- Creatures now go down at 0, not -1
- Save Item strength correctly (I hope)
- Fix encoding of Essence's Perceptions
- Fix some partial block errors.
- Dropping a Creature on a character won't turn you into a character (Major__havoc)
- Fix some attack messages.
- Fix specialiszation and favourites
- No stun is now a single round of stun 25.
- Add test for it
- Fatigue penalties are ignored for '*' crit resist ($#*)
- Add test for it
- If your fatigue injury passes 50, apply as a general penalty
- Update tests for it
- Creature Law:
- Added '\*' to creatures not impacted by fatigue penalties
- Added a new index for Type/Class I/II/III/ETC
Midweek release for something different.
- Inventory
- Allow saving of Armor again
- Show notes when editing
- Attacks
- Toggle appearance of additional crits correctly
- Persist extra crit, and allow it to be edited
Lots of small fixes to injuries and general improvements to send
inventory materials (crystal, silver, magic) through the to the
defender.
- Inventory
- Fix for items not saving strength (thanks @nlbsanarak)
- Persist and restore materials correctly
- Start saving DB bonus for Armor and OB for Weapons
- Style all the drop downs
- Weapons
- Add attack table
- Add attack size
- Add attack skill
- Manually aded weapons now populate attack table
- Materials no longer joined by ','
- Fix for null pointer error during version update.
- Force a version bump to 9 to run it again.
- Attacks
- Make layout a little clearer - bold ftw
- Add materials interface
- Edit materials
- Add additional crit field
- Use fancy selects in the drop downs for add attack
- Show weapon mateiral
- Remove some dead code
- Materials now in Injury string and are sent to the defender
- Fix non-1 pbonus for specialised skills
- PBonus message improvement
- Hide the inventory add/edit box on sheet open
- Inventory add/edit:
- Enable editing
- Fix saving data
- Save Armor and shield properties
- Add OB Bonus for weapons
- Add item strength
- Can now delete skill specialisations (Many, but most recently Osaran / @nlbsanarak)
- Spells:
- Generate the correct RR targets for spells (@rdanhenry & @twistor - thanks!)
- Armor Enc% fix for Channelers. Sorry Paladins (@major__havoc)
- Allow overcasting instant spells with no prep (@coreylpierce & @jdale)
- Stat gain: Fix the message for creation rolls.
- Skills
- Allow Pbonus != 1. (@ixs)
- Fix the calculation for 27 (and only 27) ranks being wrong (@nlbsanarak thanks)
- Add tests for skills bonuses;
- Check 0,1,2,11,21,27,31,41 & 101 are correct
- Check each rank is strictly greater than the previous
- Fix concentration tracker with a new dot
- SWRaces Coversion Guide
- Fix for heights and weights
- Races: Update template to be a bit mroe verbose on heights/weights
- Tracker:
- Update the way movements are displayed.
- Show 'Okay' if no status messages
This weeks release features
- Typo updates
- Display current status as the current impacting status
- Update stun/stagger/etc status immediately
- Separate updating status end ending turn.
- Update status after injuries are applied immediately
- Fix a bug where you could only bleed once per turn.
- Creature
- Default tokens for all Creature Law 1 Creatures
Thanks to Grim!
- Display and Implemente Crit Immunities.
- Sorry to players
- Inventory
- Add placeholders for weapon materials
- Work on item edit (not complete - code changes, but no user visible
changes)
So this is a lot of little bug fixes from various sources.
First is an update to consistant use the same name for the
injury and status penalties everywhere. Now they actually work
(and to roll20 staff; they are derived, they will get fixed
next time someone ends their turn, so no need to migrate them)
A fix to make crit rolls all work, a stupid typo for Healers casting
spells, you can manually remove stun effects.
Background updates include some tweaks to treasure law equipment...
and all of Creature Law creatures are now ready to rumble.
- Fix some typos in the skill roll messages.
- Fix crit roll lookups.
- Fix subtle penalty Channeling/Mentalism.
- Status and Injury penalty names were sometimes inconsistent.
- Move to statuspenalty and injurypenalty everywhere.
- Transitory data, so should not impact anyone.
- Fixes issue where penalties were not applying to attacks.
- Treasure Law:
- Fix sizes on some weapons.
- Correctly specify attack tables on weapons.
- Attacks:
- Add a button to remove target.
- Fix styling of the target drop downs.
- Staus
- Add a button (three actually) to remove stuns
- Creature
- Content complete
- Unscale creature hits.
- 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)
- Custom profession support.
