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Changelog

Version 0.5.11

  • ruler refactor, no longer runs though libwrapper. Now is the overrides the default Canvas.rulerClass
  • PR #406 from squagnar added Check weaponInnerData exists when checking for proficiency
  • PR #407 from FoxLee Proficiency logic tweak, melee/ranged basic distinctions added

Version 0.5.10

  • temp fix for issue #400, disabled check for difficult terrain on gridless maps
  • fix issue #389, the built in effect for second now properly applies duration for combat.
  • fix issue #386, cleared a flag that was being set to help the system specific templates. The square measure template should function normally again.

Version 0.5.9

Version 0.5.8

  • PR 404 from FoxLee
    • Fixes a bug where attack rolls from creatures with a global attack bonus throw an error; this was due to a mistake where weapon proficiency was checked even for powers with "none" weapon requirement.
    • Fixes the bug causing defences of NPCs not using advancedCals to be much too high.
    • Updates NPC sheet to display current defence values alongside base values.
    • Fixes an "object Object" dropdown in equipment limited use intervals (#401)
    • Updates initiative tiebreaker to a selection between init mod (system), dex score (houserule), or random.
    • Masks decimal places in initiative scores (in roll chat output and in combat tracker), hopefully preventing people from thinking they are in error. Tiebreaker info remains viewable in tooltips and in roll formulae.

Version 0.5.7

  • PR 399 from FoxLee
    • Resolves a problem with initiative where perfect ties could cause incorrect effect expiry
    • Adds "proficient" bonus key and detection, and improves key application for powers with "any" weapon/implement usage
    • Activates bonus typing for saving throws and adds appropriate migration

Version 0.5.6

  • Hotfix for a bug with situational bonus value #398

Version 0.5.5

  • Many fixes PR 393 from FoxLee

    • Updated references to certain properties in the damage rolled from chat cards (fixes #390). I also changed the fallback behaviour for unspecified damage, which seemed like it should use physical instead of true damage.

    • Updated references to certain properties in active effect config (Fixes #383)

    • Added new logic for bonus keys based on the defence targeted by a power (as suggested by absolitude on the Discord). Yay for low-hanging fruit! :p

    • Since the v12 editions expand many single-string configs into objects, I took the liberty of adding short and abbreviated labels to ability action types (eg. "Standard" vs. "Standard Action" and "STD."). Also added strings accordingly in the EN and AN-AU lang files, and corrected some mistakes in strings for auto-apply effect settings.

    • Updated various templates to newer Handlebars. (Not actually required until v14, but I got sick of so many warnings so I got rid of some easy ones while I was working on nearby stuff.)

    • Increased the height of the description field in active effects config form, to make it a bit more usable (also suggested by absolitude on the Discord).

      • Addtioanl Change was made so the height should scale with addtional space within the form as it is scaled.
    • Changed effect suppression logic on equipment, which was excluding effects without Actor sources, instead of effects without item sources. (Fixes #387).

    • Fixed custom skills hook as suggested by ddbrown30 (Fixes #391)

    • Enabled that "global skill modifier" field that's been floating around on character sheets for a while. (Includes a migration script, so that will need to be activated once merged.)

    • Added a global defences modifier, on the basis that while it's not too hard to add bonuses to four defences manually, it does come up really frequently so it would probably be appreciated. It's compared to the bonus types for individual defences, so should respect 4e stacking rules.

    • Added an "isBasic" property for attacks, which can be targeted with the "basic" bonus key. I meant to add a marker on the power listing as well, but I forgot. I did also update Steve and the SRD powers compendium, I just haven't uploaded them yet because uploading "packs" is a PITA now and if I untangle the global attack/damage bonus types issue before I'm done on this tear, they'll need updates again anyway.

  • Many fixes PR 396 from FoxLee

    • Updated custom effect handling to apply type stacking rules to global atk/dmg bonuses
    • Removed @atkMod and@dmgMod from default formulae, and updated migration to remove them from existing powers.
    • Updated ongoing damage automation. GM account perform all ongoing damage logic.
    • Updated document owner detection to prioritise an assigned player before checking owner permissions. This solves an issue I ran into where it would always fall back to a GM if player ownership is all default, even there was a currently assigned player.
  • css fix encumbrance bar height

  • Rework active effect tooltip on character sheets to show description text.

  • fixed issue that was causing Automated Animations to hang up

  • updated French Language courtesy of Gilphe

Version 0.5.4

  • Added healing option of 'Cost Healing Surge" option to healing. This can be used in examples such as with healing potions which take a healing surge, but only grant a flat amount of hitpoints. When rolling you can manually include this amount with the tag [surgeCost], this still expand a surge on the take when applied.
  • fixed an issue where the current HP value on character sheets would lock from active effects

Version 0.5.3

  • fixed handlebars issue for selectOptions of Resource Consumption

Version 0.5.2

  • fix issue where grid distance was not being used properly by ruler

Version 0.5.1

  • fixed handlebars issue when opening equipment, (added a null type check)
  • fixed an issue where item types where being deleted when created on actors

Version 0.5.0

  • comparability for Foundry v12
  • added support for Difficult Terrain regionBehaviorType, which can be used to display areas of Difficult Terrain to players, as well as influence the distance displayed by the ruler tools.
  • Added Blast button to template Measurement Controls panel
  • Added custom icons for Bust and Blast to template Measurement Controls panel

Version 0.4.58

  • Fixed DoTs from transferred effects PR 373 from wigmeister2000

  • Another fix of Inherent Enhancements PR 372 from FoxLee

  • Version 0.4.57

  • fixed issue with default sorting not being working properly, which caused issues with types of item documents being created on actors.

  • added missing keyword "Shadow"

  • minor CSS changes,

    • edit to power rich editor for effect text
    • change to power card highlighting, every element now contains the css class alt-highlight which will alternate highlighting
    • minor change to how effect html rich text is combined into the power cards

      element, with the first paragraph

      element being merged together as to not create unintended spaces and highlighting

Version 0.4.56

  • added error checking to ActorSheet4e#_onConvertCurrency incase of undefined value

Version 0.4.55

  • update to french lang
  • Minor change to CSS selector, making item card class selectors slightly more specific as to cause destructive interference with modules. (spesificly fixed an issue with Monks Enhanced Journal)
  • added tool-tip label to currency that displays sum of coins value in relation to GP

Version 0.4.54

  • Fixed inherent enhancement, for real this time.
  • Fixed CSS/HTMl for Equipment Sheets Damage Resistances & Immunity + Enhancement overlap spacing fix
  • change tabs on Item-Sheets should now resize the height correctly. Updating the sheet should no long effect the the height of the sheet.

