Releases: otigon/automated-jb2a-animations
Update for new JB2A release
- Added Rapier animation auto-detection
- TMFX Permissive mode will now be automatically enabled if TMFX is enabled in the Auto Animations module
PF1 For real this time, and Minor Bug Fixes
- The module should ACUTALLY work for PF1 now, apologies for borking the first go
- Fixed an issue in DnD5e where animations stopped working when multiple tokens from the same actor were on the canvas
- Fixed the error message from spamming when it shouldn't have
- Corrected the Setting Note for the Pop Up window to better show what it does
Initial PF1 Support
- Initial Support for PF1 system
- Lots of behind the scenes changes to allow for further expansion to support other systems.
Big thanks to DMRicky for the help
Core Support (And MRE) For real this time
- Removed Midi-QOL as a dependency. Optional settings will activate IF Midi-QOL is active
- Added full support for Core 5e
- Added full support for MRE
- Better Rolls will still need Midi active to pass the information required.
- Lots of behind the scenes stuff, PF1 support coming soon
Hoooooolllld up a second
Rolling back the clock after accidentally releasing something that wasn't ready
Preliminary Core Compatability (and MRE)
Midi-QOL is no longer a dependency, but an option. Settings will activate specific to Midi if the module is active
Now supports Core Foundry DnD5e, as well as the MRE module
PF1 incoming
Improvements and Tweaks
Several QOL tweaks:
- Easing scaling on Spell Attacks
- Enable ability to switch healing animations for Cure Wounds and Healing Word
- Add animations for Alchemist's Fire, Potions of Healing and Second Wind (off by default, can set in Source Field)
- Removed FREE JB2A module as a dependency
- Added Error messages if NO JB2A module is installed
- Added Pop-Up window on startup to ensure people have a JB2A module installed, and offers other tidbits (can disable)
- Code tweaks prepping for Core Foundry version with Midi-QOL as an "option" for setting when the animations play.
Several Fixes/Changes
- Fixed the Shield Spell animations to scale globally and to character size up to huge (ever seen a tarrasque cast shield?)
- Removed the item TYPE check. This prevented some animations being used on certain items
- Fixed Ray of Frost from not casting at long range.
- Back end code clean-up
Switch Color and Variant read location
Limiting the location in which color and other items are read. These will now be limited to the Source Field only to prevent unwanted interactions with custom items. The NAME of the item (eg it will look for "greataxe" in both the Name and Source, so you can use animation for other stuff) will still be read in both the Name and Source fields
Added JB2A Free module as dependency to prevent installation and use with zero effects. This will still read all the Patreon color variants if you have the Patreon module installed.
Added stutter effects to the generic melee damage types