gitlab peginc/swade v4.2.0

one day ago

Installation: To manually install this release, please use the following manifest URL: https://gitlab.com/peginc/swade/-/releases/v4.2.0/downloads/system.json

Added

  • Characters and NPCs can now define pace values for ground, fly, swim and burrow pace, as well as set a default per actor. You can set these values in the Actor Tweaks. Existing values have been migrated to the ground Pace. Existing active effects have been migrated to affect all pace values. (#768) by @florad92
  • You can now modify all pace values at the same time by setting the change to system.pace. (#768) by @florad92
  • Added a tooltip to the character and npc sheets which displays some additional information about pace such as other movement speeds and out-of-combat running pace. (#1182) by @florad92
  • Implemented a data model for the base Active Effect type and migrated all uses of flags to corresponding properties under system. (#1127) by @jpmeehan5
    • Exposed the conditionalEffect property in the UI of both AEGIS and the Active Effect Configuration Sheet. (#1073) by @jpmeehan5
  • Added tokenSize getter to SwadeActor and system DataModel classes (#1217) by @florad92
  • Added Activities to the system. Activities allow you to add the SWID of an action Item to another item that supports item actions, except action Items. action Items linked in that way get resolved and can be used like any other item-action. (#1202) by @florad92
  • Added a toggle to action Items to mark them as hidden so they do not clutter the sheet. This is primarily intended to be used in conjunction with Activities. (#1202) by @florad92
  • Added a toggle to show hidden actions on the actor sheet to the Tweaks window. (#1202) by @florad92
  • Added the Effects tab to the Item Sheet for Powers. Effects created with the AEGIS/Active Effect Wizard are set to not transfer to the actor by default so they can be used to apply to the targets of your powers instead of the casting actor. (#717) by @florad92
  • Added the ability to drag&drop Active Effects onto tokens on the canvas. You can drop the effect on multiple tokens at the same time by selecting the tokens they are should be applied to and the dropping the effect on a single token. You can also drop an Active Effect on a token you own without having to select it. (#1023) by @florad92
  • Added non-transferred Active Effects to the item chat cards as draggable elements. They can be used to drag&drop to sheets and the canvas. (#1023) by @florad92
  • Added Targeted mode for macros, which will return the current' users first target as the actor and token for macro reference. (#1024) by @jpmeehan5
  • Added Currency field to Group Actor Sheet by @jestevens210
  • Added Severity Indicator to Hindrance Header on Item Sheet by @jestevens210
  • Updated Embed styles to inherit from current journal styles by @jestevens210

Changed

  • [BREAKING] Refactored SWADE's handlebars partials to use a key-value record instead of the full paths as an array. (#1230) by @jpmeehan5
  • Actor and Item Tweaks now show the source instead of adjusted values. (#1219) by @florad92
  • [BREAKING] Refactored actor data models to have a more clear inheritance chain. by @florad92
    • Added SwadeBaseActorData
    • Renamed CommonActorData to CreatureData
    • Inheritance Chains:
    • SwadeBaseActorData -> CreatureData -> CharacterData/NpcData
    • SwadeBaseActorData -> GroupData
    • SwadeBaseActorData -> VehicleData
  • The tweaks window finally scrolls, allowing for a more compact size. (#1202) by @florad92
  • The Powers tab is now displayed if the actor has an arcane background, an ability that grants powers or any stray powers at all. (#1018) by @florad92 and @mhilbrunner
  • The range of a Power can now be set as a formula which is evaluated. (#1010) by @florad92
  • [BREAKING] The Chase layout tools now require and leverage Complete Card Management
    • layoutChase is now asynchronous

Fixed

  • Fixed compendium drops not working on initial drag action (#1239) by @jpmeehan5
  • Fixed console error with prosemirror editors for compendium items (#1229) by @jpmeehan5
  • Fixed wild die dice so nice configuration menu (#1197) by @jpmeehan5
  • Fixed lack of html parsing for vehicle mods and arcane device powers (#1232) by @jpmeehan5
  • Refactored shuffle action deck button on the Combat Tracker to remove console error (#1227) by @jpmeehan5

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