Version 0.4.53

  • minor html/css tweak to rework Attack Roll chat messages
  • PR 357 from FoxLee
    • [Added 2024-05-25] Un-broke how I broke enhancement bonuses when inherent bonuses are off.
    • Corrects an oversight where res/vuln could have crossed 0 on the number line and messed things up
    • Exposes the priority of changes within effects for user management; allows for correct timing of (for example) penalties on upgrade effects.
    • Updates the Manual compendium to discuss change modes and priority with examples (and info about defaults required for correct timing)
    • Adds "Action (modern)" as a power grouping method on character sheets; it's a simplified (MM3-esque) grouping that's like Action, but bundles all triggered actions together. (Sorry, this is new functionality and I should have kept it separate from the fixes, but working in the same files made it hard to separate out).

Version 0.4.52

  • Added global skill bonus which can be acsessed by active effects at @system.modifiers.skills.<type>

  • fixed some missing i18n

  • minor CSS fix

  • Refactors for TAH integration PR 356 from draconas1

  • PR 355 from FoxLee

    • Updated handling of resistances (#327). The value property is now derived from two other properties, res and vuln. Effects should be directed to modify these properties instead of value and respect apply modes. Effects using other keys (like the 4e bonus types) should be updated by the user, but if any are still found they are filtered into res or vuln based on if they are positive or negative. Manual bonuses (as in, entered through the sheet) are all applied as-is.
    • Added inherent enhancement bonuses as a game-wide setting (#88). When it's on, the calcs for defences, attack and damage will check against the scaling bonuses suggested in the PHB2/Darksun books and override the existing bonus if it's too low. (PCs only)
    • Updated equipment model/sheet to separate out enhancement bonuses from non-magical bonuses. Non-magical bonuses and other armour properties are now hidden on non-armour items, and an enhancement bonus section appears for armour and neck items.
    • I found the migration scripts! So I've included one to add the new properties to older items/actors. It will also look for neck "armour" items with identical fort/ref/will values, and move the shared value to "enhance" instead.
    • Added "shield" as a bonus type to the template for all defences. The mundane bonuses to defences on shield-typed equipment are now re-routed to this property instead of "armour". (#344)
    • Added "none" weapon hand option (for slotless implements) (#354)
    • Plugged the auto-generated power summaries on character sheets into the same "enrichment" function that the description field uses in manual descriptions, in order to benefit from variable substitution and calculation. Astonishingly, it appears to work without issue.
    • Added a bonus key for one-handed weapons (#353) and updated documentation to include it.
    • Added the kusari-gama to the base weapons list, which I previously left out for some reason.
    • Updated Steve, the SRD features compendium, and the Manual compendium accordingly.

Version 0.4.51

  • Added new durationType endOfUserCurrent

Version 0.4.50

  • changed enhance and enhance implment fields on weapon item cards to accept strings.

Version 0.4.49

  • added offset option for scale

Version 0.4.48

  • added common replace helper @sneak, which will return the number of dice needed for sneak attack based on character tier.
  • added common replace helper @scale, which is a common scale used by many class features that increments at level 6, 11, 16, 21, and 26.
  • added weapon/armour Proficiency to SRD classes and races using active effect keys of system.details.armourProf.value and system.details.weaponProf.value
  • Fix item dragging to macro hotbar. You should now once more be able to drag Items, Powers from an actor sheet to create usable/rollable macro button.
  • You can now drag and drop Active Effects from actor sheets to the macro bar. This will create a toggle macro.
  • minor CSS fixes
  • Option to display calculated attack bonus in auto power cards PR 352 from FoxLee

Version 0.4.47

  • minor CSS fixes to Power Item Details tab & Actor power table
  • minor fix to localization text.
  • other minor fixes from PR 351 from wigmeister2000
    • An empty tooltip showed up when the effect description was empty. This should be suppressed now.
    • The "apply effects to selected tokens" option in the settings did nothing. This should now toggle between selected and targeted tokens.
    • When adding "apply to all targets" effects, they showed up in the misc section.

Version 0.4.46

  • added misc option for Active Effects
  • minor CSS fix to Power Item Details tab
  • weapon type and category fixes PR 350 from FoxLee

Version 0.4.45

  • fixed minor bug where container item sheets could not be opened in compendiums
  • Edited CSS to better center non square image icons for Player Character, and Non Player Character actor sheets, along with item profile icons.
  • minor CSS fix item card buttons

Version 0.4.44

  • Added right Click apply effect options on power card categorized by type.
  • Added Effects drop down menu on power cards for manually application of effects
  • fixed minor issue where effect duration labels would not localize properly on setup.
  • When creating items within the directory, the default new name should be based on the item type, rather than just be "New Item"
  • similar consumable items with the same source
  • removed all references to word beta
  • renamed file entity.js to item-document.js
  • renamed file sheet.js to item-sheet.js
  • added additional layer of sorting, elements that are sorted can further be manually sorted
  • Overhaul to backpack / Container Items. Can now contain sub items, currency and ritual ingredients.
  • The details tabs of all item types now support GM Notes. GM Notes are only visible to users with the GM user account.
  • Added AutoApplyEffects setting to game system. Set to true by default. While turned on, Active Effects will be applied automatically to targets or self when Powers / Attacks are made (as they currently were). While turned off, Active Effects will not be applied automatically to any tokens.
  • Added diffrent icons for all item types
  • Added /text option to text helper function. Checks if value in the inline roll is isDeterministic and returns as plain text rather than in a tag
  • fix to chat power card html PR 347 from FoxLee

Version 0.4.43

  • Minor fix to application of active effects. If a player is the owner of the token / actor, it will no longer require use the socket to apply the effect.

Version 0.4.42

Version 0.4.41

Version 0.4.40

  • fix issue where chat card preview would not generate with macros in text.
  • ActiveEffects access to @bloodied PR 334 from wigmeister2000

Version 0.4.39

  • Chat cards check for roll PR 332 from wigmeister2000
  • race bonuses suffixes for specific bonuses many actor attributes. This should now be the primary keys used while setting up active effects.

Version 0.4.38

Version 0.4.37

Version 0.4.36

Version 0.4.35

Version 0.4.34

  • hotfix to migration

Version 0.4.33

  • Added in options to use item, feat, power, and untyped suffixes for specific bonuses many actor attributes. This should now be the primary keys used while setting up active effects.
  • Moved skill training tracking out of skills#value to skills#training
  • added #skillTraining to the actor template, which can be used to modify skills based on training level. The Jack of All Trades feat can be implemented now with a single effect attribute key of system.skillTraining.untrained.feat and a value of 2
  • fix minor issue on npc sheet #328
  • fix Bonus processing for v11 ActiveEffects PR 329 from wigmeister2000
  • Minor update to Steve!

