Lots of tracker updates
- Fix delete in the new tracker
- Set icon to safe default
- Put it at the bottom
- Add a toggle to hide/show created characters
- Fetch the inuse items when adding ones
- Add item for hte inuse item
- Hide unused tracker templates
- Correct message when adding to tracker
- Add tracker to PC sheet
- Add toggle to hide PC trackers
- Initiative button rolls initiative; and sends to pc sheet
- Add 'next' button to advance initiative.
- Refactor the status boxes for grapple, staggered, stun
- Show grapple correctly
- Have a delete grapple button
- Add BMR Crawl to front page.
- Tweak colors of the subbox on the tracker page
- Tracker now uses fixed boxes, easier than repeating sections.
- Show PP Mulitplier on front page
- Attribute is pp_multiplier
- Show height in feet'inches, inches and cm.
- Updates display of height on change
- Sheet version -> 18; upgrade height on load
- Fix initialisation setting vesion instead of version
- Tracker:
- Better layout
- Read NPC attacks
- Read parry/db etc from PCs and from tracker
- Make attacks from tracker.
- Inventory: Fix appearance of accordian
Still not really usuable, but it's at a stage people can see
the basic stuff it can do.
- Add tracker back
- Add general "asCharacter" helpers
- Tracker:
- Can add data using new as character
- Characters now remember their tracker
- for All Characters methods to tracker
- Tracker can set everyones AP/round message
- Tracker can roll everyones initiative (not to turn tracker though)
- Track base attributes
- Add option for non-tracker initiative.
- Clean up build so compiled/processed files go to build
First update of 2026.
- Expand rmuSafe to make errors harders to make
- Add Void & Mana Crit types (Arcane)
- Add Void and Mana balls and bolts
- Add Acid ball/bolts
- Sleep:
- Show dialog for sleep
- Heal hits based on hours
- Restore PP based on hours
- Lose PP if over limit
- Send message to the chat
- Do a little glow effect.
- Check that all injuries are treated before sleep
- Injuries:
- Calculate the dailyrecovery for injuries
- Show daily recovery for injries
- Heal injuries penalties on sleep
- Remove injuries with no penatlies
- Add a button to refresh injuries
- rmuSafe:
- don't check repeating sections (for now)
- Sheet: Disable print button. I've never got it to work
- Fancy new edit button on character sheet for attributes on the main list.
- Points
- Age
- Appearance
- etc...
- Can now edit varous creature properties:
- Creature stats (visual change only)
- Creature level (again, visual only)
- Attack: OB, size and type (full updates)
- Hits
- AT
- Base DB (others calculated normally)
- Make creatures use the same frame style as characters
- Fix an issue where using more than 1 AP per phase, staggered blocks attacks
(@JC Farlan, this is for you).
- Hack to try and make loading a little faster.
The post thanksgiving feast release
- Add Journal version 1. Track events in the game
- Add support for Journal calculated XP
- new option to enable at character creation
- Add support for xp variations (Game option)
- RMU
- Milestone (1 xp -> 1 level)
- RMSS / RM2
- OSE 1k/2k variants; great for people wanting to do quick conversions
- Add support for fixed RR bonuses: 50 + 2 * level (Game Option)
- Spell casting for creatures (just the list click)
- CSS fixes:
- Fix some missing ; in rules
- Work with newer VNU
- Filter out oklab errors
So some changes to front page layout.
- Can now roll weapon fumbles direct from the sheet.
- Remove the old Roll Crit buttons
- Add `statuspercent200`; which ranges from 200 -> 0 as your penalties go down
- Set sheet version to 14
- Fix the light crossboX.
- Fix rolling Y/Z criticals.
- Layout improvements on the front tab - little boxes around all the things.
- Dice icons:
- Fix layout to be consistent everywhere (finally)
- Use single style for all the dice icons
- Fix alignment of the dice on the skills page
- Little animation when you hover... because you can do that when sort
the other stuff.
- Attacks:
- Move overlay to own file
- Fix missing line break in rolltemplate.
- Display bonus when using 2 handed weapons
- Add RRs for Arcane
- Creature Skill roll updates
- Use the specific table when we can
- New UI for rolling criticals.
So after a short vacation... updates again!
- DB:
- Add a DB Modifier - straight DB addtion (about 20 people have asked for
this, sorry it was so slow).
