instead
  • Removed Animated Cartoon Spell Effects as a recommended module (as it has been delisted)

  • Fixed but with Fire Emblem Crits tha prevented them from firing

  • Basic Action Animation

    • Removed this feature, ceding this ground to use Pf2e Graphics instead
  • Removed Animated Cartoon Spell Effects as 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.css property
    • started work on the backend to give this module its own custom settings menu, but it'll probably be a bit till i get the time to do that work as it's involved
  • Fire Emblem Crits

    • Fixed bug with squashing an image that wasn't a square (@spen)
  • Damage Numbers

    • Rewrote a lot of the code, ideally for a bit of optimization with performance
  • Backend Changes

    • Versions now autopublish
    • Most animations now preload <3
    • Most animations now use async and awaits
    • user color is now grabbed properly using the color.css property
    • started work on the backend to give this module its own custom settings menu, but it'll probably be a bit till i get the time to do that work as it's involved

12.1.1 - 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, and Basic 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 feint basic action animation

  • Transitioned settings to use requireReload instead of custom function

  • Known Bugs

    • Damage Numbers don't properly bounce, maybe an issue with Sequencer, looking into it
  • Should now support v12

  • Changed most sequencers calls to await

    • Should help to fix performance issues + inconsistency
  • Fixed issue with feint basic action animation

  • Transitioned settings to use requireReload instead of custom function

  • Known Bugs

    • Damage Numbers don't properly bounce, maybe an issue with Sequencer, looking into it

11.12.0 - Token Turning Updates

  • Turn on Token Attack new options

    • New Setting. Scale based on token size (scales how long it takes to turn based on the number of squares the token takes up)

      • Must be enabled in the settings
    • New setting. Rotation time (set how long it takes for the token to rotate)

  • Turn on Token Attack new options

    • New Setting. Scale based on token size (scales how long it takes to turn based on the number of squares the token takes up)

      • Must be enabled in the settings
    • New setting. Rotation time (set how long it takes for the token to rotate)

11.11.2 - Bug Fixes

  • Fixed issue with Damage Numbers not resepcting message visibility (@Intervención)
  • Updated parsing of PF2e Toolbelt msg falgs to grab targets on newer versions of pf2e Toolbelt
  • Added manifest to animated-spell-effects to allow use of the Basic Action Animations feature

11.11.1 - Patch

  • Fixed Issue with feint animation
  • Added easing to roll scroll

11.11.0 - Basic Action Animations (WIP)

  • Added new Option for Basic Action Animations

    • These are sequencer animations that I put together (may add sound/more options later)

    • At base these require animated-spell-effects-cartoon I picked this as my starting point because all the animations are free

      • It is my mission to offer everything of meaning for free as with the spirit of Paizo and their open access to their rules
    • At some point I will also add animations for JB2A Premium pack (as I own it)

      • I will include an option when this happens to pick one
    • NOTE Not all actions are implemented, I will be working on them slowly over the coming weeks

    • The following actions are implemented with no sounds in this initial release:

      • Demoralize
      • Feint
      • Grapple
      • Reposition
      • Shove
      • Trip
      • Tumble Through
  • Bug Fixes

    • Possible Performance fix

      • Note module now requires the GM to be online to function for any of the FX (they run through the GM now)
    • Fixed permissions error when applying damage to token

    • Fixed error when parsing rolls with die numbers that don't exist (d7 etc.)

  • V12 Update News

    • No plans to do work to future prepare for V12 until Sequencer is updated as well (and the pf2e system officially releases for that version)
  • Added new Option for Basic Action Animations

    • These are sequencer animations that I put together (may add sound/more options later)

    • At base these require animated-spell-effects-cartoon I picked this as my starting point because all the animations are free

      • It is my mission to offer everything of meaning for free as with the spirit of Paizo and their open access to their rules
    • At some point I will also add animations for JB2A Premium pack (as I own it)

      • I will include an option when this happens to pick one
    • NOTE Not all actions are implemented, I will be working on them slowly over the coming weeks

    • The following actions are implemented with no sounds in this initial release:

      • Demoralize
      • Feint
      • Grapple
      • Reposition
      • Shove
      • Trip
      • Tumble Through
  • Bug Fixes

    • Possible Performance fix

      • Note module now requires the GM to be online to function for any of the FX (they run through the GM now)
    • Fixed permissions error when applying damage to token

    • Fixed error when parsing rolls with die numbers that don't exist (d7 etc.)

