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Releases: AnimaBeyondDevelop/AnimaBeyondFoundry

v2.2.1

29 Mar 13:55

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Changelog tbd

v2.2.0

19 Feb 00:51

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Patch notes soon

v2.1.0

14 Jan 22:58

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Chat-Based Combat

We are finally introducing the first tested iteration of the long-awaited Chat-Based Combat system.

Defense Counter

  • A Defense Counter has been added above tokens (right-click menu).

  • This counter is shared by both the chat-based and dialog-based combat systems.

  • It resets automatically at the start of each new combat turn.

  • It is used by the chat combat system to apply automatic modifiers.

  • The value can also be manually adjusted directly from the numeric field.

New Combat Buttons

New action buttons have been added to weapons, spells (per grade), and psychic powers.
While they share a common foundation, their behavior currently differs slightly depending on the combat type.

Weapon Combat

  • Clicking the Attack button on a weapon opens a small customization panel where you can adjust:
    • Attack Ability
    • Critical modifier
    • Damage
  • Fatigue expenditure is not yet automated through this system (planned for a future update).

Once confirmed, the attack is sent directly to the chat, showing the GM:

  • Final Attack Ability
  • Base Damage

If one or more tokens are selected beforehand (using Shift + T), they will appear as defenders in the chat message.
This finally enables area attacks affecting multiple targets.

Defense Resolution

Players see:

  • Final Attack Ability
  • List of defenders
  • A color-coded status:
    • 🟡 Yellow: Defense pending
    • 🟢 Green: Defense resolved

Defenses can be resolved in three ways:

  • Individual Defense
    Each player can resolve defenses for characters they have permission over. A small dialog opens to choose:

    • Dodge, Block, or Supernatural Shields
    • Any applicable modifiers
  • Automatic Defense
    Available to both GMs and players. Rolls defense automatically using:

    • The highest available Dodge or Block
    • Magical or Psychic Projections if an active shield is present
  • Missing Defenses
    Same as Automatic Defense, but applied to all listed defenders with permissions.
    Especially useful for the GM when handling large-scale attacks (e.g., multiple Fireballs hitting a group of enemies).

Damage Resolution

After defenses are resolved, the GM receives detailed information in chat:

  • Attack vs Defense difference
  • Counterattack value (if any)
  • Final damage dealt
  • Percentage of HP lost
  • Whether a critical hit occurs

If damage is dealt, three buttons appear:

  • Apply half damage
  • Apply normal damage
  • Apply double damage

When using Missing Defenses, a single chat message summarizes all results and adds:

  • A global button to apply normal damage to all affected tokens at once

If damage has already been applied and a button is clicked again, a warning message will appear to prevent accidental double application.

Spell Combat

  • Spells now have one button per Grade. Click the corresponding button to cast the spell at the desired Grade.

  • Casting a spell sends its Final Projection and Damage to the chat, in the same way as weapon attacks.

⚠️ The defender list is not yet implemented for spells and psychic powers, but this limitation will be addressed in a future update.

Defensive Spells

  • Casting a Defensive spell automatically generates the appropriate Shield in the Combat panel of the character sheet.

  • These shields integrate with both chat-based and dialog-based combat systems.

All other mechanics function identically to Weapon Combat.

Psychic Power Combat

Psychic combat works similarly to Spell Combat, with additional flexibility:

  • Psychic Powers can be cast in two ways:

    • Full cast: rolls both Potential and Projection, each with its own customization dialog
    • Projection only: uses a previously selected Potential without rolling it again

In both cases, the system generates the appropriate attack and defense messages in chat.

⚠️ As with spells, the defender list is not yet available for Psychic Powers, but will be added soon.

Defensive Psychic Powers

  • Casting a defensive Psychic Power creates the corresponding Shield in the Combat panel, just like defensive spells.

v2.0.8

12 Dec 21:59

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Active Effects

  • A new item type has been implemented and introduced: Active Effects.

  • A new Active Effects compendium has been added, including Combat Maneuvers, Status Effects, Combat Accidents, as well as effects from some Martial Arts, Blood Legacies, Ars Magnus, and Impossible Weapons.

We have implemented Active Effects as a new type of entity that can be added to character sheets in the same way as weapons, armor, spells, and similar items.

For those unfamiliar with Foundry’s Active Effects (AE), they are a system that applies automatic and temporary modifiers to characters or items while certain conditions are met. Instead of manually editing values, an Active Effect can define rules such as: “While this effect is active, the character gains +10 Attack Ability and +20 Magic Resistance.”

This allows you to represent many common temporary modifiers that frequently affect characters, such as Dragon Seals, Orochi’s Blood, partial paralysis, and similar effects.

Using Active Effects on a Character Sheet

To access Active Effects on a character sheet, you must first enable the corresponding tab from the Configuration section. Once enabled, the tab will remain visible on that sheet until it is disabled again.

Within this tab, you will see a list of all Active Effects applied to the character. These effects can be activated or deactivated using the adjacent toggle button.

Creating and Sharing Effects

Active Effects can be created directly from a character sheet and freely copied or shared with other sheets. When creating an effect, a configuration window will appear. In the Changes section, you can define the data paths from the system template that the effect should modify, as described in our Foundry notifications documentation.

To make things easier, here is a partial list of available data paths that can be used in Active Effects (not exhaustive):

system.combat.attack.base.value
system.combat.block.base.value
system.combat.dodge.base.value

system.characteristics.secondaries.initiative.base.value

system.mystic.act.main.base.value

system.domine.kiAccumulation.agility.base.value
system.domine.kiAccumulation.constitution.base.value
system.domine.kiAccumulation.dexterity.base.value
system.domine.kiAccumulation.power.base.value
system.domine.kiAccumulation.strength.base.value
system.domine.kiAccumulation.willPower.base.value

system.psychic.psychicProjection.imbalance.offensive.base.value
system.psychic.psychicProjection.imbalance.defensive.base.value
system.mystic.magicProjection.imbalance.offensive.base.value
system.mystic.magicProjection.imbalance.defensive.base.value

system.general.modifiers.physicalActions.base.value

system.characteristics.primaries.agility.value
system.characteristics.primaries.constitution.value
system.characteristics.primaries.dexterity.value
system.characteristics.primaries.strength.value
system.characteristics.primaries.intelligence.value
system.characteristics.primaries.perception.value
system.characteristics.primaries.power.value
system.characteristics.primaries.willPower.value

system.characteristics.secondaries.movementType.mod.value

system.combat.damageReduction.base.value

system.general.modifiers.extraDamage.value

We’re really looking forward to seeing the crazy and creative effects this new tool will allow you to build.

v2.0.7

06 Dec 01:10

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Updated weapons compendia to add weapons with custom damage formulas as umbra

v2.0.6

05 Dec 23:21

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Fixed a problem with the dice formulas

v2.0.5

23 Nov 14:26

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Added the option to use a custom formula for damage

v2.0.4

28 Oct 13:14
1f5973d

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Implemented a new spell maintenance tracking with cost calculations in Character sheet

v2.0.3

23 Oct 12:59

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Fixed mystic and psychic combat

v2.0.2

30 Sep 11:37

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Style fixes & dice config setting menu translations