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Versioning

I use Semantic Versioning which has 3 numbers separated by a dot: Major.Minor.Patch

I use Major versions a bit liberally - I consider the following to be major changes:

  • Any changes to existing roll template fields
  • Any change to a repeating section which makes existing macro references break

New features are a minor version.

Bugs fall into the patch category.

The sheet will always upgrade itself unless I specify otherwise, though some things like roll template fields changing will require users who have added custom macros to fix.

19.3.0

Features

  • Update French translations

19.2.0

Features

19.1.5

Bug fixes

19.1.4

Bug fixes

19.1.3

Bug fixes

19.1.2

Bug fixes

19.1.1

Bug fixes

19.1.0

Features

  • The sheet now supports some newer script edge-case features such as Anubian’s stealth being higher in sand.

Bug fixes

19.0.0

Breaking Changes

  • Removed my custom classes (only one, called Summoner) and my psionic classes (Psion and Soulknife) from the sheet. If you have custom classes then use the custom name field for the class.

Features

  • Settings page cleaned up after latest Roll20 changes. It has also been reorganized to match the PC sheet sections (skills, saving throws, etc).
  • #750: Always show NPC saving throws

Bug fixes

18.1.13

Bug fixes

18.1.12

Bug fixes

18.1.11

Bug fixes

18.1.10

Bug fixes

18.1.9

Bug fixes

18.1.8

Bug fixes

18.1.7

Bug fixes

18.1.6

Bug fixes

  • Fixed error when modifying anything with a melee weapon caused by refactoring from yesterday.

18.1.5

Bug fixes

18.1.4

Bug fixes

18.1.3

Bug fixes

18.1.2

Bug fixes

  • The spell macro now shows spells from spell level 1 and above.

18.1.1

Bug fixes

  • Currency is now generated on upgrade for existing characters and current quantities, weight per coin, and gold equivalent values are upgraded.

18.1.0

Features

  • Currency (previously coins or coinage) is now a repeating section. It defaults to having the 5 currencies of 5e, but their name, acronym, weight, value, and border style can be changed as desired. Additionally more currencies (gems, rocks, or any other currency) can be added as desired. The currency macro now outputs how much of each currency and a total value. Gold is the standard currency as it is in 5e, but that can be changed by changing the values of each currency. So for example the Silver Standard can be used by making Silver's value 1 and the other values as desired. Closes #689: Silver Standard support

18.0.0

Breaking Changes

This breaking change should be fully handled with the upgrade, but custom scripts may break as the roll template has changed. This will only impact existing roll template outputs and should only matter for those who want a well preserved chat record and for those who make custom macros (not recommended as the sheet should provide all that are needed).

Features

  • Added support for spell points to be called sorcery, psi, and ki. mana is already supported. Closes #295
  • Spell points can be customized for each spell level. This will allow each player to set the cost of each level. This supports the UA mystic, allowing them to set level 1 spells to 1 psi, level 2 spells to 2 psi, and so forth.

17.1.1

Bug Fixes

17.1.0

Features

Bug Fixes

17.0.6

Bug Fixes

17.0.5

Bug Fixes

17.0.4

Bug Fixes

17.0.3

Bug Fixes

17.0.2

Bug Fixes

17.0.1

Bug Fixes

17.0.0

Breaking Changes

Features

  • Spell UI has been updated with bubbles for spell slots and new UI wrappers.
  • Spells now have tooltips to display the full contents of the spell. Closes #374: Enable 'condense' toggling for spells on a more granular basis
  • NPC skills will now show in a grid layout in edit mode.
  • Falling to 0 hp now sets the unconscious condition. Gaining HP removes it. Closes #3: Conditions
  • Cleaned up the Stablock macro to translate the size of PCs/NPCs. Race will now show instead of type for PCs. Offense and utility added for PCs as well.
  • Settings page reorganized.

