- Fix for the stat abbrievations used in skill summaries
- Add test too
- Spell message nits:
- Remove the trailing . in the PP message
- Fix unbalanced brace in message for grace
- Uses; clear per level count on level up
- Skills:
- forEachSkill has a completion callback
- Remove old (unused) purchase module
- Was used before we had Compendium integration.
- Generate default tokens for creatures
- Incorporate talents in talen file for Creature law.
- Tracker now shows skills correctly.
- Creature Law: Template for Encounter Tables
- Creature Law: Finish template for creatures
- Treasure Law: Add will stat bonus
- RRs: Swap the two RR rolls to be consistent with other stuff
- RRs: Fix use of sub attributes
- Skills; Fix uses for skills with specialisations in level up
- Uses:
- Taking injuries tickles a use of 'bodydevelopment'
- Casting a spell tickles a use of 'powerdevelopment'
- Total uses >= Current uses (for new ones)
- Display correct global counter for uses.
- Add whisper toggle - GM or Public
- Add whisper toggle to basically every roll in the game
- Tracker:
- Add a return to charactersheet
- Send skill data (not shown yet).
- Lots of tracker updates. Still not ready for primetime (but should not break anything)
- Basic layout
- Notes field
- Refresh
- Othermod/parrymod now on the creature sheet
- Sync othermod/parrymod
- New combat clears othermod and parrymod.
- Defenses for creatures on Land, Sea and the Air (and climbing)
- More spells formats for creatures
- Creatures talens now line break.
- Show defense bonus for the dfense dropdown
- Creatures can have shields (with passive dodge too)
- Can now 'refresh' data for creatures.
- Tweak layout of the fancybox so it has less margins on the sides.
- Uses now works with specialised skills - not implemented all over yet
- Track Grace & Spell Trcikery
- Start of Level Up review: Show stat gains for now.
- Fix use of Total/Ranks/Uses in charactermancer. Cleans up Dark mode a bit
- Add a usecounttotal; so total number of rolls for a character total
- Show usecount for normal skills
- Edit attacks
- Remove pre-compendium culture support
- Support better DB and targets for creatures
- Support better DB for characters
- Use count for transcent (had armor and casted a spell);
- Creatures:
- Parse ranks for movement skills correctly
- Use specialisation for specialised skills
- Add all the specific static manuever tables from Core Law.
Thanks to @grim5352 for the tables.
- Add shield bash to known attacks
- Start of Uses counting: Count use of normal skills.
- Fix specialisation bonus - Use 0 ranks or highest - 25.
- Reneable initiative buttons. Actions buttons need to have type
'action'.
- Fix specified crits
- Add F->J & X,Y specified crits too
- Add Fate Points - Just a simple text box (@coreylpierce)
- Fix for creating specialised skills during levelup.
- (Creature Law) Update parsing of crit reduction and other resistances.
- Fix the stupid problem where buying Specialised skills
caused them to be duplicated. Was only with culture ranks!
Big thanks for @rdanhenry for helping me nail it down, along with
(in no particular order) @adsmalley, @dudimous, @ixs, @grim, @nefrekin,
@bambo and probably some others I've forgottem
- Handle multiple criticals from the same attack.
- F-J crits now handled.
- This is a big set of changes through this parsing code
- Designed to also support "additional crits"
- Injury
- Now has tests.
- Support for multiple H (hits) in the same string.
- Adds a 'Z' on hits only attacks
- Handle duplicate any attribute.
- Make the initiative button big and green (@everyone apparently)
- Added 'Class' to creatures; can search for Class:III creatures now
- Don't set 'workpending' attribute - stops a lot of warnings
and it did not work anyway
- Tests for fetching Criticals.
- Start on Training Packages
- Template for custom currencies.
- Remove some old cruft from the todo.
So this is a change in the way the system parses creatures
and attacks. Now we parse (don't implement all; but parse)
all attacks in the system.
- Creatures: Validate attacks for all listed attacks.
- Add attack types for all known attacks
- Correctly adjust attack size
- Change display of attack size for creatures.
- Add meditation to character mancer skills.
The wait... it's already halfway through January update!
So a number of fixes to custom professions. Also a bit of work on
improving knacks in the Charactermancer. And of course the usual pile
of random bug fixes.
- Knack selection now respects power levels.
- Stil don't support 'set to average' and # stat boosts
- Coming soon
- Knack and Profession Bonus won't continue until you select all items in
charactermancer.
- Subtle now works for 'A' spells (0; it's not really a thing that happens)
- Always apply armor casting penalty - even if you don't have transcendance
- Update treasure law armor to include material
- Armor: Make sure we use the material if supplied
- Fix armor metal vs other materials
- Make sure ranged penalty is always a penalty
- Creatures now roll $Realm RRs, not 'undefined RR'
- Partial Dark Mode; not quite usuable, but you can look.
- Custom professions
- Save weapon costs correctly.
- Save the correct Knacks/profession bonuses
- Fix level up spell lists (improves Roll20 Characters too)