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15 Commits

Author SHA1 Message Date
e8bc1b9521 Minor fixes 2022-09-13 16:10:16 +02:00
f57b57e57f Minor fixes 2022-09-12 23:06:13 +02:00
cdf2248afa NPC fixes 2022-08-31 07:47:27 +02:00
b646a8c384 Add NPC sheet 2022-08-30 00:03:09 +02:00
b3e89cf135 Add NPC sheet 2022-08-29 17:39:19 +02:00
35d500f24b Fix armors 2022-08-26 18:54:40 +02:00
fa501abbd5 Review range + display raw armor result 2022-08-26 13:23:06 +02:00
b84f34d560 Fix range attack 2022-08-23 08:21:20 +02:00
08157116e8 Ranged attacks 2022-08-17 22:51:52 +02:00
68b8d42925 Manage conditions 2022-08-17 17:07:58 +02:00
aab562bed9 Manage conditions 2022-08-17 17:07:45 +02:00
66f70897ed v10 migration 2022-08-16 23:01:30 +02:00
4c5f3b088e v10 migration 2022-08-16 22:31:07 +02:00
eb8708526c v10 migration 2022-08-16 22:29:27 +02:00
562c6ab88d Melee fight 2022-08-14 10:13:53 +02:00
31 changed files with 1352 additions and 715 deletions

4
images/.directory Normal file
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@ -0,0 +1,4 @@
[Dolphin]
Timestamp=2022,9,12,23,3,3.4699999999999998
Version=4
VisibleRoles=Details_text,Details_size,Details_modificationtime,Details_creationtime,CustomizedDetails

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@ -1,6 +1,5 @@
[Dolphin] [Dolphin]
SortOrder=1 SortOrder=1
Timestamp=2022,7,27,18,56,49.607 Timestamp=2022,9,12,23,4,32.409
Version=4 Version=4
ViewMode=1
VisibleRoles=Details_text,Details_size,Details_modificationtime,Details_creationtime,CustomizedDetails VisibleRoles=Details_text,Details_size,Details_modificationtime,Details_creationtime,CustomizedDetails

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@ -24,16 +24,15 @@ export class CrucibleActorSheet extends ActorSheet {
/* -------------------------------------------- */ /* -------------------------------------------- */
async getData() { async getData() {
const objectData = CrucibleUtility.data(this.object); const objectData = this.object.system
let actorData = duplicate(objectData)
let actorData = duplicate(CrucibleUtility.templateData(this.object));
let formData = { let formData = {
title: this.title, title: this.title,
id: objectData.id, id: this.actor.id,
type: objectData.type, type: this.actor.type,
img: objectData.img, img: this.actor.img,
name: objectData.name, name: this.actor.name,
editable: this.isEditable, editable: this.isEditable,
cssClass: this.isEditable ? "editable" : "locked", cssClass: this.isEditable ? "editable" : "locked",
data: actorData, data: actorData,
@ -53,6 +52,7 @@ export class CrucibleActorSheet extends ActorSheet {
moneys: duplicate(this.actor.getMoneys()), moneys: duplicate(this.actor.getMoneys()),
encCapacity: this.actor.getEncumbranceCapacity(), encCapacity: this.actor.getEncumbranceCapacity(),
saveRolls: this.actor.getSaveRoll(), saveRolls: this.actor.getSaveRoll(),
conditions: this.actor.getConditions(),
containersTree: this.actor.containersTree, containersTree: this.actor.containersTree,
encCurrent: this.actor.encCurrent, encCurrent: this.actor.encCurrent,
options: this.options, options: this.options,
@ -119,7 +119,6 @@ export class CrucibleActorSheet extends ActorSheet {
let actorId = li.data("actor-id"); let actorId = li.data("actor-id");
this.actor.delSubActor(actorId); this.actor.delSubActor(actorId);
}); });
html.find('.quantity-minus').click(event => { html.find('.quantity-minus').click(event => {
const li = $(event.currentTarget).parents(".item"); const li = $(event.currentTarget).parents(".item");
this.actor.incDecQuantity( li.data("item-id"), -1 ); this.actor.incDecQuantity( li.data("item-id"), -1 );
@ -143,10 +142,11 @@ export class CrucibleActorSheet extends ActorSheet {
this.actor.rollAbility(abilityKey); this.actor.rollAbility(abilityKey);
}); });
html.find('.roll-skill').click((event) => { html.find('.roll-skill').click((event) => {
const li = $(event.currentTarget).parents(".item"); const li = $(event.currentTarget).parents(".item")
const skillId = li.data("item-id") const skillId = li.data("item-id")
this.actor.rollSkill(skillId) this.actor.rollSkill(skillId)
}); });
html.find('.roll-weapon').click((event) => { html.find('.roll-weapon').click((event) => {
const li = $(event.currentTarget).parents(".item"); const li = $(event.currentTarget).parents(".item");
const skillId = li.data("item-id") const skillId = li.data("item-id")
@ -158,6 +158,9 @@ export class CrucibleActorSheet extends ActorSheet {
html.find('.roll-shield-die').click((event) => { html.find('.roll-shield-die').click((event) => {
this.actor.rollShieldDie() this.actor.rollShieldDie()
}); });
html.find('.roll-target-die').click((event) => {
this.actor.rollDefenseRanged()
});
html.find('.roll-save').click((event) => { html.find('.roll-save').click((event) => {
const saveKey = $(event.currentTarget).data("save-key") const saveKey = $(event.currentTarget).data("save-key")
@ -200,9 +203,9 @@ export class CrucibleActorSheet extends ActorSheet {
/* -------------------------------------------- */ /* -------------------------------------------- */
async _onDropItem(event, dragData) { async _onDropItem(event, dragData) {
console.log(">>>>>> DROPPED!!!!") console.log(">>>>>> DROPPED!!!!")
let item = await CrucibleUtility.searchItem( dragData) const item = fromUuidSync(dragData.uuid)
if (item == undefined) { if (item == undefined) {
item = this.actor.items.get( dragData.data._id ) item = this.actor.items.get( item.id )
} }
let ret = await this.actor.preprocessItem( event, item, true ) let ret = await this.actor.preprocessItem( event, item, true )
if ( ret ) { if ( ret ) {