Bug Fixes

16.1.2

Bug Fixes

16.1.1

Bug Fixes

16.1.0

Features

UI Adjustments

16.0.0

Breaking Changes

  • Importing data from the compendium, script, or OGL content has been completely revamped to use the same system for as much as possible.

Features

Bug Fixes

UI Adjustments

  • Styled boxes have been added
  • Tabs renamed to "Character"/"NPC", "Spells", and the cog.
  • "Character" tab for PCs will now show the appearance and backstory details below the normal sheet
  • "All" option removed as it is now only useful for showing settings below other sheets which doesn't have much value
  • Repeating buttons restyled a bit
  • PC Core page column widths adjusted a bit
  • Font sizes adjusted to match the new UI
  • Passive skills moved to the core page and restyled

15.7.4

Bug Fixes

  • Fix parsing of single quotes that I broke as part of 15.7.3

15.7.3

Bug Fixes

15.7.2

Bug Fixes

  • Fix attack and damage components caused by a rename of attackTypeChanged

15.7.1

Bug Fixes

15.7.0

Features

  • Mana setting now replaces Spell points wording with Mana
  • Advantage+ and Disadvantage- have been added to handle cases of rolling an extra dice for all the possible dice systems. With d20 for example Advantage+ would be 3d20kh1

15.6.0

Features

  • Death saving throw output now supports death_saving_throw_chances by outputting X / 3 or X / 5. All custom death saving throw macros must include {{death_saving_throw_chances=@{death_saving_throw_chances}}}.

15.5.9

Bug Fixes

15.5.8

Bug Fixes

15.5.7

Bug Fixes

15.5.6

Bug Fixes

15.5.5

Bug Fixes

15.5.4

Bug Fixes

15.5.3

Bug Fixes

  • Actions should now work, mostly. I've checked the following types:
    • Actions with an attack (Guiding Bolt)
    • Actions with a saving throw (Fireball)
    • Actions without an attack or saving throw(Magic Missile)
    • Actions with a heal (Cure Wounds)

15.5.2

Bug Fixes

15.5.1

Bug Fixes

15.5.0

Features

  • #578: Provide skill totals will now make the total of each skill available for other resources like scripts. The attribute will be named as the skill is, so Perception, Athletics, etc. It will be the total modifier (without any + or - sign).

Bug Fixes

15.4.0

Features

  • Cleaned up the styling around the heart as users were often confused what it meant:

alt text

Bug Fixes

15.3.0

Features

  • All repeating section rolling buttons should now use roll instead of words like action. For example: %{repeating_action_ID_action} is now %{repeating_action_ID_roll}. All old names will still work, but all documentaton will be updated to these new names so it is easier for users to understand.

15.2.0

Features

  • Added some fields to the roll template to better support !shaped-spells and !shaped-monsters so that it sends less data.

15.1.1

Bug Fixes

15.1.0

Features

  • Alternate dice system of 2d10 and 3d6 can be used in place of a d20 now
  • Saving throws can now have either 3 or 5 chances
  • Added styling necessary for the script's new !shaped command

15.0.2

Bug Fixes

15.0.1

Bug Fixes

15.0.0

Breaking Changes

  • MELEE_OR_RANGED_WEAPON_ATTACKs will now be treated as either melee or ranged and the parses will split them out to different weapons as I do for versatile. This is to ensure that the right damage bonuses are being used and ammo is being used properly. All existing items will remain working, but it'll parse all new items. Closes #533: savage attacks half-orc

Bug Fixes

14.3.0

Features

  • Added setting to recover hit dice on a short rest. It includes all, half, fourth, and none. Fourth is there to work with the DMG healing surge rule that allows 1/4th of hit dice to be recovered on a short rest.