  • V12 Update News

    • No plans to do work to future prepare for V12 until Sequencer is updated as well (and the pf2e system officially releases for that version)

11.10.2 - Add Keybind for Finishing Moves

  • Added a keybind to activate finishing move

11.10.1 - Localization

  • Fixed localization of some settings

11.10.0 - The Sounds of Success

  • Added SFX option to Check Rolls

    • Must be enabled in settings to use
    • Can set SFX for each result of a check as well as control the circumstances they're triggered
  • Bugfixes

    • Reworked Token Shake code to hopefully remove a possible lag spot
    • Removed old code that could have been causing issues
    • Caught exception that sometimes shows up when parsing roll terms when rolling with weird dice such as 1d7 etc.
    • Started work of adding animations for basicActionMacros
  • Added SFX option to Check Rolls

    • Must be enabled in settings to use
    • Can set SFX for each result of a check as well as control the circumstances they're triggered
  • Bugfixes

    • Reworked Token Shake code to hopefully remove a possible lag spot
    • Removed old code that could have been causing issues
    • Caught exception that sometimes shows up when parsing roll terms when rolling with weird dice such as 1d7 etc.
    • Started work of adding animations for basicActionMacros

11.9.16 - Bug Fixes

  • Fixed performance issue implemented accidentally
  • Fixed localization of token setting description for custom crit SFX
  • Fixed possible bug where the offset of a token was set based on grid units
  • Made reload ask before reloading
  • Fixed setting that allows a player to opt out of critical effects

11.9.15 - Custom Critical Sounds

  • Added custom Critical SFX to token options
  • Refactored some of the critical code
  • Fixed bug where crits wouldn't fire
  • using new versioning syntax from here one out to fit more in line with Semantic Versioning

11.9.14 - More Fixes and Revamp

  • Created some helper functions to get and register settings to clean up the code and simplify it a lot
  • Added Setting for players to disable critical animations for themselves
  • Fixed negative numbers showing up when being healed
  • Fixed bug where healing caused token to shake and screen to shake
  • Actually added color for on apply

11.9.13 - Applying a whole new color

  • Added color to on apply (green for heal, red for damage)

11.9.12 - Healing Numbers

  • Show healing for damage numbers

11.9.11 - Magical Shaking and Secret Numbers

  • Token Shake

    • Added new Optional Upgraded animation for token shake, using Token Magic
    • Removed the invisibility from old Token Shake (@A Helpful Drow)
    • Adds recommendation to install Token Magic
    • 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

11.9.10 - Fix Crit Break again

  • Fixes issue with crit animation not firing

11.9.9 - API Support + Fixes

  • API Support

    • Added API support for some functions, example macros to come when I get around to it

    • Access api like follows, with functions details below game.pf2eRPGNumbers

      • damageNumbers.generate(dmgList, targetIds) - Generate Damage Numbers
      • damageNumbers.getDamageList(msg) - Get damage list from message
      • finishingMove.generate(text) - Create finishing move text
      • rollNumbers.generate({roll, outcome, token}) - Create Roll Text scroll`
      • critAnimation.generate({token, critType}) - Create Crit Animation
      • turnTokenAttack.generate(tokenObject, targetObject) - Run Turn Token animation
    • Note API IS IN EARLY PHASE AND IS SUBJECT TO CHANGE (to make it easier to use/better named etc.)

  • Crit Animation

    • Added Option to delay when critical effect appears (substitute for adding dice so nice support for now)
  • Bug Fixes

    • Fixed bug where Finishing Moves controls wouldn't be shown to players
  • API Support

    • Added API support for some functions, example macros to come when I get around to it

    • Access api like follows, with functions details below game.pf2eRPGNumbers

      • damageNumbers.generate(dmgList, targetIds) - Generate Damage Numbers
      • damageNumbers.getDamageList(msg) - Get damage list from message
      • finishingMove.generate(text) - Create finishing move text
      • rollNumbers.generate({roll, outcome, token}) - Create Roll Text scroll`
      • critAnimation.generate({token, critType}) - Create Crit Animation
      • turnTokenAttack.generate(tokenObject, targetObject) - Run Turn Token animation
    • Note API IS IN EARLY PHASE AND IS SUBJECT TO CHANGE (to make it easier to use/better named etc.)

