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updated documentation and changelog
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SalieriC committed Jul 1, 2021
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10 changes: 6 additions & 4 deletions CHANGELOG.md
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Expand Up @@ -12,8 +12,10 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- Ammo Management (enhanced)
- SWIM: Ammo Management
### Added
- Ammo Management now supports Weapons that do not require a reload action (i.e. bows).
- Ammo Management now offers a way to only reload a single bullet instead of reloading the entire weapon. This is especially useful for revolvers and such.
- Ammo Management: Now supports Weapons that do not require a reload action (i.e. bows).
- Ammo Management: Now offers a way to only reload a single bullet instead of reloading the entire weapon. This is especially useful for revolvers and such.
- Ammo Management: Charge Packs can now change the ammo type but old Charge Packs are only refilled if the weapons current shots are equal the maximum shots as there is no way to track remaining charges on a Charge Pack.
- Ammo Management (BR2 integration only): Now supports weapons which *may* be thrown but don't need to. It filters for a set of Skills and only applies ammo usage if such skills are found. See the [documentation on Ammo Management](https://github.com/SalieriC/SWADE-Immersive-Macros/blob/main/documentation/Ammo%20Management%20Setup.md) for further details.

## [0.7.0] - 2021-05-29
### You need to update these macros:
Expand Down Expand Up @@ -42,7 +44,7 @@ I can't stress enough how important it is to do so. *Do not blame me, if somethi
- Soak Damage
### Fixed
- Removed the border of images in chat messages.
- Fixed a breaking bug that caused the module to not work if SWADE Spices & Flavours was not installed (thx @Khitan#9089 for bringing it to my attention).
- Fixed a breaking bug that caused the module to not work if SWADE Spices & Flavours was not installed (thx @Khitan#9089 for bringing it to my attention).

## [0.6.0] - 2021-03-10
### You need to update these macros:
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## [0.1.0] - 2021-02-24
### Added
- Initial Release
- Initial Release
3 changes: 2 additions & 1 deletion documentation/Ammo Management Setup.md
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Expand Up @@ -21,10 +21,11 @@ In order to use one of these macros, you first need to do some initial setup. Th
- Support for `Charge Packs` (i.e. batteries, gas tanks, ghost rock etc.):
- - One `Charge Pack` will reload all current `Shots` in a weapon.
- - Remaining `Shots` on weapons are lost upon reloading with a `Charge Pack`.
- - If you change from one `Charge Pack` to another (for changing ammo types), it only refills the old ammo if the current shots are equal the maximum shots in the weapon, otherwise remaining shots are lost as there is no way to track remaining shots on Charge Packs. This makes it somewhat possible to use Charge Packs as magazines but Players will then always *throw away* magazines which are not full. This is very unlikely to be ever changed as it would conflict with the way Charge Packs were intended (they shall always reload the entire weapon, no matter the max charges of a weapon, so storing remaining charges on Charge Packs is not an option).
- - `Charge Pack` ammo will always overwrite the single bullet reload (see above) as they are intended to always reload the entire *magazine*.
- Support for `Consumable Weapons` (i.e. throwing knives, grenades, Spears, etc.).
- - The Macro will ignore current and maximum `Shots` on `Consumable Weapons` and instead uses their `Quantity` as a measurement of how many are left.
- - Using the last `Consumable Weapon` will delete the item from the inventory. (Disabled in BR2 integration because that breaks rerolls.)
- - Using the last `Consumable Weapon` will delete the item from the inventory. (Disabled in BR2 integration because that breaks rerolls.)
- - BR2 integration only: Also supports weapons which can be thrown but don't need to. Currently it checks for "Athletics", "Athletics (Throwing)", "Athletics (Explosives)" and "Throwing" and assumes that consumable weapons always use either. If a consumable weapon does not use any of these skills, the macro stops. If an action is used in BR2 that initiates a roll with one of these skills, the macro continues as usual. This currently only works in the [development version](https://github.com/SalieriC/SWADE-Immersive-Macros/blob/main/swim/macros/BR2-Ammo_usage.js) of the macro.
- Extensive support for Sound Effects (sfx), the following sfx can be configured:
- - Reload sfx.
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