# 0.6.5 - [Changed] Request Roll: **Cinematic Mode now always opens** the full-screen prompt on the targeted players' screens, whether or not the GM has configured an image for the resolved case (see 0.6.4) — the prompt template already omits the image cleanly when none is set, so there was no reason to fall back to a plain chat message. The roll request is also still posted to chat as before, alongside the cinematic prompt rather than instead of it, so there's a persistent record even before a player acknowledges the prompt. # 0.6.4 - removed ai assets - [Added] Light source registration now also seeds the Light Sources module's compatibility settings (Item Types: Loot/Consumable, Actor Types: Character) via its new `registerCompatibility` API, so lit items work in the Token HUD without the GM having to open that module's Compatibility window by hand. Only applies when the GM hasn't already configured those settings themselves; requires a Light Sources version that exposes `registerCompatibility` (guarded with optional chaining, so older versions keep working as before). - [Changed] **Cinematic Mode** (Request Roll) is no longer a manual checkbox — a new **Cinematic Roll Images** settings menu (*Configure Settings → Daggerheart: Quick Actions*) lets the GM assign an image to each of the 9 roll cases (the six traits, Hope, Fear, and the generic Duality Roll fallback) through Foundry's native file picker, with an instant-save Browse/Clear button per row. A roll request now goes through the full-screen cinematic prompt automatically, only when the resolved case has an image configured; cases left empty fall back to the existing plain whispered chat message, exactly as before. With nothing configured — the default — the feature is fully inert. The manual "Cinematic Mode" toggle was removed from the Roll Configuration dialog, and "Grant Resources" moved up to sit alongside Advantage/Disadvantage/Reaction as a symmetric, centered 2×2 grid of bordered toggle chips, so it's clear which label belongs to which switch. - [Removed] Removed the 9 bundled AI-generated cinematic prompt images (`assets/requestroll/agility.webp`, `strength.webp`, `finesse.webp`, `instinct.webp`, `presence.webp`, `knowledge.webp`, `hope.webp`, `fear.webp`, `none.webp`). The module ships with none configured — the GM supplies their own through the new Cinematic Roll Images settings menu above. - [Removed] **Breaking**: `QuickActions.RequestRoll(false)` no longer suppresses cinematic images — the argument is ignored. Cinematic Mode is fully automatic now, driven entirely by what the GM has configured, so there is nothing left for the call to override. - [Removed] Removed the bundled AI-generated chat card background image (`assets/chat-messages/skull.webp`), previously shown (behind a dark overlay) on every module chat card — Roll Request, Short/Long Rest, Loot, Scan, Barter, Help an Ally, Scar Check, Hope Spent, Whisper, Chain Lightning, Unleash Chaos, and more. Every card now uses a plain dark background instead: the shared `buildChatCard` helper (`scripts/helpers.js`) and the two Features cards that built their own markup by hand (`Unleash Chaos`, `Chain Lightning` in `scripts/features.js`) were all updated to drop the background image and its darkening overlay layer. The per-call `overlayOpacity` option, which only ever controlled how much of that image showed through, was removed along with it. # 0.6.3 - [Fixed] Party Sheet: the Downtime button added in 0.4.3 never appeared, and the Short Rest / Long Rest buttons it was meant to replace were never removed — the hook was registered as `renderParty`, but the Daggerheart system's Party sheet class is `PartySheet`, so Foundry fires `renderPartySheet` instead and the handler never ran. Corrected the hook name. # 0.6.2 - [Removed] Removed unused audio files (`assets/sfx-critical`) and their credits from `README.md`. # 0.6.1 - [Added] **Token Hope Bar**: a row of Hope diamonds drawn just above every `character` token on the canvas — filled for the Hope currently held, empty for the rest. It follows each token's own **Display Bars** setting, so *Always for Everyone*, *When Hovered*, *When Controlled* and the owner-only modes apply to it exactly as they do to the native Hit Points and Stress bars, including the Alt-key reveal that forces every overlay visible at once. - [Added] Token Hope Bar: **Scars are shown rather than hidden**. A Scar lowers maximum Hope, and a bar that simply got shorter would make that invisible — so the row keeps its six-slot baseline and fades out the slots the Scar locked off. Healing the Scar brings them back. Because the maximum is read from `actor.system` after Active Effects are applied, anything the system does to Hope — Scars, effects, items — is reflected without the module knowing about any of it, and a maximum raised past 6 simply extends the row instead of shrinking every diamond. - [Added] Token Hope Bar: **Token Hope Bar** setting (GM, on by default) in *Configure Settings → Module Settings*. Turning it off leaves the canvas untouched, for worlds that already render Hope through a token bar module such as Bar Brawl. The change applies immediately on every client, with no reload. - The whole row is generated in code from a single pair of diamond images, so it costs two textures no matter how many slots or tokens are on screen. The container is parented to the token itself rather than to its bar container — bar replacement modules clear that container on every redraw, which would have made the Hope bar flicker in and out — and being a child of the token means canvas zoom, panning and token visibility are inherited for free, the same way the native bars behave. # 0.6.0 - [Changed] Barter: the item grids now fit exactly six tiles per row with no dead strip at the right edge. They were built as wrapped rows of fixed 58px tiles, so whatever width was left over after the last tile that fit became empty space — and how much of it there was depended on how the window had been resized. The grids are now a six-column layout in which the tiles divide the panel's width between themselves, staying square and ending flush with the border at any window size. - [Added] Barter: a faint lattice of empty slots behind the inventory, carrying the grid across the rest of the box instead of stopping at the last item. How many rows fit can only be measured — the cell size follows the column count, which follows the live width of the scroll box — so the window re-measures on every render, on each tab switch, and while it is being resized. Tabs with nothing in them keep their "No … available" message rather than showing a bare lattice. - [Fixed] Barter: adding or removing items on your character sheet while the Barter window was open changed nothing in it, and re-triggering the window only brought the stale copy back to the front — the only way to see the new inventory was to close it and open it again. Both panels now follow live document data: item and currency changes on either actor are picked up as they happen, and re-triggering the window also refreshes it. Anything on the table that the new data no longer supports is trimmed — an item that was deleted or given away, a stack that shrank below the offered amount, coin beyond what the purse still holds — and in a player trade that trim clears both confirmations and is pushed to the partner, since an offer neither side agreed to cannot stay approved. - [Added] Barter: **right-click a tile to open the item's sheet**, for your own items, for the party stash's, and for what a trade partner has put on the table. Foundry will not render the sheet of a document the user cannot see, so a tile belonging to an actor you hold no permission on says so instead of silently doing nothing — the Gamemaster has to grant at least Limited ownership for it to open. - [Added] Barter: compatibility with the **Daggerheart: Unidentified Items** module. A mystified item was shown in the trade window under its real name and artwork, because that module deliberately leaves the real values on the document and masks them wherever they are displayed — and Barter was reading them directly. Every place Barter shows an item now goes through that module's display API, so players see the masked alias, icon and tooltip while Gamemasters still see the real thing, exactly as on sheets and inventory rows. That covers three routes the identity could have escaped by: the inventory grids on both panels, the trade packet itself — offers carry a name and image so the partner can draw a tile without touching a document they may have no permission on, and those are now masked for the recipient before leaving the client, in the opening invite as well as in every later update — and the public chat receipt of a completed trade, which is always written for the widest possible audience even though a Gamemaster builds it. Masked tiles are marked with a `?