Releases: Khr0mZ/magnus-laser
Releases · Khr0mZ/magnus-laser
GM Tables
1.0.1
Ride the night
1.0.0 doc: update readme
Linux build should work now
0.2.7 chore new version
fix: minor fixes
0.2.6 test
Complete combat system redesign with actions-based framework
🎯 Major Combat System Overhaul:
- Replace global combat/skills stats with flexible actions system
- Add
StatsActionstype with id, name, type, value, and damage properties - Update all attack functions to use
actionIdparameters for precise action targeting - Remove token
radiusproperty, replace withcustomRadiusfor dynamic sizing - Add
isPCandignoreSeriouslyWoundedPenaltyflags for character management
🎨 Token Management & Interaction:
- Add Shift+wheel token resizing with immediate visual feedback and sprite updates
- Fix hit areas to accurately match
customRadiusfor click/hover detection - Implement direct sprite manipulation to eliminate ghost effects during resizing
- Add
pixiOnTokenUpdatefunction for synchronous token state management - Enhanced token tooltips and context menus
🖥️ UI/UX Overhaul:
- Complete
TokenDetailsDialogredesign with enhanced functionality and window-style controls InitiativePanelrevamp with Grid layout, improved action buttons, and better combat flow- Enhanced
FloatingButtonscomponent with blast panel controls - Updated
RollHistoryPanelto use action names instead of hardcoded types - Improved
TokenPanelwith session integration and simplified interface
🤖 NPC & Character System Enhancement:
- Complete rewrite of NPC generation system with actions-based combat
- Add damage dice system (
Dices) for flexible damage calculations - Implement luck system for player characters
- Enhanced armor and health management
🏗️ Architecture & Performance:
- Reorganize CombatSim components (move
PixiBoard.tsxtocomponentsPixi/) - Move
types.tstoutils/for better code organization - Refactor
useCombatSimandusePixihooks for improved performance - Enhanced session store with better state management and sync
- Improved blast and wall rendering systems
- Better asset management and image handling
🔧 Technical Improvements:
- Updated all type imports to use new locations
- Enhanced database operations and session synchronization
- Improved animation and rendering performance
- Better error handling and state management
- Added tooltip delays and enhanced user feedback
This represents a fundamental redesign of the combat system, introducing modern RPG mechanics with individual character actions, dynamic token sizing, and significantly improved user experience.
Session Token Movement Approval
GM can approve or discard player token movements in session
Connectivity!
Create and join session.
Host will share the combat simulator data
More improvements to the combat sim
- fit map button correctly fits the map when there are panels open
- token tooltip is always inside the viewport
- in measure mode 1 grid cell = 2 m
- scroll to top on round end
- scroll to active token on initiative change
- blasts: circle, square, cone
- replace map
- wall rectangle/circle/line modes
- tauri build now works correctly
- add portable release
- add nuke all data button to settings
Combat Simulator Improvements
- 9 points measurement
- grenade calculation and button
- drag & drop token from panel to board
- add auto-roll damage check and individual dmage roll buttons
- map movement with WASD
- change reset for Next round
- seriously wounded and pain editor handling
- critical/fumble icons
- delete single roll history entry
- add token start turn to roll history
- allow to edit initiatives if combat is started