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Releases: Khr0mZ/magnus-laser

GM Tables

21 Feb 20:45

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1.1.0

feat: add gm tables

1.0.1

21 Feb 19:10

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chore: version update

Ride the night

20 Feb 23:30

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1.0.0

doc: update readme

Linux build should work now

15 Nov 18:05

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0.2.7

chore new version

fix: minor fixes

08 Nov 19:02

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0.2.6

test

Complete combat system redesign with actions-based framework

05 Nov 04:40

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🎯 Major Combat System Overhaul:

  • Replace global combat/skills stats with flexible actions system
  • Add StatsActions type with id, name, type, value, and damage properties
  • Update all attack functions to use actionId parameters for precise action targeting
  • Remove token radius property, replace with customRadius for dynamic sizing
  • Add isPC and ignoreSeriouslyWoundedPenalty flags for character management

🎨 Token Management & Interaction:

  • Add Shift+wheel token resizing with immediate visual feedback and sprite updates
  • Fix hit areas to accurately match customRadius for click/hover detection
  • Implement direct sprite manipulation to eliminate ghost effects during resizing
  • Add pixiOnTokenUpdate function for synchronous token state management
  • Enhanced token tooltips and context menus

🖥️ UI/UX Overhaul:

  • Complete TokenDetailsDialog redesign with enhanced functionality and window-style controls
  • InitiativePanel revamp with Grid layout, improved action buttons, and better combat flow
  • Enhanced FloatingButtons component with blast panel controls
  • Updated RollHistoryPanel to use action names instead of hardcoded types
  • Improved TokenPanel with 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.tsx to componentsPixi/)
  • Move types.ts to utils/ for better code organization
  • Refactor useCombatSim and usePixi hooks 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

31 Oct 14:08

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GM can approve or discard player token movements in session

Connectivity!

29 Oct 22:29

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Create and join session.
Host will share the combat simulator data

More improvements to the combat sim

17 Oct 02:35

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  • 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

11 Oct 13:30

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  • 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