` in the corner. Without that module installed nothing changes. - [Changed] Barter: the scrollbars are gold to match the rest of the window, instead of the red they inherited from the core theme. # 0.5.9 - [Fixed] Token Tooltip: the adversary tooltip listed only Reactions and Passives — every action feature was silently dropped. The grouping loop matched `system.featureForm` against `"reaction"` and `"passive"` and discarded everything else, so an adversary's actions never appeared at all. All three groups are now listed, in the order **Actions / Reactions / Passives**, and any feature whose `featureForm` is missing or unrecognised falls into Actions rather than vanishing. The loop also skips items that are not of type `feature`, so nothing unrelated leaks into the lists. - [Fixed] Token Tooltip: adversary feature names were cut off at 15 characters with an ellipsis (`Armor-Shredding…`), which made features with a shared prefix indistinguishable. Feature names are now shown in full. The actor name in the tooltip header is still shortened as before. - [Changed] Token Tooltip: widened to fit the larger feature lists. The maximum width rose for every size option — Small 240→330px, Normal 290→400px, Large 350→480px, Extra Large 420→560px, Huge 500→660px. The minimum widths are unchanged, so a tooltip with few features stays as compact as it was. Feature lists now wrap onto additional lines instead of pushing the tooltip past that maximum. # 0.5.8 - [Fixed] Loot & Consumables: clicking the rolled item in the chat card opened the **Table Result** sheet instead of the item, and the link could not be dragged onto a character sheet. The card was built from `TableResult#uuid`, which identifies the table entry itself — not the document it points at. The referenced item now comes from `TableResult#documentUuid`, so the link opens the real item sheet and drops onto a sheet like any other item link. The same corrected UUID is used when the item is auto-added to the roller's linked actor, and results that are plain text rather than a document reference still fall back to their name as before. This reverses the change made in 0.4.2, which had moved the lookup to `#uuid` on the wrong assumption that it resolved to the referenced document. # 0.5.7 - [Added] Barter: **party stash trading**. The "Trade With" list now carries a **Party** group above the players, listing every party sheet that names your character as a member *and* that you hold Owner permission on — without ownership the option is not offered at all, since the transfer could not be written. Picking one turns the right-hand column into a second editable inventory: the left column is what you give the party, the right is what you take from it, with the same tabs, quantity steppers and currency fields on both sides. There is no invite, no confirmation step and no GM involved — you already own both actors, so your own client settles it the moment you press **Complete Transfer**. It still runs through the same validation against live actor data and the same single `foundry.documents.modifyBatch` call as a player trade, so it applies in full or not at all, and it posts the same chat receipt. - [Changed] Barter: entries in the trade partner list now read as `Character - Username` on a single line instead of stacking the two names, with the username kept in that user's own color. Party entries use the same shape, tagged *Party Stash* in place of a username. - [Changed] Barter: the currency row was rebuilt as a two-column grid — two currencies per line, with label, input and "/ owned" total aligned in columns. Disabled currencies simply leave fewer cells filled. - [Fixed] Barter: the portrait in the trade partner list overflowed its row and overlapped the entry's border. Both core and the system size bare `img` elements, so the thumbnail is now pinned on every axis and the row clips its own contents. - [Fixed] Barter: the currency inputs were far taller than the labels beside them, because they inherited Foundry's default input sizing. Their height is now pinned to the label's line height, so the whole row reads as one line. - [Changed] The **Quick Actions** button in the character sheet header now carries a gold border matching its label, so it reads as a button rather than loose text next to the window controls. Hovering brightens the border and adds a soft gold glow. - [Fixed] Barter: **Approve Trade** / **Start Trade** and **Cancel** rendered at visibly different heights — Cancel had a 1px border and an inherited font size against the others' 2px border and explicit size. All three footer buttons now share one box model. # 0.5.6 - [Added] **Interface Settings** window (GM only), reachable from *Configure Settings → Module Settings*. It collects the world-wide interface changes this module makes in one place instead of leaving them scattered through the settings list. - [Added] Interface Settings: **Daggerheart Menu Enhancements** — a single switch that turns off *all* of this module's changes to the system's sidebar menu at once: the purple skull tab icon, the search bar, the alphabetical section ordering, the collapsible sections and the two-column button grid. With it off the menu looks exactly as the system built it. The module's own **Quick Actions** section stays in the menu either