- Documented: https://github.com/nashidau/RMU-Interchange/blob/main/Profession.md
- Improve the styling of buttons & selected
- Update to creatures. Not so visible to most users as of yet.
- Can now select 'no swap' for stat swaps at creation (@rdanhenry)
- Sort spell lists in charactermancer (@rdanhenry)
- Add 'C' to Urban survival. C is City/Civilisations.
- Force reset of any background jobs at the start of the charactermancer finish.
- Save powerlevel (@rdanhenry)
- Fix a bug where "Clear Saved" breaks level up
- Remove some dead code in level up - should be a trivial smidge faster.
- Discover the 'actions-test' was not being called - re-enable and fix errors
- Creatures handle @!# and other codes a little better.
- Fix bleed so you don't bleed straight after being hit
- cleanups:
- remove old dead rollstats2 call
- Pending info now returns count
- The Maybe a release.. and maybe not a release release. Not sure if this will got out
on Christmas Eve.
- Fix a bug where "Clear Saved" breaks level up
- Remove some dead code in level up - should be a trivial smidge faster.
- Discover the 'actions-test' was not being called - re-enable and fix errors
- Fix bleed so you don't bleed straight after being hit
- Edit talents so you can delete excess talents (@major havok)
- Genericise the code used by edit spells and edit talents
- Fix rendering of side panel after CSS breaks roll20
- Set status penalty to 0 on creature creation.
Orthogonally the first round of superior items is now in the compendium.
Additionally a number of improvements to other magical items.
Also known as the Author is an Idiot bugfix release for Treasure Law.
- Allow drops from all magic item types
- Save descriptions for all items (even new format)
- Funky line as you lose hits or PP
- Fix a maneuver penalty error which was messing up item drops
- Finalise handling of Professions with selectable Base lists
- Alchemists are the first users
- Half shield bonus skill for partial block - not the full one (all my
players)
- Change 'maneuver_penalty' -> status_penalty
- Update everywhere except inventory; it was a collision of names before.
- Try and squash the super long list of errors when you first update stateud
- Compendium data: Move a long bow to Bow, Long for the table. (@nef)
- Equipment:
- Perception Penalties are now applied
- Ranged Penalties are now applied.
- Take a terrible guess if it's a ranged or melee weapon when adding attacks
- Creatures: Creatures can now roll skills.
- Creatures: Add hx for Hand Crossbows, and a few other attacks (@nef)
- Creatures now have framework for type of attack (melee, ranged, directed)
- Does not (yet) change attack
- Add test to validate attack types
- Initiative modified by maneuver penalty
- Update rolltemplate for initiative to show penalty if present.
- Add tests and validations for creatures.
- All creature weapons now have a size (usually 0)
- Display a message when an injury takes a character to negative hits.
- Stats are now right aligned.
- Fix update for specialised skills.
- RRs:
- now have a box. Make them standout more.
- Use the pretty name. not the attribute name.
- Number now rolls with modifier.
- Fix an issue causing some characters to have problems levelling up.
- Fixed specialisations show the skill name when rolling.
- Handle knacks for Alchemists.
- Add description to each step of the Charactermancer buttons
- Clear ranks on specialised skills if 0. Previously worked for non
specilised skills, this fixes specialised skills as well (@ixs)
- Add base lists selection in charactermancer. Useful for professions
with base lists. Additionally base lists are now stored on the sheet.
So they persist.
- Add control to stop progression until you have entered all data on the
sheet required.
- Bump sheet version 7
- Existing charaacters will have their base lists updated on the main sheet.
- Sheet version to 6. Funny how lots happen at once.
- Force a skill recalculation after update.
- Fix dependancy issue in edit.js: It depends on the skill list. Can
now edit dynamic specialisations for the new vocational skills.
- Remove some dead code in skills.
- Update similar skills modifier for fixed specialisations.
- Make roll button for dynamic specialisations actually visible. 0
width buttons are really hard to see and click.
Short list of updates this week. However heeps of progress in getting
treasure law ready for release. In the mean time enjoy:
- Bump sheet version to 5
- Vocational skills are now dynamic specialisations. No longer a fixed list.
- Cleans up a lot of space on the sheet
- Update the level up process to match
- Automatically move old skills across
- Finally update skills to show specilisations,
- Fix translation issue identified by Jon_joe.
- Seems French has 2 strings translated. And one exposed a bug
- Add tests for case
- improve code flow. My JS has improved.
- Add injury string to direcly rolled cripts
- New combat has moved; now in creatures too
- Improve favourite skills buttons and layout
- Remove some spurious nil class descriptions
- RRs can now click on number or die
A few small changes this week. Most not visible to most people at the
moment. Less console garbage which should make it a little snappier.