Version 0.4.32

  • Fix actor sheet effects tab for v11 ActiveEffects transfer PR 326 from wigmeister2000
  • Fix to speed data-tooltip formating

Version 0.4.31

  • Additional effect transfer options and "To Chat" context option for items PR 323 from wigmeister2000

Version 0.4.30

  • await Effect Creation

Version 0.4.29

  • CN lang update
  • Improvements for Active effect statuses PR 319 from FoxLee
  • Fix chat card posting and effect transfer PR 320 from wigmeister2000
  • fix to user apply socket effects
  • minor CSS fix
  • NPC chat card template updates PR 321 from FoxLee

Version 0.4.28

  • custom skills now should be sorted alphabetically.
  • Added a tooltip to the new "show image" button on item's portrait.
  • added icon for unprepared powers.
  • PR 317 from FoxLee

Version 0.4.27

  • hot fix CSS issue where item equipment toggle was accidentally removed.

Version 0.4.26

  • Added descriptions to all status effects

  • Added Options for when Death Saves can reset, with default now correctly being short rests

  • Additional Effect Application to All Allies, All Enemies, or self dependent on hit/miss of other targets

  • fix some edge case issues were effects would not apply.

  • new effects created on objects will use the objects img for default image

  • PR 316 from FoxLee

    • Darkmode

    • template files cleaned up

    • revised CSS files

    • revised character sheet item description toggle to respect description/chat flavour/auto generate combination as per chat card generation. This prevents both the description and chat flavour being output when auto-generate cards is on.

    • revised character and item sheets, I've updated the HTML fields to use ProseMirror as the editor. This is because TinyMCE uses iframes (which prevent styling) and therefore really messes up dark mode.

    • disabled inputs show a "disabled" cursor on hover.

    • NPC sheet revised upper section to better match the style of PC sheets and prioritise information used during combat. This includes converting the "advanced maths" checkbox to a button in the header.

    • added translatable strings for the names of sheets and item types. Foundry was excepting these and defaulting to IDs when it didn't find them, which just made things seem a bit haphazard.

Version 0.4.25

  • PR 314 from FoxLee
    • Restored lost hint text for how to select multiple damage types on ongoing damage.
    • Fixed a bug reported on Discord by Milo & Marcloure: effects could sometimes be removed even on a failed save, if a saving throw bonus was present.
    • Added the ability to use variables in "amount" value for ongoing damage/regen (issue #311).
    • Updated the Manual & Help Compendium—mostly for the sake of adding a section about ongoing damage, but while I was there I made a bunch of smaller updates and typo fixes too. Please see the commit for more details!
    • Removed (most) inline formatting from the Manual and added it as default journal CSS instead, with the goal of making the manual a lot more friendly to journal enhancements.
    • Added a tooltip to the new "show image" button on an actor's portrait.

Version 0.4.24

Version 0.4.23

  • Added button that appears when hovering the image on a Player and NPC character sheet. This button opens ups up the image in a ImagePoput frame.
  • With at least observation permissions of an actor, be able to view item summary when clicking on name
  • Fixed error with ongoing damage PR 310 from FoxLee

Version 0.4.22

  • Active Effect apply status effects correctly
  • Added addtional null checks into turns.js, so the turn tracker should no longer get stuck if an actor becomes unlinked from a combatant / token
  • Regeneration as DoTs + settable effect save DCs PR 308 from FoxLee

Version 0.4.21

  • Auto saves and DOTs PR 304 from FoxLee
  • added Right-CLick context menu to items on a character sheet, which allow for an number of options, including a easy duplicating.
  • added Right-Click context menu to active Effects on character sheet, which allow for an number of options, including a easy duplicating.
  • Fix minor bug where the CSS for the placeholder text of an unprepared powers charges was showing an incorrect color.
  • Fix an issue where an unprepared power would show "0/" charges even if the power did not have any charges
  • Fix an issue where items sheets would resize upon being moved around.
  • changed target-id to data-target-id as per proper html attribute naming convention

Version 0.4.20

  • Fix to merge error where part of PR 302 from FoxLee was not merged correctly. (my bad -Endles)

Version 0.4.19

  • Added socket for users to delete active effects

Version 0.4.18

Version 0.4.17

  • Change to how Skill Labels work, allowing for the value to be manly set or overridden on an individual actor.

Version 0.4.16

  • Added system support for custom skills
  • edit to remaining effect time which cause issues with other modules

Version 0.4.15

  • Input fields that are being modified by Active Effects are now disabled and will display a tool tip warning explaining why they are disabled
  • Added DocumentSheet4e which extended from DocumentSheet. Enabled the above mentioned input field locking with active effects for Document Sheets
  • Added a pointer to the encumbrance CSS, so it is more apparent that it may be clicked on.
  • Replaces all html "title" tags with "data-tooltip"
  • When hovering Hit Points, will show a cog icon to indicate that to users that clicking is a configurable options
  • Max HP input field should now lock when it is set to auto calculate.

Version 0.4.14

  • compendium links fix
  • simplify Attack Formulas preview in power cards.
  • allow for helper short hands to be used in effects formulas.
  • allow for helper short hands to be used in char roll formulas.

Version 0.4.13

  • Change to default NPC attack and damage formulas. Both modernized to use the global attack/damage bonuses of @atkMod and @dmgMod
  • added weaponBaseType to the suitable keywords used when apply effects. This allows for some feats that only apply to specific weapons.
  • moved move apply active effect to effects.js
  • Brazilian Portuguese from PilotodeMouse

Version 0.4.12

  • renamed clickRollMessageDamageChatListener function to chatMessageListener as it will be more generically used.
  • moved the chat listener for the hover over and clicking of token names within attack result chat box out of their own wrapped listen into generic listener. This resolved an issue where the listener would not always be added correctly upon message creation.

Version 0.4.11

Version 0.4.10

  • Add effect description to applying effects to actors merge from zarick1342

Version 0.4.9

  • Fix old effect labels

Version 0.4.8

  • fix to Active Effects applying, and displaying of labels
  • Autoanimations fixes merge from zarick1342

Version 0.4.7

  • Hotfix, issue with SVGs height and width being set within style caused issues for a number of browsers.

Version 0.4.6

  • reworked visuals for "Probable Hit/Miss" so that it is now already Green/Red text, making it more apparent.
  • Can now rightclick attack roll messages to either select related targeted tokens to the attacks based on the categories of "All Tokens", "Hit Tokens", or "Miss Tokens"
  • Can now mouse over the "Target: " text of a message to highlight the related token (if visible)
  • Can now left click the "Target: " text of a message to select the related token (if permissions)

Version 0.4.5

Version 0.4.4

  • hotfix folders for system compendium packs, remove double folder

Version 0.4.3

  • updated active effects. now editable on items/powers that are embedded to an actor.
  • updated active effect config html layout. Removed redundant options. Added a text description field
  • update compendium packs layout
  • separated American and global English into two separate language files, with en.json representing American English spelling (armor) and en-au.json representing Global English (armour)
  • added folders to system compendium packs

Version 0.4.2

Version 0.4.1

  • added git attributes for binary files
  • fixed gitignore for binary file database
  • regenerated packs database

Version 0.4.0

  • conversion to Foundry v11

Version 0.3.34

Version 0.3.33

  • add Chinese Language support courtesy of 扶摇
  • updated French Language courtesy of Gilphe
  • removed an some deprecated code.

