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.
- 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
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)
12.5.3 - Fix for Styling
From Software - Noun Verbed
- Fixed styling for Custom Text (@RavenRaconteur)
- Automatically Capitalize text passed in to
Noun Verbed
andYou 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
- 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)
12.4.7 - PF2e Graphics better support
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)
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)
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
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
12.2.1 - Fix Fire Emblem Swing
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
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
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
-
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 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
- 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-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 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 Shake
code to hopefully remove a possible lag spot - Removed old code that could have been causing issues
- Caught exception that sometimes shows up when parsing roll terms when rolling with weird dice such as
1d7
etc. - Started work of adding animations for
basicActionMacros
- Reworked
- 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
- 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.pf2eRPGNumbers
damageNumbers.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
-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)
- 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
-
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)
- 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 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
- 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
- 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
- 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-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 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
unnoticed
orundetected
in 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
- 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
-
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.
- 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
-
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
- Fixed bug where damage rolls weren't actually showing
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)
From Software - Noun Verbed
- Fixed styling for Custom Text (@RavenRaconteur)
- Automatically Capitalize text passed in to
Noun Verbed
andYou Died
text
- Update Polish Translation (@LioHeart)
- Fixed issue with Sequencer based shake on damage not checking flipped or rotated (@spen)
- Fixed issue with non calculating XP properly
-
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
- Added API macros Compendium under
-
Languages
- Added machine translated support for the following languages using locize
- Spanish, French, German, Japanese, Korean, Russian
- Polish (@LioHart)
- Added machine translated support for the following languages using locize
- Fixed transparency on the fire emblem crit background (@Nittles)
- Added webm support for Persona Crits (@Bullesta)
Rotate on Attack
- Actually Supports Dice so Nice (fixed underlying bug)
Rotate on Attack
- Supports Dice so Nice
-
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)
- Updated recommended dependencies for rerelease of aniamted spell fx cartooon
- Made Finisher text render over Critical animation but for real this time (@TheTenk)
- Made Finisher text render over Critical animation (@TheTenk)
- Fixed error with unused import affecting finisher
5adac3c7813d4b74bd4b2876b049085713d27c20
- Fixed error with V11 (@TheTenk)
-
Finishing Moves
- Added support for renaming items for the purposes of Finishing Moves with the menu item in the item's header
- More to come soon TM
-
Version Support
- Opened up allowing use of module in V11 (should be compatible as long as sequencer is compatible between the two)
-
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
-
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
- Fire emblem crits now also show above the UI