Releases: MetaMorphic-Digital/torgeternity
Releases · MetaMorphic-Digital/torgeternity
Fix error when rolling with no targets selected
What's Changed
- Fix error on skill checks when no targets selected by @farling42 in #640
Full Changelog: 13.16.0...13.16.1
Use Darkness of Target & Numbered Cards
- Darkness Modifier of the TARGET(s) is used in the attack test, not the darkness modifier of the attacker.
- Add new
targetModifiers.darknessproperty to Actors so that Darkvision (and similar abilities) can be implemented (set the AE to have4as the value, to reduce the darkness penalty by a maximum of 4). - Game System archetypes (dragon warrior, elven warden) updated to have the AE for Darkvision (EN, DE, FR).
- Add new
- Adds a game setting (default enabled) to automatically calculate the Darkness Penalty for a token based on the current lighting situation at the token's location on the active scene.
- There are sliders in the scene configuration dialog to specify the darkness level used to determine Dim, Dark, Pitch Black separately for each scene.
- The calculation is done on the ACTIVE scene (not the current scene).
- The ACTIVE scene must have vision enabled.
- The calculation is done by the active GM (so if no GM is logged in the automation does not occur).
- The calculation accounts for:
- Scene's global illumination value
- Regions with an "Adjust Darkness Level" behavior
- Light and Dark sources on the scene (either directly placed or via tokens)
- Darkness sources always override any other level of lighting (setting Pitch Black)
- Add card numbers to all cards in the core card decks.
- When viewing a deck, the sorting by number or shuffle order now works.
Internal
- Remove
card.system.numberfrom all Cards, storing the value incard.valueinstead. - Translations by Durak (French), Teotimus (Spanish), Helmut (German)
- Darkness Penalty code originally based on the SWADE Illuminator module by kristianserrano.
Bug Fixes
- Fixes #635: Skills and Attributes which appear in
@Buffenrichers are now localized when the default label is created. - Ensure Effects Panel is updated when the effects on the selected actor change.
- Fixes #637: Hide "convert to rollable" if the item is not editable.
What's Changed
- Merge for 13.16.0 by @farling42 in #639
Full Changelog: 13.15.0...13.16.0
Effects Panel + Apply Effects from Chat
- Apply Effects from Chat: When posting an Item to chat, if the Item has any Active Effects on it (which are NOT transferred to the owner) then the chat card will provide buttons to allow each of the effects to be applied to the currently targeted token(s).
- Game System option to display a Effects Panel for the currently selected token:
- A game setting is provided to show passive effects as well as temporary effects (by default they are not shown).
- Hover over the effect in the list to view the name of the effect.
- Left click on an effect to open the editor for that effect.
- Right click on an effect to delete it from the actor (or disable if on an item owned by the actor).
- Fixes #632: The 'modifier' field of powers is now stored as a Number not a String.
- Fixes #631: Having an Active Effect modify the 'adds' of a skill will now be handled properly when edits are made in the Actor sheet.
French Archetypes
- Powers updated in
enArchetypes. - Update 'fr' Archetypes to match the effects available on 'en' archetypes.
- Ward Enemy AEs changed to be applied to the target when the spell is cast.
Fixes #618
What's Changed
- Updated French Archetypes by @farling42 in #626
Full Changelog: 13.14.2...13.14.3
Fixes `@Check` enricher to support numeric DNs
- Allow arbitrary numbers in
@Checkenricher. - Check for unskilled-use in the
@Checkenricher. - Add a new game setting "Disable Dynamic Token Ring on Import" which will disable the use of dynamic token ring in the prototype token when an Actor is imported from a compendium.
What's Changed
Full Changelog: 13.14.1...13.14.2
Token Turn Marker & Manual Test DNs
- Token Turn Marker is displayed on all tokens of the currently active faction which have not yet had their turn.
- Turn Markers are not displayed until the encounter is started (by the GM pressing "Begin Encounter").
- The turn markers are moved to the second faction when all the tokens of the faction going first have had their turn.
- Combatants which are WAITING do not get a turn marker.
- Allow a custom skill to be dragged from an Actor's skill list to the Macro Hotbar.
- Provide Set Difficulty Number as an option when setting the DN in the Test Dialog:
- A new number entry field will appear when this option is selected in the DN selector.
- Allow a numeric value to be passed in
DNDescriptorwhen callingrollSkillMacro(skill,attribute,interactiveAttack,DNdescriptor).
- Add dev files to support intellisense in Visual Studio Code.
What's Changed
- Update main.yml by @farling42 in #623
Full Changelog: 13.14.0...13.14.1
Fix capitalization of filenames for Cosm Possibility tokens
- Fix issue with capitalization in generated filenames for Possibility token images.
- Fix wrong image on French destiny card #5.
- Sort Skills by localized name on SK and Threat sheets (custom skill still appear at the end on Threat sheets).
- Delay creation of
torgeternityso that thetorgSetupCosmshook can be hooked on in modules before it is triggered.
What's Changed
- 13.13.3 Fix capitalisation in filenames of Possibility token images by @farling42 in #620
- 13.13.2 by @farling42 in #619
Full Changelog: 13.13.1...13.13.3
13.13.1
- Add Drama card details to the French Action deck.
- Renamed internal slug of 'supernnaturalEvil' to the correct spelling of 'supernaturalEvil'
What's Changed
- 13.13.1 by @farling42 in #617
Full Changelog: 13.13.0...13.13.1
System release 13.13.0
- Description field of Vehicle Add-On Item Sheet resizes to fit the window.
- #549: Custom Cosms are getting closer to being possible:
- Search for
livingLandin torgeternity.css, en.json and the *.js files to see what needs customising in your own code. - The hook
torgSetupCosms(config)can be used to modify the available cosms (config containsCONFIG.torgeternity) CONFIG.torgeternity.cosmPossyIcons[cosm]- full path to icon for scene iconsCONFIG.torgeternity.cosmPossyLargeIcons[cosm]- full path to icon for Cosm Possibilties dialog- You will need to set up the translations and CSS appropriately (e.g. search for livingLand in existing .css and lang/en.json files and copy accordingly)
- CSS:
#scene-navigation .cosm-card .{cosmname} {background-image: url('path to cosm tent') } - LANG:
torgeternity.cosmDecks.{cosm},torgeternity.cosms.{cosm},torgeternity.cosms.{cosm}PossLink,torgeternity.cosms.{cosm}PossLink2
- CSS:
- Update game setting
('torgeternity', 'deckSetting')with your own decks for your own realms (settings.js) - Note that when dragging a Threat actor onto the scene, if the the token image path start with
systems/torgeternity/images/characters/threatthen it will get renamed tothreat-{cosm}
- Search for
Fixed #549
Module Version 13.12.2
What's Changed
- 13.12.2 - more bug fixes by @farling42 in #611
- v13.12.2 merge by @Algor0113 in #612
Full Changelog: 13.12.1...13.12.2