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Releases: Pmofmalasia/Automated-5e

Alpha 0.7.0

21 Jul 06:21
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Third public update for the Automated 5e Framework, including updates to Summoning, Bestiaries, (Sub)race Creation, Experience, Light Sources, and more. See below for full patch notes.

Installation Instructions

Installation requires only downloading the campaign file and opening it within MapTool. Instructions for use can be found on the release video guide or written quick start guide linked below.

Video Guide

Written guide can be found on discord or the forums:
Discord Channel
Forum Post

Release Highlights

Summons:

  • Overhauled creation input and execution for summons, now tracking more data including commanding summons, their initiative, losing control of them, and what happens when they hit 0 HP
  • Execution of summons is now handled as part of ResolveEffects (allowing for things like Counterspell to happen)
  • Bestiary created, for use with summons (currently) and shapechanging (in the future)

(Sub)race Creation:

  • Race + subrace creation now use unified input/processing
  • Race data is autofilled when creating subraces of that race
  • Support for creation of subraces for races that previously did not have them, preserving the "base" subrace (e.g. Tiefling subraces)
  • Limb configuration of a race is now tracked (currently rudimentary)

Creation Macros:

  • HTML5 Feature Creation macro still WIP - Data for how the feature is obtained currently completed (e.g. prerequisites, level gained)
  • Object creation macros now update the majority of the input with data given by templates (currently applies to armor, weapons, and general data of the template)
  • Autocomplete now implemented in some places, making inputs simpler to use

Experience:

  • Added macro for assigning XP to tokens, indicating if a level up is reached
  • Added macro for calculating XP from a group of selected tokens
  • Tokens removed using Remove Token macro now add up their XP value to be divided amongst other tokens

Lights:

  • Lights now support multiple configurations of the same light (e.g. on, covered, different sizes, etc.) which can be modified via the "Active Lights" macro button on tokens
  • Lots of behind the scenes additions
  • In the future, separate systems will be needed to further support lights: Updating lights when the light is added to the token (currently requires using ActiveLightsInput to register); Inventory updates to allow for recharging of lights that require a fuel (data collection already being done)

Prerequisite Checking:

  • Added prerequisite checking to condition immunity instances, more detailed for damage modifiers
  • Added functions to check prereqs related to spells, weapons, and attacks (WIP)

Passive Functions Improvements:

  • Created JSON-driven passive functions for speed, vision, damage modifiers and condition immunities
  • Monsters now use JSON-driven passive functions for all aspects of their MonsterTraits feature

Conditions:

  • Added AdvancePoint for conditions (e.g. end of turn, start of turn) to creation input
  • Conditions set by JSON-driven features can now scale the tier of condition set

Targeting Invisible Tokens:

  • When targeting a token that is unseen, but a creature would otherwise be able to target, the GM may now make a selection from a list including unseen but eligible targets. This is then sent back to the player macro as if the player had selected the target.

Full Release Notes

Summons/Bestiary:

  • Overhauled input for summoning creatures
  • Inputs created for data on commanding summons, their initiative, losing control of them, and what happens when they hit 0 HP
  • Added functions for converting tokens into JSON format and getPropertyFlexible() for getting properties of either a token or a JSON representation of a token
  • pm.a5e.CreaturePrereqs now uses the above getPropertyFlexible() so that valid summons (and in the future shapechange options) can be selected
  • Old summoning executing has dedicated function with added new data, and references bestiary instead of Wild Shapes map
  • JS-based replacement for pm.a5e.CreaturePrereqs made (WIP)

Inventory:

  • Reworked GiveItem macro so it can be used to drop items on the ground as well (for future use in inventory DnD)
  • Added equipment buttons to inventory window (WIP)
  • Added new button icon assets for inventory

(Sub)race Creation Rework:

  • Race + subrace creation now use unified input/processing
  • Refactored race data storage to allow use of "base" race when subraces are created after the fact
  • If subrace is present, race traits are now only used for setting default values in subrace creation
  • Subraces can now choose base racial features not to gain
  • Race/subrace traits now use JSON-driven passive feature execution instead of creating macros on the Lib: token
  • Attribute choices for races can now be tagged as needing to be different from other choices (no enforcement currently)

Prerequisite Checking:

  • Added prerequisite checking to condition immunity instances, more detailed for damage modifiers
  • Added functions to check prereqs related to spells, weapons, and attacks (WIP)
  • New support for combining prerequisites with OR (WIP)

