RPT v0.6 has been released on CurseForge and WoW Interface!
With this update to v0.6, I can more readily recommend RPT for testing in an actual group setting. It should be considerably more stable than v0.5, however, do still expect there to be bugs! As always, please join the RPT discord at the top of the page to report any bugs that you find so that I can fix them as quickly as humanly possible. Thank you!
MAJOR FEATURE: ITEM EDITOR
The item editor has been added to the campaign/dataset manager. Similar to spells and auras, items can be created by left clicking on an empty slot in the dataset’s item grid. There are several fields which are relatively self-explanatory, giving you greater customisation over items. Items are the primary way of applying stats to the character sheet, and can also be hooked up to combat events via auras - e.g., weapons that deal additional damage on hit, armour which deals damage back to attackers, trinkets which heal you every turn.
Items can be added to your inventory by shift-left clicking them in the item grid. Currently, all players can add items that they receive or create to their inventory. Items can then be removed from your inventory by shift-right clicking on them.
All items can have spells bound to them. For staffs, wands, ‘held in off-hand’ items and shields, bound spells replace your off hand /main hand attacks. For all other items (head, chest, trinket and class item), bound spells appear as ‘On Use’ effects, and are activated by their respective built-in actions on the action bar.
MAJOR FEATURE: CASTING
Some spells can be designated as ‘1 turn cast’, meaning that they finish casting when the player’s next turn begins. Using a casted spell activates a cast bar which ticks up each time the batch of active players/NPCs changes. Taking damage automatically prompts a ‘Concentration’ roll, which is a stat that can be improved by putting +Concentration on items. By default, the DC required to not lose concentration (i.e., be interrupted) is 12 - that’s a 60% chance to be interrupted with +0 Concentration. In the future, this DC will be modifiable on the DM dashboard.
MAJOR FEATURE: MODEL VIEWER
Version 0.6 now comes with a model viewer, allowing you to select any NPC in the game to serve as a unit frame model. You can filter the viewer’s extensive listed by searching terms such as ‘humanmale’, ‘nzoth’, ‘orc’ etc
QoL Changes
- Removed some debug messages.
- Added confirmation messages to the dataset manager.
- Ability Scores and Resistances can now be rolled manually from the character sheet by clicking the icon.
- Always shows the character setup wizard when you first load a character.
- Unit frames are hidden by default.
- A health bar displays above damaged allies. Requires friendly nameplates to be enabled in the Blizzard interface menu.
- The drag icon has been removed from the unit frame. You can now drag the unit frames around the screen.
- The action bar can now be moved by holding the translucent drag bar and dragging it around on the screen.
- /rpt lock and /rpt unlock show/hide the drag bars.
- Main/Off Hand Attack now displays the icon of your equipped weapons/shield.
- Changed the addon slash command to ‘/rpt’.
- Player and NPC ‘batches’ - i.e., the groups that are taking their turns at any one time - have been optimised. Up to 5 players can take their turns at any one time, but for groups of 6 or more, the number of players taking their turns is reduced to evenly balance the group out.
- Healing and Damage taken now shows as floating combat text.
- The NPC turn UI is now anchored to the turn tracker and has a transparent background, so it should be less intrusive. You can also swap quickly between NPCs that are taking their turns.
- All attributes in the character sheet can be hovered over to see what they do and what they are affected by.
- You can hover over your character portrait in the character sheet to see additional stats, such as your maximum health and mana.
Auras
- Added On Critical Strike, On Critical Strike Taken, On Heal and On Heal Taken effects.
- Damage and healing applied by auras now optionally rolls dice in addition to static damage amounts.
- Auras now refresh when applied to the same target if they are listed as ‘non-stackable’.
- Auras can now restore mana.
Bug Fixes
- Physical damage mitigation no longer causes fractional amounts of damage to be dealt.
- Fixed an issue which prevented players from reaching 0 HP.
- Removing a spell or aura from a dataset now no longer sends you to the first dataset you opened in the session.
- The reaction frame now closes when you succeed a block check.
- Properly checks for critical parry/dodge/block, as well as critical fails, when defending.
- Fixed an error when removing auras from datasets.
- It is now possible to have duplicates of the same item in your inventory.
- Fixed an issue where equipped items weren’t properly being highlighted when loading in.
- Hidden UI elements can no longer be dragged around.
- The turn tracker now prevents the group leader from advancing to the first round of combat before all Initiative rolls are received.
- Only one instance of the turn tracker can be active at any given time, preventing duplicity issues.
- Turn order now properly changes when NPC visibility states are toggled.
- NPCs now take their turns after the players, rather than at the same time. This fixes issues where stuns were not doing anything useful.
- Fixed an issue which caused the wrong player to be identified as the party leader.
- The position of the action bar is now saved between sessions.
- Proficiency bonus is now working again.
- Fixed an issue where auras were expiring faster when they were applied on multiple targets.
- Unit frame and action bar positions can now be reset.
- Players can now be crowd controlled!

Code Changes
- Started refactoring the editor windows and serialization/deserialization.
- Refactored the way item data is stored - only the necessary data is stored now. This should cut down on transfer times.