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- Added version 1.7.1 (sourced from the Roll20 forums, never previously submitted to the GitHub repository) so it appears as a selectable previous version in the Roll20 Mod Script Console.
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### Fixed
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- Fixed aura visibility threshold (`Percentage PC/NPC`): tokens at or above the configured HP threshold were incorrectly shown a green default aura instead of having the aura hidden. Changed comparison from `>=` to `>` and replaced `applyDefaultAura()` with `clearAuras()` in the above-threshold branch so the aura correctly disappears when a token's HP is not below the threshold. Also added a guard so a threshold of `0` clears the aura rather than treating it as "always show". ([#1](https://github.com/steverobertsuk/roll20-api-scripts/issues/1))
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- Fixed `!aura` settings menu after a change: clicking a button and submitting the dialog caused a non-interactive read-only panel (using `<span>` pills) to appear in public chat instead of re-displaying the interactive GM-whispered menu. Root cause was `handleInput` calling `showSettingsInGameChat()` on every setting change instead of `showMenu()`. The interactive GM menu is now always shown after a change; the read-only public snapshot remains available via the explicit `!aura settings` command. ([#3](https://github.com/steverobertsuk/roll20-api-scripts/issues/3), [#4](https://github.com/steverobertsuk/roll20-api-scripts/issues/4))
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- Fixed `!aura perc` not refreshing tokens already on the map: changing the HP threshold now immediately re-evaluates all existing tokens via `menuForceUpdate()`, so tokens that were visible under the old threshold are correctly cleared (or revealed) without requiring a token move.
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- Fixed "No FX with name" GM whisper appearing repeatedly when a character's `USEBLOOD` attribute is set to a custom custfx name that no longer exists in the campaign (e.g. after a campaign reset or character import). The error message now identifies the character by name so the GM knows which `USEBLOOD` attribute to correct. The script also falls back to `-DefaultHurt` so a visual effect still plays instead of silently doing nothing. ([#2](https://github.com/steverobertsuk/roll20-api-scripts/issues/2))
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### Changed
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- Removed orphaned `applyDefaultAura` function — it was superseded by `clearAuras()` in the threshold fix but never deleted.
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- Removed unused `changedSetting` variable from `handleInput` — it was assigned in ~20 places but never read, as `showMenu()` was always called unconditionally at the end of the function.
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- Token refresh progress messages updated: sender changed from a hardcoded string to `SCRIPT_NAME`; text changed from `"Fixing N Tokens"` / `"Finished Fixing Tokens"` to `"Refreshing N Tokens"` / `"Finished Refreshing Tokens"`.
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-`handleInput` command dispatch refactored — 27 switch cases reduced to 5 dispatch-table lookups (`TOGGLES`, `STRINGS`, `FLOATS`, `SHAPES`, `HEXES`) plus a 13-case switch for commands with unique behaviour, removing ~100 lines of repetitive boilerplate.
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-`showSettingsInGameChat` refactored to reduce cognitive complexity: extracted `boolPill` and `namePill` module-level helpers (read-only counterparts to the existing `toggleBtn`/`nameBtn`), replacing 8 repeated inline ternary expressions and an inline `pickNameStyle` closure.
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- JSDoc corrections: removed stale `@param [update]` from `applyAuraAndDead` (parameter was removed in an earlier refactor); corrected `spawnDefaultFxById` description which falsely claimed to tighten particle profile settings; corrected `boolPill` description (background colour, not text colour); corrected `registerEventHandlers` listing `change:token` instead of `change:graphic`; documented the missing British/American colour-key variants on `FX_PARAM_DEFAULTS`; removed stale `pColor` return-type entry from `resolveTypeConfig`.
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---
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## [2.1.0] – 2026-05-01
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### Added
@@ -44,9 +65,8 @@ Major modernization and stability refactor of the entire script, consolidating p
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-**JSDoc Documentation** — every function is now fully documented with parameter types, return values, and behavioral descriptions to improve maintainability.
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-**Centralized Configuration** — all default state values, FX definitions, and internal parameters are now managed via unified constants.
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-**FX Recovery Commands** — added `!aura reset-fx` (rebuild default heal/hurt custom FX objects) and `!aura reset-all` (restore all settings to defaults + rebuild default FX + force update).
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-**Public Settings Snapshot** — setting-changing`!aura` commands now post a read-only settings panel to game chat for table visibility.
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-**Public Settings Snapshot** — added`!aura settings` to post a read-only settings panel to game chat on demand.
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-**Aura Detail Commands** — added `!aura a1shape`, `!aura a1tint`, `!aura a2size`, `!aura a2shape`, and `!aura a2tint` to adjust displayed Aura 1/Aura 2 detail values from chat.
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-**Settings Output Command** — added `!aura settings` to post the current settings snapshot to game chat on demand.
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### Changed
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-**`_` (Underscore) dependency** — no longer required.
@@ -68,11 +88,22 @@ Major modernization and stability refactor of the entire script, consolidating p
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-`!aura bar` now validates `1|2|3`, whispers confirmation on change, and immediately runs a full sync to apply the new bar selection.
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- Tokens with no `max` value on the configured bar now have aura/tint cleared, preventing stale health indicators.
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- Configuration output now explicitly includes Aura 2 detail rows in both the GM menu and public settings snapshot.
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- Prevented duplicate settings output: setting-changing commands now publish a single game-chat snapshot instead of both GM and public panels.
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- Prevented duplicate settings output: setting-changing commands re-display the GM menu instead of posting to both GM and public chat.
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- Aura 2 output values are now sourced from state-backed defaults (`Aura2Size`, `Aura2Shape`, `Aura2Color`) instead of hardcoded labels.
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- Added Aura 1 Shape/Tint rows to settings output and backed them with default state values (`Aura1Shape`, `Aura1Color`).
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- Default heal/hurt custom FX definitions are now synchronized proactively on install/reset and when FX colors change, preventing delayed/stale visual updates after color edits or token lifecycle events.
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---
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## [1.7.1] – 2025-02-16
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> **Note:** This version was sourced from a [Roll20 forum post](https://app.roll20.net/forum/permalink/12236299/) by [Surok](https://app.roll20.net/users/335573). It was never submitted to the Roll20 GitHub API scripts repository.
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### Added
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- Added `LISTFX` command/button that displays a graphical menu listing custom FX objects with their IDs.
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### Changed
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- Updated FX effects: damage/healing FX now use the simpler DeathTracker approach — damage uses the `HurtFX` type (default `splatter-blood`) and healing uses the `HealFX` type (default `glow-holy`).
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