Creation Macros:

  • HTML5 Feature Creation macro still WIP - Data for how the feature is obtained currently completed (e.g. prerequisites, level gained)
  • Object creation macros now update the majority of the input with data given by templates (currently applies to armor, weapons, and general data of the template)
  • Added initial rudimentary limb configuration input for races/NPCs
  • Added environment tracking for NPCs
  • Added generalized inputs for selecting prerequisites for size, creature type/subtype

Creation Macros (HTML5 functions):

  • Implemented autocomplete
  • Added CSS stylesheet for creation inputs
  • Added deleteInterveningElements function for a node-based alterative to old clearUnusedTable fuction
  • Added appendIDToChildren function for more easily adding IDSuffixes
  • js function createTableRow() made, to replace addTableRow() - uses node traversal instead of dumb things
  • Created createMultiRowButtonsInput for simpler creation of inputs that have buttons for adding/removing instances of something (e.g. sets of damage dice)

Experience:

  • Added 1-20 table of experience level up values as an addon property gd.ExperienceTable
  • Added macro for assigning XP to tokens, indicating if a level up is reached
  • Added macro for calculating XP from a group of selected tokens
  • Tokens removed using Remove Token macro now add up their XP value to be divided amongst other tokens

Lights:

  • Refactored existing lights creation input to allow for multiple configurations of the same light (e.g. on, covered, different sizes, etc.)
  • Improved way of inputting using AoE for light size
  • ActiveLightsInput now allows for choosing among the above configurations
  • Changed lights passive function to send more info about the feature behind the light
  • Renamed GeneralSubeffectFunctions to LightCreation; will separate scripts more in the future
  • In the future, separate systems will be needed to further support lights: Updating lights when the light is added to the token (currently requires using ActiveLightsInput to register); Inventory updates to allow for recharging of lights that require a fuel (data collection already being done)

Passive Functions Improvements:

  • Created JSON-driven passive functions for damage modifiers and condition immunities
  • Monsters now use JSON-driven passive functions for all aspects of their MonsterTraits feature

Conditions:

  • Added AdvancePoint for conditions to creation input
  • Conditions set by JSON-driven features can now scale the tier of condition set

Targeting Invisible Tokens:

  • When targeting a token that is unseen, but a creature would otherwise be able to target, the GM may now make a selection from a list including unseen but eligible targets. This is then sent back to the player macro as if the player had selected the target.
  • Changes made across many macros for compatibility.

Misc:

  • Ritual spells are now displayed as such in tooltips
  • Added new "Multiplier" option for ModifyDamageRoll
  • Various WIP on FeatureSelectionInput/CreateFeature macros
  • Prone condition now activated when hitting 0 HP
  • AfterDamageDealt passive instance created
  • Renamed FeatureRoll effect data storage naming to be in line with everything else
  • UseTimeProcessing UDF created
  • Added Fighting Styles and new Condition Tag creation to Create Feature
  • Added JSON-driven execution of vision, speed, and lifespan
  • Added Active Lights button to basic macro creation
  • Spell preparation now uses the group that the Spell Preparation macro is contained in to put new spells into

Bug Fixes:

  • Fixed bug preventing targeting based on size from working correctly
  • Reworked skill selection on new ability addition to allow for multiple separate rules for picking new skills (no associated input for creation yet)
  • Fixed bug preventing targeting based on size from working correctly
  • Fixed size/allegiance targeting of shove/grapple
  • Fixed an error with FeatureGrapple's tooltip
  • Fixed an error with PathFeatureFilter
  • Fixed issues with buttons made with ability updates not setting class/race correctly
  • Fixed an issue with Hide macro (grr quotation marks)
  • Fixed issue with inventories not updating correctly if quotation marks are involved
  • Many fixes to Object Creation macro templates not updating correctly
  • Monster Weapon Creation now correctly sets an ItemID and assigns a number of weapons added

Alpha 0.6.0

13 Jun 04:14
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Second public update for the Automated 5e Framework, including updates to the Inventory, Light Sources, and additional feature creation mechanics. See below for full patch notes.

Installation Instructions

Installation requires only downloading the campaign file and opening it within MapTool. Instructions for use can be found on the release video guide or written quick start guide linked below.

