Releases: NocTempre/acks-equipment
Releases · NocTempre/acks-equipment
Release list
v0.15.0
v0.14.1
Release v0.14.1 — public release with ACKS II App License Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
v0.14.0
v0.13.0
v0.13.0: full RAW Non-Proficient Use package (RR p. 106) The old flat -1 was the 0th-level branch of the rule misapplied to everyone. RAW, triggered by the equipped STATE (any weapon/armour unusable by class, or an untrained fighting style - weapon and style proficiency are distinct and BOTH required): - 1st+ level: attack as a 0th-level fighter (attack throw 11+, bba -1) on every attack while so equipped, even with an otherwise-usable weapon - 0th level: still 0th level, additional -1 - regardless of level: no attribute BONUS to attack throws or AC (penalties kept); Weapon Finesse inert (nothing to swap in) - class powers unusable + no XP: Judge-side, surfaced as the new nonProficientUse advisory violation loadout.mjs computes the state; roll-wrap.mjs replaces the flat -1 with the package; effects.mjs cancels the positive DEX AC mod in the loadout effect. Known gap (documented): item-less attacks have no bonus channel to degrade. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
v0.12.3
v0.12.3: clean packaging after rules-extract purge Rules extracts no longer exist anywhere in the repo or its history; this release replaces the removed module.zip assets with a clean build. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
v0.12.2
v0.12.2: smoke-test every entry point (audit after the init-crash hot…
v0.12.1
v0.12.1: HOTFIX — module dead at init; AE changes carry `type`, not `…
v0.12.0
Fix 15-char macro id (again) — and stop masking validate's exit code acksEqNamed0000 was 15 characters; Foundry requires exactly 16. This is the second time this bit, and the reason it reached a tag is a process flaw of mine: the release chain piped validate through `| grep -iE "warn|fail|OK"`, and grep EXITS 0 when it matches the word "FAIL" — so the && chain sailed past a failing validate. Run validate bare so its exit status actually gates the release. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
v0.11.0
v0.11.0: fix paper-doll unequip sync; class training chunks; named it…
v0.10.0
Fix 15-char macro id; add the scavenged-equipment overlay The v0.10.0 build failed validation: the Item Loss macro's _id "acksEqItemLoss0" was 15 characters, and Foundry's DocumentIdField requires exactly 16. I had skipped `npm run validate` after `build:packs` in that release, and validate is precisely the step that checks packs/_source — so CI caught what I should have. Now acksEqItemLoss00. Also adds the scavenged-equipment overlay (RR p. 160), gated by overlayScavenged. Reuse first once more: every RAW result is expressible in fields core already owns, so this is a table + planner returning core-field updates with no runtime layer — "-1 damage" becomes a "1d6-1" damage string, "-1 to attacks" system.bonus, "+1 stone" weight6, "-1 AC" aac.value. Effects are cumulative (19-20 rolls twice more, and the reroll row itself contributes nothing), attack/AC penalties cap at -5, and breaks/cannot-sneak are recorded as a flag for the Judge rather than auto-destroying. Tests encode RR's worked example (19 -> 7,15 = rusty blade + loose hilt). +13 checks (129). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>