Version 0.3.32

  • Label error and spelling fixes, translatable text for pseudo-power chat cards merge from FoxLee
  • character sheet minimizes when using the place template button
  • minnor fixes to "limited npc", "npc" and "character" sheet css and style

Version 0.3.31

  • Saving Throw, Death Saves, Short Rests, Seconds Wind, Extended Rests and Spending Actions Points had their logic moved to Actor.js and can now make use of the fast forwarded option.
  • fastFowardSettings option added, when set to true, will always make rolls/actions with the fastforward option. use the FastForward keys instead to take the slow option.

Version 0.3.30

  • minor bug fix to how base movement is calculated
  • updated documentation about which keys should be used for movement, now you should be using "system.movement..bonusValue" rather than "system.movement..value"

Version 0.3.29

  • minor fix to how derived movement calculations

Version 0.3.28

  • French language update from Gilphe
  • Minor fix to item card
  • Mirror fix to NPC item chat card logic for displaying Flavour/Description

Version 0.3.27

  • Hotfix Bonus effect checker to check implement type merge from draconas1

Version 0.3.26

  • New bonus keys from merge from FoxLee
  • French language update from Gilphe
  • added a number of sanitize to ensure that only strings are passes into the Roll Class constructor for the formula expression.

Version 0.3.25

  • Hotfix small issue with Actor#Update

Version 0.3.24

  • Added an @bloodied helper tag, which can be referenced in roll formulas returning a value of 1 if the actor is bloodied, or 0 if not.
  • Checking for some Deterministic elements inside parts of damage dice rolling, which will improve the final formula as displayed to players by being less cluttered with terms making it more easily readable.
  • User control for untyped/condition/special resistances merge from FoxLee

Version 0.3.23

Version 0.3.22

  • Fixed an error where items could not render if the description was set to null

Version 0.3.21

  • Translation readiness + New Conditions + Complete Weapons List merge from FoxLee

Version 0.3.20

  • fix Item Card Descriptions when viewed without actor, was causing a null issue because of 0.3.19 change.

Version 0.3.19

  • You should now be able to use the "@path.to.data" notation to reference to actor data within the Item Card Descriptions.
  • Fixed style issue with item cards description backgrounds. New Line breaks should no longer sperate the background image.
  • Changes to chat card generation for NPC powers merge from FoxLee
  • French Translation Added, thanks to Gilphe and merge from draconas1
  • Fix to Ritual Formula merge from draconas1
  • Fixed an issue with a heal dialog to properly display actor name.

Version 0.3.18

  • added null checks to turns.js to ward off edge case.

Version 0.3.17

Version 0.3.16

Version 0.3.15

  • fixed an error where some damage types was not appearing in power cards.

Version 0.3.14

  • Items without actors will now be able to set attribute resource consuemntion merge from draconas1
  • Change to chat card styling merge from FoxLee

Version 0.3.13

Version 0.3.12

  • hothix an error when creating equipment type items on character sheets

Version 0.3.11

  • fixed bug caused by 0.3.7 to effects untyped bonus

Version 0.3.10

  • added proficiency tracker for armour
  • added proficiency tracker for weapons
  • when adding a armour or weapon to a player character sheet, it will check the items base stats against the characters proficiency, and automatically set the items proficiency to match.
  • fixed an error where player names would not properly display on secondwind message.

Version 0.3.9

  • fix power cards labels to again properly show damage types.

Version 0.3.8

  • fix consumable items, where there roll properties would become unusable if the item had "Delete on Empty" selected and the item deleted its self.

Version 0.3.7

  • Added damage type override to weapon. Now weapons can chnage the damage type of powers.

Version 0.3.6

  • Hotfix, add zero check to system.attributes.init.bonusValue

Version 0.3.5

  • the "show players" button on items should now work for items within the directory that players do not have permission to see. Holding down the "Show Players Item Permanently" key (default to Alt) will change the base permission to at least viewable for all players.
  • Effect can now add bonuses to Initative value with the key of system.attributes.init.bonusValue

Version 0.3.4

  • fixes "undefined undefined" when using consumables merge from draconas1
  • Effects would not set for the first combatent merge from draconas1
  • Heal dialog menu now displays surge value merge from draconas1
  • changelog updated to fix spelling and fix mis-attributed changeset merge from draconas1
  • Resetting Resources merge from kyleady
  • minor css fixes

Version 0.3.3

Version 0.3.2

Version 0.3.1

Version 0.3.0

  • Update to Foundry v10
  • Minor fixes to css

Version 0.2.85

  • Pass the event into initiative to allow for fast forwarding merge from draconas1
  • FastForward Keys moved to helper function merge from kyleady
  • Bugfix with Attacking Multiple Tokens with FastForward merge from kyleady
  • Bugfix when attack with defence that targeted null defence type merge from kyleady
  • Added limited view for NPCs merge from mncimino1993

Version 0.2.84

  • fixed issue where healing where "surgeValue" tag was consuming a healing surge instead of just granting the HP. (For real this time)

Version 0.2.83

  • fixed issue where brutal value should have been checking for "less than equal" when it was instead just checking for "less than"
  • fixed issue where healing where "surgeValue" tag was consuming a healing surge instead of just granting the HP.

Version 0.2.82

  • fixed small issue with object sorting on sheets. Powers, items, and feats should now be able to be manually resorted objects within the confines of the current sorting filters by dragging and dropping the items once more.
  • fixed issue with power text filter, where the input element id was having interference from the feat filter input element because they shared the same id.
  • fixed css for power text filter, where the css intended for another element was not specific enough and was causing the text to be unreadable shade of white.

Version 0.2.81

  • fixed fastforward for damage rolls
  • can now fastforward power use, will automatically roll attack, damage, and healing rolls, as well as place measure templates.

Version 0.2.80

  • hotfix, forgot to remove a testcase.

Version 0.2.79

  • users should now be able to apply effects to targets that they do not controls via socket
  • switched the icon used for dead tokens to standardized with core Foundry merge from TheGiddyLimit
  • change to helper function that will replace empty values with a string of "0" instead of empty strings so that roll formulas properly eventuate. merge from BadgerKing7
  • fixed an issue where older powers area of effect templates would not load properly as there value was still stored numerically and not in a string.
  • When rolling initiative from a character sheet, the user will now be promoted with the standard rolling dialog option and be able to input situational bonuses

Version 0.2.78

  • more fixes with linked actor/token effect interactions in regards to self application of effects
  • added edge case for effects ending at the start of a targets turn when they are first in the init order
  • fix strange interaction where some times an effects duration would not properly set if sourced from actors with linked data

Version 0.2.77

  • hotfix, fix long rest, broke because of effect durations
  • hotfix, fix filter issue with power effects that should target self not going into their proper category
  • hotfix, fix an issue where powers that soured from token/actors with linked data would cause a null value that would prevent their effects from being placed on their targets.

