Releases: reonZ/trigger-engine
Releases · reonZ/trigger-engine
1.7.1
- fix inputs and out-bridge connections not being cleared from the data when swapping a node state
- only the connections that belong to the previous state are cleared
- this shouldn't have had any impact on the way things work, but it is preferable if they are removed
pf2e-trigger:- fix check messages originating from an
Actionbeing considered as action messages, triggering wrongly theAction Sent to Chatevent and not triggering theCheck Rolledevent
- fix check messages originating from an
1.7.0
- add a new module hook to register extra nodes for an existing application
- add
boolean -> numberauto-convertor (true=1; false=0) - all condition nodes now have two states
Splitwhich is the same as beforeBooleanwhich only has a singleOutbridge connection and an extraBooleanoutput representing the result
- fix drag selection sticking on the canvas when using
[Right-Click]while dragging- the selection will now disappear whenever you click again on the canvas
pf2e-trigger:- add new
Everythingstate toDamage Takenevent node- it triggers for everything and allows you to check yourself what type of event it was later in the trigger
- add
Update Initiativeaction node with convenientBefore/After Combatantstates - add
Valueoutput toHas Conditionrepresenting the highest existing value of the found conditions - BREAKING CHANGE: the
Has Itemcondition node has been split into two distinct nodes (due to condition nodes now always having two states)Has Item with Source UUIDwhich is the same as beforeHas Item with Slugwhich is now its own node instead of being a state forHas Item- all
Has Itemnodes that were usingSource UUIDwill work as is, no change required - all
Has Itemnodes that were usingSlugwill have to be replaced sadly (your triggers will reach a blank node otherwise)
- fix
Distance Between Tokensoutput label localization
- add new
1.6.0
1.5.1
- the
Scene Targets,Filter TargetsandExecute Scriptnodes will now log any error caused by the user provided function instead of catching it silently- the try/catch is for the entire node context, so any error will still break the entire node's process
pf2e-trigger:- fix
Extra Notelocalization typo in theRoll Datasection of theRoll DamageandRoll Savenodes
- fix
1.5.0
pf2e-trigger:- add
Action Sent to Chatevent node:- it will trigger whenever an action message is created regardless of how (there is no way to identify otherwise)
- if the
Action Slugremains empty, the event will trigger for any action - the
Targetsoutput is only ever related to thePF2e Toolbeltmodule as action messages normally don't have a target
- add
Remove Conditionaction node:- it will remove every non-locked instances of the condition from the actor
- add
1.4.2
1.4.1
1.4.0
1.3.0
pf2e-trigger:- add
Is Rerollboolean output to theAttack RolledandCheck Rolledevent nodes - add
Has Special Resourcecondition node- the resource must also have a
maxvalue greater than0- this is useful for mythic characters as
hero-pointsalways exists in the data
- this is useful for mythic characters as
- it returns the current value as an output (default
-1)
- the resource must also have a
- add
Move Timeaction node to update the system world clock - rename
Update ResourceintoUpdate Special Resource
- add
1.2.0
- move the
Filter Targetsnode to theExtratorcategory - fix not being able to enable third-party triggers if no copy exist in your world
pf2e-trigger:- add new
Extract Item Formulanode- you can extract formula from a compendium/world item as well
- move the
Get ChoiceSet Selectionnode to theExtractorcategory - move the
Get RollOption Valuenode to theExtractorcategory
- add new