Doc_Waldo wrote:No, sorry. I am talking about being able to quickly add, say "shroud 2", etc. Another state, conditions as they arise. So basicly someone would add the image, and then just have to know where to go to add the name to the list. The final step would be to somehow be able to fill out a form, or area in the code for the card update. Basically treating the conditions much like powers. Since they really are one of the major parts of DMing and they seem to change a lot, or at least it because a part of the DM's area where he can add some flavor, i.e. change icons, maybe a little wording, etc.
Anyway, long answer to your question. I'm speaking of the adding and editing states in the framework.
Ah, okay. Well, a few things to consider:
1) The cards are fixed images generated by someone else - they're not editable, and they're only available for the following conditions:
Blinded, Dazed, Deafened, Dominated, Dying, Grabbed, Helpless, Immobilized, Marked, Petrified, Prone, Restrained, Slowed, Stunned, Surprised, Unconscious, Weakened
When you view a card, you're viewing an image summoned from a table, not something constructed by the framework. So there's no capacity in the framework to add cards or edit their contents unless you want to generate the graphics and insert them into the table in the relevant location, and I don't plan on adding any capability to generate a card like that.
2) To add new conditions, you'd need to do basically 3 steps in the final update:
a. Add the new state image to the Campaign Properties.
b. Decide what list it fits in best - Basic, Modifier, Feature, or Damage
c. Add it to the corresponding property on the Lib:4e token. For example, if you added "Shroud_2" to the campaign properties, you'd want to then go to the Lib:4e token, find the property FEATURE_STATES, and add "Shroud_2" to that list.
After that, it should appear in the proper windows and be handled as necessary by the framework.
The final update is now available (appropriately named DD4E_Slim_final). It removes all but the frame-tracked condition management, which is integrated with both saving throws and damage/healing (so a player token that becomes dying will have that condition show up in the tracking frame).