  • Crit Animation

    • Added Option to delay when critical effect appears (substitute for adding dice so nice support for now)
  • Bug Fixes

    • Fixed bug where Finishing Moves controls wouldn't be shown to players

11.9.8 - Finishers on Top

  • Set finisher animation to render on top of critical hit animation

11.9.7 Catching all the Bugs

  • Fixed issue with Fire Emblem Crit not working (@rigo)
  • Fixed issue with Persona Crit not working with custom image (@JonDemand, @rigo)

11.9.6 - Scale Bruteforce Fix

  • Checks to see if scale is a number otherwise inputs 1 for fire emblem crit animation

11.9.5 - Quick Fixes

  • Checks for null Persona 5 image

11.9.4 Crit Config + Improvements

  • Persona Crit Settings
  • New settings for Persona Crit animations Crit Offset X, Crit Offset Y, Crit Scale, Crit Rotation image
  • Actually fixed bug caused by spelling mistake for criticals on PCs
  • Persona Crit Settings
  • New settings for Persona Crit animations Crit Offset X, Crit Offset Y, Crit Scale, Crit Rotation image
  • Actually fixed bug caused by spelling mistake for criticals on PCs

11.9.3 Bug Fix

-Fixed bug caused by spelling mistake for criticals on PCs

11.9.2 Settings + Improvements

  • Critical Animation - Changes (@TheTenk & @pedrogrullada)

    • Added setting to set to show for PCs or NPCs or Both
    • Added setting to set whether the default crit animation is token or actor image for animations
    • Persona Tweaks - Added an offset for default images for the Persona aniamtion so that they should look a little better by default
    • Added Scaling to aniamtions if they use token to better match the size of the token on the page
  • Finishing Moves

    • Fixed issue with visibility of text (@TheTenk)
    • Improved Quality of animation thanks to (@Clemente)
  • Critical Animation - Changes (@TheTenk & @pedrogrullada)

    • Added setting to set to show for PCs or NPCs or Both
    • Added setting to set whether the default crit animation is token or actor image for animations
    • Persona Tweaks - Added an offset for default images for the Persona aniamtion so that they should look a little better by default
    • Added Scaling to aniamtions if they use token to better match the size of the token on the page
  • Finishing Moves

    • Fixed issue with visibility of text (@TheTenk)
    • Improved Quality of animation thanks to (@Clemente)

11.9.1 Bug Fixes

  • Fixed Finishing Move Toggle
  • Fixed bug where flag was null on control being toggled on or off

11.9.0 Jazz it Up!

  • Critical Animations

    • Added Critical Hit Animation Options

    • Can also customize critical hit animation pictures in token settings

    • Fire Emblem

      • critical fire emblem
    • Persona 5

      • critical persona
  • 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
    • 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

    • Added Critical Hit Animation Options

    • Can also customize critical hit animation pictures in token settings

    • Fire Emblem

      • critical fire emblem
    • Persona 5

      • critical persona
  • 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
    • 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

11.8.7 Fixing old issues

  • Minor refactor of some of the code for future readability

  • Animations are now created on the side of the User that rolled

    • Hopefully shouldn't cause issues (was prev only on gm's pc)
  • Minor Bug Fixes

    • Refactor helped to fix some logic bugs around on shake effects
    • Also fixed the On Roll option for RPG numbers, it now works! (@TomChristoffer)
  • Minor refactor of some of the code for future readability

  • Animations are now created on the side of the User that rolled

    • Hopefully shouldn't cause issues (was prev only on gm's pc)
  • Minor Bug Fixes

    • Refactor helped to fix some logic bugs around on shake effects
    • Also fixed the On Roll option for RPG numbers, it now works! (@TomChristoffer)

11.8.6 Color Alignment

  • Updated damage colors to better match system
  • Precision will be its own color as I want it to stand out

11.8.5 Moar Bug Fixes!!

  • Fixed Auras disappearing again (current usage turns opacity to 0 then back to original value)