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@ -63,22 +63,26 @@ export class CrucibleActor extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
computeHitPoints() { computeHitPoints() {
let hp = duplicate(this.data.data.secondary.hp) if (this.type == "character") {
let max = (this.data.data.abilities.str.value + this.data.data.abilities.con.value) * 6 let hp = duplicate(this.system.secondary.hp)
if (max != hp.max || hp.value > max) { let max = (this.system.abilities.str.value + this.system.abilities.con.value) * 6
hp.max = max if (max != hp.max || hp.value > max) {
hp.value = max // Init case hp.max = max
this.update({ 'data.secondary.hp': hp }) hp.value = max // Init case
this.update({ 'system.secondary.hp': hp })
}
} }
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
computeEffortPoints() { computeEffortPoints() {
let effort = duplicate(this.data.data.secondary.effort) if (this.type == "character") {
let max = (this.data.data.abilities.con.value + this.data.data.abilities.int.value) * 6 let effort = duplicate(this.system.secondary.effort)
if (max != effort.max || effort.value > max) { let max = (this.system.abilities.con.value + this.system.abilities.int.value) * 6
effort.max = max if (max != effort.max || effort.value > max) {
effort.value = max // Init case effort.max = max
this.update({ 'data.secondary.effort': effort }) effort.value = max // Init case
this.update({ 'system.secondary.effort': effort })
}
} }
} }
@ -86,7 +90,7 @@ export class CrucibleActor extends Actor {
prepareDerivedData() { prepareDerivedData() {
if (this.type == 'character' || game.user.isGM) { if (this.type == 'character' || game.user.isGM) {
this.data.data.encCapacity = this.getEncumbranceCapacity() this.system.encCapacity = this.getEncumbranceCapacity()
this.buildContainerTree() this.buildContainerTree()
this.computeHitPoints() this.computeHitPoints()
this.computeEffortPoints() this.computeEffortPoints()
@ -108,46 +112,46 @@ export class CrucibleActor extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
getMoneys() { getMoneys() {
let comp = this.data.items.filter(item => item.type == 'money'); let comp = this.items.filter(item => item.type == 'money');
CrucibleUtility.sortArrayObjectsByName(comp) CrucibleUtility.sortArrayObjectsByName(comp)
return comp; return comp;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
getFeats() { getFeats() {
let comp = duplicate(this.data.items.filter(item => item.type == 'feat') || []); let comp = duplicate(this.items.filter(item => item.type == 'feat') || []);
CrucibleUtility.sortArrayObjectsByName(comp) CrucibleUtility.sortArrayObjectsByName(comp)
return comp; return comp;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
getFeatsWithDie() { getFeatsWithDie() {
let comp = duplicate(this.data.items.filter(item => item.type == 'feat' && item.data.data.isfeatdie) || []); let comp = duplicate(this.items.filter(item => item.type == 'feat' && item.system.isfeatdie) || []);
CrucibleUtility.sortArrayObjectsByName(comp) CrucibleUtility.sortArrayObjectsByName(comp)
return comp; return comp;
} }
getFeatsWithSL() { getFeatsWithSL() {
let comp = duplicate(this.data.items.filter(item => item.type == 'feat' && item.data.data.issl) || []); let comp = duplicate(this.items.filter(item => item.type == 'feat' && item.system.issl) || []);
CrucibleUtility.sortArrayObjectsByName(comp) CrucibleUtility.sortArrayObjectsByName(comp)
return comp; return comp;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
getLore() { getLore() {
let comp = duplicate(this.data.items.filter(item => item.type == 'spell') || []); let comp = duplicate(this.items.filter(item => item.type == 'spell') || []);
CrucibleUtility.sortArrayObjectsByName(comp) CrucibleUtility.sortArrayObjectsByName(comp)
return comp; return comp;
} }
getEquippedWeapons() { getEquippedWeapons() {
let comp = duplicate(this.data.items.filter(item => item.type == 'weapon' && item.data.data.equipped) || []); let comp = duplicate(this.items.filter(item => item.type == 'weapon' && item.system.equipped) || []);
CrucibleUtility.sortArrayObjectsByName(comp) CrucibleUtility.sortArrayObjectsByName(comp)
return comp; return comp;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
getArmors() { getArmors() {
let comp = duplicate(this.data.items.filter(item => item.type == 'armor') || []); let comp = duplicate(this.items.filter(item => item.type == 'armor') || []);
CrucibleUtility.sortArrayObjectsByName(comp) CrucibleUtility.sortArrayObjectsByName(comp)
return comp; return comp;
} }
getEquippedArmor() { getEquippedArmor() {
let comp = this.data.items.find(item => item.type == 'armor' && item.data.data.equipped) let comp = this.items.find(item => item.type == 'armor' && item.system.equipped)
if (comp) { if (comp) {
return duplicate(comp) return duplicate(comp)
} }
@ -155,12 +159,12 @@ export class CrucibleActor extends Actor {
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
getShields() { getShields() {
let comp = duplicate(this.data.items.filter(item => item.type == 'shield') || []); let comp = duplicate(this.items.filter(item => item.type == 'shield') || []);
CrucibleUtility.sortArrayObjectsByName(comp) CrucibleUtility.sortArrayObjectsByName(comp)
return comp; return comp;
} }
getEquippedShield() { getEquippedShield() {
let comp = this.data.items.find(item => item.type == 'shield' && item.data.data.equipped) let comp = this.items.find(item => item.type == 'shield' && item.system.equipped)
if (comp) { if (comp) {
return duplicate(comp) return duplicate(comp)
} }
@ -168,7 +172,7 @@ export class CrucibleActor extends Actor {
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
getRace() { getRace() {
let race = this.data.items.filter(item => item.type == 'race') let race = this.items.filter(item => item.type == 'race')
return race[0] ?? []; return race[0] ?? [];
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -183,27 +187,30 @@ export class CrucibleActor extends Actor {
return listItem return listItem
} }
/* -------------------------------------------- */
getConditions() {
let comp = duplicate(this.items.filter(item => item.type == 'condition') || []);
CrucibleUtility.sortArrayObjectsByName(comp)
return comp;
}
/* -------------------------------------------- */ /* -------------------------------------------- */
getWeapons() { getWeapons() {
let comp = duplicate(this.data.items.filter(item => item.type == 'weapon') || []); let comp = duplicate(this.items.filter(item => item.type == 'weapon') || []);
CrucibleUtility.sortArrayObjectsByName(comp) CrucibleUtility.sortArrayObjectsByName(comp)
return comp; return comp;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
getItemById(id) { getItemById(id) {
let item = this.data.items.find(item => item.id == id); let item = this.items.find(item => item.id == id);
if (item) { if (item) {
item = duplicate(item) item = duplicate(item)
if (item.type == 'specialisation') {
item.data.dice = CrucibleUtility.getDiceFromLevel(item.data.level);
}
} }
return item; return item;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
getSkills() { getSkills() {
let comp = duplicate(this.data.items.filter(item => item.type == 'skill') || []) let comp = duplicate(this.items.filter(item => item.type == 'skill') || [])
for (let skill of comp) { for (let skill of comp) {
CrucibleUtility.updateSkill(skill) CrucibleUtility.updateSkill(skill)
} }
@ -213,30 +220,30 @@ export class CrucibleActor extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
getRelevantAbility(statKey) { getRelevantAbility(statKey) {
let comp = duplicate(this.data.items.filter(item => item.type == 'skill' && item.data.data.ability == ability) || []); let comp = duplicate(this.items.filter(item => item.type == 'skill' && item.system.ability == ability) || []);
return comp; return comp;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
async equipItem(itemId) { async equipItem(itemId) {
let item = this.data.items.find(item => item.id == itemId) let item = this.items.find(item => item.id == itemId)
if (item && item.data.data) { if (item && item.system) {
if (item.type == "armor") { if (item.type == "armor") {
let armor = this.data.items.find(item => item.id != itemId && item.type == "armor" && item.data.data.equipped) let armor = this.items.find(item => item.id != itemId && item.type == "armor" && item.system.equipped)
if (armor) { if (armor) {
ui.notifications.warn("You already have an armor equipped!") ui.notifications.warn("You already have an armor equipped!")
return return
} }
} }
if (item.type == "shield") { if (item.type == "shield") {
let shield = this.data.items.find(item => item.id != itemId && item.type == "shield" && item.data.data.equipped) let shield = this.items.find(item => item.id != itemId && item.type == "shield" && item.system.equipped)
if (shield) { if (shield) {
ui.notifications.warn("You already have a shield equipped!") ui.notifications.warn("You already have a shield equipped!")
return return
} }
} }
let update = { _id: item.id, "data.equipped": !item.data.data.equipped }; let update = { _id: item.id, "system.equipped": !item.system.equipped };
await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity
} }
} }
@ -254,11 +261,11 @@ export class CrucibleActor extends Actor {
/* ------------------------------------------- */ /* ------------------------------------------- */
getEquipments() { getEquipments() {
return this.data.items.filter(item => item.type == 'shield' || item.type == 'armor' || item.type == "weapon" || item.type == "equipment"); return this.items.filter(item => item.type == 'shield' || item.type == 'armor' || item.type == "weapon" || item.type == "equipment");
} }
/* ------------------------------------------- */ /* ------------------------------------------- */
getEquipmentsOnly() { getEquipmentsOnly() {
return duplicate(this.data.items.filter(item => item.type == "equipment") || []) return duplicate(this.items.filter(item => item.type == "equipment") || [])
} }
/* ------------------------------------------- */ /* ------------------------------------------- */
@ -267,33 +274,33 @@ export class CrucibleActor extends Actor {
reflex: { reflex: {
"label": "Reflex Save", "label": "Reflex Save",
"img": "systems/fvtt-crucible-rpg/images/icons/saves/reflex_save.webp", "img": "systems/fvtt-crucible-rpg/images/icons/saves/reflex_save.webp",
"value": this.data.data.abilities.agi.value + this.data.data.abilities.wit.value "value": this.system.abilities.agi.value + this.system.abilities.wit.value
}, },
fortitude: { fortitude: {
"label": "Fortitude Save", "label": "Fortitude Save",
"img": "systems/fvtt-crucible-rpg/images/icons/saves/fortitude_save.webp", "img": "systems/fvtt-crucible-rpg/images/icons/saves/fortitude_save.webp",
"value": this.data.data.abilities.str.value + this.data.data.abilities.con.value "value": this.system.abilities.str.value + this.system.abilities.con.value
}, },
willpower: { willpower: {
"label": "Willpower Save", "label": "Willpower Save",
"img": "systems/fvtt-crucible-rpg/images/icons/saves/will_save.webp", "img": "systems/fvtt-crucible-rpg/images/icons/saves/will_save.webp",
"value": this.data.data.abilities.int.value + this.data.data.abilities.cha.value "value": this.system.abilities.int.value + this.system.abilities.cha.value
} }
} }
} }
/* ------------------------------------------- */ /* ------------------------------------------- */
async buildContainerTree() { async buildContainerTree() {
let equipments = duplicate(this.data.items.filter(item => item.type == "equipment") || []) let equipments = duplicate(this.items.filter(item => item.type == "equipment") || [])
for (let equip1 of equipments) { for (let equip1 of equipments) {
if (equip1.data.iscontainer) { if (equip1.system.iscontainer) {
equip1.data.contents = [] equip1.system.contents = []
equip1.data.contentsEnc = 0 equip1.system.contentsEnc = 0
for (let equip2 of equipments) { for (let equip2 of equipments) {
if (equip1._id != equip2._id && equip2.data.containerid == equip1._id) { if (equip1._id != equip2.id && equip2.system.containerid == equip1.id) {
equip1.data.contents.push(equip2) equip1.system.contents.push(equip2)
let q = equip2.data.quantity ?? 1 let q = equip2.system.quantity ?? 1
equip1.data.contentsEnc += q * equip2.data.weight equip1.system.contentsEnc += q * equip2.system.weight
} }
} }
} }
@ -303,71 +310,71 @@ export class CrucibleActor extends Actor {
let enc = 0 let enc = 0
for (let item of equipments) { for (let item of equipments) {
//item.data.idrDice = CrucibleUtility.getDiceFromLevel(Number(item.data.idr)) //item.data.idrDice = CrucibleUtility.getDiceFromLevel(Number(item.data.idr))
if (item.data.equipped) { if (item.system.equipped) {
if (item.data.iscontainer) { if (item.system.iscontainer) {
enc += item.data.contentsEnc enc += item.system.contentsEnc
} else if (item.data.containerid == "") { } else if (item.system.containerid == "") {
let q = item.data.quantity ?? 1 let q = item.system.quantity ?? 1
enc += q * item.data.weight enc += q * item.system.weight
} }
} }
} }
for (let item of this.data.items) { // Process items/shields/armors for (let item of this.items) { // Process items/shields/armors
if ((item.type == "weapon" || item.type == "shield" || item.type == "armor") && item.data.data.equipped) { if ((item.type == "weapon" || item.type == "shield" || item.type == "armor") && item.system.equipped) {
let q = item.data.data.quantity ?? 1 let q = item.system.quantity ?? 1
enc += q * item.data.data.weight enc += q * item.system.weight
} }
} }
// Store local values // Store local values
this.encCurrent = enc this.encCurrent = enc
this.containersTree = equipments.filter(item => item.data.containerid == "") // Returns the root of equipements without container this.containersTree = equipments.filter(item => item.system.containerid == "") // Returns the root of equipements without container
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
async rollArmor( rollData) { async rollArmor(rollData) {
let armor = this.getEquippedArmor() let armor = this.getEquippedArmor()
if (armor) { if (armor) {
} }
return { armor: "none"} return { armor: "none" }
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
async incDecHP( formula ) { async incDecHP(formula) {
let dmgRoll = new Roll(formula).roll( {async: false}) let dmgRoll = new Roll(formula).roll({ async: false })
await CrucibleUtility.showDiceSoNice(dmgRoll, game.settings.get("core", "rollMode")) await CrucibleUtility.showDiceSoNice(dmgRoll, game.settings.get("core", "rollMode"))
let hp = duplicate(this.data.data.secondary.hp) let hp = duplicate(this.system.secondary.hp)
hp.value = Number(hp.value) + Number(dmgRoll.total) hp.value = Number(hp.value) + Number(dmgRoll.total)
this.update( {'data.secondary.hp': hp }) this.update({ 'system.secondary.hp': hp })
return Number(dmgRoll.total) return Number(dmgRoll.total)
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
getAbility(abilKey) { getAbility(abilKey) {
return this.data.data.abilities[abilKey]; return this.system.abilities[abilKey];
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
async addObjectToContainer(itemId, containerId) { async addObjectToContainer(itemId, containerId) {
let container = this.data.items.find(item => item.id == containerId && item.data.data.iscontainer) let container = this.items.find(item => item.id == containerId && item.system.iscontainer)
let object = this.data.items.find(item => item.id == itemId) let object = this.items.find(item => item.id == itemId)
if (container) { if (container) {
if (object.data.data.iscontainer) { if (object.system.iscontainer) {
ui.notifications.warn("Only 1 level of container allowed") ui.notifications.warn("Only 1 level of container allowed")
return return
} }
let alreadyInside = this.data.items.filter(item => item.data.data.containerid && item.data.data.containerid == containerId); let alreadyInside = this.items.filter(item => item.system.containerid && item.system.containerid == containerId);
if (alreadyInside.length >= container.data.data.containercapacity) { if (alreadyInside.length >= container.system.containercapacity) {
ui.notifications.warn("Container is already full !") ui.notifications.warn("Container is already full !")
return return
} else { } else {
await this.updateEmbeddedDocuments("Item", [{ _id: object.id, 'data.containerid': containerId }]) await this.updateEmbeddedDocuments("Item", [{ _id: object.id, 'system.containerid': containerId }])
} }
} else if (object && object.data.data.containerid) { // remove from container } else if (object && object.system.containerid) { // remove from container
console.log("Removeing: ", object) console.log("Removeing: ", object)
await this.updateEmbeddedDocuments("Item", [{ _id: object.id, 'data.containerid': "" }]); await this.updateEmbeddedDocuments("Item", [{ _id: object.id, 'system.containerid': "" }]);
} }
} }
@ -381,9 +388,9 @@ export class CrucibleActor extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
async equipGear(equipmentId) { async equipGear(equipmentId) {
let item = this.data.items.find(item => item.id == equipmentId); let item = this.items.find(item => item.id == equipmentId);
if (item && item.data.data) { if (item && item.system) {
let update = { _id: item.id, "data.equipped": !item.data.data.equipped }; let update = { _id: item.id, "system.equipped": !item.system.equipped };
await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity
} }
} }
@ -399,26 +406,26 @@ export class CrucibleActor extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
getSubActors() { getSubActors() {
let subActors = []; let subActors = [];
for (let id of this.data.data.subactors) { for (let id of this.system.subactors) {
subActors.push(duplicate(game.actors.get(id))) subActors.push(duplicate(game.actors.get(id)))
} }
return subActors; return subActors;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
async addSubActor(subActorId) { async addSubActor(subActorId) {
let subActors = duplicate(this.data.data.subactors); let subActors = duplicate(this.system.subactors);
subActors.push(subActorId); subActors.push(subActorId);
await this.update({ 'data.subactors': subActors }); await this.update({ 'system.subactors': subActors });
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
async delSubActor(subActorId) { async delSubActor(subActorId) {
let newArray = []; let newArray = [];
for (let id of this.data.data.subactors) { for (let id of this.system.subactors) {
if (id != subActorId) { if (id != subActorId) {
newArray.push(id); newArray.push(id);
} }
} }
await this.update({ 'data.subactors': newArray }); await this.update({ 'system.subactors': newArray });
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -429,7 +436,7 @@ export class CrucibleActor extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
getOneSkill(skillId) { getOneSkill(skillId) {
let skill = this.data.items.find(item => item.type == 'skill' && item.id == skillId) let skill = this.items.find(item => item.type == 'skill' && item.id == skillId)
if (skill) { if (skill) {
skill = duplicate(skill); skill = duplicate(skill);
} }
@ -438,13 +445,13 @@ export class CrucibleActor extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
async deleteAllItemsByType(itemType) { async deleteAllItemsByType(itemType) {
let items = this.data.items.filter(item => item.type == itemType); let items = this.items.filter(item => item.type == itemType);
await this.deleteEmbeddedDocuments('Item', items); await this.deleteEmbeddedDocuments('Item', items);
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
async addItemWithoutDuplicate(newItem) { async addItemWithoutDuplicate(newItem) {
let item = this.data.items.find(item => item.type == newItem.type && item.name.toLowerCase() == newItem.name.toLowerCase()) let item = this.items.find(item => item.type == newItem.type && item.name.toLowerCase() == newItem.name.toLowerCase())
if (!item) { if (!item) {
await this.createEmbeddedDocuments('Item', [newItem]); await this.createEmbeddedDocuments('Item', [newItem]);
} }
@ -452,23 +459,23 @@ export class CrucibleActor extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
async incrementSkillExp(skillId, inc) { async incrementSkillExp(skillId, inc) {
let skill = this.data.items.get(skillId) let skill = this.items.get(skillId)
if (skill) { if (skill) {
await this.updateEmbeddedDocuments('Item', [{ _id: skill.id, 'data.exp': skill.data.data.exp + inc }]) await this.updateEmbeddedDocuments('Item', [{ _id: skill.id, 'system.exp': skill.system.exp + inc }])
let chatData = { let chatData = {
user: game.user.id, user: game.user.id,
rollMode: game.settings.get("core", "rollMode"), rollMode: game.settings.get("core", "rollMode"),
whisper: [game.user.id].concat(ChatMessage.getWhisperRecipients('GM')), whisper: [game.user.id].concat(ChatMessage.getWhisperRecipients('GM')),
content: `<div>${this.name} has gained 1 exp in the skill ${skill.name} (exp = ${skill.data.data.exp})</div` content: `<div>${this.name} has gained 1 exp in the skill ${skill.name} (exp = ${skill.system.exp})</div`
} }
ChatMessage.create(chatData) ChatMessage.create(chatData)
if (skill.data.data.exp >= 25) { if (skill.system.exp >= 25) {
await this.updateEmbeddedDocuments('Item', [{ _id: skill.id, 'data.exp': 0, 'data.explevel': skill.data.data.explevel + 1 }]) await this.updateEmbeddedDocuments('Item', [{ _id: skill.id, 'system.exp': 0, 'system.explevel': skill.system.explevel + 1 }])
let chatData = { let chatData = {
user: game.user.id, user: game.user.id,
rollMode: game.settings.get("core", "rollMode"), rollMode: game.settings.get("core", "rollMode"),
whisper: [game.user.id].concat(ChatMessage.getWhisperRecipients('GM')), whisper: [game.user.id].concat(ChatMessage.getWhisperRecipients('GM')),
content: `<div>${this.name} has gained 1 exp SL in the skill ${skill.name} (new exp SL : ${skill.data.data.explevel}) !</div` content: `<div>${this.name} has gained 1 exp SL in the skill ${skill.name} (new exp SL : ${skill.system.explevel}) !</div`
} }
ChatMessage.create(chatData) ChatMessage.create(chatData)
} }
@ -477,27 +484,62 @@ export class CrucibleActor extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
async incDecQuantity(objetId, incDec = 0) { async incDecQuantity(objetId, incDec = 0) {
let objetQ = this.data.items.get(objetId) let objetQ = this.items.get(objetId)
if (objetQ) { if (objetQ) {
let newQ = objetQ.data.data.quantity + incDec let newQ = objetQ.system.quantity + incDec
if (newQ >= 0) { if (newQ >= 0) {
const updated = await this.updateEmbeddedDocuments('Item', [{ _id: objetQ.id, 'data.quantity': newQ }]) // pdates one EmbeddedEntity const updated = await this.updateEmbeddedDocuments('Item', [{ _id: objetQ.id, 'system.quantity': newQ }]) // pdates one EmbeddedEntity
} }
} }
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
async incDecAmmo(objetId, incDec = 0) { async incDecAmmo(objetId, incDec = 0) {
let objetQ = this.data.items.get(objetId) let objetQ = this.items.get(objetId)
if (objetQ) { if (objetQ) {
let newQ = objetQ.data.data.ammocurrent + incDec; let newQ = objetQ.system.ammocurrent + incDec;
if (newQ >= 0 && newQ <= objetQ.data.data.ammomax) { if (newQ >= 0 && newQ <= objetQ.system.ammomax) {
const updated = await this.updateEmbeddedDocuments('Item', [{ _id: objetQ.id, 'data.ammocurrent': newQ }]); // pdates one EmbeddedEntity const updated = await this.updateEmbeddedDocuments('Item', [{ _id: objetQ.id, 'system.ammocurrent': newQ }]); // pdates one EmbeddedEntity
} }
} }
} }
/* -------------------------------------------- */
isForcedAdvantage() {
return this.items.find(cond => cond.type == "condition" && cond.system.advantage)
}
isForcedDisadvantage() {
return this.items.find(cond => cond.type == "condition" && cond.system.disadvantage)
}
isForcedRollAdvantage() {
return this.items.find(cond => cond.type == "condition" && cond.system.rolladvantage)
}
isForcedRollDisadvantage() {
return this.items.find(cond => cond.type == "condition" && cond.system.rolldisadvantage)
}
isNoAdvantage() {
return this.items.find(cond => cond.type == "condition" && cond.system.noadvantage)
}
isNoAction() {
return this.items.find(cond => cond.type == "condition" && cond.system.noaction)
}
isAttackDisadvantage() {
return this.items.find(cond => cond.type == "condition" && cond.system.attackdisadvantage)
}
isDefenseDisadvantage() {
return this.items.find(cond => cond.type == "condition" && cond.system.defensedisadvantage)
}
isAttackerAdvantage() {
return this.items.find(cond => cond.type == "condition" && cond.system.targetadvantage)
}
/* -------------------------------------------- */ /* -------------------------------------------- */
getCommonRollData(abilityKey = undefined) { getCommonRollData(abilityKey = undefined) {
let noAction = this.isNoAction()
if (noAction) {
ui.notifications.warn("You can't do any actions du to the condition : " + noAction.name)
return
}
let rollData = CrucibleUtility.getBasicRollData() let rollData = CrucibleUtility.getBasicRollData()
rollData.alias = this.name rollData.alias = this.name
rollData.actorImg = this.img rollData.actorImg = this.img
@ -506,15 +548,42 @@ export class CrucibleActor extends Actor {
rollData.featsDie = this.getFeatsWithDie() rollData.featsDie = this.getFeatsWithDie()
rollData.featsSL = this.getFeatsWithSL() rollData.featsSL = this.getFeatsWithSL()
rollData.armors = this.getArmors() rollData.armors = this.getArmors()
rollData.conditions = this.getConditions()
rollData.featDieName = "none" rollData.featDieName = "none"
rollData.featSLName = "none" rollData.featSLName = "none"
rollData.rollAdvantage = "none" rollData.rollAdvantage = "none"
rollData.advantage = "none" rollData.advantage = "none"
rollData.disadvantage = "none" rollData.disadvantage = "none"
rollData.forceAdvantage = this.isForcedAdvantage()
rollData.forceDisadvantage = this.isForcedDisadvantage()
rollData.forceRollAdvantage = this.isForcedRollAdvantage()
rollData.forceRollDisadvantage = this.isForcedRollDisadvantage()
rollData.noAdvantage = this.isNoAdvantage()
if (rollData.defenderTokenId) {
let defenderToken = game.canvas.tokens.get(rollData.defenderTokenId)
let defender = defenderToken.actor
// Distance management
let token = this.token
if (!token) {
let tokens = this.getActiveTokens()
token = tokens[0]
}
if (token) {
const ray = new Ray(token.object?.center || token.center, defenderToken.center)
rollData.tokensDistance = canvas.grid.measureDistances([{ ray }], { gridSpaces: false })[0] / canvas.grid.grid.options.dimensions.distance
} else {
ui.notifications.info("No token connected to this actor, unable to compute distance.")
return
}
if (defender) {
rollData.forceAdvantage = defender.isAttackerAdvantage()
rollData.advantageFromTarget = true
}
}
if (abilityKey) { if (abilityKey) {
rollData.ability = this.getAbility(abilityKey) rollData.ability = this.getAbility(abilityKey)
//rollData.skillList = this.getRelevantSkill(abilityKey)
rollData.selectedKill = undefined rollData.selectedKill = undefined
} }
@ -527,45 +596,58 @@ export class CrucibleActor extends Actor {
rollAbility(abilityKey) { rollAbility(abilityKey) {
let rollData = this.getCommonRollData(abilityKey) let rollData = this.getCommonRollData(abilityKey)
rollData.mode = "ability" rollData.mode = "ability"
if (rollData.target) {
ui.notifications.warn("You are targetting a token with a skill : please use a Weapon instead.")
return
}
CrucibleUtility.rollCrucible(rollData) CrucibleUtility.rollCrucible(rollData)
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
rollSkill(skillId) { rollSkill(skillId) {
let skill = this.data.items.get(skillId) let skill = this.items.get(skillId)
if (skill) { if (skill) {
if (skill.data.islore && skill.data.level == 0) { if (skill.system.islore && skill.system.level == 0) {
ui.notifications.warn("You can't use Lore Skills with a SL of 0.") ui.notifications.warn("You can't use Lore Skills with a SL of 0.")
return return
} }
skill = duplicate(skill) skill = duplicate(skill)
CrucibleUtility.updateSkill(skill) CrucibleUtility.updateSkill(skill)
let abilityKey = skill.data.ability let abilityKey = skill.system.ability
let rollData = this.getCommonRollData(abilityKey) let rollData = this.getCommonRollData(abilityKey)
rollData.mode = "skill" rollData.mode = "skill"
rollData.skill = skill rollData.skill = skill
rollData.img = skill.img rollData.img = skill.img
if (rollData.target) {
ui.notifications.warn("You are targetting a token with a skill : please use a Weapon instead.")
return
}
this.startRoll(rollData) this.startRoll(rollData)
} }
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
rollWeapon(weaponId) { rollWeapon(weaponId) {
let weapon = this.data.items.get(weaponId) let weapon = this.items.get(weaponId)
if (weapon) { if (weapon) {
weapon = duplicate(weapon) weapon = duplicate(weapon)
let skill = this.data.items.find(item => item.name.toLowerCase() == weapon.data.skill.toLowerCase()) let skill = this.items.find(item => item.name.toLowerCase() == weapon.system.skill.toLowerCase())
if (skill) { if (skill) {
skill = duplicate(skill) skill = duplicate(skill)
CrucibleUtility.updateSkill(skill) CrucibleUtility.updateSkill(skill)
let abilityKey = skill.data.ability let abilityKey = skill.system.ability
let rollData = this.getCommonRollData(abilityKey) let rollData = this.getCommonRollData(abilityKey)
rollData.mode = "weapon" rollData.mode = "weapon"
rollData.skill = skill rollData.skill = skill
rollData.weapon = weapon rollData.weapon = weapon
rollData.img = weapon.img rollData.img = weapon.img
if (!rollData.forceDisadvantage) { // This is an attack, check if disadvantaged
rollData.forceDisadvantage = this.isAttackDisadvantage()
}
/*if (rollData.weapon.system.isranged && rollData.tokensDistance > CrucibleUtility.getWeaponMaxRange(rollData.weapon) ) {
ui.notifications.warn(`Your target is out of range of your weapon (max: ${CrucibleUtility.getWeaponMaxRange(rollData.weapon)} - current : ${rollData.tokensDistance})` )
return
}*/
this.startRoll(rollData) this.startRoll(rollData)
} else { } else {
ui.notifications.warn("Unable to find the relevant skill for weapon " + weapon.name) ui.notifications.warn("Unable to find the relevant skill for weapon " + weapon.name)
@ -575,14 +657,14 @@ export class CrucibleActor extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
rollDefenseMelee(attackRollData) { rollDefenseMelee(attackRollData) {
let weapon = this.data.items.get(attackRollData.defenseWeaponId) let weapon = this.items.get(attackRollData.defenseWeaponId)
if (weapon) { if (weapon) {
weapon = duplicate(weapon) weapon = duplicate(weapon)
let skill = this.data.items.find(item => item.name.toLowerCase() == weapon.data.skill.toLowerCase()) let skill = this.items.find(item => item.name.toLowerCase() == weapon.system.skill.toLowerCase())
if (skill) { if (skill) {
skill = duplicate(skill) skill = duplicate(skill)
CrucibleUtility.updateSkill(skill) CrucibleUtility.updateSkill(skill)
let abilityKey = skill.data.ability let abilityKey = skill.system.ability
let rollData = this.getCommonRollData(abilityKey) let rollData = this.getCommonRollData(abilityKey)
rollData.defenderTokenId = undefined // Cleanup rollData.defenderTokenId = undefined // Cleanup
rollData.mode = "weapondefense" rollData.mode = "weapondefense"
@ -591,6 +673,9 @@ export class CrucibleActor extends Actor {
rollData.skill = skill rollData.skill = skill
rollData.weapon = weapon rollData.weapon = weapon
rollData.img = weapon.img rollData.img = weapon.img
if (!rollData.forceDisadvantage) { // This is an attack, check if disadvantaged
rollData.forceDisadvantage = this.isDefenseDisadvantage()
}
this.startRoll(rollData) this.startRoll(rollData)
} else { } else {
@ -601,6 +686,25 @@ export class CrucibleActor extends Actor {
} }
} }
/* -------------------------------------------- */
rollDefenseRanged(attackRollData) {
let rollData = this.getCommonRollData()
rollData.defenderTokenId = undefined // Cleanup
rollData.mode = "rangeddefense"
if ( attackRollData) {
rollData.attackRollData = duplicate(attackRollData)
rollData.effectiveRange = CrucibleUtility.getWeaponRange(attackRollData.weapon)
rollData.tokensDistance = attackRollData.tokensDistance // QoL copy
}
rollData.sizeDice = CrucibleUtility.getSizeDice(this.system.biodata.size)
rollData.distanceBonusDice = 0 //Math.max(0, Math.floor((rollData.tokensDistance - rollData.effectiveRange) + 0.5))
rollData.hasCover = "none"
rollData.situational = "none"
rollData.useshield = false
rollData.shield = this.getEquippedShield()
this.startRoll(rollData)
}
/* -------------------------------------------- */ /* -------------------------------------------- */
rollShieldDie() { rollShieldDie() {
let shield = this.getEquippedShield() let shield = this.getEquippedShield()
@ -627,51 +731,52 @@ export class CrucibleActor extends Actor {
let messages = ["Armor applied"] let messages = ["Armor applied"]
if (rollData) { if (rollData) {
if (CrucibleUtility.isArmorLight(armor) && CrucibleUtility.isWeaponPenetrating(rollData.attackRollData.weapon) ) { if (CrucibleUtility.isArmorLight(armor) && CrucibleUtility.isWeaponPenetrating(rollData.attackRollData.weapon)) {
return { armorIgnored: true, nbSuccess: 0, messages: ["Armor ignored : Penetrating weapons ignore Light Armors."] } return { armorIgnored: true, nbSuccess: 0, messages: ["Armor ignored : Penetrating weapons ignore Light Armors."] }
} }
if (CrucibleUtility.isWeaponPenetrating(rollData.attackRollData.weapon) ) { if (CrucibleUtility.isWeaponPenetrating(rollData.attackRollData.weapon)) {
messages.push("Armor reduced by 1 (Penetrating weapon)") messages.push("Armor reduced by 1 (Penetrating weapon)")
reduce = 1 reduce = 1
} }
if (CrucibleUtility.isWeaponLight(rollData.attackRollData.weapon) ) { if (CrucibleUtility.isWeaponLight(rollData.attackRollData.weapon)) {
messages.push("Armor with advantage (Light weapon)") messages.push("Armor with advantage (Light weapon)")
advantage = true advantage = true
} }
if (CrucibleUtility.isWeaponHeavy(rollData.attackRollData.weapon) ) { if (CrucibleUtility.isWeaponHeavy(rollData.attackRollData.weapon)) {
messages.push("Armor with disadvantage (Heavy weapon)") messages.push("Armor with disadvantage (Heavy weapon)")
disadvantage = true disadvantage = true
} }
if (CrucibleUtility.isWeaponHack(rollData.attackRollData.weapon) ) { if (CrucibleUtility.isWeaponHack(rollData.attackRollData.weapon)) {
messages.push("Armor reduced by 1 (Hack weapon)") messages.push("Armor reduced by 1 (Hack weapon)")
reduce = 1 reduce = 1
} }
if (CrucibleUtility.isWeaponUndamaging(rollData.attackRollData.weapon) ) { if (CrucibleUtility.isWeaponUndamaging(rollData.attackRollData.weapon)) {
messages.push("Armor multiplied by 2 (Undamaging weapon)") messages.push("Armor multiplied by 2 (Undamaging weapon)")
multiply = 2 multiply = 2
} }
} }
let diceColor = armor.data.absorprionroll let diceColor = armor.system.absorprionroll
let armorResult = await CrucibleUtility.getRollTableFromDiceColor( diceColor, false ) let armorResult = await CrucibleUtility.getRollTableFromDiceColor(diceColor, false)
let armorValue = (Number(armorResult.data.text) - reduce) * multiply console.log("Armor log", armorResult)
if ( advantage || disadvantage) { let armorValue = Math.max(0, (Number(armorResult.text) + reduce) * multiply)
let armorResult2 = await CrucibleUtility.getRollTableFromDiceColor( diceColor, false ) if (advantage || disadvantage) {
let armorValue2 = (Number(armorResult2.data.text) - reduce) * multiply let armorResult2 = await CrucibleUtility.getRollTableFromDiceColor(diceColor, false)
if ( advantage) { let armorValue2 = Math.max(0, (Number(armorResult2.text) + reduce) * multiply)
if (advantage) {
armorValue = (armorValue2 > armorValue) ? armorValue2 : armorValue armorValue = (armorValue2 > armorValue) ? armorValue2 : armorValue
messages.push(`Armor advantage - Roll 1 = ${armorValue} - Roll 2 = ${armorValue2}`) messages.push(`Armor advantage - Roll 1 = ${armorValue} - Roll 2 = ${armorValue2}`)
} }
if ( disadvantage) { if (disadvantage) {
armorValue = (armorValue2 < armorValue) ? armorValue2 : armorValue armorValue = (armorValue2 < armorValue) ? armorValue2 : armorValue
messages.push(`Armor disadvantage - Roll 1 = ${armorValue} - Roll 2 = ${armorValue2}`) messages.push(`Armor disadvantage - Roll 1 = ${armorValue} - Roll 2 = ${armorValue2}`)
} }
} }
armorResult.armorValue = armorValue armorResult.armorValue = armorValue
if ( !rollData) { if (!rollData) {
ChatMessage.create( { content: "Armor result : " + armorValue } ) ChatMessage.create({ content: "Armor result : " + armorValue })
} }
messages.push( "Armor result : " + armorValue) messages.push("Armor result : " + armorValue)
return { armorIgnored: false, nbSuccess: armorValue, messages: messages } return { armorIgnored: false, nbSuccess: armorValue, rawArmor: armorResult.text, messages: messages }
} }
return { armorIgnored: true, nbSuccess: 0, messages: ["No armor equipped."] } return { armorIgnored: true, nbSuccess: 0, messages: ["No armor equipped."] }
} }
@ -685,8 +790,10 @@ export class CrucibleActor extends Actor {
let rollData = this.getCommonRollData() let rollData = this.getCommonRollData()
rollData.mode = "save" rollData.mode = "save"
rollData.save = save rollData.save = save
//rollData.img = skill.img if (rollData.target) {
ui.notifications.warn("You are targetting a token with a save roll - Not authorized.")
return
}
this.startRoll(rollData) this.startRoll(rollData)
} }

