Releases: death-save/combat-carousel
v0.3.3
[0.3.3] - 2023-04-08
- Fixed issue with rolling initiative caused by fixing issue with editing initiative in the previous update. For every bug we fix, we must put at least 2 bugs back in.
- Changes to Actor-linked token bar values (eg. HP) will now show in the Carousel again
- Fixed CSS issue with bar1 colouring in webkit (Chrome) browsers for sub-sub-optimum values
v0.3.2
v0.3.1
[0.3.1] - 2022-11-12
This update adds compatibility for Foundry VTT v10.290
- Combat Carousel now supports combatants with no Actor/Token (thanks @BoltsJ! 🎉)
- Changed the behaviour of the Next Round button on Round 0: it now shows a
B
(for "Begin Combat") and correctly calls the matching functionality in Foundry's native tracker - Fixed some issues with Combatant visibility (thanks @DavidAremaCarretero! 🎉)
- PF2e: the roll Initiative dialog setting is now respected (eg. dialog won't be shown if it is turned off)
- Made reference to
denim075.png
relative in CSS so that it should work with a wider range of server configurations - Updated the Splide library to v4.1.3. This should fix some minor UI bugs with Splide
v0.3.0
[0.3.0] - 2022-08-14
This update adds compatibility for Foundry VTT v10
- Updated to respect PF1E's 'Hide From Tokens' setting on buffs. (thanks @Fair-Strides 🎉)
- Allow Carousel updates to occur even when there is no active combatant (thanks @BoltsJ 🎉)
- The Carousel will now refresh when Active Effects are updated
- Ensure user has permission before controlling token when turn changes
- Japanese translation updated (thanks @BrotherSharper 🎉)
- Spanish translation updated (thanks @lozalojo ! 🎉)
v0.2.5
[0.2.5] - 2021-12-27
This update adds compatibility for Foundry VTT V9
- Combat Carousel no longer throws an error if you have a world with no active combat
- Spanish translation update (again, thanks @lozalojo 🎉)
- Nav bar automagically re-expands after combat if the collapse setting is enabled (thanks @sirrus233 🎉)
- Added a setting to open the Carousel on combat creation
- Lengthened the delay for the fly-in effect on cards when the Carousel is opened
- Occasionally the Carousel got confused about its collapsed/expanded state. Should happen less now
- Added additional update properties for actors and tokens that cause the Carousel UI to update
- Carousel now collapses when combat is deleted
v0.2.3 - Bug smashing 🐛
[0.2.3] - 2021-10-11
- Spanish translation updated (thanks @lozalojo ! 🎉)
- Added options for
Limited
Actor permission to settings that support permissions (thanks @SovietVVinter ! 🎉) - Hovering combatant cards in the carousel hovers the token again 🛸
- Panning for gold is fun, but panning to the active combatant might not be for you, so there's now a setting for that!
- Clicking a combatant card now bubbles that click to the matching token, which provides better support for modules that override the native left click
- Added support for the 🐛
Bug Reporter
module!
Known Issues
- Tested (almost) exclusively with
dnd5e
system -- other systems may encounter errors -- please report in Issue Log - Initiative icon assumes
d20
-based initiative - Some strings are still not setup for translation
- When multiple combatants are added to combat at the same time, and the
Control Active Combatant
setting is enabled, there will be an error in console. It doesn't appear to prevent any Carousel behaviour. (new with this version)
v0.2.2
[0.2.2] - 2021-09-03
- The evil incantation causing hidden combatants to be revealed has been dispelled. GMs: rest easy knowing your secret invisible party-killing superbeast surprise is no longer spoiled. (thanks @JamzTheMan 🎉)
- For SOME REASON some systems don't use
attributes.hp
for health bars. Weird huh! Combat Carousel works with these systems again. - Combatants who don't make the cut can be deleted from the Carousel again. (Yikes Roger, you really screwed up that death save...)
-
- ...also added a confirmation dialog in case you accidentally click the wrong combatant (like anyone except Roger...)
- Sidebar hidden (eg. by some other module) but the Carousel doesn't fill the space? Now it does! (thanks @sPOiDar 🎉)
- No combat? No problem (any longer)! (thanks @DavidAremaCarretero 🎉)
- Apparently having every single Active Effect on the Combatant Card wasn't desirable in all situations (PF2e users I see you!). Well now you can choose which Effects to show (All, Temporary + Passive, Temporary Only, Passive Only) (thanks @Drental 🎉 for contributing code to this)
- In case you don't like to be in control, there's now a setting to control whether you control the active Combatant when it changes
- Updated Spanish translation (thanks @lozalojo 🎉)
- Updated Japanese translation (thanks
touge
and @BrotherSharper 🎉) - Confirmed compatibility with Foundry VTT 0.8.9
v0.2.1 - Public Beta 2 & Foundry VTT 0.8.x compatible!
This release marks the public beta for the v0.2.x series of Combat Carousel. I'm really excited to get this in the hands of more Foundry users and I'd like to thank my amazing Patrons for their support through the private alpha of 0.2.0! 🎉
This release includes some major 🤯 changes if you are coming from the 0.1.x series, so please read through the release notes below!