Video Guide

Written guide can be found on discord or the forums:
Discord Channel
Forum Post

Patch Notes

Inventory Panel Features:

  • Drag and droppable movement of items within the inventory for rearrangement
  • Containers which can store items within, including other containers
    • Items can be stored by dragging them to the container icon, shaped like a chest. Rearranging items to be "inside" of the container will store them as well
    • Similarly, already stored items can be removed by dragging them to the container icon or rearranging them to be outside of the container
    • Dragging and dropping a container within the inventory moves all of the items within it
    • Dropping or picking up a container now transfers all of the items within it to the new inventory
  • New context buttons:
    • Show Rules button (scroll) opens the rules for an item in the rules frame used for tooltips elsewhere
    • Use Item button (hand surrounded by blue circle) to use the effect of an item
    • Activate Item button (green or red lever) toggles an item that can be activated on or off
    • Cast Spell button (hand with purple lightning) casts a spell contained within an item
  • Refactoring of dropping/giving/taking items
  • Inventory now supports having multiple stacks of stackable items
    • Some groundwork for a future Split Stack macro
  • Items which drop to 0 remaining are now automatically removed from the inventory
  • Features still coming:
    • Equipping, attuning, throwing, etc. items from within the show inventory panel, likely with a drag and drop area at the bottom of the frame
    • Add extra notes to items (written by player or GM), e.g. for keys, written notes, books, etc.
    • Cursed items - generally will require the ability to hide information from the player, partially similar to how NPCs hide info but will need extra work

Groundwork Laid Out For Light Sources, nearly complete:

  • Time resource type added, for use in features that are active for a specific amount of time (mostly light sources and certain magic items)
  • Ability to change the effect of an item that is used based on its current state (e.g. the "Extinguish" option will only be available when a torch is lit)
  • Active Lights macro on tokens for managing lights with different states (WIP, see below) or showing active lights that cannot be changed
  • Features still needed for completion:
    • Ability to have multiple "states" for lights (e.g. Hooded Lantern - fully on vs. covered)
    • Ability to recharge light sources with a type of fuel (to be done in the inventory panel by drag and dropping the required item to a context button)

Creation Tools Updates:

  • Active features with macros created via input alone now also show tooltip information (previously only handmade macros did so)
  • Monster subtypes can now be selected (e.g. Demons/Devils for Fiends)
  • Magic Resistance and Magical Weapons monster features created and can now be added to tokens
  • Targeting can now be based on the remaining HP of the target (e.g. is damaged, is below 100 HP, etc.)
  • Interface for selecting triggers for ending conditions updated: More compact, now allows for choosing making checks to try to end the condition
    • Function for resolving these triggers has also been updated, needs to be distributed among these instances in the future (currently only works at turn change and after attacks)
    • In the future, need some sort of "Context Action" for ending conditions as an action (e.g. attempting to escape a grapple)
  • Function created for resolving prerequites of passive conditions to activate, currently only token prerequisites + some minor effect prerequisites (e.g. is Magical effect)
    • Part of a future update allowing passive features to be created without directly programming - current interface only marks instances for passive effects to occur
    • Data about spells is now provided to check

Hit Dice Rework:

  • Actually updates spending hit dice to utilize the updates to the system made over the past 4+ years (also I think they broke at some point oops)
  • Puts in a bit of groundwork for effects to specifically expend hit dice, allowing them to utilize any bonuses directed at spending hit dice in the future

Miscellaneous Stuff:

  • Tokens which are not visible to players now display as "Unknown Creature" in chat messages
  • Reworked the initialization of PC tokens so that it no longer relies on the "Generic Hero" token being present on the library map (preventing accidental deletion!)
  • Sourcebook management macros are now contained within the addon, not written only in the campaign macro frame (oops)

Bug Fixes:

  • A link is no longer displayed to restore items to an object token whose items have been picked up
  • A lot more that aren't documented (oops)
  • Fixed an error preventing new items from gaining an ItemID
  • Fixed Unlimited range not working
  • Fixed links triggered by conditions to now work correctly (e.g. Bardic Inspiration)
  • Fixed an error preventing innate spellcasting from adding the primary stat bonus to DCs/attack rolls

Public Alpha Release

10 Feb 08:19
f48c5db
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Initial Release of the Automated 5e Framework for MapTool. Installation requires only downloading the campaign file and opening it within MapTool. Instructions for use can be found on the release video guide or written quick start guide linked below.

Video Guide

Written guide can be found on discord or the forums:
Discord Channel
Forum Post