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docs: update CHANGELOG and README for v2.0.0 feature additions
CHANGELOG (v2.0.0 section): - Added entries for !aura reset-fx, !aura reset-all, !aura settings, Aura 1/2 detail commands, public settings snapshot, and !aura on/off semantics change. Bumped schema version entry to 1.1.0. - Added Fixed entries for FX color assignment, random channel neutralization, spawnFx fallback path, particle profile tuning, BAR validation, empty bar_max handling, Aura 1/2 output rows, settings output deduplication, and proactive FX definition sync. README: - Document !aura settings, !aura a1shape/a1tint/a2size/a2shape/a2tint, !aura reset-fx, and !aura reset-all commands. - Update !aura bar description to include immediate token sync behavior. - Update !aura heal default hint to FDDC5C. - Add note about Aura 1/2 detail rows in settings output. - Note that setting changes post a single game-chat snapshot. - Add troubleshooting notes for FX rendering variance and missing bar max value. Signed-off-by: Steve Roberts <steve@shadowcomputers.co.uk>
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HealthColors/CHANGELOG.md

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@@ -14,19 +14,35 @@ Major modernization and stability refactor of the entire script, consolidating p
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- **Persistent Default Auras** — tokens at 100% health now default to a clean **Green** Aura 1 (at the configured `AuraSize`) to indicate stability.
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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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- **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.
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- **`buttonColor` function** — legacy function completely removed after
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verifying no external or internal dependencies; superseded by `nameBtn`.
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- **Tautological FX condition** `(UseBlood !== "OFF" || UseBlood !== "NO")`.
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- **`!aura on/off` semantics** — now explicitly sets global enabled state instead of toggling on `on`.
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- **Schema version** — bumped to `1.1.0` to reflect incremental state/data migration changes in the v2.0.0 line.
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### Fixed
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- Consistent casing for `checkInstall` and `handleToken` throughout.
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- Initialization of `OneOff` state key to prevent `undefined` collisions.
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- Corrected logic in `playDeath` to ensure jukebox tracks are properly stopped
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before restarting.
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- Corrected logic in `playDeath` to ensure jukebox tracks are properly stopped before restarting.
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- Page scale calculation and aura radius math standardized for better precision.
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- Heal and hurt FX color assignment now resolves `startColour`/`startColor` and `endColour`/`endColor` consistently, preventing gray/white fallback artifacts.
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- Default heal/hurt FX random color channels are explicitly neutralized during spawn preparation to preserve configured color fidelity.
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- Added a fallback spawn path that updates and triggers default custom FX by id (`spawnFx`) when definition-based spawning renders colors inconsistently.
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- Tuned default heal/hurt particle profile values for clearer saturation and reduced washed-out appearance in experimental sandboxes.
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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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- 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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## [1.6.0] – 2020-08-19
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- Added per-character `USEBLOOD` attribute support for custom FX colours and
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named custom FX overrides.
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- Added per-character `USEBLOOD` attribute support for custom FX colours and named custom FX overrides.
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## [1.5.1] – Earlier
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HealthColors/README.md

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- **Dynamic Color Shifting**: Automatically transitions from Green (Healthy) to Red (Critical) as health drops.
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- **Aura & Tint Modes**: Choose between a glowing health ring (Aura 1) or a full token color overlay (Tint).
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- **Aura 1 Exclusive Management**: The script only manages Aura 1. You are free to manually use Aura 2 for range indicators, light sources, or status markers without script interference.
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- **Aura 1 & Aura 2 Details in Output**: Settings output includes Aura 1 Shape/Tint and Aura 2 Radius/Shape/Tint rows using state-backed defaults for clear reference.
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- **Manual Overrides**: Visual updates are only triggered when health values change. You can manually adjust colors or radii in the token settings, and they will "stick" until the next time the token takes damage or heals.
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- **Blood & Heal FX**: Spawns custom particle effects when tokens are hurt or healed.
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- **Automated Dead Status**: Automatically applies a configurable status marker (default: Red X) when a token reaching 0 HP.
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### The Configuration Menu
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Type `!aura` in the chat to open the interactive configuration menu. From here, you can toggle all features and adjust percentages.
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When a command changes a setting, HealthColors posts a single read-only settings snapshot to game chat (instead of duplicating menu output).
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### Command Reference
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| Command | Description |
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| :-------------------------- | :--------------------------------------------------------------------------------- |
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| `!aura` | Opens the main configuration menu. |
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| `!aura settings` | Outputs the current HealthColors settings snapshot to game chat. |
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| `!aura forceall` | Forces a visual sync for every token on the current map. |
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| `!aura on/off` | Enables or disables the script globally. |
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| `!aura tint` | Toggles between **Aura 1** mode and **Tint** mode. |
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| `!aura size <n>` | Sets the default radius for Aura 1 (e.g., `!aura size 0.7`). |
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| `!aura bar <1/2/3>` | Sets which token bar represents health. |
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| `!aura a1shape <shape>` | Sets Aura 1 display shape (`Circle`, `Square`). |
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| `!aura a1tint <hex>` | Sets Aura 1 display tint color (e.g., `!aura a1tint 00FF00`). |
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| `!aura a2size <n>` | Sets Aura 2 display radius (e.g., `!aura a2size 5`). |
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| `!aura a2shape <shape>` | Sets Aura 2 display shape (`Square`, `Circle`). |
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| `!aura a2tint <hex>` | Sets Aura 2 display tint color (e.g., `!aura a2tint 806600`). |
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| `!aura bar <1/2/3>` | Sets which token bar represents health and immediately forces a full token sync. |
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| `!aura pc / !aura npc` | Toggles health tracking for PCs or NPCs. |
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| `!aura perc <PC> <NPC>` | Sets the health percentage at which the aura appears (e.g., `!aura perc 100 100`). |
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| `!aura dead / !aura deadPC` | Toggles the automatic "Dead" status marker. |
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| `!aura fx` | Toggles particle effects for damage and healing. |
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| `!aura heal <hex>` | Sets the color of healing particle effects (e.g., `!aura heal 00FF00`). |
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| `!aura heal <hex>` | Sets the color of healing particle effects (e.g., `!aura heal FDDC5C`). |
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| `!aura hurt <hex>` | Sets the color of damage particle effects (e.g., `!aura hurt FF0000`). |
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| `!aura reset` | Resets the script's state to factory defaults. |
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| `!aura reset-fx` | Rebuilds `-DefaultHeal` and `-DefaultHurt` custom FX objects. |
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| `!aura reset-all` | Restores all settings to `DEFAULTS`, rebuilds default FX, and force-syncs tokens. |
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- **Aura Visibility**: If you are using a 5ft grid and set the Aura 1 radius to `0.7`, it may be hidden by the token image. Increase the radius (e.g., `3.0`) if you want the health ring to be visible outside the token's edge.
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- **Manual Changes**: If you manually change a token's aura color or radius in the Roll20 dialog, it will stay that way as long as the token's health doesn't change. Once health is updated, the script will re-sync the visuals to the calculated health color.
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- **One-Off Tokens**: You can toggle "One-Offs" in the settings to enable health tracking for tokens that are not linked to a character sheet.
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- **FX Rendering Variance**: Some Roll20 sandbox/client combinations can render `spawnFxWithDefinition` colors inaccurately. HealthColors uses a fallback that updates default custom FX objects and spawns by FX ID to keep heal/hurt colors consistent.
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- **Missing Max HP**: If the configured health bar has no `max` value on a token, HealthColors now clears that token's aura/tint until a max value is set.
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