View File

@ -48,19 +48,19 @@ export class CrucibleItemSheet extends ItemSheet {
/* -------------------------------------------- */ /* -------------------------------------------- */
async getData() { async getData() {
const objectData = CrucibleUtility.data(this.object);
if ( objectData.type == "skill") {
console.log(objectData)
CrucibleUtility.updateSkill(objectData)
}
let itemData = foundry.utils.deepClone(CrucibleUtility.templateData(this.object)) if ( this.object.type == "skill") {
CrucibleUtility.updateSkill(this.object)
}
let objectData = duplicate(this.object.system)
let itemData = objectData
let formData = { let formData = {
title: this.title, title: this.title,
id: this.id, id: this.id,
type: objectData.type, type: this.object.type,
img: objectData.img, img: this.object.img,
name: objectData.name, name: this.object.name,
editable: this.isEditable, editable: this.isEditable,
cssClass: this.isEditable ? "editable" : "locked", cssClass: this.isEditable ? "editable" : "locked",
weaponSkills: CrucibleUtility.getWeaponSkills(), weaponSkills: CrucibleUtility.getWeaponSkills(),
@ -72,7 +72,7 @@ export class CrucibleItemSheet extends ItemSheet {
isGM: game.user.isGM isGM: game.user.isGM
} }
this.options.editable = !(this.object.data.origin == "embeddedItem"); this.options.editable = !(this.object.origin == "embeddedItem");
console.log("ITEM DATA", formData, this); console.log("ITEM DATA", formData, this);
return formData; return formData;
} }
@ -136,13 +136,6 @@ export class CrucibleItemSheet extends ItemSheet {
this.deleteSubitem(ev); this.deleteSubitem(ev);
}); });
html.find('.stat-choice-flag').click(ev => {
let idx = $(ev.currentTarget).data("stat-idx");
let array = duplicate(this.object.data.data.statincreasechoice);
array[Number(idx)].flag = !array[Number(idx)].flag;
this.object.update({ "data.statincreasechoice": array });
});
// Update Inventory Item // Update Inventory Item
html.find('.item-delete').click(ev => { html.find('.item-delete').click(ev => {
const li = $(ev.currentTarget).parents(".item"); const li = $(ev.currentTarget).parents(".item");

View File

@ -18,30 +18,43 @@ export class CrucibleNPCSheet extends ActorSheet {
height: 720, height: 720,
tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "stats" }], tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "stats" }],
dragDrop: [{ dragSelector: ".item-list .item", dropSelector: null }], dragDrop: [{ dragSelector: ".item-list .item", dropSelector: null }],
editScore: false editScore: true
}); });
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
async getData() { async getData() {
const objectData = CrucibleUtility.data(this.object); const objectData = this.object.system
let actorData = duplicate(objectData)
this.actor.prepareTraitsAttributes();
let actorData = duplicate(CrucibleUtility.templateData(this.object));
let formData = { let formData = {
title: this.title, title: this.title,
id: objectData.id, id: this.actor.id,
type: objectData.type, type: this.actor.type,
img: objectData.img, img: this.actor.img,
name: objectData.name, name: this.actor.name,
editable: this.isEditable, editable: this.isEditable,
cssClass: this.isEditable ? "editable" : "locked", cssClass: this.isEditable ? "editable" : "locked",
data: actorData, data: actorData,
effects: this.object.effects.map(e => foundry.utils.deepClone(e.data)),
limited: this.object.limited, limited: this.object.limited,
equipments: this.actor.getEquipments(), skills: this.actor.getSkills( ),
weapons: this.actor.getWeapons(), weapons: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getWeapons()) ),
armors: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getArmors())),
shields: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getShields())),
spells: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getLore())),
equipments: this.actor.checkAndPrepareEquipments(duplicate(this.actor.getEquipmentsOnly()) ),
equippedWeapons: this.actor.checkAndPrepareEquipments(duplicate(this.actor.getEquippedWeapons()) ),
equippedArmor: this.actor.getEquippedArmor(),
equippedShield: this.actor.getEquippedShield(),
feats: duplicate(this.actor.getFeats()),
subActors: duplicate(this.actor.getSubActors()),
race: duplicate(this.actor.getRace()),
moneys: duplicate(this.actor.getMoneys()),
encCapacity: this.actor.getEncumbranceCapacity(),
saveRolls: this.actor.getSaveRoll(),
conditions: this.actor.getConditions(),
containersTree: this.actor.containersTree,
encCurrent: this.actor.encCurrent,
options: this.options, options: this.options,
owner: this.document.isOwner, owner: this.document.isOwner,
editScore: this.options.editScore, editScore: this.options.editScore,
@ -49,7 +62,7 @@ export class CrucibleNPCSheet extends ActorSheet {
} }
this.formData = formData; this.formData = formData;
console.log("NPC : ", formData, this.object); console.log("PC : ", formData, this.object);
return formData; return formData;
} }
@ -61,42 +74,99 @@ export class CrucibleNPCSheet extends ActorSheet {
// Everything below here is only needed if the sheet is editable // Everything below here is only needed if the sheet is editable
if (!this.options.editable) return; if (!this.options.editable) return;
html.bind("keydown", function(e) { // Ignore Enter in actores sheet
if (e.keyCode === 13) return false;
});
// Update Inventory Item // Update Inventory Item
html.find('.item-edit').click(ev => { html.find('.item-edit').click(ev => {
const li = $(ev.currentTarget).parents(".item"); const li = $(ev.currentTarget).parents(".item")
let itemId = li.data("item-id"); let itemId = li.data("item-id")
const item = this.actor.items.get( itemId ); const item = this.actor.items.get( itemId );
item.sheet.render(true); item.sheet.render(true);
}); });
// Delete Inventory Item // Delete Inventory Item
html.find('.item-delete').click(ev => { html.find('.item-delete').click(ev => {
const li = $(ev.currentTarget).parents(".item")
CrucibleUtility.confirmDelete(this, li)
})
html.find('.item-add').click(ev => {
let dataType = $(ev.currentTarget).data("type")
this.actor.createEmbeddedDocuments('Item', [{ name: "NewItem", type: dataType }], { renderSheet: true })
})
html.find('.equip-activate').click(ev => {
const li = $(ev.currentTarget).parents(".item")
let itemId = li.data("item-id")
this.actor.equipActivate( itemId)
});
html.find('.equip-deactivate').click(ev => {
const li = $(ev.currentTarget).parents(".item")
let itemId = li.data("item-id")
this.actor.equipDeactivate( itemId)
});
html.find('.subactor-edit').click(ev => {
const li = $(ev.currentTarget).parents(".item"); const li = $(ev.currentTarget).parents(".item");
FraggedKingdomUtility.confirmDelete(this, li); let actorId = li.data("actor-id");
let actor = game.actors.get( actorId );
actor.sheet.render(true);
}); });
html.find('.trait-link').click((event) => { html.find('.subactor-delete').click(ev => {
const itemId = $(event.currentTarget).data("item-id"); const li = $(ev.currentTarget).parents(".item");
const item = this.actor.getOwnedItem(itemId); let actorId = li.data("actor-id");
item.sheet.render(true); this.actor.delSubActor(actorId);
});
html.find('.quantity-minus').click(event => {
const li = $(event.currentTarget).parents(".item");
this.actor.incDecQuantity( li.data("item-id"), -1 );
} );
html.find('.quantity-plus').click(event => {
const li = $(event.currentTarget).parents(".item");
this.actor.incDecQuantity( li.data("item-id"), +1 );
} );
html.find('.ammo-minus').click(event => {
const li = $(event.currentTarget).parents(".item")
this.actor.incDecAmmo( li.data("item-id"), -1 );
} );
html.find('.ammo-plus').click(event => {
const li = $(event.currentTarget).parents(".item")
this.actor.incDecAmmo( li.data("item-id"), +1 )
} );
html.find('.roll-ability').click((event) => {
const abilityKey = $(event.currentTarget).data("ability-key");
this.actor.rollAbility(abilityKey);
});
html.find('.roll-skill').click((event) => {
const li = $(event.currentTarget).parents(".item")
const skillId = li.data("item-id")
this.actor.rollSkill(skillId)
}); });
html.find('.competence-label a').click((event) => { html.find('.roll-weapon').click((event) => {
const li = $(event.currentTarget).parents(".item"); const li = $(event.currentTarget).parents(".item");
const competenceId = li.data("item-id"); const skillId = li.data("item-id")
this.actor.rollSkill(competenceId); this.actor.rollWeapon(skillId)
}); });
html.find('.weapon-label a').click((event) => { html.find('.roll-armor-die').click((event) => {
const li = $(event.currentTarget).parents(".item"); this.actor.rollArmorDie()
const armeId = li.data("item-id");
const statId = li.data("stat-id");
this.actor.rollWeapon(armeId, statId);
}); });
html.find('.npc-fight-roll').click((event) => { html.find('.roll-shield-die').click((event) => {
this.actor.rollNPCFight(); this.actor.rollShieldDie()
}); });
html.find('.npc-skill-roll').click((event) => { html.find('.roll-target-die').click((event) => {
this.actor.rollGenericSkill(); this.actor.rollDefenseRanged()
}); });
html.find('.roll-save').click((event) => {
const saveKey = $(event.currentTarget).data("save-key")
this.actor.rollSave(saveKey)
});
html.find('.lock-unlock-sheet').click((event) => { html.find('.lock-unlock-sheet').click((event) => {
this.options.editScore = !this.options.editScore; this.options.editScore = !this.options.editScore;
this.render(true); this.render(true);
@ -112,6 +182,12 @@ export class CrucibleNPCSheet extends ActorSheet {
this.render(true); this.render(true);
}); });
html.find('.update-field').change(ev => {
const fieldName = $(ev.currentTarget).data("field-name");
let value = Number(ev.currentTarget.value);
this.actor.update( { [`${fieldName}`]: value } );
});
} }
/* -------------------------------------------- */ /* -------------------------------------------- */

View File

@ -70,6 +70,15 @@ export class CrucibleRollDialog extends Dialog {
html.find('#useshield').change((event) => { html.find('#useshield').change((event) => {
this.rollData.useshield = event.currentTarget.checked this.rollData.useshield = event.currentTarget.checked
}) })
html.find('#hasCover').change((event) => {
this.rollData.hasCover = event.currentTarget.value
})
html.find('#situational').change((event) => {
this.rollData.situational = event.currentTarget.value
})
html.find('#distanceBonusDice').change((event) => {
this.rollData.distanceBonusDice = Number(event.currentTarget.value)
})
} }
} }

