- pf2e
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- Fix for v12 not creating Effect Items
- language
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- Adding requested ru translation
- V12
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- Update for AfterEffect changes
- module support removal
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- removed support for Perfect Vision ( not updated to v11 )
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- removed support for Combat Utility Belt ( not updated to v11 )
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- attempted to clean up some version deprecation warnings
- pf2e
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- slugs updated for dim/darkness
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- rules options added for dim/darkness
- Options added
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- allows for lights setup with -luminance
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- Calculation Delay
- Restored effects option to config for pf2e system
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- pf2e is not dependent on ATL to add effects to token
- Fix: config change disabled pf2e effects
- Core Version updated to support 11
- Updated wall collision check to newer methods
- Changed effects check for ATL module, this impacts config settings
- remove experimental state of Global Illumincation setting.
- added system pf2e
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- creates item effects on initialization
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- accounts for actor item effects usage on token
- experimental option for using Scene Global Illumination settings
- Fix for isValidActor checks
- Additional armoring around isValidActor and hp checks
- Check on token light sources now account for Angles and Rotation.
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- Example: on use of a bullseye lattern by a player.
- Check on light placements now account for Angles and Rotation.
- Add icon to Lighting Controls that enable/disables Token Light Condition
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- On Enable (default): a pass will be made on tokens to check for needed effects
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- On Disable: A pass will be made on tokens to remove Dim/Dark effects
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- Give the module time when switching modes to process the tokens.
- Added armor around adding/removing effects to reduce an edge case of multiple effects being applied.
- Added ability to trigger ui notifications via method.
- Optimize find_token_lighting workflow
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- Reduce wallcollision checks until needed.
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- Opt out of further checks if Bright is determined.
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- ( This should improve overall performance )
- BugFix: 13: Cleaned up module.json: links, and system usage
- Potential bugfix for effect not getting removed.
- Add Option to enable/disable the TokenHud display.
- Detecting Token is in a drawing with darkness overrides (perfect-vision)
- Attempt to account for light elevation (levels)
- variable assignment fix
- Distance calculations now account for elevation (token, lights)
- Effects are now updated on lightingRefresh
- Added armor around updates and token checks
- Effects are removed if at 0 hp.
- TokenHud light indicator is not show at 0 hp.
- Added option to select effect source.
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- none, Active Effect, CUB, Convenient Effect
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- CUB option is only visible if Dark AND Dim exist as conditions in Lab
- Cleaned up and optimized how effects were being removed.
- Updated Icon image selection used for effects
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- IF effects already exist in CE, they are not replaced/updated.
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- You can clear them from CE, and they will be regenerated on reload.
- Moved effects functions into their own script
- Updates effects on tokens on scene Darkness Level changes.
- Updates effects on tokens when dropped into scene.
- formatting fixup
- fixed some issue around clearing effects when moving to Bright lighting condition.
- Initial implementation