Adding existing files to git
Moved logic for creating initiative row and/or card from initiative.js to creature.js
Simplified card display to just image/name/bloodied/effect icons. Added effect icons and moved toward hosting images locally. Switched to dual-window system (admin & player display).
Added the ability to edit/delete history entries and have it update everywhere the entry is displayed.
Added event dispatch/listener model to Creatures and Initiative objects. Added file extensions to some images.
Implemented drag-and-drop initiative reordering (captured in history as well)
Changed History.Entrys to a flat centralized list, referenced by id in each History instance for easier serialization and reduced redundancy. Also implemented toJSON() methods for all serializable classes.
Fixed dynamically sizing effect icons to the size of the character card.
Implemented a free-form history entry widget
Fixed serialization of data model objects to JSON to prevent circular references and strip out most unnecessary properties.
Fixed postMessage communication from admin.html to initiative.html so that once loaded the child window responds so that admin.html can send back initialization data.
Moved logic for resolving attacks from Initiative to Creature and extended that logic to take conditions/combat advantage/crits & fumbles into account. Extended Roll/Attack.achor() logic and turned Damage into a proper subclass of Roll.
Added toString() of Roll to breakdown(). Also removed redundant console.info() call from Creature.attack()
Turned saving throws into actual Roll subtype with it's own anchor() method. Added turn start/turn end calls for Creature to handle ongoing damage and saving throws. Fixed drag-and-drop initiative reordering.
Added file extensions to portrait files. Added the optional concept of weapons and implements to creatures, delegating attack damage to the weapon and ability mod damage to the creature via damage roll '[W]+STR' syntax. Made weapon/implement selection a part of the attack dialog, filtered by weapons/implements appropriate to the selected attack.
Fixed parsing complex damage string cases
Implemented attack logic using weapons and implements. Cleaned up damage anchor()/toString() text when using weapons/implements and crits
Fixed serialization and criticals for non-PCs/non-item-attacks
Added amount text to effect icon that have an amount (e.g. ongoing damage, attack penalty, etc.). Fixed event dispatching so it doesn't result in event loops.
Fixed Damage breakdown for non-item attacks. Added different monster names to the generator.