View File

@ -10,6 +10,7 @@ const __color2RollTable = {
blue: "Blue Armor Die", black: "Black Armor Die", green: "Green Armor Die", purple: "Purple Armor Die", blue: "Blue Armor Die", black: "Black Armor Die", green: "Green Armor Die", purple: "Purple Armor Die",
white: "White Armor Die", red: "Red Armor Die", blackgreen: "Black & Green Armor Dice" white: "White Armor Die", red: "Red Armor Die", blackgreen: "Black & Green Armor Dice"
} }
const __size2Dice = [ { nb: 0, dice: "d0" }, { nb: 5, dice: "d8" }, { nb: 3, dice: "d8" }, { nb: 2, dice: "d8" }, { nb: 1, dice: "d8" }, { nb: 1, dice: "d6" }, { nb: 1, noAddFirst: true, dice: "d6" }]
/* -------------------------------------------- */ /* -------------------------------------------- */
export class CrucibleUtility { export class CrucibleUtility {
@ -74,8 +75,8 @@ export class CrucibleUtility {
static async ready() { static async ready() {
const skills = await CrucibleUtility.loadCompendium("fvtt-crucible-rpg.skills") const skills = await CrucibleUtility.loadCompendium("fvtt-crucible-rpg.skills")
this.skills = skills.map(i => i.toObject()) this.skills = skills.map(i => i.toObject())
this.weaponSkills = duplicate(this.skills.filter(item => item.data.isweaponskill)) this.weaponSkills = duplicate(this.skills.filter(item => item.system.isweaponskill))
this.shieldSkills = duplicate(this.skills.filter(item => item.data.isshieldskill)) this.shieldSkills = duplicate(this.skills.filter(item => item.system.isshieldskill))
const rollTables = await CrucibleUtility.loadCompendium("fvtt-crucible-rpg.rolltables") const rollTables = await CrucibleUtility.loadCompendium("fvtt-crucible-rpg.rolltables")
this.rollTables = rollTables.map(i => i.toObject()) this.rollTables = rollTables.map(i => i.toObject())
@ -96,60 +97,74 @@ export class CrucibleUtility {
/* -------------------------------------------- */ /* -------------------------------------------- */
static isArmorLight(armor) { static isArmorLight(armor) {
if (armor && (armor.data.armortype.includes("light") || armor.data.armortype.includes("clothes"))) { if (armor && (armor.system.armortype.includes("light") || armor.system.armortype.includes("clothes"))) {
return true return true
} }
return false return false
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static isWeaponPenetrating(weapon) { static isWeaponPenetrating(weapon) {
if (weapon && weapon.data.qualities.toLowerCase().includes("penetrating")) { if (weapon && weapon.system.qualities.toLowerCase().includes("penetrating")) {
return true return true
} }
return false return false
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static isWeaponLight(weapon) { static isWeaponLight(weapon) {
if (weapon && weapon.data.qualities.toLowerCase().includes("light")) { if (weapon && weapon.system.qualities.toLowerCase().includes("light")) {
return true return true
} }
return false return false
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static isWeaponHeavy(weapon) { static isWeaponHeavy(weapon) {
if (weapon && weapon.data.qualities.toLowerCase().includes("heavy")) { if (weapon && weapon.system.qualities.toLowerCase().includes("heavy")) {
return true return true
} }
return false return false
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static isWeaponHack(weapon) { static isWeaponHack(weapon) {
if (weapon && weapon.data.qualities.toLowerCase().includes("hack")) { if (weapon && weapon.system.qualities.toLowerCase().includes("hack")) {
return true return true
} }
return false return false
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static isWeaponUndamaging(weapon) { static isWeaponUndamaging(weapon) {
if (weapon && weapon.data.qualities.toLowerCase().includes("undamaging")) { if (weapon && weapon.system.qualities.toLowerCase().includes("undamaging")) {
return true return true
} }
return false return false
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static isWeaponDangerous(weapon) { static isWeaponDangerous(weapon) {
if (weapon && weapon.data.qualities.toLowerCase().includes("dangerous")) { if (weapon && weapon.system.qualities.toLowerCase().includes("dangerous")) {
return true return true
} }
return false return false
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static isWeaponDeadly(weapon) { static isWeaponDeadly(weapon) {
if (weapon && weapon.data.qualities.toLowerCase().includes("deadly")) { if (weapon && weapon.system.qualities.toLowerCase().includes("deadly")) {
return true return true
} }
return false return false
} }
static getWeaponRange(weapon) {
if (weapon && weapon.system.isranged) {
let rangeValue = weapon.system.range.replace(/[^0-9]/g, '')
return Number(rangeValue)
}
return false
}
static getWeaponMaxRange(weapon) {
if (weapon && weapon.system.isranged) {
let rangeValue = weapon.system.maxrange.replace(/[^0-9]/g, '')
return Number(rangeValue)
}
return false
}
/* -------------------------------------------- */ /* -------------------------------------------- */
static async getRollTableFromDiceColor(diceColor, displayChat = true) { static async getRollTableFromDiceColor(diceColor, displayChat = true) {
@ -163,12 +178,16 @@ export class CrucibleUtility {
return draw.results.length > 0 ? draw.results[0] : undefined return draw.results.length > 0 ? draw.results[0] : undefined
} }
} }
/* -------------------------------------------- */
static getSizeDice(sizeValue) {
return __size2Dice[sizeValue]
}
/* -------------------------------------------- */ /* -------------------------------------------- */
static async getCritical(level, weapon) { static async getCritical(level, weapon) {
const pack = game.packs.get("fvtt-crucible-rpg.rolltables") const pack = game.packs.get("fvtt-crucible-rpg.rolltables")
let tableName = "Crit " + level + " (" + this.upperFirst(weapon.data.damage) + ")" let tableName = "Crit " + level + " (" + this.upperFirst(weapon.system.damage) + ")"
const index = await pack.getIndex() const index = await pack.getIndex()
const entry = index.find(e => e.name === tableName) const entry = index.find(e => e.name === tableName)
let table = await pack.getDocument(entry._id) let table = await pack.getDocument(entry._id)
@ -191,6 +210,15 @@ export class CrucibleUtility {
actor.rollDefenseMelee(rollData) actor.rollDefenseMelee(rollData)
} }
}) })
html.on("click", '.roll-defense-ranged', event => {
let rollId = $(event.currentTarget).data("roll-id")
let rollData = CrucibleUtility.getRollData(rollId)
let defender = game.canvas.tokens.get(rollData.defenderTokenId).actor
if (defender && (game.user.isGM || defender.isOwner)) {
defender.rollDefenseRanged(rollData)
}
})
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -238,18 +266,6 @@ export class CrucibleUtility {
return undefined; return undefined;
} }
/* -------------------------------------------- */
static templateData(it) {
return CrucibleUtility.data(it)?.data ?? {}
}
/* -------------------------------------------- */
static data(it) {
if (it instanceof Actor || it instanceof Item || it instanceof Combatant) {
return it.data;
}
return it;
}
/* -------------------------------------------- */ /* -------------------------------------------- */
static createDirectOptionList(min, max) { static createDirectOptionList(min, max) {
@ -302,15 +318,16 @@ export class CrucibleUtility {
/* -------------------------------------------- */ /* -------------------------------------------- */
static async displayDefenseMessage(rollData) { static async displayDefenseMessage(rollData) {
if (rollData.defenderTokenId) { if (rollData.mode == "weapon" && rollData.defenderTokenId) {
let defender = game.canvas.tokens.get(rollData.defenderTokenId).actor let defender = game.canvas.tokens.get(rollData.defenderTokenId).actor
if (game.user.isGM || (game.user.character && game.user.character.id == defender.id)) { if (game.user.isGM || (game.user.character && game.user.character.id == defender.id)) {
rollData.defender = defender rollData.defender = defender
rollData.defenderWeapons = defender.getEquippedWeapons() rollData.defenderWeapons = defender.getEquippedWeapons()
rollData.isRollTarget = rollData.weapon?.data.isranged rollData.isRangedAttack = rollData.weapon?.system.isranged
this.createChatWithRollMode(defender.name, { this.createChatWithRollMode(defender.name, {
name: defender.name,
alias: defender.name, alias: defender.name,
user: defender.id, //user: defender.id,
content: await renderTemplate(`systems/fvtt-crucible-rpg/templates/chat-request-defense.html`, rollData), content: await renderTemplate(`systems/fvtt-crucible-rpg/templates/chat-request-defense.html`, rollData),
whisper: [defender.id].concat(ChatMessage.getWhisperRecipients('GM')), whisper: [defender.id].concat(ChatMessage.getWhisperRecipients('GM')),
}) })
@ -321,16 +338,24 @@ export class CrucibleUtility {
/* -------------------------------------------- */ /* -------------------------------------------- */
static getSuccessResult(rollData) { static getSuccessResult(rollData) {
if (rollData.sumSuccess <= -3) { if (rollData.sumSuccess <= -3) {
return { result: "miss", fumble: true, attackerHPLoss: "2d3", hpLossType: "melee" } if (rollData.attackRollData.weapon.system.isranged ) {
return { result: "miss", fumble: true, hpLossType: "melee" }
} else {
return { result: "miss", fumble: true, attackerHPLoss: "2d3", hpLossType: "melee" }
}
} }
if (rollData.sumSuccess == -2) { if (rollData.sumSuccess == -2) {
return { result: "miss", dangerous_fumble: true, attackerHPLoss: "1d3", hpLossType: "melee" } if (rollData.attackRollData.weapon.system.isranged ) {
return { result: "miss", dangerous_fumble: true }
} else {
return { result: "miss", dangerous_fumble: true, attackerHPLoss: "1d3", hpLossType: "melee" }
}
} }
if (rollData.sumSuccess == -1) { if (rollData.sumSuccess == -1) {
return { result: "miss" } return { result: "miss" }
} }
if (rollData.sumSuccess == 0) { if (rollData.sumSuccess == 0) {
if (rollData.attackRollData.weapon.data.isranged) { if (rollData.attackRollData.weapon.system.isranged) {
return { result: "target_space", aoe: true } return { result: "target_space", aoe: true }
} else { } else {
return { result: "clash", hack_vs_shields: true } return { result: "clash", hack_vs_shields: true }
@ -375,7 +400,7 @@ export class CrucibleUtility {
result.attackerHPLossValue = await attacker.incDecHP("-" + result.attackerHPLoss) result.attackerHPLossValue = await attacker.incDecHP("-" + result.attackerHPLoss)
} }
if (attacker && defender && result.defenderDamage) { if (attacker && defender && result.defenderDamage) {
let dmgDice = (rollData.attackRollData.weapon.data.isranged) ? "d6" : "d8" let dmgDice = (rollData.attackRollData.weapon.system.isranged) ? "d6" : "d8"
result.damageWeaponFormula = result.defenderDamage + dmgDice result.damageWeaponFormula = result.defenderDamage + dmgDice
result.defenderHPLossValue = await defender.incDecHP("-" + result.damageWeaponFormula) result.defenderHPLossValue = await defender.incDecHP("-" + result.damageWeaponFormula)
} }
@ -384,8 +409,8 @@ export class CrucibleUtility {
} }
if (result.critical_1 || result.critical_2) { if (result.critical_1 || result.critical_2) {
let isDeadly = CrucibleUtility.isWeaponDeadly(rollData.attackRollData.weapon) let isDeadly = CrucibleUtility.isWeaponDeadly(rollData.attackRollData.weapon)
result.critical = await this.getCritical((result.critical_1) ? "I" : "II", rollData.attackRollData.weapon ) result.critical = await this.getCritical((result.critical_1) ? "I" : "II", rollData.attackRollData.weapon)
result.criticalText = result.critical.data.text result.criticalText = result.critical.text
} }
this.createChatWithRollMode(rollData.alias, { this.createChatWithRollMode(rollData.alias, {
content: await renderTemplate(`systems/fvtt-crucible-rpg/templates/chat-attack-defense-result.html`, rollData) content: await renderTemplate(`systems/fvtt-crucible-rpg/templates/chat-attack-defense-result.html`, rollData)
@ -486,9 +511,23 @@ export class CrucibleUtility {
/* -------------------------------------------- */ /* -------------------------------------------- */
static updateSkill(skill) { static updateSkill(skill) {
skill.data.level = skill.data.background + skill.data.basic + skill.data.class + skill.data.explevel skill.system.level = skill.system.background + skill.system.basic + skill.system.class + skill.system.explevel
if (skill.data.level > 7) { skill.data.level = 7 } if (skill.system.level > 7) { skill.system.level = 7 }
skill.data.skilldice = __skillLevel2Dice[skill.data.level] skill.system.skilldice = __skillLevel2Dice[skill.system.level]
}
/* -------------------------------------------- */
static getDiceFromCover(cover) {
if (cover == "cover50") return 1
return 0
}
/* -------------------------------------------- */
static getDiceFromSituational(cover) {
if (cover == "prone") return 1
if (cover == "dodge") return 1
if (cover == "moving") return 1
if (cover == "engaged") return 1
return 0
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -496,7 +535,7 @@ export class CrucibleUtility {
let actor = game.actors.get(rollData.actorId) let actor = game.actors.get(rollData.actorId)
// ability/save => 0 // ability/save/size => 0
let diceFormula let diceFormula
let startFormula = "0d6cs>=5" let startFormula = "0d6cs>=5"
if (rollData.ability) { if (rollData.ability) {
@ -505,34 +544,38 @@ export class CrucibleUtility {
if (rollData.save) { if (rollData.save) {
startFormula = String(rollData.save.value) + "d6cs>=5" startFormula = String(rollData.save.value) + "d6cs>=5"
} }
if (rollData.sizeDice) {
let nb = rollData.sizeDice.nb + rollData.distanceBonusDice + this.getDiceFromCover(rollData.hasCover) + this.getDiceFromSituational(rollData.situational)
startFormula = String(nb) + String(rollData.sizeDice.dice) + "cs>=5"
}
diceFormula = startFormula diceFormula = startFormula
// skill => 2 // skill => 2
// feat => 4 // feat => 4
// bonus => 6 // bonus => 6
if (rollData.skill) { if (rollData.skill) {
let level = rollData.skill.data.level let level = rollData.skill.system.level
if (rollData.skill.data.issl2) { if (rollData.skill.system.issl2) {
rollData.hasSLBonus = true rollData.hasSLBonus = true
level += 2 level += 2
if (level > 7) { level = 7 } if (level > 7) { level = 7 }
} }
rollData.skill.data.skilldice = __skillLevel2Dice[level] rollData.skill.system.skilldice = __skillLevel2Dice[level]
diceFormula += "+" + String(rollData.skill.data.skilldice) + "cs>=5" diceFormula += "+" + String(rollData.skill.system.skilldice) + "cs>=5"
if (rollData.skill.data.skilltype == "complex" && rollData.skill.data.level == 0) { if (rollData.skill.system.skilltype == "complex" && rollData.skill.system.level == 0) {
rollData.complexSkillDisadvantage = true rollData.complexSkillDisadvantage = true
rollData.rollAdvantage = "roll-disadvantage" rollData.rollAdvantage = "roll-disadvantage"
} }
if (rollData.skill.data.isfeatdie) { if (rollData.skill.system.isfeatdie) {
rollData.hasFeatDie = true rollData.hasFeatDie = true
diceFormula += "+ 1d10cs>=5" diceFormula += "+ 1d10cs>=5"
} else { } else {
diceFormula += `+ 0d10cs>=5` diceFormula += `+ 0d10cs>=5`
} }
if (rollData.skill.data.bonusdice != "none") { if (rollData.skill.system.bonusdice != "none") {
rollData.hasBonusDice = rollData.skill.data.bonusdice rollData.hasBonusDice = rollData.skill.system.bonusdice
diceFormula += `+ ${rollData.hasBonusDice}cs>=5` diceFormula += `+ ${rollData.hasBonusDice}cs>=5`
} else { } else {
diceFormula += `+ 0d6cs>=5` diceFormula += `+ 0d6cs>=5`
@ -543,7 +586,7 @@ export class CrucibleUtility {
// advantage => 8 // advantage => 8
let advFormula = "+ 0d8cs>=5" let advFormula = "+ 0d8cs>=5"
if (rollData.advantage == "advantage1") { if (rollData.advantage == "advantage1" || rollData.forceAdvantage) {
advFormula = "+ 1d8cs>=5" advFormula = "+ 1d8cs>=5"
} }
if (rollData.advantage == "advantage2") { if (rollData.advantage == "advantage2") {
@ -553,7 +596,7 @@ export class CrucibleUtility {
// disadvantage => 10 // disadvantage => 10
let disFormula = "- 0d8cs>=5" let disFormula = "- 0d8cs>=5"
if (rollData.disadvantage == "disadvantage1") { if (rollData.disadvantage == "disadvantage1" || rollData.forceDisadvantage) {
disFormula = "- 1d8cs>=5" disFormula = "- 1d8cs>=5"
} }
if (rollData.disadvantage == "disadvantage2") { if (rollData.disadvantage == "disadvantage2") {
@ -564,11 +607,11 @@ export class CrucibleUtility {
// armor => 12 // armor => 12
let skillArmorPenalty = 0 let skillArmorPenalty = 0
for (let armor of rollData.armors) { for (let armor of rollData.armors) {
if (armor.data.equipped) { if (armor.system.equipped) {
skillArmorPenalty += armor.data.skillpenalty skillArmorPenalty += armor.system.skillpenalty
} }
} }
if (rollData.skill && rollData.skill.data.armorpenalty && skillArmorPenalty > 0) { if (rollData.skill && rollData.skill.system.armorpenalty && skillArmorPenalty > 0) {
rollData.skillArmorPenalty = skillArmorPenalty rollData.skillArmorPenalty = skillArmorPenalty
diceFormula += `- ${skillArmorPenalty}d8cs>=5` diceFormula += `- ${skillArmorPenalty}d8cs>=5`
} else { } else {
@ -577,7 +620,7 @@ export class CrucibleUtility {
// shield => 14 // shield => 14
if (rollData.useshield && rollData.shield) { if (rollData.useshield && rollData.shield) {
diceFormula += "+ 1" + String(rollData.shield.data.shielddie) + "cs>=5" diceFormula += "+ 1" + String(rollData.shield.system.shielddie) + "cs>=5"
} else { } else {
diceFormula += " + 0d6cs>=5" diceFormula += " + 0d6cs>=5"
} }
@ -592,10 +635,17 @@ export class CrucibleUtility {
rollData.rollOrder = 0 rollData.rollOrder = 0
rollData.roll = myRoll rollData.roll = myRoll
rollData.nbSuccess = myRoll.total rollData.nbSuccess = myRoll.total
if (rollData.rollAdvantage == "none" && rollData.forceRollAdvantage) {
rollData.rollAdvantage = "roll-advantage"
}
if (rollData.rollAdvantage == "none" && rollData.forceRollDisadvantage) {
rollData.rollAdvantage = "roll-disadvantage"
}
if (rollData.rollAdvantage != "none") { if (rollData.rollAdvantage != "none") {
rollData.rollOrder = 1 rollData.rollOrder = 1
rollData.rollType = (rollData.rollAdvantage == "roll-advantage") ? "Advantage": "Disadvantage" rollData.rollType = (rollData.rollAdvantage == "roll-advantage") ? "Advantage" : "Disadvantage"
this.createChatWithRollMode(rollData.alias, { this.createChatWithRollMode(rollData.alias, {
content: await renderTemplate(`systems/fvtt-crucible-rpg/templates/chat-generic-result.html`, rollData) content: await renderTemplate(`systems/fvtt-crucible-rpg/templates/chat-generic-result.html`, rollData)
}) })
@ -603,11 +653,15 @@ export class CrucibleUtility {
rollData.rollOrder = 2 rollData.rollOrder = 2
let myRoll2 = new Roll(diceFormula).roll({ async: false }) let myRoll2 = new Roll(diceFormula).roll({ async: false })
await this.showDiceSoNice(myRoll2, game.settings.get("core", "rollMode")) await this.showDiceSoNice(myRoll2, game.settings.get("core", "rollMode"))
rollData.roll = myRoll2 // Tmp switch to display the proper results rollData.roll = myRoll2 // Tmp switch to display the proper results
rollData.nbSuccess = myRoll2.total
this.createChatWithRollMode(rollData.alias, { this.createChatWithRollMode(rollData.alias, {
content: await renderTemplate(`systems/fvtt-crucible-rpg/templates/chat-generic-result.html`, rollData) content: await renderTemplate(`systems/fvtt-crucible-rpg/templates/chat-generic-result.html`, rollData)
}) })
rollData.roll = myRoll // Revert the tmp switch rollData.roll = myRoll // Revert the tmp switch
rollData.nbSuccess = myRoll.total
if (rollData.rollAdvantage == "roll-advantage") { if (rollData.rollAdvantage == "roll-advantage") {
if (myRoll2.total > rollData.nbSuccess) { if (myRoll2.total > rollData.nbSuccess) {
hasChanged = true hasChanged = true
@ -626,10 +680,10 @@ export class CrucibleUtility {
rollData.isFirstRollAdvantage = false rollData.isFirstRollAdvantage = false
// Manage exp // Manage exp
if (rollData.skill && rollData.skill.data.level > 0) { if (rollData.skill && rollData.skill.system.level > 0) {
let nbSkillSuccess = rollData.roll.terms[2].total let nbSkillSuccess = rollData.roll.terms[2].total
if (nbSkillSuccess == 0 || nbSkillSuccess == rollData.skill.data.level) { if (nbSkillSuccess == 0 || nbSkillSuccess == rollData.skill.system.level) {
actor.incrementSkillExp(rollData.skill._id, 1) actor.incrementSkillExp(rollData.skill.id, 1)
} }
} }
@ -665,7 +719,7 @@ export class CrucibleUtility {
/* -------------------------------------------- */ /* -------------------------------------------- */
static getUsers(filter) { static getUsers(filter) {
return game.users.filter(filter).map(user => user.data._id); return game.users.filter(filter).map(user => user.id);
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static getWhisperRecipients(rollMode, name) { static getWhisperRecipients(rollMode, name) {