Version 0.2.76

  • hotfix, fixed spelling / grammer

Version 0.2.75

  • hotfix, added text for end of day for durations

Version 0.2.74

  • item sheet css fix
  • added some more sorting options for powers
  • powers will also have a tertiary alphabetical sorting applied to them.
  • active effects provided by items now have an option where the effect is only turned on while the item is equipped.
  • active effects from powers can be applied to target tokens
  • duration options have been added to active effects
  • when half levels are turned off, it will no longer show the value of mod + 1/2 level next to the ability mods.
  • The value for Area of Effect sizes within powers/consumables is now a string text, and can be composed of basic roll formulas.

Version 0.2.73

  • fix damage type calculation
  • added alternative damage calculation rules
  • action point riders custom text merge from draconas1

Version 0.2.72

  • fixed an issue where bonus damage was overrider secondary damage.

Version 0.2.71

  • fixed issue where addition symbol was not correctly being added to the bonus from tool rolls, causing the value to be appended to the value of the skill.
  • melee weapons with the light throw and heavy throw properties should now be usable with both melee and ranged powers

Version 0.2.70

  • Added an option to show formual as part of power data card text
  • NPC powers will now have the formual as the default instea of an ability score
  • Some extra hooks for Token Action HUD. merge from draconas1

Version 0.2.69

  • nice
  • Made all SRD armours proficient by default merge from draconas1
  • Fixed Macro Execution, Centralised the execution to one place so they all have consistent data merge from draconas1

Version 0.2.68

  • moved "Spend Healing Surges?" option into the isHealing required handle be where it was intended to be.
  • fix variable name mistype where "diagonalMovement" was checking instead of intended "damageCalcRules"
  • Updates to Manual merge from draconas1

Version 0.2.67

  • Hotfix check that added "-2 to attack rolls" for Non proficient armour penalty caused Not-A-Number. when no penalty was detected instead of zero.

Version 0.2.66

  • Tweak to Effects modifieirs CSS
  • Heal/Damage by surge amount
  • Non proficient armour penalty added. Characters who are wearing armour that they are not proficient in will take a -2 to attack rolls and have a -2 to their reflex defences.
  • Non proficient shield penalty added. Characters who are not proficient with a shield they have equipped will not gain the any of the defences provided by the shields stats.

Version 0.2.65

  • fixed issue with modifyTokenAttribute setting health while delta is false. Should now be able to correctly change any values again.
  • changed how temphp is stored, is now stored at 'name="data.attributes.temphp.value'.
  • temphp can now be set when setting to as a token Bar attribute, using maxHP for its scale.
  • tempHP is now set as the default option for secondaryTokenAttribute for all new tokens.
  • surge values is now completely self derived via code as the bases for any surge at 'data.details.surgeValue'. Use 'data.details.surgeBon.value' via effects if you wish to modify it. merge from draconas1

Version 0.2.64

  • fix to damage calculation with untyped damage.
  • Formula term highlight rollback + minor fixes merge from draconas1
  • Added additional power type category options merge from FoxLee
  • updated example character and powers to match new categories.

Version 0.2.63

  • "Manual & Help" documentation was added into the system as a Journal Entry Compendium pack. merge from draconas1
  • Number of data fixes seen in the following merge from draconas1 This could have been a patch on its own!
  • refactor to prepareData()
  • new helper formula calls to help with all sorts of power or feat formulas that scale from tiers @heroic, returns value of 1 if character level is less than 11, else zero @paragon, returns value of 1 if character level is or is between 11 and 20, else zero @Epic, returns a value of 1 if character level is 21 or higher, else zero, @heroicOrParagon, if @heroic or @paragon are true, return 1 else zero @paragonOrEpic, if @paragon or @epic are true, return 1 else zero
  • All classes now use @conMod for their surge bonus, no more half a surge for characters with con 15! Stupid javascript type system.
  • All classes now set their HP formula to override, because HP auto-calc fields are saved in the actor and the effects directly edit them, having effects that add to them is hilarious and bumps them every time you view that screen and triggered a save. It should be noted this is still a risk with hp-auto calc and the bonus field.
  • Dragonborn racial fixed to modify surge value, not number of surges. Closes Dragonborn Racial applies wrong effect #166
  • Elves kneecapped. Previously Elves added 7 to their speed and so went zipping along at speed 13. Set to override.
  • Human racial flange of +1 to all defences added to their racial package. I know humans suck, but not giving them their racial defence bonus was really mean. Think of all the poor humans who have died for the lack of +1 ref!
  • Updated Basic Melee and Ranged attacks to use a base damage formula of 1 + @Epic so their damage scales automatically
  • Poked the @powmax variable in formula helper so it will handle formula in the power base damage multiplier the same as @powbase does.
  • Fixed an issue in highlighted rolls because foundry modifies the formula of dice rolls (a few spaces appear and disappear)
  • Resurrected @wepDice() to use with high crit weapons
  • All SRD high crit weapons have their bonus crit damage put in the bonus crit damage formula and done as @wepDice(@tier) so it just gives them the right number based on their base damage and tier.
  • when I entered SRD weapons I somehow missed the 2 handed property. 2 handed wepaons now correctly have the 2H weapon property set so work with the example fighter weapon talent.
  • Fixed why implement secondary crit damage could not be deleted merge from draconas1
  • Added Confirm delete option, no more accedently deleting powers/items when enabled merge from draconas1 RIP all you accedently deleted powers.
  • Buttons added at the ned of damage and healing rolls to indicate to apply damage and or healing effect merge from draconas1
  • Added Level to all inventory items as a top level field, like on paragon/epic features merge from draconas1 also allows @itemLevel to reference it in formula. updated example potions and example alchemy to have the correct values in that field (they are the only example things I know of that have a level, everything else is non magical).
  • Scrolling Text on token when they take damage or healing.

