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This repository was archived by the owner on Nov 2, 2024. It is now read-only.

Releases: trioderegion/nova

2.0.0

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@trioderegion trioderegion released this 19 Jan 01:52
730445a

What's New

Fixes

  • Benign error on right click harm w/o targets
  • Enriching the html when viewing an item's summary on an actor's sheet (drop down)

v10 Beta 3

v10 Beta 3 Pre-release
Pre-release

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@trioderegion trioderegion released this 04 Oct 01:18

Full Changelog: 1.1.0...2.0.!6

What's New

  • All warnings should be squashed and system should be fully operational.
  • Reorganized combat tracker layout. All controls are at the top and is harder to accidentally click "End Combat"
  • Supports core special status effects: blind, hidden, and dormant map to blind, invisible, and dead, respectively.

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Known issues

  • Small styling oddities throughout

v10 Beta 2

v10 Beta 2 Pre-release
Pre-release

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@trioderegion trioderegion released this 01 Oct 00:36
e85e8d3

Full Changelog: 1.1.0...2.0.!5

MAKE A BACKUP

Signal Flare

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@trioderegion trioderegion released this 22 May 17:26

For those new to the system, or curious about seeing these new features in action, please check out the overview stream of the NOVA system and the new features in 1.1: Overview of NOVA v1.1 for Foundry VTT

FEATURES

Attribute Roller Improvements

  • Added NovaActor#rollTest which accepts an attribute key or a flat number and has optional bonus die and create message fields.
  • [attributeName].total added as a derived actor data field ( total = current + bonus)
  • Actor roll data now includes helper fields of @sun, @moon, @shade which represent the total value of that attribute, after all effects and flares have been applied.

Enhanced Power and Flare Mods

  • Power mods now support an arbitrary number of "Harm Entries" which are used to define how a Power is activated and used.
    • All text field entries in the Harm Configuration are treated as roll expressions and will be evaluated within the context of the item's rollData. Example: A power that deals Sun Harm would have a Harm field of @sun.
    • Each Harm Entry can be "locked", which prevents changes from Flare Mods from affecting that specific entry.
  • NPCs have been given a "harm proxy" entry that replaces their freeform Harm fields. Only supports dealing Harm, applying a status effect, and providing a short description.
  • Flare mods now have the ability to modify the power/spark to which they are attached. A given modification on a flare will affect ALL harm entries on the attached power unless that harm entry has been "locked" from modification by flares.
  • Flare mods that modify Spark attributes (such as +1 Sun or +1 Fuel) will reflect this change on the Spark sheet and all computations done. Additionally, any actor field that is currently being affected by a Persistent Flare mod OR an active effect will be disabled for input on the sheet. In order to unlock one of these fields for editing, any persistent flares or active effects affecting that field will need to be unattached or disabled.
    • Note on Range and Range Max Flare modifications. This supports numerical operations which modify the range increment of the affected power. Range bands are defined as ['none', 'close', 'near', 'far', 'beyond'] and are indexed accordingly, starting at 0. For example, the parent power has a range of 'near' and a Flare increases this range by one. The modification would read as Range | ADD | 1, which would change near to far upon rolling Harm.

Harm Application QoL

  • Harm and Resource use buttons have two modes of operation based on left or right-clicking on the button.
    • Left-click: Will apply the given changes (such as expending fuel or applying harm) to the currently selected tokens.
    • Right-click: Will apply the given changes to designated actors based on the user's current targets when the harm was rolled. Currently controlled tokens are ignored. For example, targeting 3 enemies and rolling harm for a power that cost 1 fuel will have the following behavior: Right-click on "Apply 1 Harm" to automatically deal damage to those 3 enemies. Right-click on "Spend 1 Fuel" to automatically subtract 1 fuel from the spark using the ability.

New Status Effects

  • The default status effects including in core Foundry have been overridden with more system specific status effects. These effects carry no pre-defined active effects and are meant to be used primarily as reminders for powers such as Voyager's "Marked" passive.
  • These effects are held in CONFIG.statusEffects and can be added to or modified at any point via an expansion module or world script.

Scrolling text display

  • added for actor attribute/status effect modifications. Health, Fuel, Sun, Moon, Shade, and status effects are shown.

FIXES

  • Flare mods can again be opened while in the sidebar
  • Revive/Roll Drop button display on negative health
  • Default 'Enter' behavior on Spark sheets reviving/rolling drops.
  • Changed default grid sizing to "1 unit" rather than 5 feet to better emphasize the loose range system of Nova.

Full Changelog: 1.0.1...1.1.0

Ever Forward

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@trioderegion trioderegion released this 14 Dec 00:53

Corrected deprecated usage of item._id.

Now compatible with Foundry VTT version 9.

Initial Release

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@trioderegion trioderegion released this 04 Dec 00:36

I am extremely excited to share the work I have done on the (Unofficial) NOVA system for Foundry. The core game by Spencer Campbell is so very fun and easy to play. I hope you enjoy it as much as I have!

Disclaimer: This foundry system is a fan creation and is in no way affiliated with Gila RPGs.

Workflow Testing 1

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@trioderegion trioderegion released this 04 Dec 00:28

Test release.