# Changelog ## 0.10.4 - FIx by @kakaroto https://github.com/League-of-Foundry-Developers/fvtt-module-trigger-happy/pull/120 ## 0.10.01 - v10 compatibility first pass. There are sure to be bugs in this version. ## 0.8.39 - Add japanese language ## 0.8.38 - Add PR [Update entity matching to allow up to 2 levels of nested brackets []](https://github.com/League-of-Foundry-Developers/fvtt-module-trigger-happy/pull/95) ty to @crnormand ## 0.8.37 - Add again hook `getSceneNavigationContext` for strange use case [[BUG] Doesn't load @scene triggers on game load](https://github.com/League-of-Foundry-Developers/fvtt-module-trigger-happy/issues/94) ## 0.8.36 - Removed hook `getSceneNavigationContext` becuase is redondant with `canvasReady` ## 0.8.35 - Add checker for avoid the reload of trigger when update/delete/create journal if they aren't under the trigger happy folder [himmelweiss comment](https://github.com/League-of-Foundry-Developers/fvtt-module-trigger-happy/issues/88) - Managed the use case [[Feature Request] NAVBAR TWEAKS breaking TRIGGER HAPPY's triggers](https://github.com/League-of-Foundry-Developers/fvtt-module-trigger-happy/issues/89) ## 0.8.34 - Little bug fix from [this discussion](https://github.com/League-of-Foundry-Developers/fvtt-module-trigger-happy/commit/baeb6c385eb142b61da38f667314c3ca7edfcd8a#commitcomment-64167717) ## 0.8.33 - Integration of a better mouse down `canvas.app.renderer.plugins.interaction` - Integration of the new math logic [Click Trigger Uses the Datapoints of a Drawing Instead of Its Bounding Box](https://github.com/League-of-Foundry-Developers/fvtt-module-trigger-happy/issues/86) ty to - Little bug fix on the method 'retrieve' adde entryId and label with no data ## 0.8.32 - Update module.json for 9 ## 0.8.31 - Bug fix multiline journal enrich html render - Add two new adavanced options for event link `onlyIfHidden`,`onlyIfUnHidden` for execute the effects only if the element property hidden is true or false (for now tested only with token and drawing) - Add new module setting 'Disable all trigger for hidden element' ## 0.8.30 - Bug fix [When Trigger Happy is activated, the Convenient Effect icon disappears (but the button is still there)](https://github.com/League-of-Foundry-Developers/fvtt-module-trigger-happy/issues/83) - Update enrich html render ## 0.8.29 - Some bug fix - Add enrich html render ## 0.8.28 - Add strange check for `target.center` for [Triggers Stopped](https://github.com/League-of-Foundry-Developers/fvtt-module-trigger-happy/issues/80) ## 0.8.27 - Bug fix [Triggers Stopped](https://github.com/League-of-Foundry-Developers/fvtt-module-trigger-happy/issues/80) ## 0.8.26 - Downgrade to version 0.8.22 for bad feedback from the community ## 0.8.25 [BREAKING CHNAGES] - Attention: So many modification possibile issues - When retrieve the trigger only by name we retrieve ALL the placeable object with that name on the current canvas not just the first one. - Finalize settings for custom effect ## 0.8.24 - Some fix on the integration of the custom effect and update readme. ## 0.8.23 - NEW FEATURE: Modules and macros MUST register the custom effect with the `registerEffect` function. - All new getter function return document objet instead reference to placeable object - Little performance on the code - Update README ## 0.8.22 - Add module settings for disable all the warning messages generate from the loading of the trigger - Add default value for `@Trigger` to 'click' - Update README ## 0.8.21 - Bug fix [[BUG] Adding @Tigger[] Modifier to an @Door[] Trigger Silently Fails](https://github.com/League-of-Foundry-Developers/fvtt-module-trigger-happy/issues/72) - JavaScript strings can be literals or objects ty [stackoverflow](https://stackoverflow.com/questions/203739/why-does-instanceof-return-false-for-some-literals/7772724#7772724) - Bug fix worn check "eventLink = effect.toLowerCase();" should be "effect = effect.toLowerCase();" ## 0.8.20 - Bug fix again [Doors Won't Trigger](https://github.com/League-of-Foundry-Developers/fvtt-module-trigger-happy/issues/68), forgot a check - Add the option to customize the ChatSpeaker from the journal for the tag `@ooc`, `@emote`, `@whisper`, `@selfwhisper` (details on readme) ## 0.8.19 - Add settings 'ifNoTokenIsFoundTryToUseActor' for strange feedback from the community and also for compatibility with some module like token mold - Add new effects always for strange feedback from the community, `@ooc`, `@emote`, `@whisper`, `@selfwhisper` (details on readme) - Update readme - Bug fix [Doors Won't Trigger](https://github.com/League-of-Foundry-Developers/fvtt-module-trigger-happy/issues/68) ## 0.8.18 - Fix for ooc etc overriding whisper/self whishper. ## 0.8.17 - Bug fix of [[BUG]](https://github.com/League-of-Foundry-Developers/fvtt-module-trigger-happy/issues/65) ty