Version 0.2.62

  • Fixed issue with numbers not being strings, again. merge from draconas1 authors note, "I hate javascript"
  • Update to Steve the Example Character merge from draconas1 Now has a close burst 1 AoE power that uses an implment has an example ritual that can summon badgers Feat that adds to fire attack and damage powers Updated fighter weapon talents to have an effect to boost that attack.
  • Added Hooks for Token Action HUD merge from draconas1
  • custom movement types will now show up in the tooltip when mouse hovering over movement
  • Some more tinkering around with the NPC sheet added rest buttons added a field to see temporary HP custom movement types will now appear directly on the sheet other minor edits to the CSS styles

Version 0.2.61

Version 0.2.60

  • fix implement groupings merge from draconas1
  • fixed issue with NPC initiative calculation check.... again...
  • minor tweaks to NPC sheet CSS
  • changed how ritual roll formulas work
  • added labels to Rituals / Tool items

Version 0.2.59

  • fixed issue with NPC initiative calculation check
  • can now use @varubles math formulas when define the max limited use of powers/items
  • fixed roll expressions highlighting merge from draconas1
  • added leader to npc template merge from draconas1
  • fixed ritual Rolling issue #95 merge from draconas1
  • compendium equipment updates merge from draconas1
  • updated to effect variables merge from draconas1

Version 0.2.58

  • added custom mesure template to Foundry for burst
  • "Regular" creatureRoleSecond renamed to "Standard"
  • added "Other" option to creatureRoleSecond
  • again changed the NPC monster leader value to be stored at 'data.details.role.leader' instead of 'data.details.leader'

Version 0.2.57

  • changed the NPC monster leader value to be stored at 'data.details.leader' instead of 'data.leader'
  • NPC initiative will no longer add mod score while advanced math option is set to false

Version 0.2.56

  • Player Character Actors will now start with: data linked between character sheet to tokens vision mode turned on token disposition set to friendly
  • refactoring of commonReplace formula

Version 0.2.55

  • Minor tweaks to tool checks merge from draconas1
  • Added Alignment back to Character and NPC sheets
  • Added Spoken Language options to NPC sheets
  • Minor tweak to CSS to fix the formating around custom resources

Version 0.2.54

  • SRD Potions should now automatically target a characters healing surges
  • SRD weapon tables minor size adjustment
  • if no value is entered into a weapons brutal dice value, the system should default to rerolling 1s
  • if no value is entered into a weapons critical hit value, the system should default to use a 20
  • added option to disable half levels for Ability, Defense, Skills and Initiative score values to accommodate for a somewhat common house rule.
  • fixed issue with automatic attack rolls not properly targeting single targets

Version 0.2.53

  • Fixed an issue with creating with dragging items into the macro bar that was cause by attempting to use a deprecated call from v8.
  • Roll formula display merge from draconas1 shows the origins formula expression that went into a roll, and highlights where those numbers come from refactor the d20 Roll and rollDamage scripts to make them easier to maintain refactor of helper functions to reduce number of duplication iteration added the selected weapon's name to the attack and damage roll popout menus
  • Fixed multirolling interaction with Dice-So-Nice module, all the dice should now roll! More 3d dice!
  • Fixed a deprecated call where Items/Powers could not be dragged into the macro hotbar after updating v8 to v9.
  • Armour penalties are now treaded as absolute values and then subtracted from draconas1

Version 0.2.52

  • Long rest defaults to hospitable environment draconas1

Version 0.2.51

  • Rearranged of some status effects so that they are in alphabetical order.
  • rich text editor option for power effects draconas1
  • Added rechargeCondition to template.json draconas1
  • Healing button added for ease of use to spend healing surges on self draconas1
  • Support added for use with the Token Action HUD module draconas1
  • SRD Compenuim updates: draconas1 Rapier changed from the Superior Melee classification to Military Melee based on our interpretation of page 109 of the Errata doc. Added SRD Potions Compendium with all PHB SRD Potions Added SRD Common Powers Compendium with the basic action powers that involve attack rolls: Basic attack, bull rush, grab, drag and charge
  • fix to power consumables not being consumed draconas1
  • fixes to "Steve, the example character" draconas1

Version 0.2.50

  • Quick fix to short rest, for v9 comparability

Version 0.2.49

  • Updated To Foundry v9
  • change system compatibleCoreVersion to include v9
  • fixed issue with @impCritBonus

Version 0.2.48

  • fixed formating error on NPC sheet
  • When viewing character sheet where the character's hp is within the bloodied state, it should appear as red again.
  • Added player class options to NPC monster primary role options
  • fixed importing item objects to character / npc sheets after was broken in v9.x conversion
  • fix an error where in older weapons where the Extra Modifiers part of damageDice.parts.#.2 would cause 'undefined' to appear in the middle of rolls

Version 0.2.47

  • quick fix to healing rolls
  • fixed an issue where the helper functions would not properly replace a value if it was used twice.

Version 0.2.46

  • power dice options now include an option for a d20
  • added an extra field to weapons for Foundry dive modifiers
  • added @impCritBonus which will ignore the powers weapon requirement and just take the data from 'weaponData.critDamageFormImp'

Version 0.2.45

  • Assign temp HP option to the damage rolls in chat draconas1
  • Tweaked the chat helper to stop undefined and empty spaces appearing draconas1
  • Fix socket namespace draconas1
  • Added some missing keywords Marcloure
  • Wil renamed to Will Marcloure
  • Added searching and sorting options to Features tab Marcloure
  • MultiTargetBonuses ahoward-cf
  • Number of spelling mistakes fixed FoxLee)
  • Updated number of deprecated methods for v9.0 compatibility draconas1
  • Fixed a few more deprecated methods
  • Recharge powers can now roll to be recharged when out of charges
  • Fix to damage calculations Marcloure
  • Power card change, Requirements and Trigger come before Target Marcloure
  • Power card change, Hit text can now show up without requiring an attack roll.
  • Power card change, Powers can have an optional secondary power source Marcloure
  • Added global Attack and Damage Modifiers that can be used for feats and items. These can be used in formulas as @atkMod and @dmgMod. Marcloure
  • Added Item type for powers on character sheet draconas1
  • Allow for rolls without weapons if weapon use is set to one even if weaponType is set to a non None value, draconas1
  • Fix issue with changing value of attribute bars
  • Reworked how attack roll attributes are computed, @paths with null values shouldn't cause errors anymore.
  • Added Miss button for damage roll dialog

Version 0.2.44

  • fixed issue for item macros, actor data, item data, and launch order should now all be accessible again.
  • changed how the assisting macro for the Dual Wielding Strike (Primary) example power, should no longer require having the actor selected to trigger the use of the secondary power.
  • issue #75 fix with updates moved to the appropriate method.

Version 0.2.43

  • Change how some more values are calculated to make them work better with active effects
  • added "@tier" to the short hand helper list
  • libWrapper has been added as a dependency.
  • implemented functionally of fvtt-rolldata-aware-active-effects into system
  • consumable items should not use charges properly
  • consumable, added missing feature for enabled to destroy item on final use
  • fixed some spelling mistakes
  • made some fonts slightly darker for a higher contrast on the character sheet to improve readable
  • inverted how the Skill Check Penalty, and Movement Penalty values are calculated so that the numbers reflect that of the PHB. (Just used addition instead of subtraction now)
  • creation of srd compendiums
  • creation of example compendiums

Version 0.2.42

  • Fixing some typos.

Version 0.2.41

  • Fixed an issue where off hand weapons where not working properly.