View File

@ -1,27 +1,27 @@
{"_id":"0AHv6Z0khWiLFdUl","name":"Grappled","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/Grappled.webp","data":{"description":"<p>While Grappled you are considered Immobilized and may not Move.</p>\n<p>&nbsp;</p>\n<p>May only use Unarmed, Close, and Natural weapons to attack and defend.</p>\n<p>&nbsp;</p>\n<p>To enter a Grapple you must make an Unarmed attack with a Result &gt;= +1 (max 1d6 damage).</p>\n<p>&nbsp;</p>\n<p>To break out of the Grapple you must win an opposed Brawn Check.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"0AHv6Z0khWiLFdUl","name":"Grappled","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/Grappled.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.fvtt-crucible-rpg.conditions.0AHv6Z0khWiLFdUl"}},"system":{"advantage":false,"disadvantage":false,"rolladvantage":false,"rolldisadvantage":false,"loosehpround":false,"loohproundvalue":0,"noadvantage":false,"attackdisadvantage":false,"defensedisadvantage":false,"targetadvantage":false,"noaction":false,"description":"<p>While Grappled you are considered Immobilized and may not Move.</p>\n<p>&nbsp;</p>\n<p>May only use Unarmed, Close, and Natural weapons to attack and defend.</p>\n<p>&nbsp;</p>\n<p>To enter a Grapple you must make an Unarmed attack with a Result &gt;= +1 (max 1d6 damage).</p>\n<p>&nbsp;</p>\n<p>To break out of the Grapple you must win an opposed Brawn Check.</p>"},"ownership":{"default":0,"Up3b6rNa3VKAFQC3":3},"_stats":{"systemId":"fvtt-crucible-rpg","systemVersion":"10.0.2","coreVersion":"10.277","createdTime":1660683380262,"modifiedTime":1660683556881,"lastModifiedBy":"9ipXkGgB8bOlYOlU"}}
{"_id":"1TY72kY9xGSUNQwP","name":"Bleed 1","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/BLEED%201.webp","data":{"description":"<p>You will lose 1 hit point each Action Round until First Aid Check [1] or Healed.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"1TY72kY9xGSUNQwP","name":"Bleed 1","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/BLEED%201.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.fvtt-crucible-rpg.conditions.1TY72kY9xGSUNQwP"}},"system":{"advantage":false,"disadvantage":false,"rolladvantage":false,"rolldisadvantage":false,"loosehpround":true,"loohproundvalue":1,"noadvantage":false,"attackdisadvantage":false,"defensedisadvantage":false,"targetadvantage":false,"noaction":false,"description":"<p>You will lose 1 hit point each Action Round until First Aid Check [1] or Healed.</p>"},"ownership":{"default":0,"Up3b6rNa3VKAFQC3":3},"_stats":{"systemId":"fvtt-crucible-rpg","systemVersion":"10.0.2","coreVersion":"10.277","createdTime":1660683380263,"modifiedTime":1660683556881,"lastModifiedBy":"9ipXkGgB8bOlYOlU"}}
{"_id":"1kBjvUrFoUcq8yM3","name":"Mind Controlled","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/Mind-Controlled.webp","data":{"description":"<p>It's as if your mind has a mind of its own.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"1kBjvUrFoUcq8yM3","name":"Mind Controlled","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/Mind-Controlled.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.fvtt-crucible-rpg.conditions.1kBjvUrFoUcq8yM3"}},"system":{"advantage":false,"disadvantage":false,"rolladvantage":false,"rolldisadvantage":false,"loosehpround":false,"loohproundvalue":0,"noadvantage":false,"attackdisadvantage":false,"defensedisadvantage":false,"targetadvantage":false,"noaction":false,"description":"<p>It's as if your mind has a mind of its own.</p>"},"ownership":{"default":0,"Up3b6rNa3VKAFQC3":3},"_stats":{"systemId":"fvtt-crucible-rpg","systemVersion":"10.0.2","coreVersion":"10.277","createdTime":1660683380263,"modifiedTime":1660683556881,"lastModifiedBy":"9ipXkGgB8bOlYOlU"}}
{"_id":"3O4iHNnbi3vqVn4M","name":"Confused","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/Confused.webp","data":{"description":"<p>You just can't decide what to do...</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"3O4iHNnbi3vqVn4M","name":"Confused","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/Confused.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.fvtt-crucible-rpg.conditions.3O4iHNnbi3vqVn4M"}},"system":{"advantage":false,"disadvantage":false,"rolladvantage":false,"rolldisadvantage":false,"loosehpround":false,"loohproundvalue":0,"noadvantage":false,"attackdisadvantage":false,"defensedisadvantage":false,"targetadvantage":false,"noaction":false,"description":"<p>You just can't decide what to do...</p>"},"ownership":{"default":0,"Up3b6rNa3VKAFQC3":3},"_stats":{"systemId":"fvtt-crucible-rpg","systemVersion":"10.0.2","coreVersion":"10.277","createdTime":1660683380263,"modifiedTime":1660683556881,"lastModifiedBy":"9ipXkGgB8bOlYOlU"}}
{"_id":"6gqso22fam06A6tf","name":"Bleed 2","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/BLEED%202.webp","data":{"description":"<p>You will lose 2 hit points each Action Round until First Aid Check [2] or Healed.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"6gqso22fam06A6tf","name":"Bleed 2","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/BLEED%202.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.fvtt-crucible-rpg.conditions.6gqso22fam06A6tf"}},"system":{"advantage":false,"disadvantage":false,"rolladvantage":false,"rolldisadvantage":false,"loosehpround":true,"loohproundvalue":2,"noadvantage":false,"attackdisadvantage":false,"defensedisadvantage":false,"targetadvantage":false,"noaction":false,"description":"<p>You will lose 2 hit points each Action Round until First Aid Check [2] or Healed.</p>"},"ownership":{"default":0,"Up3b6rNa3VKAFQC3":3},"_stats":{"systemId":"fvtt-crucible-rpg","systemVersion":"10.0.2","coreVersion":"10.277","createdTime":1660683380264,"modifiedTime":1660683556881,"lastModifiedBy":"9ipXkGgB8bOlYOlU"}}
{"_id":"6vmPDpS0bWNKT0NQ","name":"Slow","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/SLOW.webp","data":{"description":"<p>Add +1 required Success to all Movement Actions.</p>\n<p>&nbsp;</p>\n<p>Recieving a second Slowed Condition will impose the Immobilized Condition.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"6vmPDpS0bWNKT0NQ","name":"Slow","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/SLOW.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.fvtt-crucible-rpg.conditions.6vmPDpS0bWNKT0NQ"}},"system":{"advantage":false,"disadvantage":false,"rolladvantage":false,"rolldisadvantage":false,"loosehpround":false,"loohproundvalue":0,"noadvantage":false,"attackdisadvantage":false,"defensedisadvantage":false,"targetadvantage":false,"noaction":false,"description":"<p>Add +1 required Success to all Movement Actions.</p>\n<p>&nbsp;</p>\n<p>Recieving a second Slowed Condition will impose the Immobilized Condition.</p>"},"ownership":{"default":0,"Up3b6rNa3VKAFQC3":3},"_stats":{"systemId":"fvtt-crucible-rpg","systemVersion":"10.0.2","coreVersion":"10.277","createdTime":1660683380264,"modifiedTime":1660683556881,"lastModifiedBy":"9ipXkGgB8bOlYOlU"}}
{"name":"Surprised","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/Surprised.webp","data":{"description":"<p>You are Surprised and will take no Action during the Surprise Round.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{"core":{"sourceId":"Item.jZQcR817ClNapdsJ"}},"_id":"8RLFbC4gNk76xs8k"} {"name":"Surprised","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/Surprised.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Item.jZQcR817ClNapdsJ"}},"_id":"8RLFbC4gNk76xs8k","system":{"advantage":false,"disadvantage":false,"rolladvantage":false,"rolldisadvantage":false,"loosehpround":false,"loohproundvalue":0,"noadvantage":false,"attackdisadvantage":false,"defensedisadvantage":false,"targetadvantage":false,"noaction":true,"description":"<p>You are Surprised and will take no Action during the Surprise Round.</p>"},"ownership":{"default":0,"Up3b6rNa3VKAFQC3":3},"_stats":{"systemId":"fvtt-crucible-rpg","systemVersion":"10.0.2","coreVersion":"10.277","createdTime":1660683380265,"modifiedTime":1660683556881,"lastModifiedBy":"9ipXkGgB8bOlYOlU"}}
{"_id":"HcdvCx4MN8JuE9Jg","name":"Staggered","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/STAGGERED.webp","data":{"description":"<p>Staggered combatants act last each round.</p>\n<p>&nbsp;</p>\n<p>You may not gain Advantage nor Ready an Action.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"HcdvCx4MN8JuE9Jg","name":"Staggered","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/STAGGERED.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.fvtt-crucible-rpg.conditions.HcdvCx4MN8JuE9Jg"}},"system":{"advantage":false,"disadvantage":false,"rolladvantage":false,"rolldisadvantage":false,"loosehpround":false,"loohproundvalue":0,"noadvantage":true,"attackdisadvantage":false,"defensedisadvantage":false,"targetadvantage":false,"noaction":false,"description":"<p>Staggered combatants act last each round.</p>\n<p>&nbsp;</p>\n<p>You may not gain Advantage nor Ready an Action.</p>"},"ownership":{"default":0,"Up3b6rNa3VKAFQC3":3},"_stats":{"systemId":"fvtt-crucible-rpg","systemVersion":"10.0.2","coreVersion":"10.277","createdTime":1660683380265,"modifiedTime":1660683556882,"lastModifiedBy":"9ipXkGgB8bOlYOlU"}}
{"_id":"IyVJpGD52l75lqjx","name":"Frightened","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/Frightened.webp","data":{"description":"<p>Your eyes are as big as saucers.</p>\n<p>&nbsp;</p>\n<p>Spend all Actions to flee from the source of your fear until out of sight and then cower in place until you pass a Will [X] Check.&nbsp; X is dependant on the source of fear and will be assigned by the GM.</p>\n<p>&nbsp;</p>\n<p>You may not attack but may defend normally.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"IyVJpGD52l75lqjx","name":"Frightened","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/Frightened.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.fvtt-crucible-rpg.conditions.IyVJpGD52l75lqjx"}},"system":{"advantage":false,"disadvantage":false,"rolladvantage":false,"rolldisadvantage":false,"loosehpround":false,"loohproundvalue":0,"noadvantage":false,"attackdisadvantage":false,"defensedisadvantage":false,"targetadvantage":false,"noaction":false,"description":"<p>Your eyes are as big as saucers.</p>\n<p>&nbsp;</p>\n<p>Spend all Actions to flee from the source of your fear until out of sight and then cower in place until you pass a Will [X] Check.&nbsp; X is dependant on the source of fear and will be assigned by the GM.</p>\n<p>&nbsp;</p>\n<p>You may not attack but may defend normally.</p>"},"ownership":{"default":0,"Up3b6rNa3VKAFQC3":3},"_stats":{"systemId":"fvtt-crucible-rpg","systemVersion":"10.0.2","coreVersion":"10.277","createdTime":1660683380265,"modifiedTime":1660683556882,"lastModifiedBy":"9ipXkGgB8bOlYOlU"}}
{"name":"Invisible","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/Invisible.webp","data":{"description":"<p>You are invisible but not silenced or scentless......</p>\n<p>&nbsp;</p>\n<p>+2 Successes to Stealth Checks.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{"core":{"sourceId":"Item.E5ufZpqiZ9jmkbf3"}},"_id":"JOgHtIBhQpRRW13F"} {"name":"Invisible","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/Invisible.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Item.E5ufZpqiZ9jmkbf3"}},"_id":"JOgHtIBhQpRRW13F","system":{"advantage":false,"disadvantage":false,"rolladvantage":false,"rolldisadvantage":false,"loosehpround":false,"loohproundvalue":0,"noadvantage":false,"attackdisadvantage":false,"defensedisadvantage":false,"targetadvantage":false,"noaction":false,"description":"<p>You are invisible but not silenced or scentless......</p>\n<p>&nbsp;</p>\n<p>+2 Successes to Stealth Checks.</p>"},"ownership":{"default":0,"Up3b6rNa3VKAFQC3":3},"_stats":{"systemId":"fvtt-crucible-rpg","systemVersion":"10.0.2","coreVersion":"10.277","createdTime":1660683380265,"modifiedTime":1660683556882,"lastModifiedBy":"9ipXkGgB8bOlYOlU"}}
{"_id":"JRRxP9t2MxLJaoAc","name":"Charmed","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/Charmed.webp","data":{"description":"<p>Who's your new best friend?</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"JRRxP9t2MxLJaoAc","name":"Charmed","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/Charmed.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.fvtt-crucible-rpg.conditions.JRRxP9t2MxLJaoAc"}},"system":{"advantage":false,"disadvantage":false,"rolladvantage":false,"rolldisadvantage":false,"loosehpround":false,"loohproundvalue":0,"noadvantage":false,"attackdisadvantage":false,"defensedisadvantage":false,"targetadvantage":false,"noaction":false,"description":"<p>Who's your new best friend?</p>"},"ownership":{"default":0,"Up3b6rNa3VKAFQC3":3},"_stats":{"systemId":"fvtt-crucible-rpg","systemVersion":"10.0.2","coreVersion":"10.277","createdTime":1660683380266,"modifiedTime":1660683556882,"lastModifiedBy":"9ipXkGgB8bOlYOlU"}}
{"_id":"LP1ZFGCRKUZ6LOHw","name":"Poisoned","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/Poisoned.webp","data":{"description":"<p>See Poison Type for specific effects</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"LP1ZFGCRKUZ6LOHw","name":"Poisoned","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/Poisoned.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.fvtt-crucible-rpg.conditions.LP1ZFGCRKUZ6LOHw"}},"system":{"advantage":false,"disadvantage":false,"rolladvantage":false,"rolldisadvantage":false,"loosehpround":false,"loohproundvalue":0,"noadvantage":false,"attackdisadvantage":false,"defensedisadvantage":false,"targetadvantage":false,"noaction":false,"description":"<p>See Poison Type for specific effects</p>"},"ownership":{"default":0,"Up3b6rNa3VKAFQC3":3},"_stats":{"systemId":"fvtt-crucible-rpg","systemVersion":"10.0.2","coreVersion":"10.277","createdTime":1660683380266,"modifiedTime":1660683556882,"lastModifiedBy":"9ipXkGgB8bOlYOlU"}}
{"_id":"Px67J2Vj59X11HW5","name":"Blinded","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/BLINDED.webp","data":{"description":"<p>Disadvantage to all actions for d6 Actions OR until GM removes this Condition.</p>\n<p>&nbsp;</p>\n<p>Add 2 Successes to all Move Actions.</p>\n<p>&nbsp;</p>\n<p>May not gain Advantage.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"Px67J2Vj59X11HW5","name":"Blinded","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/BLINDED.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.fvtt-crucible-rpg.conditions.Px67J2Vj59X11HW5"}},"system":{"advantage":false,"disadvantage":true,"rolladvantage":false,"rolldisadvantage":false,"loosehpround":false,"loohproundvalue":0,"noadvantage":true,"attackdisadvantage":false,"defensedisadvantage":false,"targetadvantage":false,"noaction":false,"description":"<p>Disadvantage to all actions for d6 Actions OR until GM removes this Condition.</p>\n<p>&nbsp;</p>\n<p>Add 2 Successes to all Move Actions.</p>\n<p>&nbsp;</p>\n<p>May not gain Advantage.</p>"},"ownership":{"default":0,"Up3b6rNa3VKAFQC3":3},"_stats":{"systemId":"fvtt-crucible-rpg","systemVersion":"10.0.2","coreVersion":"10.277","createdTime":1660683380266,"modifiedTime":1660683556882,"lastModifiedBy":"9ipXkGgB8bOlYOlU"}}
{"name":"Disadvantage DIe","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/Disadvantage%20Die.webp","data":{"description":"<p>Add a Disdvantage Die (d8) to your Dice Pool.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{"core":{"sourceId":"Item.RmEdbgDIhA6MrEnP"}},"_id":"R2heBzkHodkhiHLO"} {"name":"Disadvantage DIe","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/Disadvantage%20Die.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Item.RmEdbgDIhA6MrEnP"}},"_id":"R2heBzkHodkhiHLO","system":{"advantage":false,"disadvantage":true,"rolladvantage":false,"rolldisadvantage":false,"loosehpround":false,"loohproundvalue":0,"noadvantage":false,"attackdisadvantage":false,"defensedisadvantage":false,"targetadvantage":false,"noaction":false,"description":"<p>Add a Disdvantage Die (d8) to your Dice Pool.</p>"},"ownership":{"default":0,"Up3b6rNa3VKAFQC3":3},"_stats":{"systemId":"fvtt-crucible-rpg","systemVersion":"10.0.2","coreVersion":"10.277","createdTime":1660683380266,"modifiedTime":1660683556882,"lastModifiedBy":"9ipXkGgB8bOlYOlU"}}
{"_id":"WpYWLQoOGnItC6We","name":"Incapacitated","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/Incapacitated.webp","data":{"description":"<p>You lose consciousness.</p>\n<p>You may not take any Actions, not even defend.</p>\n<p>All attacks against you are made with Advantage.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"WpYWLQoOGnItC6We","name":"Incapacitated","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/Incapacitated.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.fvtt-crucible-rpg.conditions.WpYWLQoOGnItC6We"}},"system":{"advantage":false,"disadvantage":false,"rolladvantage":false,"rolldisadvantage":false,"loosehpround":false,"loohproundvalue":0,"noadvantage":false,"attackdisadvantage":false,"defensedisadvantage":false,"targetadvantage":true,"noaction":true,"description":"<p>You lose consciousness.</p>\n<p>You may not take any Actions, not even defend.</p>\n<p>All attacks against you are made with Advantage.</p>"},"ownership":{"default":0,"Up3b6rNa3VKAFQC3":3},"_stats":{"systemId":"fvtt-crucible-rpg","systemVersion":"10.0.2","coreVersion":"10.277","createdTime":1660683380267,"modifiedTime":1660683556882,"lastModifiedBy":"9ipXkGgB8bOlYOlU"}}
{"_id":"Wyi7tytkPG6vP6oY","name":"Entangled","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/Immobilized.webp","data":{"description":"<p>No Movement.&nbsp; Attack and Defend at Disadvantage.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"Wyi7tytkPG6vP6oY","name":"Entangled","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/Immobilized.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.fvtt-crucible-rpg.conditions.Wyi7tytkPG6vP6oY"}},"system":{"advantage":false,"disadvantage":false,"rolladvantage":false,"rolldisadvantage":false,"loosehpround":false,"loohproundvalue":0,"noadvantage":false,"attackdisadvantage":true,"defensedisadvantage":true,"targetadvantage":false,"noaction":false,"description":"<p>No Movement.&nbsp; Attack and Defend at Disadvantage.</p>"},"ownership":{"default":0,"Up3b6rNa3VKAFQC3":3},"_stats":{"systemId":"fvtt-crucible-rpg","systemVersion":"10.0.2","coreVersion":"10.277","createdTime":1660683380267,"modifiedTime":1660683556883,"lastModifiedBy":"9ipXkGgB8bOlYOlU"}}
{"_id":"hQcRjgsagfwHTUBT","name":"Immobilized","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/Immobilized.webp","data":{"description":"<p>No Movement.&nbsp; Attack and Defend at Disadvantage.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"hQcRjgsagfwHTUBT","name":"Immobilized","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/Immobilized.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.fvtt-crucible-rpg.conditions.hQcRjgsagfwHTUBT"}},"system":{"advantage":false,"disadvantage":false,"rolladvantage":false,"rolldisadvantage":false,"loosehpround":false,"loohproundvalue":0,"noadvantage":false,"attackdisadvantage":true,"defensedisadvantage":true,"targetadvantage":false,"noaction":false,"description":"<p>No Movement.&nbsp; Attack and Defend at Disadvantage.</p>"},"ownership":{"default":0,"Up3b6rNa3VKAFQC3":3},"_stats":{"systemId":"fvtt-crucible-rpg","systemVersion":"10.0.2","coreVersion":"10.277","createdTime":1660683380267,"modifiedTime":1660683556883,"lastModifiedBy":"9ipXkGgB8bOlYOlU"}}
{"name":"Roll with Disadvantage","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/Roll%20with%20Disadvantage.webp","data":{"description":"<p>Roll the entire Dice Pool twice and take the worst roll.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{"core":{"sourceId":"Item.aOjxzeNf0ZrPv8VM"}},"_id":"lemANOHMtBZIVISV"} {"name":"Roll with Disadvantage","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/Roll%20with%20Disadvantage.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Item.aOjxzeNf0ZrPv8VM"}},"_id":"lemANOHMtBZIVISV","system":{"advantage":false,"disadvantage":false,"rolladvantage":false,"rolldisadvantage":true,"loosehpround":false,"loohproundvalue":0,"noadvantage":false,"attackdisadvantage":false,"defensedisadvantage":false,"targetadvantage":false,"noaction":false,"description":"<p>Roll the entire Dice Pool twice and take the worst roll.</p>"},"ownership":{"default":0,"Up3b6rNa3VKAFQC3":3},"_stats":{"systemId":"fvtt-crucible-rpg","systemVersion":"10.0.2","coreVersion":"10.277","createdTime":1660683380267,"modifiedTime":1660683556883,"lastModifiedBy":"9ipXkGgB8bOlYOlU"}}
{"_id":"nusz5OpyDDq3KkcK","name":"Sickened","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/Sickened.webp","data":{"description":"<p>You are Slowed and Staggered while you have the Sickened Conditon.</p>\n<p>&nbsp;</p>\n<p>Usually the result of being Poisoned.</p>\n<p>&nbsp;</p>\n<p>GM will assign the duration and Skill Check [X] to remove the Sickened Condition.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"nusz5OpyDDq3KkcK","name":"Sickened","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/Sickened.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.fvtt-crucible-rpg.conditions.nusz5OpyDDq3KkcK"}},"system":{"advantage":false,"disadvantage":false,"rolladvantage":false,"rolldisadvantage":false,"loosehpround":false,"loohproundvalue":0,"noadvantage":false,"attackdisadvantage":false,"defensedisadvantage":false,"targetadvantage":false,"noaction":false,"description":"<p>You are Slowed and Staggered while you have the Sickened Conditon.</p>\n<p>&nbsp;</p>\n<p>Usually the result of being Poisoned.</p>\n<p>&nbsp;</p>\n<p>GM will assign the duration and Skill Check [X] to remove the Sickened Condition.</p>"},"ownership":{"default":0,"Up3b6rNa3VKAFQC3":3},"_stats":{"systemId":"fvtt-crucible-rpg","systemVersion":"10.0.2","coreVersion":"10.277","createdTime":1660683380267,"modifiedTime":1660683556883,"lastModifiedBy":"9ipXkGgB8bOlYOlU"}}
{"_id":"qn1Pn6DIBfVw7l6U","name":"Impaled","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/Impaled.webp","data":{"description":"<p>You are Slowed and all Actions are at Disadvantage until an Action is taken by you or an ally to remove the impaling weapon for an additional 1d3 damage.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"qn1Pn6DIBfVw7l6U","name":"Impaled","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/Impaled.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.fvtt-crucible-rpg.conditions.qn1Pn6DIBfVw7l6U"}},"system":{"advantage":false,"disadvantage":true,"rolladvantage":false,"rolldisadvantage":false,"loosehpround":false,"loohproundvalue":0,"noadvantage":false,"attackdisadvantage":false,"defensedisadvantage":false,"targetadvantage":false,"noaction":false,"description":"<p>You are Slowed and all Actions are at Disadvantage until an Action is taken by you or an ally to remove the impaling weapon for an additional 1d3 damage.</p>"},"ownership":{"default":0,"Up3b6rNa3VKAFQC3":3},"_stats":{"systemId":"fvtt-crucible-rpg","systemVersion":"10.0.2","coreVersion":"10.277","createdTime":1660683380267,"modifiedTime":1660683556883,"lastModifiedBy":"9ipXkGgB8bOlYOlU"}}
{"_id":"rKFpOFHoL6Foh7nW","name":"Deafened","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/Deafened.webp","data":{"description":"<p>You can't hear a thing.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"rKFpOFHoL6Foh7nW","name":"Deafened","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/Deafened.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.fvtt-crucible-rpg.conditions.rKFpOFHoL6Foh7nW"}},"system":{"advantage":false,"disadvantage":false,"rolladvantage":false,"rolldisadvantage":false,"loosehpround":false,"loohproundvalue":0,"noadvantage":false,"attackdisadvantage":false,"defensedisadvantage":false,"targetadvantage":false,"noaction":false,"description":"<p>You can't hear a thing.</p>"},"ownership":{"default":0,"Up3b6rNa3VKAFQC3":3},"_stats":{"systemId":"fvtt-crucible-rpg","systemVersion":"10.0.2","coreVersion":"10.277","createdTime":1660683380267,"modifiedTime":1660683556883,"lastModifiedBy":"9ipXkGgB8bOlYOlU"}}
{"_id":"rXlpsE3T6srIIawV","name":"On Fire","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/On%20Fire.webp","data":{"description":"<p>You or an ally must spend 1 Action to douse the flames else roll d10 when you take your Action each round.</p>\n<hr />\n<p><span style=\"text-decoration: underline;\">d10 Roll</span>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span style=\"text-decoration: underline;\">Effect</span></p>\n<p>1-2&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; No additional damage; flames die on thier own</p>\n<p>3-5&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 1d6 damage; flames die</p>\n<p>6-8&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 2d6 damage; flames die</p>\n<p>9-10&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;2d6 damage; remain on fire - roll again next round</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"rXlpsE3T6srIIawV","name":"On Fire","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/On%20Fire.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.fvtt-crucible-rpg.conditions.rXlpsE3T6srIIawV"}},"system":{"advantage":false,"disadvantage":false,"rolladvantage":false,"rolldisadvantage":false,"loosehpround":false,"loohproundvalue":0,"noadvantage":false,"attackdisadvantage":false,"defensedisadvantage":false,"targetadvantage":false,"noaction":false,"description":"<p>You or an ally must spend 1 Action to douse the flames else roll d10 when you take your Action each round.</p>\n<hr />\n<p><span style=\"text-decoration: underline;\">d10 Roll</span>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span style=\"text-decoration: underline;\">Effect</span></p>\n<p>1-2&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; No additional damage; flames die on thier own</p>\n<p>3-5&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 1d6 damage; flames die</p>\n<p>6-8&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 2d6 damage; flames die</p>\n<p>9-10&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;2d6 damage; remain on fire - roll again next round</p>"},"ownership":{"default":0,"Up3b6rNa3VKAFQC3":3},"_stats":{"systemId":"fvtt-crucible-rpg","systemVersion":"10.0.2","coreVersion":"10.277","createdTime":1660683380268,"modifiedTime":1660683556884,"lastModifiedBy":"9ipXkGgB8bOlYOlU"}}
{"_id":"ubONqFGa9lnslnee","name":"Prone","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/PRONE.webp","data":{"description":"<p>1 Action to stand.</p>\n<p>1 AD to Target Roll.</p>\n<p>&nbsp;</p>\n<p>Melee attacks against you are made with Advantage.</p>\n<p>&nbsp;</p>\n<p>You make take an Action to voluntarily go Prone.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"ubONqFGa9lnslnee","name":"Prone","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/PRONE.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.fvtt-crucible-rpg.conditions.ubONqFGa9lnslnee"}},"system":{"advantage":false,"disadvantage":false,"rolladvantage":false,"rolldisadvantage":false,"loosehpround":false,"loohproundvalue":0,"noadvantage":false,"attackdisadvantage":false,"defensedisadvantage":false,"targetadvantage":true,"noaction":false,"description":"<p>1 Action to stand.</p>\n<p>1 AD to Target Roll.</p>\n<p>&nbsp;</p>\n<p>Melee attacks against you are made with Advantage.</p>\n<p>&nbsp;</p>\n<p>You make take an Action to voluntarily go Prone.</p>"},"ownership":{"default":0,"Up3b6rNa3VKAFQC3":3},"_stats":{"systemId":"fvtt-crucible-rpg","systemVersion":"10.0.2","coreVersion":"10.277","createdTime":1660683380268,"modifiedTime":1660683556884,"lastModifiedBy":"9ipXkGgB8bOlYOlU"}}
{"name":"Roll with Advantage","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/Roll%20with%20Advantage.webp","data":{"description":"<p>Roll the entire Dice Pool twice and take the best roll.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{"core":{"sourceId":"Item.ULQT0l8kANCb0JLc"}},"_id":"vOwfS9wOkw67QDlr"} {"name":"Roll with Advantage","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/Roll%20with%20Advantage.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Item.ULQT0l8kANCb0JLc"}},"_id":"vOwfS9wOkw67QDlr","system":{"advantage":false,"disadvantage":false,"rolladvantage":true,"rolldisadvantage":false,"loosehpround":false,"loohproundvalue":0,"noadvantage":false,"attackdisadvantage":false,"defensedisadvantage":false,"targetadvantage":false,"noaction":false,"description":"<p>Roll the entire Dice Pool twice and take the best roll.</p>"},"ownership":{"default":0,"Up3b6rNa3VKAFQC3":3},"_stats":{"systemId":"fvtt-crucible-rpg","systemVersion":"10.0.2","coreVersion":"10.277","createdTime":1660683380268,"modifiedTime":1660683556884,"lastModifiedBy":"9ipXkGgB8bOlYOlU"}}
{"name":"Advantage Die","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/Advantage%20Die.webp","data":{"description":"<p>Add an Advantage Die (d8) to your Dice Pool.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{"core":{"sourceId":"Item.Mi2gRswry1OIMVKB"}},"_id":"vjBwwXTRPofOOTRu"} {"name":"Advantage Die","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/Advantage%20Die.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Item.Mi2gRswry1OIMVKB"}},"_id":"vjBwwXTRPofOOTRu","system":{"advantage":true,"disadvantage":false,"rolladvantage":false,"rolldisadvantage":false,"loosehpround":false,"loohproundvalue":0,"noadvantage":false,"attackdisadvantage":false,"defensedisadvantage":false,"targetadvantage":false,"noaction":false,"description":"<p>Add an Advantage Die (d8) to your Dice Pool.</p>"},"ownership":{"default":0,"Up3b6rNa3VKAFQC3":3},"_stats":{"systemId":"fvtt-crucible-rpg","systemVersion":"10.0.2","coreVersion":"10.277","createdTime":1660683380268,"modifiedTime":1660683556884,"lastModifiedBy":"9ipXkGgB8bOlYOlU"}}
{"_id":"yoZHhZSCXvnUznD4","name":"Stunned","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/STUNNED.webp","data":{"description":"<p>You may not take any Actions, not even defend.</p>\n<p>All attacks against you are made with Advantage.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"yoZHhZSCXvnUznD4","name":"Stunned","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/STUNNED.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.fvtt-crucible-rpg.conditions.yoZHhZSCXvnUznD4"}},"system":{"advantage":false,"disadvantage":false,"rolladvantage":false,"rolldisadvantage":false,"loosehpround":false,"loohproundvalue":0,"noadvantage":false,"attackdisadvantage":false,"defensedisadvantage":false,"targetadvantage":true,"noaction":true,"description":"<p>You may not take any Actions, not even defend.</p>\n<p>All attacks against you are made with Advantage.</p>"},"ownership":{"default":0,"Up3b6rNa3VKAFQC3":3},"_stats":{"systemId":"fvtt-crucible-rpg","systemVersion":"10.0.2","coreVersion":"10.277","createdTime":1660683380269,"modifiedTime":1660683556884,"lastModifiedBy":"9ipXkGgB8bOlYOlU"}}
{"name":"Diseased","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/Diseased.webp","data":{"description":"<p>You have contracted a nasty Disease.</p>\n<p>&nbsp;</p>\n<p>GM will provide the details...</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{"core":{"sourceId":"Item.f74u7Z5XqRINjsjT"}},"_id":"ytPS0bkGhCon6njB"} {"name":"Diseased","type":"condition","img":"systems/fvtt-crucible-rpg/images/icons/conditions/Diseased.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Item.f74u7Z5XqRINjsjT"}},"_id":"ytPS0bkGhCon6njB","system":{"advantage":false,"disadvantage":false,"rolladvantage":false,"rolldisadvantage":false,"loosehpround":false,"loohproundvalue":0,"noadvantage":false,"attackdisadvantage":false,"defensedisadvantage":false,"targetadvantage":false,"noaction":false,"description":"<p>You have contracted a nasty Disease.</p>\n<p>&nbsp;</p>\n<p>GM will provide the details...</p>"},"ownership":{"default":0,"Up3b6rNa3VKAFQC3":3},"_stats":{"systemId":"fvtt-crucible-rpg","systemVersion":"10.0.2","coreVersion":"10.277","createdTime":1660683380269,"modifiedTime":1660683556885,"lastModifiedBy":"9ipXkGgB8bOlYOlU"}}

