Releases: reonZ/trigger-engine
Releases · reonZ/trigger-engine
Release list
1.18.0
- add
Different fromoption to allCompare ...logic nodes - fix custom input fallback label not using the entry type when appropriate even though the placeholder says it will
pf2e-trigger:- add new
rankconnection type (labeledProficiency)- it represents a system profiency rank value (0~4)
- it can be converted to and from a
numberentry directly
- add new
Compare Proficiencieslogic node - add new
Split Proficiencysplitter node - add
Maximumoutput to theHas Special Resourcecondition node
- add new
1.17.0
Execute Animation:- convert the
anyinputs intotarget
- convert the
Update Item:- add a second state to allow updating arrays as the module always convert arrays into non-arrays for non-array entries
- fix issue with some websocket helper functions
- fix imported triggers not triggering the "Require Saving" feature
1.16.0
- remove some lingering debug logs
- add new
aliasesstatic getter inTriggerNode- they are being used in conjunction with the node's name when using the search field in the nodes menu
- any alias matching the seach input will appear just below the node entry in the menu
- move the module's
RegionBehaviorTyperegistration to thereadyhook to (hopefully) fix a localization issue with some systems
1.15.0
- now return an object when an application is registered
- currently only contains the
prepareTriggersfunction
- currently only contains the
- custom setting applications can now specify if their menu is restricted or not
- make the custom setting
afterPreparedfunction asynchronous - you can now click on the folder's name to expand/collapse its content
- the module has received some refactor to accommodate multi-user editing
- the blueprint menu is refreshed live when another user saved data
- any trigger that has been modified on your client since the last time you saved will remain intact on refresh
- modified triggers waiting to be saved are decorated with a disk icon in the triggers menu and will remain visible even if their parent folder is collapsed
- this means that if another user were to update/delete your trigger while you are working on it, it would remain intact for you until the next time you save your triggers
- add
Save Triggersbutton to the main blueprint menu tab- it will be clickable if there are at least one modified trigger waiting to be saved or if you have deleted any trigger
- rename the
Close Windowwindow button intoExit Applicationand only show the "save triggers before closing" popup if saving is possible
1.14.0
- fix
settingapplications using custom logic not being able to open the blueprint menu pf2e-trigger:- add
Include Origininput toAura Entered,Aura LeftandIs Inside Auranodes- if checked, the node will also trigger on the aura's origin actor/token
- it is unchecked by default so everything already existing will behave as before the change
- add
Effectoutput to theCreate Effectaction node (also changed the target input position) - add new
Create Effect From Sourceaction node- it allows you to use a compendium/world effect source and tweak a few of its data before adding it to the
target
- it allows you to use a compendium/world effect source and tweak a few of its data before adding it to the
- add
1.12.0
- add warning when trying to open the blueprint menu before module triggers have finished to be parsed
- add new
regionconnection type which represents aRegionDocument:- had too many region related nodes to continue avoiding it
- every previously
anyentries that were representing a region have been converted toregion - all existing connections will remain, only the type changes
- for obvious reason, custom entry could not be converted and should be done manually (though everything should still work as
anycan be converted to and from every other type)
- add new
Await Delayaction node:- it also has a
Repeat With Delaystate
- it also has a
- add new
Is Inside Regioncondition node:- it tests if the provided token is inside a region that has the same name
- if more than one such region is found, it will loop over each of them (unless the
Execute Onceis checked)
- add new
Item Added to Actorevent node:- you can (optional) provide a comma separated list of item types to check against
- add new
On Hook Calledevent node:- this will automatically register a foundry hook of the same name
- it is on the user to set the custom outputs matching the hook arguments in the same order
Execute Animation:- convert both
SourcesandTargetsinputs intoanytype
- convert both
- now automatically creates a node when pressing
Enterin the search field of the nodes menu if only one node remains in the list pf2e-trigger:- add new
Is Inside Templatecondition node which works exactly like theIs Inside Regionnode but instead uses the origin item slug to identify the regions
- add new
1.11.0
- add a second
prepareTriggersparameter to thesetting.setcallback of application registration- this callback MUST be called everytime the
setting.setcallback is called by the module - you should call it after you have fully saved the provided data
- this callback MUST be called everytime the
- add extra
afterPreparedcallback in thesettingobject of application registration- it is called after your application triggers have been fully prepared
- it has a single
dataargument that is a copy of the processed sources of all the validated/cached triggers
- add a bunch of new methods to the
TriggerNodeandTriggerHookclasses - add new
Execute Animationaction node- this node is used to execute an animation trigger from the coming
Trigger Animationsmodule (it won't do anything for now) - if the
Trigger Animationsmodule is active in your world when the node is reached, the animation will be executed
- this node is used to execute an animation trigger from the coming
1.10.1
- add the
Iftag toSplit Boolean&Test If Truthynodes - fix not being able to use the
-character in entrieskey - fix closing a context menu creating infinite loop of close calls
- fix opening a context menu next to the bottom edge force-closing it right away
1.10.0
- application can now implement their own settings
getandsetlogic- if used, the module will not register a foundry world setting for the application
- add the lists of builtin keys as second parameter of the
triggerEngine.registerApplicationhook call- this should make it easier for application devs to set which builtin features they want to add
- add new
TriggerNode#getContextandTriggerNode#setContextmethods- they get and set custom data that live across the whole trigger instance
- add new
pointconnection type representing a{x: number; y: number}struct - now autofocus the
Node Namesearch field when opening the nodes menu Attach Scene Region:- now also updates the emanation center sizes to fit the token it is attaching to for
emanationregion shapes
- now also updates the emanation center sizes to fit the token it is attaching to for
Move Scene Region:- remove the
XandYinputs and replace them with a singlepointinput - this means that any pre-existing node will have to be updated
- remove the
pf2e-trigger:- add
Levelinput to theCreate Effectnode - add
Levelinput to theCreate Itemnode to override it if possible (leave to0to not override)
- add
1.9.0
- split the
Create Region Behaviorbetween builtins and thepf2e-triggerapplication- the
Difficult Terrainstate being reserved to thepf2e-triggerapplication - remove the
Eventsinputs from theSource Codestate, you are expected to provide them directly in theSystem Sourceif needed
- the
- add
Region Documentoutput to theRegion Triggeredevent node - add
Attach Scene Regionaction node- it attach the region to the provided target token and will follow it while moving
- the
Center to Tokenoption will also move the first shape of the region to have its origin be the same as the attached token - if the
Tokeninput of theDetach Regionstate is provided, the region will only detach if the current attached token is matching
- add
Move Scene Regionaction node- move the first shape of the provided region to the coordinates or token position