Bug Fixes

  • All sections that use freeform have changed the way that they do in order to always ensure that freeform comes last even when there are asynchronous calls like finding ammo. Closes #515: fx with target no longer works

14.2.4

Bug Fixes

14.2.3

Bug Fixes

14.2.2

Bug Fixes

14.2.1

Bug Fixes

14.2.0

Features

  • Added a macro to output all resistances and immunities
  • Changing an attack type from melee to ranged or vice versa will now update the attack and damage abilities as appropriate. It can be changed afterwards if houserules are desired.
  • Changing an armor type will now update the dexterity as appropriate. It can be changed afterwards if houserules are desired. Closes #468: Dex mod retained when upgrading armor to Plate Armor from Leather Armor
  • Acid, Alchemist's Fire, Antitoxin, Ball Bearings, Caltrops, Chalk, Healer's Kit, Holy Water, Ink, Oil, Perfume, Basic Poison, Rations, Iron Spikes, and Waterskin will be parsed to have uses when dragged from the SRD or typed in.
  • Items with charges (such as Wand of Magic Missiles) will be parsed to have uses and recharge manually
  • Added a "add common items" button to the equipment section to automatically add Backpack, Bedroll, Traveler's Clothes, Rations, Waterskin, Mess Kit, Tinderbox, and a Healer's Kit

Bug Fixes

14.1.1

Bug Fixes

14.1.0

Features

  • uses_max will now only show if there is a recharge value. This makes items like potions and other consumables or even non-consumables much more logical sense. I have removed uses_max from all sections unless the recharge is set. This will capture the most common case of the uses_max being automatically added by me. The other case of an item being manually recharged will have its uses_max removed as well and that will need to be manually turned back on.
  • weight_per_use is a toggle, not a separate field. It has been upgraded.
  • Parsed ammo from SRD for all PHB weapons like Longbow, Dart, Net, Crossbow, Handaxe, Dagger, Javelin, etc. Weight is set appropriately. Closes #8: Auto populate ammo when dragging ranged weapons from the SRD

Bug Fixes

  • Weight for Offense, Utility, Equipment, and Armor will now update the total properly when an individual item is adjusted. Closes #493: Weight Totals Incorrect. An upgrade should force calculate the weight of each of these sections.
  • Any item with qty upgraded as part of 14.0.0 will no longer have its weight transferred to weight_per_use. Existing characters will need to manually adjust the values (and remove uses_max). Closes #495: Item quantity/weight after upgrade to 14.0.x.

14.0.2

Bug Fixes

  • Healing now works for Utility items and Other Damage now works for Offense.
  • Potion of Healing and other items with a specific wording will now be parsed to heal.

14.0.1

Bug Fixes

14.0.0

Breaking Changes

There are several breaking changes with regards to the script in this version. See Ammo qty renamed to "uses" and Attacks have been renamed "Offense". Meaning ammo will likely not auto subtract until it is fixed as well as the attacks token action needing to be updated to offense.

  • qty has been removed everywhere on the sheet including ammo which may break ammo reduction. I have upgraded qty for ammo and equipment, but not attacks.
  • Attacks have been renamed Offense and they no longer require an attack. Utility has been added below Offense and it contains healing and content. In some upcoming versions I will add some SRD importing data to utility. Closes #168: Expand Equipment
  • Quick removed from equipment and armor. Armor never needed it and equipment only needed it because the utility section didn't exist.
  • passive skills are now named passive_SKILLNAME. For example: passive_perception.

Features

13.0.1

Bug Fixes

13.0.0

Breaking Changes

Bug Fixes

12.0.4

Bug Fixes

  • Styling cleanups
  • Modifiers now toggle the section on upgrade from the old "Bonuses & Penalties".