View File

@ -1,33 +1,33 @@
{"_id":"3QGyPwA2H8RwtFBr","name":"Hand Axe (Thrown)","type":"weapon","img":"systems/fvtt-crucible-rpg/images/icons/weapons/Hand%20Axe.webp","data":{"ability":"dex","isproficient":false,"qualities":"","flaws":"Light","damage":"Slashing","range":"Same Zone","maxrange":"1 Zone","minstr":0,"cost":0,"equipped":false,"description":"<p>Hand Axe</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"3QGyPwA2H8RwtFBr","name":"Hand Axe (Thrown)","type":"weapon","img":"systems/fvtt-crucible-rpg/images/icons/weapons/Hand%20Axe.webp","data":{"isproficient":false,"skill":"Weapon - Hand Axe (Thrown)","qualities":"","flaws":"Light","damage":"Slashing","isranged":true,"range":"Same Zone","maxrange":"1 Zone","minstr":0,"cost":0,"equipped":false,"description":"<p>Hand Axe</p>","ability":"dex"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}}
{"_id":"3VT9Bgs1lpFRqgWt","name":"2-H Pick","type":"weapon","img":"systems/fvtt-crucible-rpg/images/icons/weapons/2-H%20Pick.webp","data":{"ability":"str","isproficient":false,"qualities":"Heavy,Penetrating","flaws":"","damage":"Piercing","range":"Melee","maxrange":"","minstr":2,"cost":0,"equipped":false,"description":"<p>2-H Pick</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"3VT9Bgs1lpFRqgWt","name":"2-H Pick","type":"weapon","img":"systems/fvtt-crucible-rpg/images/icons/weapons/2-H%20Pick.webp","data":{"isproficient":false,"skill":"Weapon - 2-H Pick","qualities":"Heavy,Penetrating","flaws":"","damage":"Piercing","isranged":false,"range":"Melee","maxrange":"","minstr":2,"cost":0,"equipped":false,"description":"<p>2-H Pick</p>","ability":"str"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}}
{"_id":"6B8kMi1FHv5njtbD","name":"2-H Flail","type":"weapon","img":"systems/fvtt-crucible-rpg/images/icons/weapons/2-H%20Flail.webp","data":{"ability":"agi","isproficient":false,"qualities":"Heavy,Reach,Entangle","flaws":"Dangerous","damage":"Bludgeoning","range":"Melee","maxrange":"","minstr":2,"cost":0,"equipped":false,"description":"<p>2-H Flail</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"6B8kMi1FHv5njtbD","name":"2-H Flail","type":"weapon","img":"systems/fvtt-crucible-rpg/images/icons/weapons/2-H%20Flail.webp","data":{"isproficient":false,"skill":"Weapon - 2-H Flail","qualities":"Heavy,Reach,Entangle","flaws":"Dangerous","damage":"Bludgeoning","isranged":false,"range":"Melee","maxrange":"","minstr":2,"cost":0,"equipped":false,"description":"<p>2-H Flail</p>","ability":"agi"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}}
{"_id":"A4O9ISnyCqtckanV","name":"Dagger (Melee)","type":"weapon","img":"systems/fvtt-crucible-rpg/images/icons/weapons/Dagger.webp","data":{"ability":"agi","isproficient":false,"qualities":"","flaws":"Light","damage":"Piercing","range":"Close","maxrange":"","minstr":0,"cost":0,"equipped":false,"description":"<p>Dagger</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"A4O9ISnyCqtckanV","name":"Dagger (Melee)","type":"weapon","img":"systems/fvtt-crucible-rpg/images/icons/weapons/Dagger.webp","data":{"isproficient":false,"skill":"Weapon - Dagger (Melee)","qualities":"","flaws":"Light","damage":"Piercing","isranged":false,"range":"Close","maxrange":"","minstr":0,"cost":0,"equipped":false,"description":"<p>Dagger</p>","ability":"agi"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}}
{"_id":"Czf55rIkPBsaLLfN","name":"Hammer (Thrown)","type":"weapon","img":"systems/fvtt-crucible-rpg/images/icons/weapons/Hammer.webp","data":{"ability":"dex","isproficient":false,"qualities":"","flaws":"","damage":"Bludgeoning","range":"Same Zone","maxrange":"1 Zone","minstr":0,"cost":0,"equipped":false,"description":"<p>Hammer</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"Czf55rIkPBsaLLfN","name":"Hammer (Thrown)","type":"weapon","img":"systems/fvtt-crucible-rpg/images/icons/weapons/Hammer.webp","data":{"isproficient":false,"skill":"Weapon - Hammer (Thrown)","qualities":"","flaws":"","damage":"Bludgeoning","isranged":true,"range":"Same Zone","maxrange":"1 Zone","minstr":0,"cost":0,"equipped":false,"description":"<p>Hammer</p>","ability":"dex"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}}
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{"_id":"lH54F6LNWMYg5dNt","name":"Claw","type":"weapon","img":"systems/fvtt-crucible-rpg/images/icons/weapons/Claw.webp","data":{"ability":"agi","isproficient":false,"qualities":"","flaws":"","damage":"Slashing","range":"Close","maxrange":"","minstr":0,"cost":0,"equipped":false,"description":"<p>Claw - natural weapon</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"lH54F6LNWMYg5dNt","name":"Claw","type":"weapon","img":"systems/fvtt-crucible-rpg/images/icons/weapons/Claw.webp","data":{"isproficient":false,"skill":"Weapon - Claw","qualities":"","flaws":"","damage":"Slashing","isranged":false,"range":"Close","maxrange":"","minstr":0,"cost":0,"equipped":false,"description":"<p>Claw - natural weapon</p>","ability":"agi"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}}
{"_id":"mMCl8JZboWUYZgvB","name":"Dagger (Thrown)","type":"weapon","img":"systems/fvtt-crucible-rpg/images/icons/weapons/Dagger.webp","data":{"ability":"dex","isproficient":false,"qualities":"","flaws":"Light","damage":"Piercing","range":"1 Zone","maxrange":"2 Zones","minstr":0,"cost":0,"equipped":false,"description":"<p>Dagger</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"mMCl8JZboWUYZgvB","name":"Dagger (Thrown)","type":"weapon","img":"systems/fvtt-crucible-rpg/images/icons/weapons/Dagger.webp","data":{"isproficient":false,"skill":"Weapon - Dagger (Thrown)","qualities":"","flaws":"Light","damage":"Piercing","isranged":true,"range":"1 Zone","maxrange":"2 Zones","minstr":0,"cost":0,"equipped":false,"description":"<p>Dagger</p>","ability":"dex"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}}
{"_id":"oSBtSHos9aQvbhfm","name":"Improvised (Thrown)","type":"weapon","img":"systems/fvtt-crucible-rpg/images/icons/weapons/Improvised-_Thrown_.webp","data":{"ability":"dex","isproficient":false,"qualities":"","flaws":"Light","damage":"Bludgeoning","range":"Same Zone","maxrange":"1 Zone","minstr":0,"cost":0,"equipped":false,"description":"<p>An Improvised ranged weapon such as a bottle or a rock.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"oSBtSHos9aQvbhfm","name":"Improvised (Thrown)","type":"weapon","img":"systems/fvtt-crucible-rpg/images/icons/weapons/Improvised-_Thrown_.webp","data":{"isproficient":false,"skill":"Weapon - Improvised (Thrown)","qualities":"","flaws":"Light","damage":"Bludgeoning","isranged":true,"range":"Same Zone","maxrange":"1 Zone","minstr":0,"cost":0,"equipped":false,"description":"<p>An Improvised ranged weapon such as a bottle or a rock.</p>","ability":"dex"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}}
{"_id":"qz2f2DO4HOZFrv2k","name":"Spear (2-H)","type":"weapon","img":"systems/fvtt-crucible-rpg/images/icons/weapons/Spear.webp","data":{"ability":"agi","isproficient":false,"qualities":"Heavy,Reach,Penetrating","flaws":"","damage":"Piercing","range":"Melee","maxrange":"","minstr":0,"cost":0,"equipped":false,"description":"<p>Spear, used with both hands.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"qz2f2DO4HOZFrv2k","name":"Spear (2-H)","type":"weapon","img":"systems/fvtt-crucible-rpg/images/icons/weapons/Spear.webp","data":{"isproficient":false,"skill":"Weapon - Spear (2-H)","qualities":"Heavy,Reach,Penetrating","flaws":"","damage":"Piercing","isranged":false,"range":"Melee","maxrange":"","minstr":0,"cost":0,"equipped":false,"description":"<p>Spear, used with both hands.</p>","ability":"agi"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}}
{"_id":"u4vvzNFSNluNdyn0","name":"Bow","type":"weapon","img":"systems/fvtt-crucible-rpg/images/icons/weapons/Bow.webp","data":{"ability":"dex","isproficient":false,"qualities":"Penetrating","flaws":"","damage":"Piercing","range":"4 Zones","maxrange":"6 Zones","minstr":0,"cost":0,"equipped":false,"description":"<p>Bow with arrows</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"u4vvzNFSNluNdyn0","name":"Bow","type":"weapon","img":"systems/fvtt-crucible-rpg/images/icons/weapons/Bow.webp","data":{"isproficient":false,"skill":"Weapon - Bow","qualities":"Penetrating","flaws":"","damage":"Piercing","isranged":true,"range":"4 Zones","maxrange":"6 Zones","minstr":0,"cost":0,"equipped":false,"description":"<p>Bow with arrows</p>","ability":"dex"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}}
{"name":"Gore","type":"weapon","img":"systems/fvtt-crucible-rpg/images/icons/weapons/Gore.webp","data":{"ability":"agi","isproficient":false,"qualities":"Heavy","flaws":"","damage":"Piercing","range":"Close","maxrange":"","minstr":0,"cost":0,"equipped":false,"description":"<p>Horns</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{"core":{"sourceId":"Item.h3ezFIKi5PR1POfT"}},"_id":"uCxCoRfH7KwVRt8d"} {"_id":"uCxCoRfH7KwVRt8d","name":"Gore","type":"weapon","img":"systems/fvtt-crucible-rpg/images/icons/weapons/Gore.webp","data":{"isproficient":false,"skill":"Weapon - Gore","qualities":"Heavy","flaws":"","damage":"Piercing","isranged":false,"range":"Close","maxrange":"","minstr":0,"cost":0,"equipped":false,"description":"<p>Horns</p>","ability":"agi"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{"core":{"sourceId":"Item.h3ezFIKi5PR1POfT"}}}
{"_id":"uJs7IdVvomKVXlV9","name":"Improvised (Melee)","type":"weapon","img":"systems/fvtt-crucible-rpg/images/icons/weapons/Improvised.webp","data":{"ability":"agi","isproficient":false,"qualities":"","flaws":"Light","damage":"Bludgeoning","range":"Melee","maxrange":"","minstr":0,"cost":0,"equipped":false,"description":"<p>An Improvised melee weapon such as a broken bottle, a chair leg, or a stick.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"uJs7IdVvomKVXlV9","name":"Improvised (Melee)","type":"weapon","img":"systems/fvtt-crucible-rpg/images/icons/weapons/Improvised.webp","data":{"isproficient":false,"skill":"Weapon - Improvised (Melee)","qualities":"","flaws":"Light","damage":"Bludgeoning","isranged":false,"range":"Melee","maxrange":"","minstr":0,"cost":0,"equipped":false,"description":"<p>An Improvised melee weapon such as a broken bottle, a chair leg, or a stick.</p>","ability":"agi"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}}
{"_id":"x6wkZiE2G2QP41S2","name":"Sword","type":"weapon","img":"systems/fvtt-crucible-rpg/images/icons/weapons/Sword.webp","data":{"ability":"agi","isproficient":false,"qualities":"Deadly","flaws":"","damage":"Slashing","range":"Melee","maxrange":"","minstr":0,"cost":0,"equipped":false,"description":"<p>Sword</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"x6wkZiE2G2QP41S2","name":"Sword","type":"weapon","img":"systems/fvtt-crucible-rpg/images/icons/weapons/Sword.webp","data":{"isproficient":false,"skill":"Weapon - Sword","qualities":"Deadly","flaws":"","damage":"Slashing","isranged":false,"range":"Melee","maxrange":"","minstr":0,"cost":0,"equipped":false,"description":"<p>Sword</p>","ability":"agi"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}}