  • Fixed setting that allows user to show number on Damage application

    • Note doesn't include color floor damage type or options to show damage breakdown
      • I'm currently not sure of a good method/hook to get that data as I'm using the Chat Message creation hook.
      • If you have any ideas feel free to propose them in a PR or issue
  • Fixed Auras disappearing again (current usage turns opacity to 0 then back to original value)

  • Fixed setting that allows user to show number on Damage application

    • Note doesn't include color floor damage type or options to show damage breakdown
      • I'm currently not sure of a good method/hook to get that data as I'm using the Chat Message creation hook.
      • If you have any ideas feel free to propose them in a PR or issue

11.8.4 Bug Fix

  • Fixed issue with code for new release not being in newest update

11.8.3 Numbers on Apply

  • Added setting to show the damage number on apply instead of roll (@maplealmond)
  • NOTE - this setting doesn't give the damage colors, and is all consolidated to one number for now, if I have time i might look into ways of making it function like on roll, but it is lower priority

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
  • Settings Menu Overhaul

    • Settings menu now has HEADERS to make it easier to tell what setting affects what
    • In addition, I've made a brief pass through the settings text to make it more accurate/easier to read
  • Token Damage Shake Bug Fixes + Updates

    • Aura Bug Fixes

      • @pedrogrullada Pointed out this functionality caused issues with auras
      • I have rewritten token shake to temporarily make the token invisible and shake an image copy of it instead fixing this issues
    • Settings

      • There are now settings for distance, shakes, and duration
      • There is also options to enable some basic scaling options, they are pretty rudimentary, but as I think of ideas I will add more
  • Bug Fixes

    • Fixed bug where player tokens wouldn't properly shake
    • Fixed bug where it was possible for checks to be visible for people who couldn't see the token
  • Rotate Towards Improvements

    • Rotation Offsets in token settings now work, so you can have any token turn towards their opponent before the take them out regardless of where they start
    • Rotating_example_1
  • Settings Menu Overhaul

    • Settings menu now has HEADERS to make it easier to tell what setting affects what
    • In addition, I've made a brief pass through the settings text to make it more accurate/easier to read
  • Token Damage Shake Bug Fixes + Updates

    • Aura Bug Fixes

      • @pedrogrullada Pointed out this functionality caused issues with auras
      • I have rewritten token shake to temporarily make the token invisible and shake an image copy of it instead fixing this issues
    • Settings

      • There are now settings for distance, shakes, and duration
      • There is also options to enable some basic scaling options, they are pretty rudimentary, but as I think of ideas I will add more
  • Bug Fixes

    • Fixed bug where player tokens wouldn't properly shake
    • Fixed bug where it was possible for checks to be visible for people who couldn't see the token

11.8.1 - Drental to the Rescue

  • Fixed Issue where showing Damage Numbers to specific players wouldn't work without perception module (thanks to @Drental)

  • Token Damage Shake

    • @pedrogrullada has informed me that the Token Damage Shake feature causes auras to behave in unexpected ways.
    • Added a warning to the tooltip for it
    • Advice is that if that is an issue disable that feature for now, My plan is to deal with it sometime before the next update
  • Fixed Issue where showing Damage Numbers to specific players wouldn't work without perception module (thanks to @Drental)

  • Token Damage Shake

    • @pedrogrullada has informed me that the Token Damage Shake feature causes auras to behave in unexpected ways.
    • Added a warning to the tooltip for it
    • Advice is that if that is an issue disable that feature for now, My plan is to deal with it sometime before the next update

11.8.0 - Shaking and Turning to a New Theme

  • Token Damage Shake

    • Added new option that causes tokens to shake when they take damage (from a chat card)
  • Rotate on Attack

    • Added new option to have token rotate when you make an attack (uses the attack roll type to determine)
    • Token rotates back after a second or so
    • Will probably add more optional settings
    • Have written stuff for token properties to set offset to the animation (so your token's "face" is looking at the target), but Sequencer seems to have a bug related to offset for rotate atm, so am waiting for that to be fixed for this to work
  • Check Color Themes

    • Added start of compatability of themes so you can have color options, will expand as requested
    • Will also be expanding settings when I go back to change a bunch of how I handled settings
  • Token Damage Shake

    • Added new option that causes tokens to shake when they take damage (from a chat card)
  • Rotate on Attack