12.0.3

Bug Fixes

12.0.2

Bug Fixes

12.0.1

Bug Fixes

12.0.0

Breaking Changes

  • Modifiers have replaced global bonuses. Modifiers are much more expressive:

alt text

Features

alt text

  • Removed Expand/Contract in favor of a tab for "Spells", "Equipment", and "Features". In technical implementation these are showing the sections on the core page in an expanded way.
  • Added an output toggle to the navigation which allows for quick whispering of abilities, spells, attacks, etc. Closes #446: Easier method to output a roll to GM

alt text

Bug Fixes

11.6.0

UI Changes

  • Senses are now in the first row like speeds.
  • Both speeds and senses have a toggle to show the "other" speeds/senses. The defaults shown are "Speed" and "Darkvision".
  • Temp hp and hit point maximum reduced now default to 0.
  • Hit point divider is now a straight line.

Bug Fixes

11.5.0

UI Changes

  • Conditions have been hidden from the sheet as their current setup has never really been fully supported.
  • Hit points have been moved to after speed to better match the paper sheet. Temporary hit points and hit point maximum reduced have been moved inside the heart.
  • Burrow, Climb, Fly, and Swim have been moved to the first line of the core page for better visibility. They only show in presentation mode when they have content.

alt text alt text alt text

Bug Fixes

11.4.1

Bug Fixes

  • [#442: Hit Dice should restore a minimum of 1 when using "half" recovery](#442: Hit Dice should restore a minimum of 1 when using "half" recovery)

11.4.0

Features

  • Added a second ability to initiative for archetypes that allow you to add a second ability modifier to initiative.
  • Attack type "Ranged Spell Attack" or "Melee Weapon Attack" is now a link to an attack/action/etc's attack so it can be repeated.

UI Changes

  • "Save failure" now reads as "Saving throw failure". Same for success.

Bug Fixes

11.3.3

Bug Fixes

11.3.2

Bug Fixes

11.3.1

Bug Fixes

11.3.0

Features

  • Implemented a flag to detect when a monster is complete from being dragged from SRD mostly from a PR from Lucian. This will help his script attach on at the appropriate times.

Bug Fixes

  • Resting has had a few minor bugs fixed: long rests now recharge short rests as well as turn recharges and "Recharge X". Same for short rests.
  • Saving throw capitalization is now consistent with the rest of the sheet. For example the title of a strength saving throw will now be "Strength saving throw" instead of "Strength Saving throw".
  • save_prof has been renamed to saving_throw_prof for all the saving throws (str, dex, con, death..) The upgrade handles the change.
  • #419: OGL Conversion - Saving Throws
  • #420: OGL Conversion - Reactions
  • #421: OGL Conversion - Legendary Actions

11.2.0

Features

  • Short and Long Rest are now on the sheet for all users. They no longer require a Pro subscription. Lucian's next version of the script will support the chat messages that accompany this feature.
  • If hit points are adjusted to be above 0 then death saving throws will reset in accordance with the rules: "The number of both is reset to zero when you regain any hit points or become stable"
  • Divine Smite's formula changed to allow automatic spell reduction - will require the script to set this all up. You can untoggle and retoggle divine smite to get the new formula.

Bug Fixes

  • Spell saving throw DC and spell attack will no longer use an ability modifier of -5 if there is no spell_ability selected.
  • Sheet based rests recharge short rests on a long rest now

11.1.0

Features

  • PCs hit points will be calculated automatically if "Automatic hit points" is turned on on the settings page. Closes #402: PCs should have the option of displaying default hit points
  • OGL conversion now happens as one server call. The process should be quicker and notification window will now go away at the end.
  • OGL conversion will now remove all repeating sections from the OGL sheet to reduce the number of fields on the sheet. Less fields = less lag.

