Originally Posted by
zelannii
Please extend the text parser to look at item text. allow effect syntax, to hit, saves, application of damage/healing, etc by highlighting and dragging text from within item description field to a target. SO MANY manually entered player "powers" would be eliminated from need by doing this. Many items work as and are worked exactly the same as spells, so hopefully it's just a matter of having the parser actually parse these fields with the existing logic and add the drag/selection layer.
Consumable items: if equipped or carried in inventory they should show up on the actions tab under an "items" heading. under the preparation view let players check or uncheck ones they don't care to have cluttering their view. Honestly any item that isn't already an equipped weapon that has actionable text should show up in such a view, with parsed text showing up as action buttons.
Track time. I like the idea of players seeing a visual indicator of a sun/moon for a "vague" time reference and optionally being able to hide it in situations where the DM determines the players have no way of keeping time directly. From the DM view, allow them to change the time directly as non-combat events occur, (auto add 6 seconds per round in combat) allowing the DM to see exact time, with "easy" buttons to add 1, 5, 10, 15, 30, and 60 minutes as well as more manual click and type to specify time controlls. Then let effects track that when in use to handle expiring properly as time elapses. If a map uses time-keyed environment lighting allow the current "time" to impact the lighting, and let the GM decide at what times lighting does change and how.