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Releases: EndlesNights/dnd4eBeta

v0.5.11

06 Dec 03:59
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  • 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

v0.5.10

03 Dec 04:29
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  • 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.

v0.5.9

23 Nov 22:56
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v0.5.8

22 Nov 05:41
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  • 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.

v0.5.7

13 Nov 22:28
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  • 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

v0.5.6

03 Nov 03:32
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  • Hotfix for a bug with situational bonus value #398

v0.5.5

03 Nov 01:54
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  • 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

v0.5.4

21 Sep 15:36
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  • 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

v0.5.3

14 Jul 23:26
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  • fixed handlebars issue for selectOptions of Resource Consumption

v0.5.2

12 Jul 16:08
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  • fix issue where grid distance was not being used properly by ruler