Bug Fixes

11.0.4

Bug Fixes

11.0.3

Bug Fixes

11.0.2

Bug Fixes

UI Changes

  • Styling for the import message
  • Styling for !shaped-config

11.0.1

Bug Fixes

UI Changes

11.0.0

Breaking Changes

  • Some unused fields related to abilities and saving throws have been removed
  • #338: Click to roll damage has been completed for both attacks and saving throws.
  • Spell filters have been revamped. Levels and casting time are toggled individually now. Concentration's behavior is now more clear. The filters are now consistent between PCs and NPCs. Adding spells on a new pc that doesn't have spellcasting should be much more clear. The macro output matches the levels that are toggled on.
  • Rests are always showing now. In 11.1.0 or 12.0.0 rests will be fully moved to the sheet so non-Pro members can use them to recharge things like hit points, hit dice, exhaustion, class features, etc.
  • Ability checks, Saving throws, and Spells chat macros now use the normal size of text used by attacks, actions, etc. It is no longer possible to configure them to be smaller.

Features

Bug Fixes

10.1.5

Bug Fixes

UI Adjustments

10.1.4

Bug Fixes

10.1.3

Bug Fixes

10.1.2

Bug Fixes

Code Cleanup

  • Removed import_data is it's now done via API directly

10.1.1

Bug Fixes

  • Show arithmetic sign for initiatives of "0". "+0" is the result for 0 now.
  • Added "character_sheet" field which will help API authors identify the sheet. It'll follow the format Aaron and I agreed on: "Shaped v10.1.1". Version will still exist. See Aaron's post on the topic.
  • Changed how "initiative_formula" is stored so it can be used for scripts like Group Initiative. See the documentation for how to set this up properly.

10.1.0

Features

Bug Fixes

10.0.1

Bug Fixes

  • Minor spacing fixes based on how the html is compiled as part of 10.0.0
  • Converting from ft. to m. no longer adds two periods at the end.

10.0.0

Breaking Changes

  • #326: Rename "Racial Features" to "Racial Traits". An upgrade is included so all items should be moved over to the new section if any were created after 9.1.0
  • Removed "weight_multiplier" and "encumbrance_multiplier" in favor of just using the 4 multipliers: "carrying_capacity_multiplier", "max_push_drag_lift_multiplier", "encumbered_multiplier", "heavily_encumbered_multiplier".

Bug Fixes

9.2.3

Bug Fixes

9.2.2

Bug Fixes

9.2.1

Bug Fixes

9.2.0

Features

  • The way that data is retrieved from the server when referencing a repeating section has been altered to minimize the number of http requests I make to the server. The result is incredibly fast upgrades (20 seconds from the moment the sheet is clicked for a 6.5.1 PC loaded with spells). The new architecture allows me to retrieve multiple repeating sections and vary the id I get from each section or vary the fields I get from each section - it significantly improves the process. This will also allow me to run more functions in parallel.

Bug Fixes

9.1.1

Bug Fixes

Silent update bugs

UI Adjustments

  • Condensed attacks, traits, etc look as they do in 9.0.0

9.1.0

Features

alt text

  • #2: Meters instead of feet
  • #145: Handle "if used with two hands" when parsing monsters
  • #146: Have Armor items output the content field to the chat, as per other equipment items
  • If custom saving throws are used normal saving throws will be converted to that system for "saving_throw_vs_ability" as well as content fields of attacks, actions, spells, etc. For example "Dexterity" would be replaced by "Reflex".
  • Traits are now split to "Racial Features", "Class Features", "Feats", and "Traits". Closes #140: Add Feats repeating section
  • When a Class Feature is toggled off it is removed from the list of class features (toggling the class does not remove all class features, they must be done individually).
    • "Create Class Features" has been removed from the settings as it can now be toggled directly. Once a class feature has been toggled off it will not be generated again.
  • #171: Incorporating Proficiency Die option to Spell Save DC
  • Spells displaying no longer require Slots or Points to be toggled. So the user must select "Spells" and then from there they can either turn off filters (which now shows all levels) or click "All" for spell level with filters on. The vast majority of cases will have a class which will add the necessary toggles, but this should help cases without a class figure out how to input spells. I'd like to improve it further potentially, but it's difficult to default to "auto" while showing some levels to start. Closes #160: Spells gained via trait on non-casters
  • Initiative now has more of its calculations done via sheet workers. I has cleaned up its code which should make it more reliable with all the bonuses that can add on. I've also changed the value of "initiative_to_tracker" and "initiative_tie_breaker" on the settings page to both be 1.
  • Critical damage from the default damage can be turned off, allowing for no crits at all or custom critical damage when combined with "extra on a crit". Closes #167: Custom critical damage no longer supported
  • #179: Add repeating section identifier to roll templates
  • Skill generation has been optimized for new characters so it creates 3 server calls instead of 20.
  • Hit Dice have been revamped to work entirely on sheetworkers.

