KABOOM.js Download Links: Version 1.2 Version 1.1 Version 1.0 Also available through 1-click install! Ever wonder why the tokens inside of your flimsy straw houses never budge when your players decide that fireball is the easiest solution to their troubles? It might have to do with the copious amounts of Sovereign Glue you keep around, but for everything else there is KABOOM! Now stops movement at walls on the dynamic lighting layer. No more spooky phasing! What can you use KABOOM for? Creating explosions that force tokens to move away. Creating whirlpools that drag things towards their centers Creating explosions that pull objects towards themselves? Creating whirlpools that spit things out? Any area of effect that requires tokens to move a towards or away from a point How do I use it? You can call KABOOM through chat with a simple message, or you can use it with other scripts by calling KABOOM.NOW(param1, param2). Detailed documentation is available below. Want to make an explosion that throws nearby things 30ft away? Just type "!kaboom 30" into chat. Want to make it a frost explosion? "!kaboom 30 --frost" to make it icy. How about an air blast that pushes stuff away a tiny bit, but at a long range? "!kaboom 5 150 no vfx" Chat Command : The basic chat command follows this format: !KABOOM effect-power [ effect-radius [ options [ --default-options]]]
When you use KABOOM as a chat command, you need to have a token selected. ONLY effect-power is required.
Everything else is optional. <effect-power> is the strength of the force moving tokens away or towards from the explosion point. It is
measured in the same units you use on the page. Effect power can be negative if you want
to pull things towards the object instead of pushing away.
<effect-radius> is the maximum distance that the script search for objects to manipulate. If something is
beyond this point, it will not move. Defaults to effect-power * explosion_ratio. This value
is always parsed as positive!
<options> are either 'no vfx', 'vfx', 'no-vfx', 'invisible', 'invis' to change whether an explosion effect appears,
or 'scatter', 'no scatter' if you want to scatter tokens away from the explosion/implosion point more randomly.
<more-options> can be found in the help menu, which is reached by typing " !KABOOM " or " !KABOOM --help " into chat.
Through the API : The simplest function call looks something like this: KABOOM.NOW(15, [500,300])
Something more complicated may look like this:
on('change:token', function(obj) { if (obj.id === big_baddie.id) {
KABOOM.NOW({effectPower: 5, effectRadius: 15, type: 'holy'}, obj) }
} Detailed Documentation here: READ ME Change-log & Known Bugs: Known bugs: None so far! Version 1.0: Released to the public Version 1.1: Added support for Dynamic Lighting walls! The script now properly stops tokens moving when they collide with a wall. Tokens will not move if a wall is between it and the effect center. Tokens now always stop at the first wall they would impact (didn't do this before). Version 1.2: Added support for @{target|token_id} macros in chat commands (so players can use the script as well). The macro must appear after effectPower. Explosion VFX now scales in size with its effect power. Added another exposed function: KABOOM.getExplosionVFX(colour, radius, sparcity). KABOOM.NOW() finally returns a list of affected tokens for use in other functions.