As this is still considered beta, you may encounter bugs 🐛 , however I feel comfortable enough with this release to use it in my personal game/s 💪 .
Changes
[0.2.1] - 2021-07-06
This release marks the public beta for the 0.2.x series of Combat Carousel.
- Added compatibility for Foundry VTT v0.8.x
- You can now disable the module even if your GM was nice enough to install and enable it! Simply uncheck the
Enable Combat Carousel
setting to disable its functionality... you monster. - Added
Combatant
option for Combat Carousel card images. This will use the image you've set for combatant--overriding their token image--but defaults to the token image if none exists. - Carousel is no longer forcefully rendered during combat updates except when Combat Carousel is enabled and combat is created
- In case you have second thoughts you now get a prompt (same as core Foundry) when deleting a combat/encounter.
- Combat Carousel should be approximately 43.51629% more efficient due to more stringent checks when processing actor/token updates.
- Active/Status Effects are visible again. Yes Gary... for the last time, your character is still petrified!
[0.2.0] - 2021-01-24
- The Carousel can now be moved ⬆↗⬅↘↖⬇➡↙:
-
- Use the
Drag Handle
≡ to move the Carousel
- Use the
-
- Carousel position is saved when you finish dragging
-
- The Carousel will automatically expand to the right based on the number of Combatants in the combat.
-
- ...but the Carousel will automatically resize itself when it butts up against the Sidebar (expanded or collapsed). Just imagine it's magnetised or something.
- Oh and you can also change the overall size of the Carousel! (choose from 4 preset sizes:
Large
,Medium
,Small
,Extra Small
) -
- Note: the HUD elements do not resize.
- The Combat Carousel button has been moved to the Scene Controls. The button has the following magic powers:
-
- 🖱 Left-click to shown/hide the Carousel
-
- 🖱 Right-click to reset the Carousel position on the screen (top-left corner by default)
-
- The icons for Carousel state remain the same: unlit empty Carousel for No Combat, lit empty Carousel for Combat with no Combatants, lit full Carousel for Combat with Combatants
-
- The
Collapse Indicator
triangle 🔼 shows the state of the Carousel: down for hidden, up for shown
- The
- GMs can control the Encounter directly from the Carousel (ie. Roll, and Reset Initiative, Create and Delete Encounters)
- The Carousel should correctly detect the combat (if any) on the currently viewed Scene
- The
Active Combatant
indicator is now an orange-red triangle 🔻 on the bottom of theCombatant Card
- The
Combatant Card
image is now globally configurable. Choose from:Actor
,Token Actor
, orToken
-
- The image is now resized to fit the vertical space of the container
Pagination Dots
now show below the Carousel and allow you to jump to a specificCombatant Card
without changing theActive Combatant
- 👉Interacting with the Carousel has changed:
-
- The Carousel
HUD
is hidden until the mouse enters its space.
- The Carousel
-
- 🖱 Left-click the
Encounter Controls
to perform the actions therein (eg. Roll All NPCs)
- 🖱 Left-click the
-
- 🖱 Left-click and drag the
Drag Handle
≡ to move the Carousel
- 🖱 Left-click and drag the
-
- 🖱 Right-click the
Drag Handle
≡ to reset the Carousel position
- 🖱 Right-click the
- 👉Interacting with the Combatant Cards has also changed:
-
- 🖱 Left-click to control the token and pan the canvas to it
-
CTRL
+ 🖱 Left-click to change the Active Combatant
- 👉Interacting with the Initiative has changed:
-
- 🖱 Left-click the Initiative icon to roll initiative
-
- 🖱 Left-click the Initiative Value to edit it
-
- 🖱 Right-click the Initiative Value to reset it
- The Overlay Config is now available in the Module Settings
- The
Resource Bar
Attribute and Name are now configurable! The default isattributes.hp
,HP
- A range of configuration/permission options have been added to the Module Settings, including:
-
- Overlay Visibility and Permission
-
- Initiative Visibility and Permission
-
- Resource Bar Visibility, Attribute, Name, and Permission
- Hidden Combatants no longer cause the incorrect Combatant Card to be shown as Active
- Changelog format switched to a more conversational, feature-based style
Combat Carousel Open for All Public Riders!
It has been an exciting journey launching an early access module for my Patreon but I always wanted to ensure that Combat Carousel would be available to all Foundry users at some point!
This release marks the launch of the public alpha
version of Combat Carousel, which represents a refined version of the closed alpha
version previously available to Patrons. You can download the module using the in-Foundry Module Browser, or you can install manually using the manifest or zip attached.
As this module is still in alpha
it's expected that you may encounter bugs, or unexpected behaviour! Please ensure you log issues in the issue log. The beta
version of the module is currently scheduled to be released to Patrons by early November.
Check out the launch video for a brief introduction to the module. Please consult the wiki for how-to information* and the changelog for all the changes thus far.
I hope you enjoy the module as much as I enjoyed making it! If you appreciate what I do and the modules I make, I hope you'll consider joining my Patreon.
- wiki content may not be fully up-to-date with this release