UI Adjustments

  • The roll template is formatted differently to have the type on the line above.

alt text

Bug Fixes

Many of these are discovered as part of the 9.1.0 changes and did not exist previously. I have included them anyways.

9.0.1

The following issues should have no impact on the stability of the sheet. All are minor issues. I purposefully avoided anything that may cause other issues.

Bug Fixes

Known Issues

  • Duplicate repeating Item: Versatile Weapons. It is possible for some duplication of versatile weapons during the upgrade. This is a race condition that I had squashed on another character. This likely won't appear on a character without spellcasting. It's a difficult bug to stop - like all race conditions are. The real fix is revamping my updates to use silent, but that's a later version. I think this is an issue we'll have to accept. See #158: Quarterstaff (Versatile) created 3 times on upgrade
  • Duplicate repeating Item: Fighting Styles will have a duplicate one based on the class. Fighting Styles are split to class specific traits now. The user will have to determine to delete the old fighting style. This was done to prevent data loss. See #151: Fighting Style Upgrades
  • Attack/Damage/Saving Throw toggled: While upgrading a toggle may be selected. The fix is to unselect it. This should be very uncommon, but will occur if a user entered data and then untoggled a section. I had to be more liberal with how I determine if one of the toggles is selected for various reasons. The toggles will be selected if there is anything in "damage", "damage_ability", "damage_bonus", "damage_type", "heal", etc. You can simply untoggle them. See #152: Abilities with Superiority Die in Description
  • Handled for new imports and a workaround #147: NPC action: changing ability bonus for attack to "nothing" is reset to Str This is an edge case that only applies to things like Bat. It needs to be solved, but it requires a change that alters how I get and save data from the server. That is too risky for 9.0.x. In the mean time importing from SRD or JSON will parse the correct attack or damage by adding positive or negative bonuses. It can be manually adjusted as well. I will solve this for 9.1.0 or later.

9.0.0

Breaking Changes

  • Completely revamped how attacks, saving throws, and damage is entered into the sheet. The new model is that attack has damage and secondary damage, saving throw has damage and secondary damage, and there is damage that is not tied to either.
    • Editing uses of Attacks, Actions, and Traits can be done in presentation mode.
    • Damage of all types is now split between the die size and the amount of dice for critical damage changes and for ease of higher level for spells.
    • Saving Throw damage will not multiply on a crit, but the others will.
    • Ability selects are now stored as 3 characters instead of the full name. (some areas had breaking changes as a result).
    • Content is the new freetext field for all attacks, spells, etc. Freetext still exists, but content is where the main content goes. Freetext will be purely for users to edit.
    • Saving throw condition and saving throw failure are no longer fields. Saving throws are rather diverse in their wording and subscribing a setup for them is too difficult at this time. It's best to leave the conditions and saving throw failure in the text. Save success is extracted as it is commonly used for half damage.
    • Attacks always have an attack roll. This has always been implied by name and and written about on the forums. If you previously had things without attacks in this section they likely belong in another section (spells, features & traits).
  • Saving throws from things like spells, attacks, traits, actions, etc in the chat output now use @{selected} instead of @{target}. This should be much easier for PCs and slightly easier for NPCs.
  • The roll template has had many fields added and removed. The styling is also adjusted to be left aligned.
  • Upgrade scripts for sheets older than 3.0.0 have been removed. 3.0.0+ upgrades will still be run on those sheets, but no older upgrades than that. 3.0.0 was released April 30th 2016 so that should've allowed plenty of time for people to upgrade.