way — only its layout falls back to the system default. The change applies on the spot, on every client, with no reload. - [Changed] **Biography Tab Visibility** (GM) moved out of the settings list into the new Interface Settings window. Its behaviour and stored value are unchanged. The per-user **Hide Biography Tab** switch stays in the settings list, where every player can reach it. # 0.5.5 - [Added] Downtime UI: **Users** tab in the config window, listing every non-GM user with a switch that decides whether they take part in downtime. A user switched off is hidden from the Downtime window even while connected, and is skipped when the downtime effects are applied — for table members who should never join a rest (spectators, a second screen, a shared account). Each row shows the user's assigned character, and offline users are dimmed, so it is clear who is being switched off. The change takes effect as soon as the config is saved: a player who was just disabled has their Downtime window closed, and everyone else's re-renders. - [Changed] Downtime UI: the GM toolbar's **Moves** button is now **Config**, with a gear icon instead of the plus sign — the window it opens is titled **Downtime Config** and holds the Core, Craft, Custom, Item Moves and Users tabs, not just moves. - [Changed] Downtime UI: the consecutive short rest pips are now clickable by the GM. Clicking a pip sets the counter to that position, and clicking the last filled pip lowers it by one, so the count can be corrected by hand when a rest happens outside the module or the automatic count drifts. It stays GM-only — the strip is never rendered for players, and the counter is a world setting they cannot write. - [Changed] Downtime UI: in the config window's Craft, Custom and Item Moves tabs, the `+` button that adds a row now sits above its list instead of below it, so it stays in the same place no matter how many rows the list has. New rows are still appended to the end of the list. - [Removed] Downtime UI: the small colored dot drawn before each player's name in the row header. - [Fixed] Foundry's orange focus/selected ring no longer appears on the Downtime window or its config window either — the 0.5.4 fix covered the module's other windows, but these two were still showing the ring stuck to the selected Short/Long and config tab buttons. As before, buttons everywhere else in Foundry are untouched and the module's own gold styling is preserved. # 0.5.4 - [Added] Request Roll: the "Send To" list now shows each connected player's linked character name alongside their username, formatted as `Character - Username`, when that player has an actor assigned. Both name parts are truncated with an ellipsis past a fixed default length so long names don't overflow the column; hover a name to see the untruncated version. The Send To column and window were widened to fit the extra text. - [Changed] Request Roll: Advantage, Disadvantage, Reaction, Grant Resources and Cinematic Mode are now sliding toggle switches in the module's gold accent instead of plain checkboxes. The switch skin lives in `styles/app-base.css` as an opt-in `.dh-toggle` class, so it can be reused by other windows without changing checkboxes elsewhere. - [Changed] Request Roll: Advantage and Disadvantage are now mutually exclusive — turning one on automatically turns the other off, since the two cancel each other out. - [Fixed] Foundry's orange focus/selected ring no longer appears on the module's buttons. Core draws it globally on `button:focus` and `button.active`, and since `.active` is what this module uses for its own selected state, the ring stuck permanently to selected trait and target buttons. It is now switched off inside the module's windows only — buttons everywhere else in Foundry are untouched — and the module's own coloured glows (gold trait, Hope, Fear, Loot) are preserved. - [Removed] Request Roll: the **Cancel** button — the window's own close (X) already does the job, so it was only taking up space. - [Added] Request Roll: a bulb button next to the **Label** field opens a panel of 33 ready-made labels grouped by trait — Agility (Sprint / Maneuver, Leap, Dodge / Evade, Acrobatics / Balance, Scale, Catch), Strength (Lift / Push / Pull, Smash / Break / Wreck, Grapple, Endure, Intimidate), Finesse (Control / Manipulate, Hide / Sneak / Prowl, Tinker / Disable / Pick Lock, Pickpocket / Sleight of Hand, Aim), Instinct (Perceive / Sense, Navigate, Track, Forage / Survive, Anticipate / React, Handle Animal), Presence (Charm / Persuade / Convince, Perform, Deceive, Intimidate, Command / Inspire, Distract) and Knowledge (Recall, Analyse / Investigate, Comprehend / Decipher, Strategize, Treat / Medic). Each one carries a tooltip describing the