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13.7.4 - Fixes
- **Updated** - Added extra/packing for the packs in this module - `Token Shake on Damaged` - Updated the enable text to include a warning about the possibility of tokens turning invisible - `Critical` - Fix some logic for the `Show On...` settings (🐛 @fumu)
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CHANGELOG.md

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- **Updated**
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- Added extra/packing for the packs in this module
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- `Token Shake on Damaged`
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- Updated the enable text to include a warning about the possibility of tokens turning invisible
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- `Critical`
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- Fix some logic for the `Show On...` settings (🐛 @Fumu)
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languages/en.json

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"token-dmg-shake": {
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"enabled": {
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"name": "Enable Token Shaking on Damage",
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"hint": "When you apply damage to a token cause it to shake"
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"hint": "When you apply damage to a token cause it to shake (Note: This can behave unexpectedly if you have an inconsistent internet connection, if your tokens become hidden, you'll need to set their opacity back to the expected value)"
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},
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"distance": {
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"name": "Shake Distance",

scripts/helpers/animation/crit/critAnimation.js

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@@ -72,11 +72,12 @@ export function createTestCritAnimation(data) {
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/**
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* Determines if the critical hit animation should be canceled.
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* @param {object} rollDeets - The details of the roll.
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* @returns {boolean} True if the animation should be canceled, false otherwise.
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* @returns {'default' | 'yes' | 'no'} True if the animation should be canceled, false otherwise.
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*/
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function shouldCancelCriticalHit(rollDeets, isEnabled) {
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if (isEnabled) return false;
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if (rollDeets.type !== "custom") return false;
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function shouldCancelCriticalHit(rollDeets, enabledType) {
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if (enabledType === 'no') return false;
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if (enabledType === 'yes') return true;
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if (rollDeets.type === "custom") return false;
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const isAttack = rollDeets.type === "attack-roll";
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const showOn = getSetting("critical.show-on");

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