    • Added new option to have token rotate when you make an attack (uses the attack roll type to determine)
    • Token rotates back after a second or so
    • Will probably add more optional settings
    • Have written stuff for token properties to set offset to the animation (so your token's "face" is looking at the target), but Sequencer seems to have a bug related to offset for rotate atm, so am waiting for that to be fixed for this to work
  • Check Color Themes

    • Added start of compatability of themes so you can have color options, will expand as requested
    • Will also be expanding settings when I go back to change a bunch of how I handled settings

11.7.0 - Code Refactor

  • Refactor of code for easier maintenance

11.6.0 - PF2e Toolbelt Support

  • Support for using PF2E toolbelt's token target feature as the source of targets for damage popups

11.5.0 - Shaking Things Up

  • Screen Shake Feature

    • Adds new option to shake the screen for the token owner when taking damage
    • Options to set scaling etc. screen shake example
  • 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

11.4.0 Checks

  • Added option to show check results

    • Should only ever show rolls the user has access to per user
    • Can toggle between numbers and the actual text
  • Added option to show check results

    • Should only ever show rolls the user has access to per user
    • Can toggle between numbers and the actual text

11.3.0 Total Upgrade

  • Added new settings option to Show Total

    • This allows you to show the total of all the numbers in the center
    • Mimics the Baldur's Gate 3 damage pop ups in a way
  • Updated Animation

    • Now flows out more similar to Baldur's gate
    • Not perfect but good enough
  • Added scaling to animation size (to make bigger or larger) Important Breaking Settings Changes

  • Changed setting for wait-time from seconds -> ms (If you had this already installed please update your wait time, recommended is 150 ms)

  • Changed Default setting for offset, recommended is -25 (as it lines it up with the top middle of the token)

    • Offset setting is distance (%) from the center, with negative being up and positive being down
  • Added new settings option to Show Total

    • This allows you to show the total of all the numbers in the center
    • Mimics the Baldur's Gate 3 damage pop ups in a way
  • Updated Animation

    • Now flows out more similar to Baldur's gate
    • Not perfect but good enough
  • Added scaling to animation size (to make bigger or larger) Important Breaking Settings Changes

  • Changed setting for wait-time from seconds -> ms (If you had this already installed please update your wait time, recommended is 150 ms)

  • Changed Default setting for offset, recommended is -25 (as it lines it up with the top middle of the token)

    • Offset setting is distance (%) from the center, with negative being up and positive being down

11.2.4 Enable Setting + removed Pop up

  • Added option to disable module
  • Removed pop up text on start

11.2.3 Actually Assigning a variable does something

  • Actually Updated list of people that can see the numbers so it isn't just the GM all the time

11.2.2 Null Check

  • Added null check for character uuid

11.2.1 Bugfix

  • Fixed bug with pf2e perception support

11.2.0 Pf2e Perception Support

  • Added a check to support Pf2e perception

    • Damage will no longer show if the target is unnoticed or undetected in that module for a particular user
  • Added a check to support Pf2e perception

    • Damage will no longer show if the target is unnoticed or undetected in that module for a particular user

11.1.1 Make a Wish (Hidden check + GM Only mode)

  • Added a check if token is hidden, if so, should only play for GMs

    • Planning to add support for PF2E Perception's visibility as well
  • Added a GM only option so that you can enjoy the numbers all to yourself

  • Added a check if token is hidden, if so, should only play for GMs

    • Planning to add support for PF2E Perception's visibility as well
  • Added a GM only option so that you can enjoy the numbers all to yourself

11.1.0 - Initial Release

  • Am aware some features are missing, check the issues tab for those or add any yourself.
  • Made this module because its something I enjoyed seeing, so I hope you can enjoy it too.
  • As a note, extra functionality is added when using target damage with this module!