- Automatically update the DB Defense mode when it updates
- Autoamtically update DB when other fields change too
- Update some specialisations for new books
- Directed Spells use AP correctly when attacking
- AP tracker displays (mirrors on Spell page)
- New combat clears the 'free used' button
- Automatically load missiles when using AP track.
- Option for 2 handed weapons - add +10 bonus for them
- After attack options - do things automatically after you attack
- Do nothing
- Clear AP
- Clear AP & End turn
Known issues:
- Specialised skills are not showing correctly in levelup
- Refresh target isn't working correctly
- Fix potential bug creating characters not using custom races.
- Optmise race creation; so it's like 400 times faster.
- Single get and set
- Don't call multiple requests
- Correctly nest pending calls
- First version of PC -> NPC generation.
- PC token setting attempt #863.
- Reorg some of the code to make it easier to find things.
- Don't trigger potential race conditions updating proficiency bonuses.
- Make the Dice icon larger and use the plain d10
- Use ISO 8601 for dates.
- Action tracking improvements
- Use a drop down instead of multiple actions
- Use a single AP track
- Many more actions
- Up to 20(!) phasee support
- Add token actions for AP tracking
- (Compendium) Creature data update
- Investigate Beacon -> no go
Pre-Birthday release!
- Fix versioning past version 7
- Fucus -> Focus
- Mental Fatigue/Endurance:
- Calculate the value
- Add a die roll button
- Update feats of strength
- Async (Internal)
- Add a warning if code double calls the async procedures.
- Discover there are literally hundreds of places it's called.. *sigh*
- Inventory:
- More async of methods to make sure we don't double call
- Attacks:
- Make one attacks update async
- Skill updates all linear now (no double calls, should be faster)
- Update DB is now async
- Errors
- Keep an error count, and fix formating of last errors.
- Arcane realm stat
- Basic TP support
- Creatures now set fields bars correctly:
- Green: HP
- Blue: PP
- Red: Status (total penalty)
- Tracker can now target creatures (not super useful yet)
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
- 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.
- 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
- 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.
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
- 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
- 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.
- 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.
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.
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
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
Update 2024-8-27
- Add movement for creatures
- Set default values for hp, pp and injuries and the like.
- Sort skill and table names in attack add
- Add option for no attack skill
- Spells show +/-
- Initiative is an action; not a roll. No d20 logo.
- Attacks
- include manuever penalty
- add AP tracking (melee only)
- Expand modifiers clearly
- Spells now include manuever penalty
- Bugs
- Fix missing attack modifiers
- Handle applying damage to creatures with ')' in their name
- Add internal sheet versions. Unfortuantely
- Display sheet version on last page
- Automatically upgrade sheet 1 -> 2
- Sheet 2 is skill costs on sheet (Character support)
- Characters now save their skill costs on creation
- Enables use of custom professions
- Helps with Roll20 Characters (create characters outside of game)
- Support: Add "charactermancer" button to the settings page.
- Will break your harcater. You hae been warned
- Allows migration to new skill costs
- Bugfix: Highest stat gets confused if the first is highest, and the second is not the
secondhighest. Add tests for these cases.
- Show BMR info on front page
- Make BMR info more legible
- Don't add racial bonnus to BMR twice.
- Eyes/Skin/Hair now save
- Improve layout of the derived properties on the front page.
- Integrate EP into layout.
- Updates to way sheets open to make creatures easier to deal with.
- Force all sheets to be playersheets unless they are creatures
- Spell Lists -> click on the i to see the list in the compendium
- Foe box looks a little pretier.
- Endurance:
- Create correctly if zero
- Misc:
- Handle 'Null' data
- Creatures;
- They have critreduction, not critreduciton
- Redo layout.
- Can now target PCs
- Track AP box
- Status box (hits etc)
- Creatures can attack!
- Don't apply DB size mod twice.
Updates 2024-8-6
- Spells:
- Fix bug where OE Low rolls failed with NaN
- Show the correct OE Low roll when rolling OE Low
- Tweak message for PP on failure
- Fonts; add some more fallback fonts. Impact is terrible
- Create:
- Fix a bug where languages spent in creation were not showing.
- Add validation that events are registered correctly.
- Inventory/Attacks
- Correctly cleanup old attacks. No longer thousands of attacks
- Refactor code to be cleaner in process
- Use pending infrastructure to remove potential race conditions
- Automatically update the bonuses for attacks.
- Remove encoded attack message on attacks.