kind of action it covers. Clicking a label fills the Label field and pre-selects its trait in one step — the trait is only a suggestion and stays freely changeable, so you can pair any label with any trait, or with a Hope / Fear / Loot roll. # 0.5.3 - [Added] **Barter**: player-to-player trading between two users who each have a linked `character` actor. The window shows your own inventory on the left as an icon grid split into Weapons / Armor / Consumables / Loot tabs — clicking an icon puts it on the table with a green border, and stacked items get a quantity stepper. Coins can be offered alongside items, honoring whichever currencies the world has enabled. Pick a connected player, press **Start Trade**, and the same window opens on their screen showing your offer; they can add items and coins of their own or accept as-is. Editing an offer revokes both confirmations, so an agreed trade can never be swapped out from under either side. - [Added] Barter settlement runs on a connected GM client through a registered User query, and writes every item create/update/delete and both purses in a single `foundry.documents.modifyBatch` call — the trade either applies in full or not at all. The GM re-validates the whole session against live actor data first, so nothing arriving over the socket is trusted. Completed trades are posted to chat as a receipt. - [Added] API: `QuickActions.Barter()` opens the Barter window from a macro or script. - [Added] Quick Actions Macros: the **Barter** macro now ships on the suggested default list, so it shows up on the character sheet palette in new worlds and after **Reset to Default**. # 0.5.2 - [Added] **Whisper**: new window listing every connected user as a toggle button (GMs flagged with a crown, each name in the user's own color). Pick any number of recipients, type a message, and it goes out as a whispered chat card in the module's visual style, visible only to them. The message is plain text — everything typed is escaped, so pasted markup is delivered literally instead of rendered, and only line breaks are carried over. Ctrl+Enter sends. - [Added] API: `QuickActions.Whisper()` opens the Whisper window from a macro or script. - [Added] Quick Actions Macros: the **Whisper** macro now ships on the suggested default list, so it shows up on the character sheet palette in new worlds and after **Reset to Default**. # 0.5.1 - [Added] GM Menu (sidebar "GM Tools" tab): search/filter bar, deterministic section ordering (the system's own "Refresh Features" always first, everything else alphabetical), and collapsible sections with state remembered per user — makes the shared menu usable even with many modules contributing their own sections. - [Changed] GM Menu: "Quick Actions" section is now a compact 2x2 button grid instead of 4 stacked full-width buttons (Downtime, Falling Damage, Request Roll, Level Up). # 0.5.0 - [Added] **Light Sources** integration: on `ready`, the module registers all 14 light-bearing items from its Items compendium (Candle, Torch, Alistair's Torch, Hooded Lantern, Bullseye Lantern, Storm Lantern, Oil Lamp, Candelabra, Miner's Helmet, Tactical Flashlight, Smartphone, Matches, Glowstick, Emergency Flare) with the optional **Light Sources** module's API, so they light up automatically from the Token HUD with no manual configuration. No-op if Light Sources isn't installed. # 0.4.9 - [Added] Character Sheet: **Quick Actions** button in the window header of every character sheet, right next to the controls (three dots) button. It opens the same macro palette as `QuickActions.ShowMacros()`, but over a list the GM curates — so players get one-click access to the macros the table actually uses. - [Added] **Quick Actions Macros** settings menu (GM only) — drag macros in from the Macro directory or from any compendium, remove them one by one, **Preview** the resulting palette, **Reset to Default** to restore the module's four built-in macros, **Clear All** to empty the list, and a button to turn the whole feature off (the header button then disappears from open character sheets immediately, on every client). - [Added] API: `QuickActions.QuickActionsMenu()` opens the curated macro palette from a macro or script. # 0.4.8 - [Added] Character Sheet: **Hide Biography Tab** — a per-user setting (off by default) that hides the Biography tab on character sheets for that user only. - [Added] Character Sheet: **Biography Tab Visibility** — a world setting for the GM that decides whether each user picks their own choice (default), or the tab is forced visible or hidden for everyone. Changing either setting updates open character sheets immediately, and if Biography is the active tab when it gets hidden the sheet falls back to Features. # 0.4.7 - [Changed] Unleash Chaos: recharge cost is now chosen explicitly via a dialog — **1 Stress** (default), **1 HP**, or **Nothing** (for the free recovery at the start of a session) — instead of being decided automatically. # 0.4.6 - [Added] Downtime UI: the same downtime move can now be chosen more than once, as the rules allow. Each move shows a `×N` count badge with add (`+`) / remove (`−`) controls, and every repeat is an independent instance — targeted moves (Tend to Wounds, Repair Armor) can point each repeat at a different ally, and Efficient/Recovery upgrade slots apply to exactly one instance instead of every copy. Selection is stored as a list of move instances (with a migration for choices saved in the previous format). - https://github.com/brunocalado/daggerheart-quickactions/issues/2 # 0.4.5 - [Fixed] Downtime UI: "Repair Armor" (Short and Long Rest) was a silent no-op — the Daggerheart system moved armor tracking from `item.system.marks` to `item.system.armor.current`/`.max`, so the module's lookup never matched any armor item. Now uses the system's own `actor.system.updateArmorValue()` API to reduce or fully clear Armor Slots, matching native rest behavior and also covering armor bonuses granted by Active Effects (e.g. domain cards), not just the equipped item. - https://github.com/brunocalado/daggerheart-quickactions/issues/1 # 0.4.4 - [Fixed] Templates: eliminated V14 deprecation warnings (`MeasuredTemplateDocument`, `getConeShape`, `core.coneTemplateType`) by migrating to native V14 Region API. Preview now uses raw PIXI.Graphics instead of the deprecated `MeasuredTemplate` placeable; template creation now calls `createEmbeddedDocuments("Region", ...)` directly with `flags.core.MeasuredTemplate = true` instead of the deprecated `MeasuredTemplate` compat shim. - [Added] Templates: new **Rect** shape type — places a square Region centered on the click point, sized to the selected range. Generates `@Template[type:rect|range:...]` code. Fixed **Front** code string to correctly emit `@Template[type:front|...]` instead of `rect`. # 0.4.3 - [Changed] Party Sheet: removed Short Rest and Long Rest buttons from the party sheet actions bar — they are replaced by the Downtime UI button - [Added] Party Sheet: Downtime button injected into the party sheet actions bar (GM only) — opens the Downtime UI directly from the party sheet # 0.4.2 - [Added] Loot Consumable: rolled items are now automatically added to the rolling user's linked actor's inventory (if one exists) - [Added] Loot Consumable: rolled coin amounts are automatically added to the linked actor's `system.gold.coins` field - [Changed] Loot Consumable: chat messages are now whispered to GM(s) and the rolling user only — no longer visible to all players - [Fixed] Loot Consumable: use V14-compliant `TableResult#uuid` API; no more deprecation warnings for `documentId` / `documentCollection` - [Fixed] Request Roll: Cinematic mode now uses Daggerheart's native enriched roll buttons (`.duality-roll-button` / `.fate-roll-button`) instead of `ui.chat.processMessage()`, eliminating the `SYSTEM is not defined` crash. `CinematicRollPrompt` refactored to use `HandlebarsApplicationMixin` and template rendering via `_prepareContext`, allowing Daggerheart's `enricherRenderSetup` hook to wire click handlers automatically. # 0.4.1 - [Changed] Refactor: extracted `MODULE_ID` to `scripts/constants.js` as the single source of truth — all 11 scripts now import the constant instead of declaring it locally or using string literals - [Changed] Refactor: extracted `buildChatCard()` helper to `scripts/helpers.js` — eliminates duplicated chat card HTML across apps.js, scan.js, request_roll.js, and template-creator.js - [Fixed] Downtime Rest: item feature refresh now batches all item updates into a single `updateDocuments()` call per actor instead of sequential awaited updates # 0.4.0 - v14 only - [Changed] Hide system's "Falling And Collision Damage" menu — module's Falling Damage implementation is superior - [Added] Falling Damage: customizable dice formulas via module settings. GMs can change the formula for each fall height category (Very Close, Close, Far/Very Far, Collision) and reset to Daggerheart official defaults at any time - [Fixed] Falling Damage: chat messages now render with Deal Damage / Apply Healing buttons using Daggerheart's standard foundryRoll template - [Changed] Scan: moved "Enable Token Scan" setting from module settings menu into Scan Configuration app under new "General" tab - [Added] Downtime UI: visual pip counter in GM toolbar showing consecutive short rests taken (resets on long rest). Informational only — GM can still choose any rest type regardless of counter state - [Fixed] Loot Consumable: removed deprecated