Version 0.2.40

  • Fixed an issue where AC override was turned on by default.
  • Multiple fixes to powercard sheet, wall range and area should now be editable Removed some blank options Rename 'Wall' to 'Area Wall' to match official language Rename 'Touch' to 'Melee Touch' to match official language

Version 0.2.39

  • Change NPC defaults roles to 'Soldier', 'Regular', 'Natural', 'Humanoid'
  • Change default Power Group Types sorting to use Usage as the initial search option
  • Added Leader option toggle for NPC sheet
  • Other minor tweaks to NPC sheet HTML and CSS style
  • advancedCals was incorrectly being instantiated in data.details.advancedCals, while it was always checked at data.advancedCals. The NPC template has been fixed.

Version 0.2.38

  • Added in meele and reach rang options for powers attacks (merge from draconas1)
  • Issue fixed where Blank Power Source results in "undefined" in power card (merge from draconas1)
  • Added Recharge condition box text box to power config window (merge from draconas1)

Version 0.2.37

  • Changed some more file directories to match current namespace
  • Initiative tiebreaker should now work properly
  • Initiative tiebreaker is now on by default

Version 0.2.36

  • Fixed some typos
  • Removed Unused lines from English localization
  • Changed some file directories to match current namespace

Version 0.2.35

  • Removed and reworked some legacy code
  • Fixed issue where secondary Damage formula wasn't working for Critical damage
  • Ritual Template rework, still need to add functionality
  • Added in a number of missing keywords

Version 0.2.34

  • Fixed an issue where rolling damage with no damage type would cause a different issue some times.

Version 0.2.33

  • Quick fix, issue with no damage type causing an error to occur while rolling damage.

Version 0.2.32

  • Changed how mousing over status effect titles are displayed within the renderTokenHUD

Version 0.2.31

  • Early version of automatic damage calculation implementation, when a actor is selected and a suer right clicks on a roll, the apply damage options will now take the actors Resistances, Weaknesses, and immunities into account when apply damage.
  • Added an additional option denoted as 'true damage' which will ignore all Resistances, Weaknesses, and immunities calculations.
  • Added character image to npc sheet.
  • automationCombat option is now set to true by default
  • Added Auto Generate Power Card Details option to the system settings as a client system setting.
  • Added a system option to determine whether generated NPC will have Advanced Math Options turned on that auto calculate defenses and skills, or not.
  • adjusted the height of the Resistances & Weaknesses div so that the scroll bar should now be the proper length.

Version 0.2.30

  • fixed an issue where if using a situation bonus in conjunction with one of the positive common attack bonuses would cause the two numbers to append together rather than add as intended.
  • correctly changed compatibleCoreVersion from 8.8, to 8.9

Version 0.2.29

  • fixed an issue where non attack related d20 rolls would fail to roll if another token was targeted.
  • fixed an isse with dice tag '@powerMax' to work correctly when rolling multiple dice
  • fixed text color issue of charges for inventory
  • Character sheets will now be able to auto detect when you're wearing Heavy armour, prevision option still works as an override to allow stat use even if using heavy armour. Can now also set the mod used for AC to none.
  • character/npc sheet bonuses dialog windows can now also accept bonus values in the notation of "@path.to.data"

Version 0.2.28

  • fix issue where writing and then deleting a discretion on a item/power would cause it to save and display as "null"

Version 0.2.27

  • fixed issue where detail value for brutal weapons was null.
  • Templates generated from the 'Place Measured Template' will now take the character size into account when generating close burst area templates.
  • change to how @powerMax works, should now work without the requirement of a weapon
  • fixed issue where item Equipment Sidebar was not properly displaying WIL defence bonus.

Version 0.2.26

  • change to how @powerBase works, should now work without the requirement of a weapon
  • changed default power formulas for NPC sheet, so the basic attack no longer uses a weapon by default
  • fixed some localization

Version 0.2.25

  • Changed how multitarget attack rolls work
  • Multitarget attack rolls now use a custom Roll class, and all rolls are displayed in the same chat message to tidy up chat log
  • For now, a single roll dialogged is used for situational bonuses, which apply universally to all rolls (this will change in future)

Version 0.2.24

  • Fix issue where defences would no longer automatically add in ability modifies.

Version 0.2.23

  • Power Card Text can now use actor data to put numerical stat values using either the helper @Shorthands, or @actor.data.location formats.

Version 0.2.22

  • Cristal Hits should now be properly identified by the automation system.

Version 0.2.22

  • Added Half levels to Ability Rolls
  • Fixed issue where common attack bonuses would not add together properly and through an error.

Version 0.2.21

  • Fixed issue with the _preUpdate item entry by adding a null check

Version 0.2.20

  • Fixed an issue where items that used Resource Consumption set to Attribute would cause the item to become unusable once on a character sheet. Attribute Resource Consumption should now be usable again.

Version 0.2.19

  • Fixed issue where Initiative Dexterity Tiebreaker was always on by default. It should now be a toggleable option that can be configured from the System Settings.
  • If a token is selected while rolling an attack roll, the result message will now show a message if the attack is a hit or miss. This is optional and needs to be manually enabled under, System Settings => Basic Combat Automation.

Version 0.2.18

  • Fixed issue where powers that use implements as an optional weapon should where not working properly.

Version 0.2.17

  • Fixed an issue with recovering HP on short rests, where if situational bonus to Healing surges was not specified the value would return as undefined. It should now be working properly.
  • Fixed issue where active effects where not working after 8.x update, should now be working again.
  • Fixed Fast forwards options for attack and damage rolls: holding shift, ctrl or alt when pressing the attack button will roll an attack roll with no additional bonuses. Holding shift, ctrl when pressing the damage button will roll the damage roll with no additional bonuses. Holding alt when pressing the damage button will roll a critical damage roll with no additional bonuses.

Version 0.2.16

  • Added weapon Implement type (in addition to existing Implement Property)
  • Implement type auto-selects Implement Property and disables checkbox
  • Implement type hides some weapon damage fields

Version 0.2.15

  • fixed an issue where situation bonuses and common bonuses where not being added together properly

Version 0.2.14

  • combined Vision and Special Scenes into Scenes
  • Fixed an issue where special scenes would not open properly on NPC sheet
  • changed english names for number of vision types
  • fixed issue where on NPC sheet where Perception could not be trained
  • separated PC and NPC defense calculations
  • NPC sheet added space between defenses and ability scores
  • NPC defense will no longer draw from Abilities
  • NPC defense will draw bonus from level instead of half level

Version 0.2.13

  • Added Damage Dice Dropdown to Powers card (merge from ahoward-cf)
  • Added handling of Power Damage Dice (merge from ahoward-cf)
  • quick change to the above, allowing formal rolls for the baseQuantity varuble.
  • added healing roll option

Version 0.2.12

  • encumbrance weight calculations should be working as normal again. data structure was changed in 8.x for items, and the old iteration was no longer working

Version 0.2.11

  • NPC tweaking
  • tweak to _onChangeInputDelta function, value will no longer change if detects number of invalid changes

Version 0.2.10

  • updated to Foundry Version 0.8.8
  • fixed number of spelling mistakes with the en.json lang file
  • changed some spells from British English to American English to be more in line with WotC
  • Reworkings of the NPC character

