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Alpha 0.6.0

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@Pmofmalasia Pmofmalasia released this 13 Jun 04:14
· 18 commits to main since this release

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