View File

@ -1,6 +1,10 @@
{ {
"author": "Uberwald", "authors": [
"compatibleCoreVersion": "9", {
"name": "Uberwald",
"flags": {}
}
],
"description": "Crucible RPG system for FoundryVTT", "description": "Crucible RPG system for FoundryVTT",
"esmodules": [ "esmodules": [
"modules/crucible-main.js" "modules/crucible-main.js"
@ -11,205 +15,182 @@
{ {
"lang": "en", "lang": "en",
"name": "English", "name": "English",
"path": "lang/en.json" "path": "lang/en.json",
"flags": {}
} }
], ],
"library": false,
"license": "LICENSE.txt", "license": "LICENSE.txt",
"manifestPlusVersion": "1.0.0",
"media": [],
"minimumCoreVersion": "0.8.0",
"name": "fvtt-crucible-rpg",
"packs": [ "packs": [
{ {
"entity": "Item", "type": "Item",
"label": "Armors", "label": "Armors",
"name": "armor", "name": "armor",
"path": "./packs/armor.db", "path": "packs/armor.db",
"system": "fvtt-crucible-rpg", "system": "fvtt-crucible-rpg",
"tags": [ "private": false,
"armour" "flags": {}
]
}, },
{ {
"entity": "Item", "type": "Item",
"label": "Equipments", "label": "Equipments",
"name": "equipment", "name": "equipment",
"path": "./packs/equipment.db", "path": "packs/equipment.db",
"system": "fvtt-crucible-rpg", "system": "fvtt-crucible-rpg",
"tags": [ "private": false,
"equipment" "flags": {}
]
}, },
{ {
"entity": "Item", "type": "Item",
"label": "Shields", "label": "Shields",
"name": "shields", "name": "shields",
"path": "./packs/shields.db", "path": "packs/shields.db",
"system": "fvtt-crucible-rpg", "system": "fvtt-crucible-rpg",
"tags": [ "private": false,
"shield" "flags": {}
]
}, },
{ {
"entity": "Item", "type": "Item",
"label": "Weapons", "label": "Weapons",
"name": "weapons", "name": "weapons",
"path": "./packs/weapons.db", "path": "packs/weapons.db",
"system": "fvtt-crucible-rpg", "system": "fvtt-crucible-rpg",
"tags": [ "private": false,
"weapon", "melee", "ranged" "flags": {}
]
}, },
{ {
"entity": "Item", "type": "Item",
"label": "Conditions", "label": "Conditions",
"name": "conditions", "name": "conditions",
"path": "./packs/conditions.db", "path": "packs/conditions.db",
"system": "fvtt-crucible-rpg", "system": "fvtt-crucible-rpg",
"tags": [ "private": false,
"condition" "flags": {}
]
}, },
{ {
"entity": "Item", "type": "Item",
"label": "Currency", "label": "Currency",
"name": "currency", "name": "currency",
"path": "./packs/currency.db", "path": "packs/currency.db",
"system": "fvtt-crucible-rpg", "system": "fvtt-crucible-rpg",
"tags": [ "private": false,
"currency", "money" "flags": {}
]
}, },
{ {
"entity": "Item", "type": "Item",
"label": "Lore - Air", "label": "Lore - Air",
"name": "lore-air", "name": "lore-air",
"path": "./packs/lore-air.db", "path": "packs/lore-air.db",
"system": "fvtt-crucible-rpg", "system": "fvtt-crucible-rpg",
"tags": [ "private": false,
"lore", "air" "flags": {}
]
}, },
{ {
"entity": "Item", "type": "Item",
"label": "Lore - Earth", "label": "Lore - Earth",
"name": "lore-earth", "name": "lore-earth",
"path": "./packs/lore-earth.db", "path": "packs/lore-earth.db",
"system": "fvtt-crucible-rpg", "system": "fvtt-crucible-rpg",
"tags": [ "private": false,
"lore", "earth" "flags": {}
]
}, },
{ {
"entity": "Item", "type": "Item",
"label": "Lore - Fire", "label": "Lore - Fire",
"name": "lore-fire", "name": "lore-fire",
"path": "./packs/lore-fire.db", "path": "packs/lore-fire.db",
"system": "fvtt-crucible-rpg", "system": "fvtt-crucible-rpg",
"tags": [ "private": false,
"lore", "fire" "flags": {}
]
}, },
{ {
"entity": "Item", "type": "Item",
"label": "Lore - Water", "label": "Lore - Water",
"name": "lore-water", "name": "lore-water",
"path": "./packs/lore-water.db", "path": "packs/lore-water.db",
"system": "fvtt-crucible-rpg", "system": "fvtt-crucible-rpg",
"tags": [ "private": false,
"lore", "water" "flags": {}
]
}, },
{ {
"entity": "Item", "type": "Item",
"label": "Lore - Shadow", "label": "Lore - Shadow",
"name": "lore-shadow", "name": "lore-shadow",
"path": "./packs/lore-shadow.db", "path": "packs/lore-shadow.db",
"system": "fvtt-crucible-rpg", "system": "fvtt-crucible-rpg",
"tags": [ "private": false,
"lore", "shadow" "flags": {}
]
}, },
{ {
"entity": "Item", "type": "Item",
"label": "Skills", "label": "Skills",
"name": "skills", "name": "skills",
"path": "./packs/skills.db", "path": "packs/skills.db",
"system": "fvtt-crucible-rpg", "system": "fvtt-crucible-rpg",
"tags": [ "private": false,
"skill" "flags": {}
]
}, },
{ {
"entity": "Item", "type": "Item",
"label": "Feats", "label": "Feats",
"name": "feats", "name": "feats",
"path": "./packs/feats.db", "path": "packs/feats.db",
"system": "fvtt-crucible-rpg", "system": "fvtt-crucible-rpg",
"tags": [ "private": false,
"feat" "flags": {}
]
}, },
{ {
"entity": "Item", "type": "Item",
"label": "Poisons", "label": "Poisons",
"name": "poisons", "name": "poisons",
"path": "./packs/poisons.db", "path": "packs/poisons.db",
"system": "fvtt-crucible-rpg", "system": "fvtt-crucible-rpg",
"tags": [ "private": false,
"poison" "flags": {}
]
}, },
{ {
"entity": "Item", "type": "Item",
"label": "Powers - Class", "label": "Powers - Class",
"name": "classpowers", "name": "classpowers",
"path": "./packs/classpowers.db", "path": "packs/classpowers.db",
"system": "fvtt-crucible-rpg", "system": "fvtt-crucible-rpg",
"tags": [ "private": false,
"powers" "flags": {}
]
}, },
{ {
"entity": "Item", "type": "Item",
"label": "Tricks & Traps", "label": "Tricks & Traps",
"name": "trickstraps", "name": "trickstraps",
"path": "./packs/trickstraps.db", "path": "packs/trickstraps.db",
"system": "fvtt-crucible-rpg", "system": "fvtt-crucible-rpg",
"tags": [ "private": false,
"tricks", "traps" "flags": {}
]
}, },
{ {
"entity": "Item", "type": "Item",
"label": "Action Tokens", "label": "Action Tokens",
"name": "action-tokens", "name": "action-tokens",
"path": "./packs/action-tokens.db", "path": "packs/action-tokens.db",
"system": "fvtt-crucible-rpg", "system": "fvtt-crucible-rpg",
"tags": [ "private": false,
"action" "flags": {}
]
}, },
{ {
"entity": "Item", "type": "Item",
"label": "Powers - Monsters", "label": "Powers - Monsters",
"name": "monster-powers", "name": "monster-powers",
"path": "./packs/monster-powers.db", "path": "packs/monster-powers.db",
"system": "fvtt-crucible-rpg", "system": "fvtt-crucible-rpg",
"tags": [ "private": false,
"power" "flags": {}
]
}, },
{ {
"entity": "RollTable", "type": "RollTable",
"label": "Rolltables", "label": "Rolltables",
"name": "rolltables", "name": "rolltables",
"path": "./packs/rolltables.db", "path": "packs/rolltables.db",
"system": "fvtt-crucible-rpg", "system": "fvtt-crucible-rpg",
"tags": [ "private": false,
"rolltable" "flags": {}
]
} }
], ],
"primaryTokenAttribute": "secondary.hp", "primaryTokenAttribute": "secondary.hp",
@ -218,11 +199,16 @@
"styles": [ "styles": [
"styles/simple.css" "styles/simple.css"
], ],
"templateVersion": 16, "version": "10.0.12",
"compatibility": {
"minimum": "10",
"verified": "10.285",
"maximum": "10"
},
"title": "Crucible RPG", "title": "Crucible RPG",
"manifest": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg/raw/master/system.json", "manifest": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg/raw/master/system.json",
"download": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg/archive/fvtt-crucible-rpg-v0.1.26.zip", "download": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg/archive/fvtt-crucible-rpg-v10.0.12.zip",
"url": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg", "url": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg",
"version": "0.1.29", "background": "images/ui/crucible_welcome_page.webp",
"background" : "./images/ui/crucible_welcome_page.webp" "id": "fvtt-crucible-rpg"
} }

View File

@ -8,6 +8,7 @@
"age": 0, "age": 0,
"size": 0, "size": 0,
"weight": "", "weight": "",
"height": "",
"hair": "", "hair": "",
"sex": "", "sex": "",
"eyes": "", "eyes": "",
@ -97,7 +98,7 @@
"templates": [ "biodata", "core" ] "templates": [ "biodata", "core" ]
}, },
"npc": { "npc": {
"templates": [ "npccore" ] "templates": [ "biodata", "core" ]
} }
}, },
"Item": { "Item": {
@ -106,6 +107,17 @@
"description": "" "description": ""
}, },
"condition": { "condition": {
"advantage": false,
"disadvantage": false,
"rolladvantage": false,
"rolldisadvantage": false,
"loosehpround": false,
"loohproundvalue": 0,
"noadvantage": false,
"attackdisadvantage": false,
"defensedisadvantage": false,
"targetadvantage": false,
"noaction": false,
"description": "" "description": ""
}, },
"race": { "race": {

View File

@ -22,7 +22,7 @@
<span class="ability-label " name="class"> <span class="ability-label " name="class">
<h4 class="ability-text-white ability-margin">Class</h4> <h4 class="ability-text-white ability-margin">Class</h4>
</span> </span>
<select class="competence-base flexrow" type="text" name="data.biodata.class" value="{{data.biodata.class}}" data-dtype="String"> <select class="competence-base flexrow" type="text" name="system.biodata.class" value="{{data.biodata.class}}" data-dtype="String">
{{#select data.biodata.class}} {{#select data.biodata.class}}
<option value="chaplain">Chaplain</option> <option value="chaplain">Chaplain</option>
<option value="magus">Magus</option> <option value="magus">Magus</option>
@ -59,6 +59,12 @@
</span> </span>
</li> </li>
{{/if}} {{/if}}
<li class="item flexrow list-item" data-attr-key="class">
<img class="sheet-competence-img" src="systems/fvtt-crucible-rpg/images/icons/feats/Marksman (Ballistic).webp" />
<span class="ability-label " name="rollTarget">
<h4 class="ability-text-white ability-margin"><a class="roll-target-die ability-margin">Target Roll</a></h4>
</span>
</li>
</ul> </ul>
</div> </div>
@ -108,8 +114,8 @@
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img" <a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
src="{{skill.img}}" /></a> src="{{skill.img}}" /></a>
<span class="item-name-label"><a class="roll-skill">{{skill.name}}</a></span> <span class="item-name-label"><a class="roll-skill">{{skill.name}}</a></span>
<span class="item-field-label-short">{{upper skill.data.ability}}</span> <span class="item-field-label-short">{{upper skill.system.ability}}</span>
<span class="item-field-label-short">{{skill.data.skilldice}}</span> <span class="item-field-label-short">{{skill.system.skilldice}}</span>
<span class="item-field-label-long">&nbsp;-&nbsp;</span> <span class="item-field-label-long">&nbsp;-&nbsp;</span>
<div class="item-filler">&nbsp;</div> <div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed"> <div class="item-controls item-controls-fixed">
@ -143,9 +149,9 @@
src="{{weapon.img}}" /></a> src="{{weapon.img}}" /></a>
<span class="item-name-label-long"><a class ="roll-weapon">{{weapon.name}}</a></span> <span class="item-name-label-long"><a class ="roll-weapon">{{weapon.name}}</a></span>
<span class="item-field-label-short">{{weapon.data.ability}}</span> <span class="item-field-label-short">{{weapon.system.ability}}</span>
<span class="item-field-label-medium">{{perk.data.range}}</span> <span class="item-field-label-medium">{{perk.system.range}}</span>
<div class="item-filler">&nbsp;</div> <div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed"> <div class="item-controls item-controls-fixed">
@ -178,9 +184,9 @@
src="{{feat.img}}" /></a> src="{{feat.img}}" /></a>
<span class="item-name-label-long">{{feat.name}}</span> <span class="item-name-label-long">{{feat.name}}</span>
<span class="item-field-label-medium">{{upperFirst feat.data.isfeatdie}}</span> <span class="item-field-label-medium">{{upperFirst feat.system.isfeatdie}}</span>
<span class="item-field-label-medium">{{upperFirst feat.data.issl}}</span> <span class="item-field-label-medium">{{upperFirst feat.system.issl}}</span>
<span class="item-field-label-medium">{{feat.data.sl}}</span> <span class="item-field-label-medium">{{feat.system.sl}}</span>
<div class="item-filler">&nbsp;</div> <div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed"> <div class="item-controls item-controls-fixed">
@ -191,6 +197,27 @@
</ul> </ul>
</div> </div>
<div>
<ul class="stat-list alternate-list">
<li class="item flexrow list-item items-title-bg">
<span class="item-name-label-header-long">
<h3><label class="items-title-text">Conditions</label></h3>
</span>
</li>
{{#each conditions as |condition key|}}
<li class="item flexrow list-item list-item-shadow" data-item-id="{{condition._id}}">
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
src="{{condition.img}}" /></a>
<span class="item-name-label-long">{{condition.name}}</span>
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed">
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/each}}
</ul>
</div>
</div> </div>
</div> </div>
@ -223,9 +250,9 @@
<span class="item-name-label"> <span class="item-name-label">
<a class="power-roll">{{spell.name}}</a> <a class="power-roll">{{spell.name}}</a>
</span> </span>
<span class="item-field-label-medium">{{upperFirst spell.data.lore}}</span> <span class="item-field-label-medium">{{upperFirst spell.system.lore}}</span>
<span class="item-field-label-short">{{upperFirst spell.data.circle}}</span> <span class="item-field-label-short">{{upperFirst spell.system.circle}}</span>
<span class="item-field-label-medium">{{upperFirst spell.data.range}}</span> <span class="item-field-label-medium">{{upperFirst spell.system.range}}</span>
<div class="item-filler">&nbsp;</div> <div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed"> <div class="item-controls item-controls-fixed">
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a> <a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
@ -273,16 +300,16 @@
<span class="item-name-label">{{money.name}}</span> <span class="item-name-label">{{money.name}}</span>
<span class="item-field-label-long"><label> <span class="item-field-label-long"><label>
{{money.data.quantity}} {{money.system.quantity}}
(<a class="quantity-minus plus-minus-button"> -</a>/<a class="quantity-plus plus-minus-button">+</a>) (<a class="quantity-minus plus-minus-button"> -</a>/<a class="quantity-plus plus-minus-button">+</a>)
</label> </label>
</span> </span>
<span class="item-field-label-medium"> <span class="item-field-label-medium">
<label>{{money.data.weight}}</label> <label>{{money.system.weight}}</label>
</span> </span>
<span class="item-field-label-medium"> <span class="item-field-label-medium">
{{#if money.data.idrDice}} {{#if money.system.idrDice}}
<a class="roll-idr" data-dice-value="{{money.data.idrDice}}">{{money.data.idrDice}}</a> <a class="roll-idr" data-dice-value="{{money.data.idrDice}}">{{money.system.idrDice}}</a>
{{else}} {{else}}
&nbsp;-&nbsp; &nbsp;-&nbsp;
{{/if}} {{/if}}
@ -316,12 +343,12 @@
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img" <a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
src="{{weapon.img}}" /></a> src="{{weapon.img}}" /></a>
<span class="item-name-label">{{weapon.name}}</span> <span class="item-name-label">{{weapon.name}}</span>
<span class="item-field-label-short"><label>{{upper weapon.data.ability}}</label></span> <span class="item-field-label-short"><label>{{upper weapon.system.ability}}</label></span>
<span class="item-field-label-short"><label>{{upper weapon.data.damage}}</label></span> <span class="item-field-label-short"><label>{{upper weapon.system.damage}}</label></span>
<div class="item-filler">&nbsp;</div> <div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed"> <div class="item-controls item-controls-fixed">
<a class="item-control item-equip" title="Worn">{{#if weapon.data.equipped}}<i <a class="item-control item-equip" title="Worn">{{#if weapon.system.equipped}}<i
class="fas fa-circle"></i>{{else}}<i class="fas fa-genderless"></i>{{/if}}</a> class="fas fa-circle"></i>{{else}}<i class="fas fa-genderless"></i>{{/if}}</a>
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a> <a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
</div> </div>
@ -351,12 +378,12 @@
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img" <a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
src="{{armor.img}}" /></a> src="{{armor.img}}" /></a>
<span class="item-name-label">{{armor.name}}</span> <span class="item-name-label">{{armor.name}}</span>
<span class="item-field-label-short">{{upper armor.data.armortype}}</span> <span class="item-field-label-short">{{upper armor.system.armortype}}</span>
<span class="item-field-label-short">{{armor.data.absorprionroll}}</span> <span class="item-field-label-short">{{armor.system.absorprionroll}}</span>
<div class="item-filler">&nbsp;</div> <div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed"> <div class="item-controls item-controls-fixed">
<a class="item-control item-equip" title="Worn">{{#if armor.data.equipped}}<i <a class="item-control item-equip" title="Worn">{{#if armor.system.equipped}}<i
class="fas fa-circle"></i>{{else}}<i class="fas fa-genderless"></i>{{/if}}</a> class="fas fa-circle"></i>{{else}}<i class="fas fa-genderless"></i>{{/if}}</a>
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a> <a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
</div> </div>
@ -382,11 +409,11 @@
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img" <a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
src="{{shield.img}}" /></a> src="{{shield.img}}" /></a>
<span class="item-name-label">{{shield.name}}</span> <span class="item-name-label">{{shield.name}}</span>
<span class="item-field-label-short">{{shield.data.levelDice}}</span> <span class="item-field-label-short">{{shield.system.levelDice}}</span>
<div class="item-filler">&nbsp;</div> <div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed"> <div class="item-controls item-controls-fixed">
<a class="item-control item-equip" title="Worn">{{#if shield.data.equipped}}<i <a class="item-control item-equip" title="Worn">{{#if shield.system.equipped}}<i
class="fas fa-circle"></i>{{else}}<i class="fas fa-genderless"></i>{{/if}}</a> class="fas fa-circle"></i>{{else}}<i class="fas fa-genderless"></i>{{/if}}</a>
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a> <a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
</div> </div>
@ -429,24 +456,24 @@
<ul class="item-list alternate-list"> <ul class="item-list alternate-list">
<li class="item flexrow"> <li class="item flexrow">
<label class="generic-label">Origin</label> <label class="generic-label">Origin</label>
<input type="text" class="" name="data.biodata.origin" value="{{data.biodata.origin}}" <input type="text" class="" name="system.biodata.origin" value="{{data.biodata.origin}}"
data-dtype="String" /> data-dtype="String" />
</li> </li>
<li class="item flexrow"> <li class="item flexrow">
<label class="generic-label">Age</label> <label class="generic-label">Age</label>
<input type="text" class="" name="data.biodata.age" value="{{data.biodata.age}}" data-dtype="String" /> <input type="text" class="" name="system.biodata.age" value="{{data.biodata.age}}" data-dtype="String" />
</li> </li>
<li class="item flexrow"> <li class="item flexrow">
<label class="generic-label">Height</label> <label class="generic-label">Height</label>
<input type="text" class="" name="data.biodata.size" value="{{data.biodata.size}}" data-dtype="String" /> <input type="text" class="" name="system.biodata.height" value="{{data.biodata.height}}" data-dtype="String" />
</li> </li>
<li class="item flexrow"> <li class="item flexrow">
<label class="generic-label">Eyes</label> <label class="generic-label">Eyes</label>
<input type="text" class="" name="data.biodata.eyes" value="{{data.biodata.eyes}}" data-dtype="String" /> <input type="text" class="" name="system.biodata.eyes" value="{{data.biodata.eyes}}" data-dtype="String" />
</li> </li>
<li class="item flexrow"> <li class="item flexrow">
<label class="generic-label">Hair</label> <label class="generic-label">Hair</label>
<input type="text" class="" name="data.biodata.hair" value="{{data.biodata.hair}}" data-dtype="String" /> <input type="text" class="" name="system.biodata.hair" value="{{data.biodata.hair}}" data-dtype="String" />
</li> </li>
</ul> </ul>
</div> </div>
@ -454,7 +481,7 @@
<ul> <ul>
<li class="flexrow item"> <li class="flexrow item">
<label class="generic-label">Size</label> <label class="generic-label">Size</label>
<select class="competence-base flexrow" type="text" name="data.biodata.size" value="{{data.biodata.size}}" data-dtype="Number"> <select class="competence-base flexrow" type="text" name="system.biodata.size" value="{{data.biodata.size}}" data-dtype="Number">
{{#select data.biodata.size}} {{#select data.biodata.size}}
<option value="1">Tiny</option> <option value="1">Tiny</option>
<option value="2">Small</option> <option value="2">Small</option>
@ -467,17 +494,17 @@
</li> </li>
<li class="flexrow item"> <li class="flexrow item">
<label class="generic-label">Sex</label> <label class="generic-label">Sex</label>
<input type="text" class="" name="data.biodata.sex" value="{{data.biodata.sex}}" data-dtype="String" /> <input type="text" class="" name="system.biodata.sex" value="{{data.biodata.sex}}" data-dtype="String" />
</li> </li>
<li class="flexrow item"> <li class="flexrow item">
<label class="generic-label">Preferred Hand</label> <label class="generic-label">Preferred Hand</label>
<input type="text" class="" name="data.biodata.preferredhand" value="{{data.biodata.preferredhand}}" <input type="text" class="" name="system.biodata.preferredhand" value="{{data.biodata.preferredhand}}"
data-dtype="String" /> data-dtype="String" />
</li> </li>
<li class="flexrow item" data-item-id="{{race._id}}"> <li class="flexrow item" data-item-id="{{race._id}}">
<label class="generic-label">Race</label> <label class="generic-label">Race</label>
<a class="item-edit"><img class="stat-icon" src="{{race.img}}"></a> <a class="item-edit"><img class="stat-icon" src="{{race.img}}"></a>
<input type="text" class="" name="data.biodata.racename" value="{{data.biodata.racename}}" data-dtype="String" /> <input type="text" class="" name="system.biodata.racename" value="{{data.biodata.racename}}" data-dtype="String" />
</li> </li>
</ul> </ul>
</div> </div>
@ -487,13 +514,13 @@
<hr> <hr>
<h3>Background : </h3> <h3>Background : </h3>
<div class="form-group editor"> <div class="form-group editor">
{{editor content=data.biodata.description target="data.biodata.description" button=true owner=owner {{editor data.biodata.description target="system.biodata.description" button=true owner=owner
editable=editable}} editable=editable}}
</div> </div>
<hr> <hr>
<h3>Notes : </h3> <h3>Notes : </h3>
<div class="form-group editor"> <div class="form-group editor">
{{editor content=data.biodata.notes target="data.biodata.notes" button=true owner=owner editable=editable}} {{editor data.biodata.notes target="system.biodata.notes" button=true owner=owner editable=editable}}
</div> </div>
<hr> <hr>
</article> </article>

