- 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
- A new setting "Auto: Update on New round" has been added. When enabled, all sheets automatically update when an item called "New round" in the initiative order decreases in initiative
- Intended to be used with an item with -10 initiative that decays by -1
- The name of the initiative item and the frequence for which sheets check for updates can be configured using a new config setting
- Config settings do not appear in the sheet, and are strictly configured through imports/exports and default sheet settings
- The delay between generic token updates can now be configured with a new config setting
- 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
- Added function callable by macros "selectToken" which sets the selected generic token of the sheet to that of the selected token
- If generic mode is not enabled for the token's sheet, the user is asked if they want to enable the settings
- All subfunctions can be reused for other functionality
- 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 Proc, which triggers an ailment once as if it's trigger condition had been met
- Added Pause, which pauses decay of an ailment for a number of activations
- 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
- Consume and Require were able to use ailment from the same AutoScript to fullfill their conditions
- Require did not properly check if its condition was fullfilled for OnAction ailments
- Default AutoScript styling was was not applied on character creation
- 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
- CustomMessages can now contain commas and parentheses
- Fixed some conditionals not displaying correctly
- Ailment icons are now set correctly when the ailment name doesn't match the icon name
- Added new settings (Hide: Base Effect) which when enabled disabled the base effect of skills, tools and equipment from showing in chat messages
- AutoEffects can in many cases fill the same purpose as these messages. Players may choose which option they prefer by mixing this setting with the #Message option for AutoEffect conditionals
- Full translation support has been added. AutoEffects can be configured to have custom formatting and names. Uses translated autoeffect names, options, bars, ailments, triggers and custom message matches
- Cannot test this, but one should be able to write AutoEffects in a translated language and still have them execute correctly. If not they can still be written in English, or a mix of English and one's native language
- Changed wording of damage taken from "Suffered x damage" to "x damage received". This better matches the sentence structure of Japanese and Korean (verb after subject)
- When staggered, the ST status bar update changes from "xx -> xx" to "Staggered!". This adds context to why damage resistances are treated as 2x
- Added chat messages for all AutoEffects. The messages are either appended to another chat message or sent as its own message
- Added CustomMessage AutoEffect which allows the user to configure their own AutoEffect messages with custom formats. Takes in values from the last executed AutoEffect. These values can be displayed using [NUM], [SCALING], [TARGET], etc.
- Added Silent option to all AutoEffects which suppress the default chat message for the AutoEffect
- Slimmed down weapon, outfit, tool and skill descriptions in chat messages. Empty descriptions are not displayed, and small descriptions occupy just the height needed to display its contents
- Changed Consume to now update the effect value in ailmentList and barList, informing future Consume AutoEffects that less of their target is available
- Tons of smaller AutoEffect bugfixes and improvements
- Removed scaling option for all non-check AutoEffects. Reset can be used to control scaling so this option is redundant. Scaling is now always enabled for these effects
- Added DicePower, DiceMax and DiceCount effects. Support Challenge rolls, Attacks, Blocks and Evades. Cannot be conditional
- Added Speed effect. Has durations Combat, This turn and Next turn, which modifies the initiative for either the entire combat or a round
- Added percentage value to Require. When used, checks if the user has at least N% of a bars max remaining, or if at least N% of a bars max has been lost to damage
- Add Reset AutoEffect. Sets checkResult and scaling back to their default values
- When collecting AutoScripts, adds a Reset AutoEffect before each new imported section to hinder interference between the scripts
- Added a save button to the AutoScript editor allowing changes to be saved without closing the editor
- Expanded Damaged trigger to now include DamagedHP, DamagedST, DamagedSP and Damaged. Damaged triggers on any damage taken
- Added Challenge trigger which triggers when using a Challenge roll
Added AutoScript editor functionality. All skills and equipment have a new edit AutoScript button which opens the editor. Writing text into the editor modifies the AutoScript of the skill/equipment
Part 1 of the clean up process before release. The damage helper code has been optimizes and now uses functions for repeated operations. Many small bugs have been fixed
Known issues:
- Challange Roll messages are missing their EN translations
- The Burn/Bleed/Smoke/Charge setting display is currently not displaying correctly
- There appears to be a memory leak caused by the Roll20 Sandbox Chrome extension increasing memory use every time the sheet is saved and updated. Cannot confirm if it is an issue or not outside of the sandbox