TableResult API usage (TableResult#text, TableResult#documentId, TableResult#documentCollection) — no more console warnings on roll - [Added] Request Roll: Loot button — reorganized top row to **None | Hope | Fear | Loot** in a single horizontal line. Selecting Loot and sending opens the Loot & Consumables screen on targeted players' clients. - [Added] Loot Consumable: new **Coins** type alongside Loot and Consumable. Select a tier (Tier 1–4) and click Roll to generate a random coin amount within that tier's range. Defaults: Tier 1 = 10–50, Tier 2 = 100–200, Tier 3 = 500–1,000, Tier 4 = 1,000–2,000. - [Added] Loot Consumable: **Coin Tier Configuration** settings menu — GMs can customize the min/max coin range for each tier and reset to defaults at any time. # 0.3.3 - Request Roll: you can pick users. # 0.3.2 - Unleash Chaos Macro - Templates fix. - [Removed] Beastform art updater feature and all related settings. - [Added] Recovery core feature for Downtime UI: during a short rest, choose one long rest downtime move instead. Can spend 1 Hope to grant the same benefit to an ally. Fully compatible with Efficient (both can be active simultaneously as independent upgrade slots). # 0.3.1 - CSS refactor - [Added] HP, Stress, Armor, and Hope resource bars in Downtime UI player rows - [Fixed] Debounce Downtime UI re-renders to prevent redundant render bursts from concurrent state changes # 0.3.0 - QuickActions.Scan(); will be a wisper - CSS refactor - QuickActions.Scan(); supports customization - Tooltip will be disabled on drag token - Adversary Tooltip will show reaction and passive features # 0.2.9 - New: QuickActions.Scan(); /* WARNING: This will only work if you enable the module setting. This allows the player to obtain information about a targeted adversary token. They will be informed about the HP and Stress status without revealing numerical values. During the game, it is common for players to ask: "I look at the goblin, how does it look?" The GM usually responds: "He looks quite wounded and exhausted." This macro aims to give players the autonomy to do this themselves. Example output: Physical State: Injured Mental State: Completely overwhelmed, paralyzed by panic and unable to think clearly */ # 0.2.8 - A player can see the Adversary Tooltip if their token is marked with a friendly disposition. - small css fix for Tooltip # 0.2.7 - Token Tooltip will no longer cause problems to the Token HUD. # 0.2.6 - DowntimeUI will auto close for players # 0.2.5 - Fix for: Automated: Premium Bedroll # 0.2.4 - Fix for: Automated: Premium Bedroll # 0.2.3 - Deleting a token will delete its tooltip. - Tooltip size can be adjusted via user settings; each user can customize this individually. - Improved visuals for Tooltip Adversary, Companion and characters. - DowntimeUI: Automated Beastbound # 0.2.2 - Tooltip for Adversaries - Tooltip for Companion # 0.2.1 - Tooltip for Players # 0.2.0 - Warn about Domain Cards - DowntimeUI: visual improvement # 0.1.9 - Bug fix: Automated: Eloquent - DowntimeUI: visual improvement and informative text - Automated: Soothing Speech - Automated: Armorer # 0.1.8 - Added scrollbar to DowntimeUI - DowntimeUI: Automatically disable offline users - Automated: Efficient - Automated: Forage: Items will be added to the actor sheet - Automated: Celestial Trance - Automated: Premium Bedroll - Automated: Eloquent - Better visual # 0.1.7 - removed timeDiff to prevent Downtime fail - DowntimeUI chat message looks nice now # 0.1.6 - removed timeDiff to prevent RequestRoll fail # 0.1.5 - more timeDiff to prevent RequestRoll fail # 0.1.4 - New Feature: Advanced Downtime UI # 0.1.3 - You can level up players # 0.1.2 - QuickActions.RequestRoll(); is easier to pick a player # 0.1.1 - new: QuickActions.Templates(); # 0.1.0 - QuickActions.RequestRoll() works for fate rolls now - // You can use QuickActions.RequestRoll(false); to prevent it from use images. QuickActions.RequestRoll(); # 0.0.9 - request roll show dialog to player # 0.0.8 - request roll grant resources and style improve - fate roll can use system or you can trigger a dice choice https://github.com/brunocalado/daggerheart-quickactions/wiki - GM Quick Actions - AerisCinematicCritsforDaggerheart improved. // READ THIS: https://github.com/brunocalado/daggerheart-quickactions/wiki/Aeris-Cinematic-Crits # 0.0.7 - QuickActions.SpendHope(); # 0.0.6 - show macros can read world macro from UUID # 0.0.5 - beastform art updater: READ https://github.com/brunocalado/daggerheart-quickactions/wiki#beastform - ShowMacros suporta UUID https://github.com/brunocalado/daggerheart-quickactions#via-api--macros - fate roll style fixed # 0.0.4 - removed loot table to use from the system # 0.0.3 - You can choose how many PCs for downtime