- Spells: Fix a nbs[ instead of a space
- Less message spew during creation.
- Less message spew during attacks.
- Fix actions code to not break level up
- Attacks small layout changes.
- Heading for feats of strength
- Move New Combat to the status block
- move EP near level.
- CC updates.
We have started power level support - after seeing people use it mixed;
I'm doing per characcter, not a game setting. First up is stat rolls.
Fun fact, stat rolls were like the first thing I implemented. This now
uses CRP (custom roll parsing) to generate and display the stats. And
we now support rerolls for each of the standard power levels.
A few more logs when injuries are applied - so you know it worked.
And an easy button to upload NPCs.
- Start of Power Level support
- Sheet version to 4: Set everyones powerlevel to Superior
- Show powerlevel on sheet
- Add create step for power level
- Add support for powerlevel during stat rolling
- Use the roll20 dice roller for dice; not the js one.
- Send stat rolls to the chat.
- More messages when injuries are applied.
- Make checkboxes a standard size,
- NPC upload button on the front page.
A small list of minor updates. Big piece was tracking down the
annoying errors in some attack rolls which were making me wonder if I
could count. There is a compendium update which was uploaded last
night. Characters may need to regenerate thier attacks (mostly only
natural attacks) if they are still seeing the problem.
- (Hopefully) quieten monsters AP messages.
- Handle a numeric AT (some monsters)
- Updated attack testing significantly.
- Remove some not-an-error errors in attacks
- Stop using D for side. That's death/defeat. O is now side. (Odd)
- Fix for monsters dropped from compendium
Work continues on improving 'stuff' (aka Inventory or items). So first
up we have casting penalties for armor calculated and working. This may
may the spell casters in your group most unhappy. I hope they stocked
up on Transcendance. We have also added a 'pack' and 'store'. A pack
is backpack or similar item you can drop if in combat. Or maybe on
your horse. There is a toggle button to carry or not carry it.
Encumberance pnealties are calcualted depending if carried or not. Store
is for stuff you character doesn't have with them. Homewares or buried
treaures. You can move items between the three lists easily.
Then there is a pile of small items; Spells persist previous ranks on
lealup is the most notable. Lots of people have asked for this - Enjoy!
- Stuff (aka Inventory)
- Spell equipped correctly.
- Items only count to encumberance% if equipped (w/ test)
- Add Store & Backpack sections
- Add toggle for backpack carried
- Allow items to move between sections with a click
- Add support for transcendance and spell Enc% penalties
- Make bleed a local (internal change)
- Reset current round/phase on new combat.
- Show the current round in the action box
- Don't set negative PP on the character sheet (min 0)
- Spells remember how many you got on level up.
Start work on fully supporting encumbrance and maneuver penalties. So now we
calculate load (we did not before), our max pace (been empty forever), change
the property name to carried_weight (was set, but never used before).
- Creatures:
- Handle more attack types
- Creature attacks work again with the new maneuver penalties.
- Fix issue with creatures without skills failing
- Update maxpace and load %s on sheet
- Need to update equipment in the compendium to make this effective.
- Add a dot to show skills you have a profession bonus in
- Update DB:
- Add passive block to active dodges and passive dodge to active block
- Cap running ranks, not passive DB at 50.
A number of small updates this week. Starting some work to fix a mumber
of other wierd bugs; but nothing yet. Thank you to all who have reported
problems. Please let me know if there are more.
- Dark mode tweaks for side panel, and the crit box. Dark mode is still a long
way from complete on the main sheet; but the side panel should be usual.
- Spell rank modifier when casting; missed that in the other massive improvements.
- Don't barf AP updates on New Combat.
- Fix for weight allowance (thanks spaturno80). I totally misread those rules. Like totally.
- Creature sheet improvements for skills and other items.
- Async: Recover is a few more wierd situations (thanks major__havoc).
- Spells: Show trickery and grace bonuses in spells. This is the sort of
feature you get when I play with the sheet, not just GM with the sheet.
[Compendium]
Add base lists by profession to the spell law list. Treasure Law data imported
for most non-magical items. Chapter 1 complete. Chapter 2 is 75% complete.
Monsters for other modules are getting ready too.
Urgent fix for a roll20 API change. Some of the values in fields from the
charactermancer started getting expansion ids shoved on the return values.
(if they contain a ~).
So before we look parse the string, remove any expansion ids on the end.
