- Green: Has found the initiative item. Active
- Yellow: Searching for the initiative item
- Red: Has not found the initiative item and is in standby. Requires toggling the setting or rerolling initiative
- Added the Combat Options UI, a new interface for assorted combat tools and aids
- Planed for the future: Action and reaction tracking. More settings for configuring exactly which options one wants enabled
- Added a targeting button. A characeter can now target a creature to have all action buttons apply to that target automatically. Also gives updated readouts of the creature's status bars and ailments, and allows for using these values as part of AutoScripts (Still WIP)
- Added Auto Update functionality. Enabled by a setting, this setting allow for sheets to automatically update when encountering a "Round end" item in the initiative order with a decrementing value. Also allows for periodically updating the status bars/ailments of a target
- Requires a bit of setup. If the initiative item cannot be found, initiative must be rerolled or the setting must be toggled on and off to retry the setup process
- Added two new settings: one to hide the combat options, and one to hide sheet details being visible to other who target the character
- Hide: Bar updates now also hides your bar values from others targeting you, but does not hide your name or ailments
- The name of token instances can now be pressed to change the selected instance
- Bars are now saved for generic tokens. Bar values for the selected token instance is synced with the sheet
- Ailments are now saved for generic tokens. Ailments for the selected token instance as synced with the sheet
- A display of the four ailments with the highest count is shown for each token instance. The ailments can be adjusted even while the token is not selected
- Added functionality to add or delete multiple tokens instances at the same time
- When selecting a token without a token instance, the user is now asked if they wish to add the token as a new instance
- A bunch of token fixes as well as some assorted general bugfixes
- Added functionality to add and delete a token instance from the generic token display
- Added new game setting to configure what the token bars are set to (default is bar 1: hp, bar2: stagres and bar 3: sp)
- This is only for the token instance display. It does not change the actual token bars of the token
- Cleaned up some duplicate code from the v0.7 merge
- Generic tokens is a new dispay for GMs for letting them track copies of the same character
- This adds a non-functional outline of the look of the display
- A blue border is displayed around the HP/ST bar when in possession of THP
- Hid the THP attribute elements
- Improved the AutoEffect temp HP/ST message format
- Fixed some assorted bugs
- Added a modified version of the Block automation feature that is to be released in v0.7
- Due to how heavily this feature has been requested an early preview of this feature has been added
- This preview will be released with the full version after v0.7 is released
- Does not include any other combat options features
- Collapsable AutoEffect sections now remain open for much longer when hovered over
- Added setting to disable the "created conditional buttons" alert functionality
- Sorted settings into sections
- Added "Collapse AutoEffect sections" setting. Enables collapsable section styling for *NEW* AutoEffect messages while enabled
- "Hide: Helper Text" now also disables helper text for the Damage Helper. Also moved the blunt icon up to fit the smaller format
- Added new Action" Buttons" called apply damage, apply ailment and gain ailment below chat messages which automatically the damage of a hit, it's inflict effects or its ailment effects
- Bleed now triggers before AutoEffects are added
- Changes conditional options to just #Section, which works as an unconditional AutoEffect but prints in a seperate section as a conditional effect
- Added Target option to Require and Consume, making them apply to the ailments/bars of the target and not the user
- Also added Target option to CustomMessage, making it display when targetting an enemy
- Added support for picking a target instead of the current system of using the selected token. Currently not used
- Fixed a solid amount of bugs
- Old conditional options have been removed. Now have just #Action
- Non conditional effects execute automatically or generate action buttons
- Conditional buttons do not execute until the conditional button is pressed. Once pressed, action buttons for the conditional effects are now also generated
- Conditional AutoEffects with #Action do not generate conditional buttons, but instead generated conditional action buttons like Apply ailments (Clash Win). This options combines the best of both options, but can lead to a lot of buttons being generated
- Conditional buttons are now styled like other buttons and messages
- Conditional button styling does not support hex colors. Orange and black colors have been added to compansate
- Images added through markdown can now be of any size
- Require and Consume now check if enough count of an ailment is available at the start of the action and not partway through it
- Includes a bunch of bugfixes
- AilmentList and BarList are not updated after every AutoEffect execution, leading to correct numbers being displayed in messages
- Tools now support Action Buttons
- Gain, Consume and Add now display the target value before and after the AutoEffect execution
- A bunch of smaller fixes
- Have a special interaction with weapon attacks, allowing others to automatically input the values of the roll into the Damage Helper
- Optimized some older code to use newer helper functions