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Releases: reonZ/trigger-engine

1.18.0

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@reonZ reonZ released this 10 Jul 15:40
  • add Different from option to all Compare ... 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 rank connection type (labeled Proficiency)
      • it represents a system profiency rank value (0~4)
      • it can be converted to and from a number entry directly
    • add new Compare Proficiencies logic node
    • add new Split Proficiency splitter node
    • add Maximum output to the Has Special Resource condition node

1.17.0

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@reonZ reonZ released this 07 Jul 10:10
  • Execute Animation:
    • convert the any inputs into target
  • 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

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@reonZ reonZ released this 28 Jun 13:03
  • remove some lingering debug logs
  • add new aliases static getter in TriggerNode
    • 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 RegionBehaviorType registration to the ready hook to (hopefully) fix a localization issue with some systems

1.15.0

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@reonZ reonZ released this 25 Jun 00:19
  • now return an object when an application is registered
    • currently only contains the prepareTriggers function
  • custom setting applications can now specify if their menu is restricted or not
  • make the custom setting afterPrepared function 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 Triggers button 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 Window window button into Exit Application and only show the "save triggers before closing" popup if saving is possible

1.14.0

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@reonZ reonZ released this 21 Jun 20:06
  • fix setting applications using custom logic not being able to open the blueprint menu
  • pf2e-trigger:
    • add Include Origin input to Aura Entered, Aura Left and Is Inside Aura nodes
      • 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 Effect output to the Create Effect action node (also changed the target input position)
    • add new Create Effect From Source action node
      • it allows you to use a compendium/world effect source and tweak a few of its data before adding it to the target

1.12.0

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@reonZ reonZ released this 18 Jun 15:00
  • add warning when trying to open the blueprint menu before module triggers have finished to be parsed
  • add new region connection type which represents a RegionDocument:
    • had too many region related nodes to continue avoiding it
    • every previously any entries that were representing a region have been converted to region
    • 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 any can be converted to and from every other type)
  • add new Await Delay action node:
    • it also has a Repeat With Delay state
  • add new Is Inside Region condition 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 Once is checked)
  • add new Item Added to Actor event node:
    • you can (optional) provide a comma separated list of item types to check against
  • add new On Hook Called event 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 Sources and Targets inputs into any type
  • now automatically creates a node when pressing Enter in the search field of the nodes menu if only one node remains in the list
  • pf2e-trigger:
    • add new Is Inside Template condition node which works exactly like the Is Inside Region node but instead uses the origin item slug to identify the regions

1.11.0

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@reonZ reonZ released this 15 Jun 16:34
  • add a second prepareTriggers parameter to the setting.set callback of application registration
    • this callback MUST be called everytime the setting.set callback is called by the module
    • you should call it after you have fully saved the provided data
  • add extra afterPrepared callback in the setting object of application registration
    • it is called after your application triggers have been fully prepared
    • it has a single data argument that is a copy of the processed sources of all the validated/cached triggers
  • add a bunch of new methods to the TriggerNode and TriggerHook classes
  • add new Execute Animation action node
    • this node is used to execute an animation trigger from the coming Trigger Animations module (it won't do anything for now)
    • if the Trigger Animations module is active in your world when the node is reached, the animation will be executed

1.10.1

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@reonZ reonZ released this 13 Jun 20:50
  • add the If tag to Split Boolean & Test If Truthy nodes
  • fix not being able to use the - character in entries key
  • 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

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@reonZ reonZ released this 11 Jun 23:05
  • application can now implement their own settings get and set logic
    • 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.registerApplication hook call
    • this should make it easier for application devs to set which builtin features they want to add
  • add new TriggerNode#getContext and TriggerNode#setContext methods
    • they get and set custom data that live across the whole trigger instance
  • add new point connection type representing a {x: number; y: number} struct
  • now autofocus the Node Name search 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 emanation region shapes
  • Move Scene Region:
    • remove the X and Y inputs and replace them with a single point input
    • this means that any pre-existing node will have to be updated
  • pf2e-trigger:
    • add Level input to the Create Effect node
    • add Level input to the Create Item node to override it if possible (leave to 0 to not override)

1.9.0

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@reonZ reonZ released this 20 May 20:08
  • split the Create Region Behavior between builtins and the pf2e-trigger application
    • the Difficult Terrain state being reserved to the pf2e-trigger application
    • remove the Events inputs from the Source Code state, you are expected to provide them directly in the System Source if needed
  • add Region Document output to the Region Triggered event node
  • add Attach Scene Region action node
    • it attach the region to the provided target token and will follow it while moving
    • the Center to Token option will also move the first shape of the region to have its origin be the same as the attached token
    • if the Token input of the Detach Region state is provided, the region will only detach if the current attached token is matching
  • add Move Scene Region action node
    • move the first shape of the provided region to the coordinates or token position