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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

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

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 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)

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, 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

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)

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)

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

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

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

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

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)

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

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)

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

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

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

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

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

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

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

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

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

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

<<<<<<< HEAD

12.6.1 - 2024-10-11

  • 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

12.6.0 - 2024-10-03

  • 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 image

12.5.5 - 2024-09-19

  • Fixed bug where damage rolls weren't actually showing

12.5.4 - 2024-09-16

  • 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 - 2024-09-15

  • 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 - 2024-09-15

  • Update Polish Translation (@LioHeart)
  • Fixed issue with Sequencer based shake on damage not checking flipped or rotated (@spen)

12.5.1 - 2024-09-15

  • Fixed issue with non calculating XP properly

12.5.0 - 2024-09-15

  • 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 support for the following languages using locize
      • Spanish, French, German, Japanese, Korean, Russian
      • Polish (@LioHart)

12.4.10 - 2024-09-10

  • Fixed transparency on the fire emblem crit background (@Nittles)

12.4.9 - 2024-09-03

  • Added webm support for Persona Crits (@Bullesta)

12.4.8 - 2024-08-22

  • Rotate on Attack
    • Actually Supports Dice so Nice (fixed underlying bug)

12.4.7 - 2024-08-22

  • Rotate on Attack
    • Supports Dice so Nice

12.4.6 - 2024-08-15

  • 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 - 2024-08-09

  • Updated recommended dependencies for rerelease of aniamted spell fx cartooon

12.4.4 - 2024-08-07

  • Made Finisher text render over Critical animation but for real this time (@TheTenk)

12.4.3 - 2024-08-07

  • Made Finisher text render over Critical animation (@TheTenk)

12.4.2 - 2024-08-07

  • Fixed error with unused import affecting finisher

5adac3c7813d4b74bd4b2876b049085713d27c20

12.4.1 - 2024-08-07

  • Fixed error with V11 (@TheTenk)

12.4.0 - 2024-08-06

  • 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)

12.3.1 - 2024-08-05

  • 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 - 2024-08-02

  • 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

12.2.2 - 2024-07-24

  • Fire emblem crits now also show above the UI