11.0.2 - Fix for Module.json + Changelog

  • Added fix for Module.json
  • Created Changelog

11.0.1 - First Stab at it

  • Damage Numbers should now pop up on roll

  • Damage numbers only appear over the first target unless you have PF2E Target Damage installed

  • Unsure how this module works with other clients

  • TODO

    • Settings for module
    • Color options
    • performance optimization
    • Text options
    • Crit Message idea
  • Damage Numbers should now pop up on roll

  • Damage numbers only appear over the first target unless you have PF2E Target Damage installed

  • Unsure how this module works with other clients

  • TODO

    • Settings for module
    • Color options
    • performance optimization
    • Text options
    • Crit Message idea

13.4.2 - 2025-07-28

  • Updated
    • Fixed issue with logic that causes update messages to not spam
    • Fixed issue causing Dodge On Miss to not work properly

13.4.1 - 2025-07-26

  • Stop whisper spamming on updates

13.4.0 - 2025-07-25

  • 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

    • Updated French translation (@rectulo)
    • Updated Polish translation (@Lioheart)
    • Updated Genga requirement to 0.7.1 flc_YgSj7FcGZl
flc_DIja8bPJqq.mp4
flc_az1exK0Nkw.mp4
flc_9wcVBuTzyE.mp4

13.3.0 - 2025-07-23

  • New

    • Critical
      • Added two new critical animations
        • Darkest Dungeon: Virtue
        • Darkest Dungeon: Crisis
  • Updated

    • Updated Genga requirement to 0.6.0
virtue.mp4
crisis.mp4

13.2.3 - 2025-07-15

  • Fixes Token Rotate on Attack not working

13.2.2 - 2025-07-10

  • Fixes Token Shake on Damage not working (🐛 @Razytos)

13.2.1 - 2025-06-27

  • Updated

    • Critical
      • Fixed case where criticals would trigger on flat checks (@TheTenk)
  • Updated

    • Critical
      • Fixed case where criticals would trigger on flat checks (@TheTenk)

13.2.0 - 2025-06-27

  • 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

    • 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

13.1.1 - 2025-06-19

  • Removed vestigial elements of the settings menu

13.1.0 - 2025-06-18

  • Updated

    • Menus

      • Actor Settings Menu has been updated to AppV2
      • Module Settings Menu has been updated to AppV2
    • Token Shake

      • Settings for token shake have been simplified
      • Shaking now scales off Max HP by default
    • Dodge on Miss

      • Made it so the original tokens slowly fade in and out as they dodge (@nyths)
    • Langues

      • Updated Polish translation (@Lioheart)
  • Updated

    • Menus

      • Actor Settings Menu has been updated to AppV2
      • Module Settings Menu has been updated to AppV2
    • Token Shake

      • Settings for token shake have been simplified
      • Shaking now scales off Max HP by default
    • Dodge on Miss

      • Made it so the original tokens slowly fade in and out as they dodge (@nyths)
    • Langues

      • Updated Polish translation (@Lioheart)

13.0.1 - 2025-06-10

  • Fixed minor warnings that showed for filePicker and rangeFinder handlebars templates
  • Fixed issue where menus wouldn't open

13.0.0 - 2025-06-09

  • Updated to v13

12.10.5 - 2025-05-19

  • Now properly handle when default ownership is owner that fixes edge case for Screen Shake and Screen Shake on Attack (🐛 @ZerthofGith)

12.10.4 - 2025-05-08

  • Updated Polish translation (@Lioheart)

12.10.3 - 2025-05-06

  • Allowed for hiding the header button text
  • Fixed possible bug with vs animation not starting
  • Added a way to cancel out the vs animation when you click cancel on the name input dialog

12.10.2 - 2025-04-29

  • Fixed wrong text being used for VS Animation's Duration setting
  • Updated French translation (@rectulo)

12.10.1 - 2025-04-29

  • Updates

    • VS Animation

      • Added better handling for visibility and outlines (🐛 @RoiLeaf)

      • Creatures that are undetected, unnoticed, or marked as hidden in 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 hidden or concealed will be displayed in Silhouette

      • Note: The pf2e perception handling 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 Polish translation (@Lioheart)

  • Updates

    • VS Animation

      • Added better handling for visibility and outlines (🐛 @RoiLeaf)

      • Creatures that are undetected, unnoticed, or marked as hidden in 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 hidden or concealed will be displayed in Silhouette

      • Note: The pf2e perception handling 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 Polish translation (@Lioheart)

12.9.20 - 2025-04-08

  • Updated Polish translation (@Lioheart)
  • Fixed issue where Critical Animation setting 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 - 2025-03-30

  • Add setting to make sounds play on PC, NPC, or Both
  • Changed tooltips to display on the left for easier settings navigation