Features

  • Colors have been adjusted to increase contrast (readability)
  • Adding a class automatically adds proficiencies (armor, weapon, tools, and saving throws) as well as the spell_ability and it toggles the appropriate spell toggles such as spells, cantrips, spell slots, prepared matters.
  • NPC actions that have an attack now recalculate everything when a relevant field is changed. Generating nice texts like "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) piercing damage."
  • Critical damage is automatically calculated with the option to use the maximum damage as a houserule. Additionally you can select the half-orc savage attacks to be added automatically as well as manually enter an amount to be added on a critical (after toggling on "extra on a crit" on the settings page).
  • Crit Range and Extra damage on a crit are not shown by default, but can be turned on 1 by 1 on the settings page.
  • The UI of attacks, saving throws, etc is created is now all based on inline editing with auto expanding input widths.
  • Auto-expand inputs are used for nearly every input on the sheet. This really improves the styling in some areas. Some noticeable areas: Skill ability selects, attack/damage sections.
  • Versatile weapons are now split into two different weapons when they are dragged from SRD.
  • #98: Add Artificer
  • Added Ranger UA to the class options list. Closes part of #102: Increasing character class level reverts changes made to traits.
  • #96: Add the ability to change the unarmored formula
  • #104: Allow higher level to query for all levels, not just available spell slot levels
  • Condense buttons added to attacks, actions, reactions, and legendary actions. It remains on traits for both PCs and NPCs.
  • Added distance "ft." to senses and speed and several other areas. This updates when you change your distance in the setting page.
  • Resistances are hidden for PCs if they are empty.
  • Section titles on the NPC core page are now clickable (actions, reactions, legendary actions, etc). They output the chat macro.
  • NPC names are now clickable. They output the statblock.
  • Added a spells toggle on core for PCs which is viewable in edit mode.
  • Added a link to report an issue to the sheet (next to documentation)
  • Emote, Freetext, and Freeform are not shown by default, but can be turned on 1 by 1 on the settings page.

Bug Fixes

8.5.1

Bug Fixes

8.5.0

Features

8.4.0

Features

Bug Fixes

  • The toggle upgrade was not toggling content for spells and was always toggling saving throw and extras for everything. This has been fixed now. As part of this toggle detection has been redone.
  • Size, Speed, and Senses in the NPC statblock macro are now fixed.
  • Recharge and cost now shows as part of action names in chat macros

8.3.0

Features

  • Attack, Saving Throw, Damage, Extras, Content, Ammo, etc toggles have all been revamped. I should no longer need to force the whole sheets to update when I change some variables here. These toggles are now stored in "roll_formula" which the sheet generates. This also allows me to improve the way that crit damage is added to the roll, closing #88: [3D Dice] Crit damage dice should only show for attacks
  • Recharge has been revamped for translation again. Recharge can now be "Short or Long Rest", "Long Rest", "Turn", "Recharge 5-6", "Recharge 6". In the display it'll show as "1/Long Rest". All of this should be upgraded and parse from SRD properly
  • #89: Magic Missile should drag from SRD as per RAW
  • Added "per_use" for Attacks, Armor, and Equipment

8.2.1

Bug Fixes

8.2.0

Features

  • Reliable talent added for rogue. This will work for rolling normally, with advantage, disadvantage, roll2, etc. This required a fair bit of refactoring around how "roll_setting" was set. The new version is much cleaner and easier to work with. Everything should be upgraded and working as intended. Closes #84: Add Reliable Talent for rogues
  • Many tooltips are now translated (no forced upgrade, but any new sheet or any change to force it to recalc will update it)

8.1.1

Bug Fixes

  • AC bonus for armor items is now correctly being added.
  • +X magic items of the versatile property now add the bonus damage to the secondary damage section. As a subset to this I now parse finesse and versatile at the start of the weapon parse so this should help clean up some code.
  • Ability checks macro now correctly adds the total value of each skill.

