* Made the RangeDependent setting for ActiveEffects Nullable
* Removed all RangeDependent data from SRD where enabled was false before
* Fixed random flickerfly SRD
* Define more border and input color variables
* Rename custom color variables
* Fix assignment of variables
* Apply border color variable to matching borders
* Add trait header colors and shadow contrast
* Fix error with adding multiclass
* Make it more card like
* Fix issues with responsiveness when resized
* Fix cards spilling out of container when multiple lines
* Remove mask and fix regression in scrollbar
* Initial thoughts
* .
* Fixed linting
* Continue work on updating identifier
* Change to uuid approach
* Localization and minor fix
* Fixed CompendiumBrowser Class filter for Subclass view
* Fixed the class name display in the subclass view
* Improved missing class visual for subclass
* Fixed character creation
* Rerender class sheets when subclass link is changed
* Use compendium source over actual uuid in search
---------
Co-authored-by: Carlos Fernandez <cfern1990@gmail.com>
* Redesign group roll dialog
* Style and restore aid modifiers
* Move successful buttons to inner result
* Localize and finish dialog
* Remove empty line
* Fix error and remove old styles
* Make icon pop a tiny bit better
* Fix advantage/disadvantage
* Functioning setup
* .
* Fixes
* Completed
* Apply suggestions from code review
Co-authored-by: Carlos Fernandez <CarlosFdez@users.noreply.github.com>
* using function.call instead of function.bind
* Run lint fix on action areas PR (#1820)
* .
* .
* Restructured getTemplateShape to be a lot more readable
* .
* .
* Changed from 'area' to 'areas'
* .
* Moved the areas button to the left
* Fix regression with actions list
* Updated all SRD adversaries
---------
Co-authored-by: Carlos Fernandez <CarlosFdez@users.noreply.github.com>
Co-authored-by: Carlos Fernandez <cfern1990@gmail.com>
* Implemented group attack logic
* Updated all minions in the SRD to use the group attack functionality
* .
* Renamed groupAttack.nr to groupAttack.numAttackers
* Moved the flag vs global setting logic to documents/scene
* .
* Added the ability for effects to have stacks
* Fixed effect stacking
* Improved token overlay spacing
* Compendium updaetes
* Simplify effect click event (#1748)
* Fixed a bunch of deprecations
* Corrected AgileScout Beastform json data
* Updated TokenHUD to the new v14
* Removed DestroyOnEmpty from consumables
* Fixed so that tooltips don't get stuck (#1745)
* [Feature] TagTeam Partial Rendering (#1735)
* I done did it, I think
* Think I fixed the partial rendering bug for gm->player
* [V14] 1743 - Damage Update Error (#1746)
* Fixed DamageParts causing errors on update
* Fixed ActionBaseConfig error when no damage present on the action
* Fix removal of damage field
* Removed unneccessary default value function for parts
---------
Co-authored-by: Carlos Fernandez <cfern1990@gmail.com>
* Simplify effect click event
---------
Co-authored-by: WBHarry <williambjrklund@gmail.com>
Co-authored-by: WBHarry <89362246+WBHarry@users.noreply.github.com>
* Fixed stacking-value pointer event
* Set the stacking value in EffectsDisplay to be tabular-nums for monospacing
* Made baseEffect.stacking nullable instead of having an enabled property
* .
* Fixed so that actor._onUpdateDescantDocuments re-renders the EffectDisplay if effects were updated
---------
Co-authored-by: Carlos Fernandez <CarlosFdez@users.noreply.github.com>
* Fixed so that domaincard tooltips properly use the all domains including homebrew
* .
* Adjust spacing of compendium browser tags (#1720)
* Remove some vestigial inCompendiums
---------
Co-authored-by: Carlos Fernandez <CarlosFdez@users.noreply.github.com>
Co-authored-by: Carlos Fernandez <cfern1990@gmail.com>
* Initial
* More
* Fixed current actionConfig damage
* Reworked ActionConfig damage ui
* .
* Updated all Adversary compendium damage entries
* more
* The rest
* Fixed misses
* .
* .
* Also migrate sub fields of MappingField
* Removed MappingField
* Fix regression with re-tiering adversaries when dealing non-hp damage
* Allow iterable object to be detected as an object by foundry
---------
Co-authored-by: Carlos Fernandez <cfern1990@gmail.com>
* Initial version
* .
* Fixed so that CompendiumSetting saving refreshes the CompendiumBrowser for all users
* .
* Improved design
* Fixed max height
* Fixed local reload
* Added GM restriction
* Raised version
* Fixed tooltip
* Raised verison to 1.7.0
* Update the death move descriptions
* Renamed to DhDeathMove
* Partial Fate Roll creation and Fate Roll Enricher (/fr)
* Hide stuff not required for fate roll
* Hide formula display; code removal; start to add Fear die as a choice for Fate roll
* Fix chat message display; start moving towards supporting Hope and Fear for Fate roll
* /fr now supports type=X, where X is Hope or Fear, if not supplied, defaults to Hope
* Fixed DSN rolling; removed console messages; chat message clean up
* Add localisation entry
* Trying to sort out the button for the fate roll
* Style the fate message based on Hope/Fear colors.
* Partial improvement on the fate template buttons - chat display is correct, but the roll dialog is wrong
* Fixed enricher button; localization fixes; debug cleanup
* Error checking for the fate type parsing in all potential problem locations
* Added localization for the fate type parsing error
* Start on Avoid Death death move
* debug stuff
* More death moves setup/testing
* Avoid fate scars update in place, with scars migrating to an integer value.
* Remove some debug code; add Blaze Of Glory shell
* Start on Guaranteed Critical for Blaze of Glory
* Partial implementation of Blaze of Glory
* Dice/critical checks/tests
* Moved detection of guaranteed critical to before the roll dialog is created, so it can be skipped; removed debug code
* Remove debug
* Update Blaze of Glory effect description
* Risk It All - critical roll - clear all stress and HP
* Auto remove all marked stress and HP for Risk It All, if Hope value rolled covers it.
* Display the Death Move description in chat expanded if the appropriate config setting is on
* Made the Blaze of Glory ActiveEffect image use configured version
* Update the current Hope value if the scar value change affects it
* Scars management in the Character details editor
* Separate less file for the Death Moves instead of reusing Downtime
* Added result messages to the Death Move chat output and removed debug statements
* Some localization, style and smaller changes
* Fixed RiskItAll resource handling method
* Risk It All success chat message start
* [Add] Hope/Scar Interplay (#1531)
* Migrated character.maxHope to homebrew settings
* Added a visual for scars
* .
* .
* Pass the hope value in the button data; skeleton risk it all dialog to fill out.
* Start on risk it dialog
* More dialog stuff
* Remove non-existent field
* Dialog templating and logic
* .
* Ensure effect is Applied to Actor (#1547)
Co-authored-by: Chris Ryan <chrisr@blackhole>
* [Fix] 1548 - Standalone Item Add Actions (#1549)
* Fixed so that items not on an actor don't error out on creating actions
* Fixed deletion of items error
* Raised version
* Fix the sliders to do the correct maximums
* Pass the actor id through the button; fix /dr and /fr flavor text
* Remove debug message
---------
Co-authored-by: Chris Ryan <chrisr@blackhole>
Co-authored-by: WBHarry <williambjrklund@gmail.com>
Co-authored-by: WBHarry <89362246+WBHarry@users.noreply.github.com>