to tposney with is pr [fix for @Trigger[capture move] etc ](https://github.com/League-of-Foundry-Developers/fvtt-module-trigger-happy/pull/66) ## 0.8.16 - Add folder images to the gulp build file ## 0.8.15 - Classic... after only 10 hours from the new release a incompatibility with the Tagger module version 1.2.1, now the `hasTags` is not async anymore and all the method return placeableobjets now return documents - Update README.md, made banner latest count generic so we don't need to touch that anymore ## 0.8.14 - Add `@Door[id]{label}` like a effect - Bug fix trigger with DorrControl (forgot they are not placeable object) ## 0.8.13 - Bug fix on if else on the 'event' if-else for manage multiple trigger - Add new cofiguration with '*' on the 'trigger' e.g. `@Door["*"]` element for activate the same triger on all the placeable objects on the same scene. Support is only for placeable objects. - Bug fix on method `this._retrieveFromEntity(entity, label, label)` label can be undefined - Add @Playlist similar to @Sound of sound link module, but it randomize a sound from the playlist instead a specific one. ## 0.8.12 - Added `@Tag[list of tag separate from ',']` as a filter link to interact with a specific placeable object on the canvas. - Cleanup code and integrated a better readable workflow for no so smart people like me - Avoid where possibile to recreate already existent object. Now i try to recover from the canvas/scene/game every object i needed for the trigger instead to create runtime from a wrong id or name, i lose something in performance but i think is the right road to follow - Add gulp build file for more relaxing build of the source and developing - Add github action for generate release with 'module.zip' and 'module.json' - Add integration with Stairways module, limited only to click :( - Add integration with Tagger mdule (details on readme) - Made check for entity case insensitive avoid many minor issue form miss typing the name ecc. - Add the setting 'Enable tagger integration feature' (details on readme) - Add the setting 'Enable 'journal for every scene' integration feature' (details on readme) - Add the setting 'Enable 'only use journal for every scene' integration feature' (details on readme) - Add the setting 'Enable avoid to deselect elements on the trigger event' (details on readme) - Update README with some cool banner,images and more examples - Add integration with Sound Link module - Added `@JournalEntry[id]{label}` as an effect link to interact with note on the canvas. ## 0.8.11 - Added `@JournalEntry[id]{label}` as an effect link to interact with note on the canvas. ## 0.8.10 - Added `@Compendium[id]{label}` as an effect link to display compendium entries. - Confirmed that @Quest entries work. ## 0.8.9 [2021-09-15] - Add prettier - Add internationalization - Add more intuitive workflow for the hooks - Integration of the ecmascript module mechanism - Update README.md - Allow tokens to be found by ID (from TheGiddyLimit fork) ## 0.8.8 - Fix so that unlocking a door does not triggere the door close trigger. ## 0.8.6 - Added a config setting to disable/enable the trigger happy active/inactive button on the context menu. ## 0.8.5 - Foundry vtt 0.8 compatible. - New config setting edge collision. If set tokens will be captured at the edge of a drawing/token rather than the center. - fix the silly packaging error ## 0.8.3 - Foundry vtt 0.8 compatible. - New config setting edge collision. If set tokens will be captured at the edge of a drawing/token rather than the center. ## v0.7 - Add support for labelled drawings as triggers ## v0.4.1 - Fix issue causing click triggers to fail for players not owning the trigger token ## v0.4 - Add support for capture triggers (@tposney) - Add support for API changes in FVTT 0.5.4 ## v0.3 - Add support for triggers when moving a token over a trigger token (@tposney) - Fix a couple of bugs with regards to journal entries and chat messages (@tposney) - Add the ability to trigger tokens by clicking on them even if they are hidden from the player - Add support for `@Trigger[options]` links with options for move, click, stopMovement, ooc, emote, whisper, preload - Add support for having multiple journals and journals within subfolders - Fix new line detection when journal entry is written in preformatted text or div mode - Add support for sending chat messages using an alias ## v0.2 - Add support for `@Actor[name]` links instead of only drag&dropped `@Actor[id]` links - Add support for Token trigger - Add support for sending chat messages as trigger effects (useful with advanced macros) - Add support for setting a token as controlled as a trigger effect ## v0.1 - Initial release with support for Actor and Scene triggers