Version 0.2.9

  • include names for attack rolls with multi targets

Version 0.2.8

  • included method for rolling multiple attacks based on number of targeted actors, defaulting to 1 if no actors are targeted (merge from ahoward-cf)

Version 0.2.7

  • place holder NPC monster sheet

Version 0.2.6

  • fixed issue where auto generate templates where not working since switch from Foudnry 0.7.x to 0.8.x
  • some more work on NPC sheets
  • fixed issue where temp hp was not properly resetting after rests

Version 0.2.5

  • updated to Foundry Version 0.8.7
  • fixed how Flavor Text works. flavor Text for items will override the item discretion when using the items flavor Text as part of rolls will override what chat message text is displayed.
  • fixed issue where bonuses to saving throws was not being calculated
  • fixed an issue where second wind was healing arithmetically even when at negative HP. It should now heal correctly.
  • moved actor.js into /module/actor
  • started to wright NPC sheets

Version 0.2.4

  • fixed issue with inline not working on character sheet
  • fixed issue where item active effects where using actor active effects instead of their own after post 0.8.x change
  • Show Players button should now work for items, and share the item with your players.
  • Fixed an issue where if the power Attack Formula was empty, it would still add in the ability mob
  • powers that use implements as their weapon should now be usable without one as it should be optional.

Version 0.2.3

  • fixed issue where unlinked tokens could not properly use powers
  • fixed issue with short/long rest not properly updating after porting from FVTT 7.x to 8.x
  • fixed math issue where subtracting HP from chat rolls would not go into negative values.

Version 0.2.2

  • Reworked roll configuration window for any d20 based rolls
  • Removed '1d20' from default attack roll formulas
  • Added an option to disable powers from auto generating power cards, and will instead just display their details (if there are any to display)
  • Fixed an issue where undefined values where causing issues with dice rolls for powers/weapons. Undefined values should now return to zero by default.
  • Increased font size of power cards from 12px to 14px
  • Added Bolding to categories in chat cards to replicate that of original power cards

Version 0.2.1

  • fixed issue where temphp was not being taken into account when right click applying damage.
  • fixed error in code where items would try to delete twice
  • fixed Brutal property to now use recursive reroll feater that was added to core in FVTT 0.8.x
  • fixed active effects to work again 0.8.x
  • Added integrated macro rolling to all items types

Version 0.2.0

  • Updated To Foundry 0.8.6

Version 0.1.6

  • Updated to Foundry 0.7.10

Version 0.1.5

  • Saving Throw Dialog no longer shares ID with Death Saving Throw
  • Fixed Text in Saving Throw Dialog window.
  • Added Roll Mode Options to Saving Throw and Death Saving Throw.

Version 0.1.4

  • Added Power Cards formating to character sheet display
  • Added Power Cards formating to power chat message
  • Added 3 resources to the character sheet that can be used to track custom resources. Can be set to reset on either short, long rest, and can be accessed at resources.primary.value resources.secondary.value resources.tertiary.value
  • applyChatCardDamage should be working. Right Click on Roll Chat messages.
  • fixed issue with scrollbar that was only visible within browser, and not Electron client.
  • added custom encumbrance options

Version 0.1.3

  • Added an option for Game Masters to preview and show items to parties groups
  • reworked movement dialog options
  • Tooltip for movement will now show multiple different move speeds.
  • Added an option to import JSON data into items
  • Added in option to export items as JSON data onto users clipboard, if browser does not allow for pushing data to clipboard, a pop dialog box where the data can be copied
  • fixed issue with death saving throw and bonus
  • fixed issue with saving throw and bonus
  • when setting a DC for a saving throw, it should now auto select the entire text
  • The Fumble and critical (DC) perimeters for saving throw should now correctly auto set if an invalid value is submitted

Version 0.1.2

  • initiative can now be rolled from the character sheet
  • changed "surgeCur" to "surges.value"
  • changed "surgeDay" to "surges.max"
  • fixed issue where number dialog windows couldn't be open at the same time because they shared IDs. They should now all have different IDs.
  • added button to spend action points
  • Milestones are now visually tracked under the Actionpoint sections.
  • Additional effect lines can now be tracked and auto stated via Second Wind
  • Additional effect lines can now be tracked and auto stated via Action Points

Version 0.1.1

  • fixed issue where hp was no longer syncing correctly to token bars.
  • added scroll bars to attributes/skill section when character sheet is resized smalled
  • fixed issue where scroll bars would incorrectly auto jump
  • fixed issue where encumbrance bar would some times incorrectly not show when character sheet resized smaller
  • changed "attribute" to "attributes"

Version 0.1.0

  • Character Sheet completely reworked from the ground up.
  • Began standardization of Player Character template to be more in line with other Foundry Systems to improve universal module use.
  • "health" changed to "attribute.hp"
  • "init" changed to "attribute.init"
  • All powers now inherit from the same json template of "power"
  • "resistences" is now spelled correctly as "resistances"

Version 0.0.9

  • Fix issue with actor data path value
  • Changes to Implement Weapons separating how attack bonus work between using physical attacks and damage bonus, and Implement attack and damage bonus.
  • Adding macros that can be embedded onto items/powers. Works comparably to Foundry Macros, but with a number of different options such as, replacing the item's basic roll function, launching before the items roll, after the items roll, and before & after the items roll. Maybe more functionally to follow.
  • Changed how weapon dice are stored and weapon dice damage is calculated. "@wepDiceNum" and "@wepDiceDamage" have been replaced with "@wepDice(#)" where # is the number of diced rolled in a power. Additionally "@wepMax" can be used to quickly calculate the highest possible value for the weapon dice roll.
  • Weapon now support additional mixed pools or dice, so a weapon can now have the equivalent to a damage roll such as "1d8 + 1d4"
  • item labels have been extended.
  • Age and Height fields on character sheets can now to fill with strings.
  • Number of targets can now be filled with a string.
  • Added number of missing text lines to lang options.
  • Removed deprecated short rest rules from the system settings that were inherited from 5e and were causing some confusion.

Version 0.0.8

  • Added number of status icons for variety of cases(Work in progress)
  • Actor data path values should now be accessible to formulas when written as "@the.path.to.data"

Version 0.0.7

  • Work on item weapons
  • Added a field when brutal weapon properties is selected, can now input the brutal value for dice "re-rolling"
  • Brutal Dice will now do the mathematical equivalent of infinite re-rolling. As the current FVVT does roll modifiers only support a single re-roll per dice, a solution stop gap solution was made where the die total size is decreased by n number equal to the brutal re-roll threshold, and the value is then added back to the dicer as a bonus term.
  • Fixed a typeo where the line for "MISS" instead said "HIT"

Version 0.0.6

  • Fixed issues where the value for WilL Defence was trying to check the "char" abilities score instead of "cha"

Version 0.0.0

  • Initial commit