After one week of activity with compendium access there are a number of
bugs. Talents seemed to cause most grief - I've fixed a lot of them.
Hopefully this means peoples sheets won't lock up anymore.
Otherwise it's a whole host of little things.
Players; Please report any other bugs you find!
- Hair is now a box you can edit
- Save gender set during character creation
- Initiative:
- Fix the button so it works again (stupid roll20 quotes)
- Show the penalty in the result box
- Send the value to the tracker
- Fix a few missing translation strings.
- Set correct ranks for written languages.
- On creation, make sure each stat gain has a unique name
- Creature:
- Allow JSON and string items.
- RR rolls for creatures
- Injuries for creatures
- Talents
- Save talent cost correctly for single tier talents
- Fix some of the talents that cause problems on some browsers.
- Handle more errors
- Delete a malformed talent in the database
- Roll templates (side panel)
- Add basic darkmode support
- Put the results before the mods for skills and spell rolls.
- Can edit height/weight/build on sheet
- Stat gains uniquely identified during levelup
- Fix for item's name's template in the compendium
- Partial fix for vmabraces`greaves
- Fix for short bow and long bow attack tables
- Remove old Claw & Shockbolt hacks from compendium
- Spells correct display of realm stats
- Fix vambrace and greave ordering
- Update equipment on deletion
- Add a pending reset button to hopefully unjam people.
- Add an animated icon when doing work
levelup.
The first post compendium release... and it's small. This is a good thing.
Sooner I get to Treasure Law I guess.
- Rewrite the way we track spell lists on level up.
- Makes Hybrids happy; stops duplicated lists during level up
- Track lists from from the sheet side. Should stop the annoying
duplicate spell list after level up.
The headline feature of this weeks release is using CRP (Custom Roll Parsing)
for skill rolls. This means we have a lot more descriptive text and information
in skill rolls; similar to attacks and spells.
Experimental support for custom spells has been added, and there is a way you
can turn a sheet to a creature sheet. More on that coming soon.
Othwise there are lot of nits; hiding stun effects when you don't have any; and
show current ranks when you level up. For both skills and spells.
- Skills:
- Use CRP for rolls
- Expand descirption and modifiers for use.
- Custom Spells now supported (experimental)
- Status effects like stun/staggered/bleed disappear if empty.
- Spell mastery masters magic; not manipulates (message change)
- Remove some injury debug.
- Religion is now an attribute.
- Compendium:
- Evaporate Liquid is not 1, and it's 1000 cu ft, not 000 cu ft
- Darkvision 10 + 5/tier. not 10+10
- Golden throat 5/tier
- Fix some minor grammar issues in some talent descriptions (.s and the like)
- Talents:
- Fix costs with different per tier costs
- Add placeholder support for spell lists.
- Optimisation: Reduce by ~3 number of API calls in updateSkils.
- Force ' ' for empty skills when there was a value.
- Attacks now have parry and 'other' modifiers (Long requested feature)
- Fix a bug stoppind stun penalies from applying to spells
- Levelup:
- Spells persist their ranks (again)
- Show current rank of simple skills
- Show current rank of specialised skills.
- Show current rank of spells
- Creatures:
- Make creature loading more resiliant
- Add a hidden way to turn a sheet into a creature
- Add a new preview image.
- Bump sheet to version 3
- Version 3 has only 'Realm Stat' for SCRs, removes 'Realm Stat Bonus'
- Clear high level spell names on updates.
- Move defenses near RRs on the main page.
- Spell display:
- Don't add Realm Stat to casting bonuses twice.
- Always put things [ ] (even hand bonusues) in description
- Display 'no voice' corrently (not undefined)
- Attacks:
- Fix escaping for ')' on targets
- Fix for target size bug (typo I guess)
- Encode location in the damage string.
- Actions
- Persist free action, and clear after 4 phases.
- Show the correct phase (relative, not the total)
- Add 'new combat' button
- Status
- Display staggered/stun status
- Apply stun penalties to spells & attacks
- Injuries
- Display knockback, grapple and other injury types
- Keep record of penalty based injuries
- Display injuries on Scratch page
- Add basic recovery rolls
- Set the location in the injury
- Can delete injuries
- Bug fixes:
- Misc Remove Attr function now actually does something
- Fix minor (but amazinlgy irritating) bug in the AP description
Bonus midweek update
- Split injury handling out
- Handle breakage penalties in criticals correctly
- Improve layout of rolltemplates; only show Apply when it's useful
- Condition tracking:
- Track current phase
- Handle bleeds
- AP Tracking for attacks: Melee & Spells
- Add special page to apply injuries