User Interface Changes

  • The top 2 rows of the center column for PCs have each had their width changed and other small styling tweaks

8.1.0

Features

  • Armor calculations have been refactored to be much easier to understand. Each armor type can now be "Light Armor", "Medium Armor", "Heavy Armor", or "Shield". Light, Medium, and Heavy add to Armored AC. Shield adds to both Armored and Unarmored AC. Unarmored AC is set more intuitively (see screenshot)

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Bug Fixes

  • Movement and senses no longer have line breaks between the label and the input while in edit mode.
  • Every Armor type was adding dex as a result of some refactoring quite a while ago. This was most noticable on "Shield" ACs. This is fixed as per the new Armor calculations.

User Interface Changes

  • Inputs no longer have bottom borders by default. A few places have it manually.

8.0.0

Breaking Changes

  • Spells tab removed. The behavior on the core page with the expand option covers this need. This will save sheets with lots of spells between 10-30% of loading time, processing time, etc
  • Vision, movement, and class features moved to the core page from the character page

Features

  • #65: Honor and Sanity Attributes. See screenshot below.
  • The way Normal/Advantage/Disadvantage set is now changed to be more direct and require no sheet processing. There is no longer the possibility of the roll template outputting incorrect advantage state as a result of a slow script run. "Automatically revert (dis)advantage" will not work until Lucian upgrades his script. See Automatically revert advantage needs to be updated for 8.0.0
  • Normal/Advantage/Disadvantage now has 3 additional options: Query, Advantage query, and Disadvantage query. All will ask you which state to use when executing the macro. The Advantage/Disadvantage query options will default to that option.
  • Initiative has the same options as above in addition to using the sheet's setting (Normal/Advantage/Disadvantage). Closes #77: Add a CHOOSE_WHEN_ROLLING Initiative Roll Option
  • Skills have the same options as initiative.
  • Movement is now split out into 4 different fields for PCs and NPCs. It automatically parses from the SRD and upgrades appropriately.
  • Senses is now split out into 4 different fields for PCs and NPCs. It automatically parses from the SRD and upgrades appropriately.
  • You can now choose a distance measurement system in the settings tag. Adjusting it will convert the numbers and labels for distances in movement and senses.
  • Added class features to the Features & Traits area of the Core tab for PCs
  • Features are now removed from the list of features if they are unchecked in the list of features (for example Careful spell). Closes #76: Deactivating a feature should remove it from the list of features & traits
  • Recharges have now been translated for traits, actions, reactions, etc. Old recharges have been converted for PC and NPCs. New NPCs will parse the recharge to translation. Closes #40: Traits: short/long rest not translated.
  • Traits can now specify how many uses are used each time. Legendary Actions now specify their cost. The script will handle this via Traits amount decremented should be based on new "used" field as of 8.0.0. Closes #7: Trait and Legendary cost support
  • Size for PCs moved to the header next to race.

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Bug Fixes

  • Structural change to how I access multiple repeating sections that should make them much quicker (I get all the values and then set them all at once instead of setting them individually)
  • Large cleanup around spells as a result of the above and other minor changes that should speed up their processing. Same with psionics.
  • Structural change to how I verify that the data I'm sending isn't already on the server (if it was blank and is being sent as blank it won't be sent now)
  • Cleanup around other areas like abilities, ability checks, skills, saving throws, etc to speed them up a little bit.
  • Ability checks and Saving throws macros are now generated in a more maintainable way. Both the chat macro and the query macro are visible on the page now.
  • #68: Spell duplication on script import of spellcasting monsters. When parsing spells from the traits section it will check to see if each spell exists. If a spell by that name exists then it will not create a new one.
  • #74: Coin weight