View File

@ -20,10 +20,12 @@
<ul> <ul>
<li><strong>Fight result !</strong></li> <li><strong>Fight result !</strong></li>
{{#if successDetails.fumbleDetails}} {{#if successDetails.fumbleDetails}}
<li>Fumble ! : {{successDetails.fumbleDetails}} </li> <li>Fumble ! : {{successDetails.fumbleDetails.data.text}} </li>
{{/if}} {{/if}}
{{#if armorResult}} {{#if armorResult}}
<li>Armor initial result : {{armorResult.rawArmor}}</li>
{{#each armorResult.messages as |message idx|}} {{#each armorResult.messages as |message idx|}}
<li>{{message}}</li> <li>{{message}}</li>
{{/each}} {{/each}}

View File

@ -25,7 +25,7 @@
<li><strong>Roll with {{rollType}} - Roll 2</strong></li> <li><strong>Roll with {{rollType}} - Roll 2</strong></li>
{{/if}} {{/if}}
{{#if (eq rollOrder 3)}} {{#if (eq rollOrder 3)}}
<li><strong>Roll with advantage - Final result !</strong></li> <li><strong>Roll with {{rollType}} - Final result !</strong></li>
{{/if}} {{/if}}
{{#if save}} {{#if save}}
@ -36,6 +36,14 @@
</li> </li>
{{/if}} {{/if}}
{{#if sizeDice}}
<li>Size/Range/Cover/Situational dices
({{#each roll.terms.0.results as |die idx|}}
{{die.result}}&nbsp;
{{/each}})
</li>
{{/if}}
{{#if ability}} {{#if ability}}
<li>Ability : {{ability.label}} - {{ability.value}}d6 <li>Ability : {{ability.label}} - {{ability.value}}d6
({{#each roll.terms.0.results as |die idx|}} ({{#each roll.terms.0.results as |die idx|}}
@ -55,21 +63,26 @@
</li> </li>
{{/if}} {{/if}}
{{#if (eq advantage "advantage1")}} {{#if noAdvantage}}
<li>1 Advantage Die ! <li>No advantage due to condition : {{noAdvantage.name}}</li>
&nbsp;({{#each roll.terms.8.results as |die idx|}} {{else}}
{{die.result}}&nbsp; {{#if (or (eq advantage "advantage1") forceAdvantage)}}
{{/each}}) <li>1 Advantage Die !
</li> &nbsp;({{#each roll.terms.8.results as |die idx|}}
{{die.result}}&nbsp;
{{/each}})
</li>
{{/if}}
{{#if (eq advantage "advantage2") }}
<li>2 Advantage Dice !
&nbsp;({{#each roll.terms.8.results as |die idx|}}
{{die.result}}&nbsp;
{{/each}})
</li>
{{/if}}
{{/if}} {{/if}}
{{#if (eq advantage "advantage2")}}
<li>2 Advantage Dice ! {{#if (or (eq disadvantage "disadvantage1") forceDisadvantage)}}
&nbsp;({{#each roll.terms.8.results as |die idx|}}
{{die.result}}&nbsp;
{{/each}})
</li>
{{/if}}
{{#if (eq disadvantage "disadvantage1")}}
<li>1 Disadvantage Die ! <li>1 Disadvantage Die !
&nbsp;({{#each roll.terms.10.results as |die idx|}} &nbsp;({{#each roll.terms.10.results as |die idx|}}
{{die.result}}&nbsp; {{die.result}}&nbsp;

View File

@ -18,17 +18,16 @@
<div> <div>
{{#if isRollTarget}} {{#if isRangedAttack}}
<div>{{defender.name}} is under Ranged attack. He must roll a Target Roll to defend himself.</div> <div>{{defender.name}} is under Ranged attack. He must roll a Target Roll to defend himself.</div>
{{else}} {{else}}
<div>{{defender.name}} is under Melee attack. He must roll a Defense Roll to defend himself.</div> <div>{{defender.name}} is under Melee attack. He must roll a Defense Roll to defend himself.</div>
{{/if}} {{/if}}
<ul> <ul>
{{#if isRollTarget}} {{#if isRangedAttack}}
<li> <li>
<button class="chat-card-button roll-defense-ranged" data-defense-weapon-id="{{weapon._id}}" <button class="chat-card-button roll-defense-ranged" data-roll-id="{{@root.rollId}}">Roll Target !</button>
data-roll-id="{{@root.rollId}}">Roll Target !</button>
</li> </li>
{{else}} {{else}}
<li> <li>

View File

@ -19,7 +19,7 @@
<div class="tab" data-group="primary"> <div class="tab" data-group="primary">
<ul> <ul>
<li class="flexrow"><label class="generic-label">Type</label> <li class="flexrow"><label class="generic-label">Type</label>
<select class="competence-base flexrow" type="text" name="data.armortype" value="{{data.armortype}}" data-dtype="String"> <select class="competence-base flexrow" type="text" name="system.armortype" value="{{data.armortype}}" data-dtype="String">
{{#select data.armortype}} {{#select data.armortype}}
<option value="clothes">Clothes</option> <option value="clothes">Clothes</option>
<option value="paddedlight">Padded (Light)</option> <option value="paddedlight">Padded (Light)</option>
@ -35,7 +35,7 @@
</li> </li>
<li class="flexrow"><label class="generic-label">Absorption roll</label> <li class="flexrow"><label class="generic-label">Absorption roll</label>
<select class="competence-base flexrow" type="text" name="data.absorprionroll" value="{{data.absorprionroll}}" data-dtype="String"> <select class="competence-base flexrow" type="text" name="system.absorprionroll" value="{{data.absorprionroll}}" data-dtype="String">
{{#select data.absorprionroll}} {{#select data.absorprionroll}}
<option value="none">None</option> <option value="none">None</option>
<option value="white">White</option> <option value="white">White</option>
@ -50,7 +50,7 @@
</li> </li>
<li class="flexrow"><label class="generic-label">Damaged roll</label> <li class="flexrow"><label class="generic-label">Damaged roll</label>
<select class="competence-base flexrow" type="text" name="data.damagedroll" value="{{data.damagedroll}}" data-dtype="String"> <select class="competence-base flexrow" type="text" name="system.damagedroll" value="{{data.damagedroll}}" data-dtype="String">
{{#select data.damagedroll}} {{#select data.damagedroll}}
<option value="none">None</option> <option value="none">None</option>
<option value="white">White</option> <option value="white">White</option>
@ -65,23 +65,23 @@
</li> </li>
<li class="flexrow"><label class="generic-label">Is proficient ?</label> <li class="flexrow"><label class="generic-label">Is proficient ?</label>
<label class="attribute-value checkbox"><input type="checkbox" name="data.isproficient" {{checked data.isproficient}}/></label> <label class="attribute-value checkbox"><input type="checkbox" name="system.isproficient" {{checked data.isproficient}}/></label>
</li> </li>
<li class="flexrow"><label class="generic-label">Minimum strength</label> <li class="flexrow"><label class="generic-label">Minimum strength</label>
<input type="text" class="input-numeric-short padd-right" name="data.minstr" value="{{data.minstr}}" data-dtype="Number"/> <input type="text" class="input-numeric-short padd-right" name="system.minstr" value="{{data.minstr}}" data-dtype="Number"/>
</li> </li>
<li class="flexrow"><label class="generic-label">Skill penalty</label> <li class="flexrow"><label class="generic-label">Skill penalty</label>
<input type="text" class="input-numeric-short padd-right" name="data.skillpenalty" value="{{data.skillpenalty}}" data-dtype="Number"/> <input type="text" class="input-numeric-short padd-right" name="system.skillpenalty" value="{{data.skillpenalty}}" data-dtype="Number"/>
</li> </li>
<li class="flexrow"><label class="generic-label">Equipped ?</label> <li class="flexrow"><label class="generic-label">Equipped ?</label>
<label class="attribute-value checkbox"><input type="checkbox" name="data.equipped" {{checked data.equipped}}/></label> <label class="attribute-value checkbox"><input type="checkbox" name="system.equipped" {{checked data.equipped}}/></label>
</li> </li>
<li class="flexrow"><label class="generic-label">Cost</label> <li class="flexrow"><label class="generic-label">Cost</label>
<input type="text" class="input-numeric-short padd-right" name="data.cost" value="{{data.cost}}" data-dtype="Number"/> <input type="text" class="input-numeric-short padd-right" name="system.cost" value="{{data.cost}}" data-dtype="Number"/>
</li> </li>
</ul> </ul>

View File

@ -14,12 +14,48 @@
<label class="generic-label">Description</label> <label class="generic-label">Description</label>
<div class="medium-editor item-text-long-line"> <div class="medium-editor item-text-long-line">
{{editor content=data.description target="data.description" button=true owner=owner editable=editable}} {{editor data.description target="system.description" button=true owner=owner editable=editable}}
</div> </div>
</div> </div>
<div class="tab details" data-group="primary" data-tab="details"> <div class="tab details" data-group="primary" data-tab="details">
<ul> <ul>
<li class="flexrow"><label class="generic-label">Provides 1 Advantage ?</label>
<label class="attribute-value checkbox"><input type="checkbox" name="system.advantage" {{checked data.advantage}}/></label>
</li>
<li class="flexrow"><label class="generic-label">Provides 1 Disadvantage ?</label>
<label class="attribute-value checkbox"><input type="checkbox" name="system.disadvantage" {{checked data.disadvantage}}/></label>
</li>
<li class="flexrow"><label class="generic-label">Provides Roll Advantage ?</label>
<label class="attribute-value checkbox"><input type="checkbox" name="system.rolladvantage" {{checked data.rolladvantage}}/></label>
</li>
<li class="flexrow"><label class="generic-label">Provides Roll Disadvantage ?</label>
<label class="attribute-value checkbox"><input type="checkbox" name="system.rolldisadvantage" {{checked data.rolldisadvantage}}/></label>
</li>
<li class="flexrow"><label class="generic-label">Loose HP per round ?</label>
<label class="attribute-value checkbox"><input type="checkbox" name="system.loosehpround" {{checked data.loosehpround}}/></label>
</li>
{{#if data.loosehpround}}
<li class="flexrow"><label class="generic-label">Number of HP : </label>
<input type="text" class="input-numeric-short padd-right" name="system.loohproundvalue" value="{{data.loohproundvalue}}" data-dtype="Number"/>
</li>
{{/if}}
<li class="flexrow"><label class="generic-label">No advantage possible ?</label>
<label class="attribute-value checkbox"><input type="checkbox" name="system.noadvantage" {{checked data.noadvantage}}/></label>
</li>
<li class="flexrow"><label class="generic-label">Disadvantage on attack ?</label>
<label class="attribute-value checkbox"><input type="checkbox" name="system.attackdisadvantage" {{checked data.attackdisadvantage}}/></label>
</li>
<li class="flexrow"><label class="generic-label">Disadvantage on defense ?</label>
<label class="attribute-value checkbox"><input type="checkbox" name="system.defensedisadvantage" {{checked data.defensedisadvantage}}/></label>
</li>
<li class="flexrow"><label class="generic-label">Provides advantage to attacker ?</label>
<label class="attribute-value checkbox"><input type="checkbox" name="system.targetadvantage" {{checked data.targetadvantage}}/></label>
</li>
<li class="flexrow"><label class="generic-label">No action possible ?</label>
<label class="attribute-value checkbox"><input type="checkbox" name="system.noaction" {{checked data.noaction}}/></label>
</li>
</ul> </ul>
</div> </div>

View File

@ -16,13 +16,13 @@
<div class="tab details" data-group="primary" data-tab="details"> <div class="tab details" data-group="primary" data-tab="details">
<ul> <ul>
<li class="flexrow"><label class="generic-label">Equipped ?</label> <li class="flexrow"><label class="generic-label">Equipped ?</label>
<label class="attribute-value checkbox"><input type="checkbox" name="data.equipped" {{checked data.equipped}}/></label> <label class="attribute-value checkbox"><input type="checkbox" name="system.equipped" {{checked data.equipped}}/></label>
</li> </li>
<li class="flexrow"><label class="generic-label">Quantity</label> <li class="flexrow"><label class="generic-label">Quantity</label>
<input type="text" class="input-numeric-short padd-right" name="data.quantity" value="{{data.quantity}}" data-dtype="Number"/> <input type="text" class="input-numeric-short padd-right" name="system.quantity" value="{{data.quantity}}" data-dtype="Number"/>
</li> </li>
<li class="flexrow"><label class="generic-label">Cost</label> <li class="flexrow"><label class="generic-label">Cost</label>
<input type="text" class="input-numeric-short padd-right" name="data.cost" value="{{data.cost}}" data-dtype="Number"/> <input type="text" class="input-numeric-short padd-right" name="system.cost" value="{{data.cost}}" data-dtype="Number"/>
</li> </li>
</ul> </ul>
</div> </div>

View File

@ -16,16 +16,16 @@
<div class="tab details" data-group="primary" data-tab="details"> <div class="tab details" data-group="primary" data-tab="details">
<ul> <ul>
<li class="flexrow"><label class="generic-label">Add feat die ?</label> <li class="flexrow"><label class="generic-label">Add feat die ?</label>
<label class="attribute-value checkbox"><input type="checkbox" name="data.isfeatdie" {{checked data.isfeatdie}}/></label> <label class="attribute-value checkbox"><input type="checkbox" name="system.isfeatdie" {{checked data.isfeatdie}}/></label>
</li> </li>
<li class="flexrow"><label class="generic-label">Add SL ?</label> <li class="flexrow"><label class="generic-label">Add SL ?</label>
<label class="attribute-value checkbox"><input type="checkbox" name="data.issl" {{checked data.issl}}/></label> <label class="attribute-value checkbox"><input type="checkbox" name="system.issl" {{checked data.issl}}/></label>
</li> </li>
{{#if data.issl}} {{#if data.issl}}
<li class="flexrow"><label class="generic-label">SL value</label> <li class="flexrow"><label class="generic-label">SL value</label>
<input type="text" class="" name="data.sl" value="{{data.sl}}" data-dtype="Number"/> <input type="text" class="" name="data.sl" value="{{system.sl}}" data-dtype="Number"/>
</li> </li>
{{/if}} {{/if}}

View File

@ -16,10 +16,10 @@
<div class="tab details" data-group="primary" data-tab="details"> <div class="tab details" data-group="primary" data-tab="details">
<ul> <ul>
<li class="flexrow"><label class="generic-label">Quantity</label> <li class="flexrow"><label class="generic-label">Quantity</label>
<input type="text" class="input-numeric-short padd-right" name="data.quantity" value="{{data.quantity}}" data-dtype="Number"/> <input type="text" class="input-numeric-short padd-right" name="system.quantity" value="{{data.quantity}}" data-dtype="Number"/>
</li> </li>
<li class="flexrow"><label class="generic-label">Unit value</label> <li class="flexrow"><label class="generic-label">Unit value</label>
<input type="text" class="input-numeric-short padd-right" name="data.value" value="{{data.value}}" data-dtype="Number"/> <input type="text" class="input-numeric-short padd-right" name="system.value" value="{{data.value}}" data-dtype="Number"/>
</li> </li>
</ul> </ul>
</div> </div>

View File

@ -19,7 +19,7 @@
<div class="tab" data-group="primary"> <div class="tab" data-group="primary">
<ul> <ul>
<li class="flexrow"><label class="generic-label">Shield die</label> <li class="flexrow"><label class="generic-label">Shield die</label>
<select class="competence-base flexrow" type="text" name="data.shielddie" value="{{data.shielddie}}" data-dtype="String"> <select class="competence-base flexrow" type="text" name="system.shielddie" value="{{data.shielddie}}" data-dtype="String">
{{#select data.shielddie}} {{#select data.shielddie}}
<option value="d6">d6</option> <option value="d6">d6</option>
<option value="d8">d8</option> <option value="d8">d8</option>
@ -29,7 +29,7 @@
</li> </li>
<li class="flexrow"><label class="generic-label">Associated skill</label> <li class="flexrow"><label class="generic-label">Associated skill</label>
<select class="competence-base flexrow" type="text" name="data.skill" value="{{data.skill}}" data-dtype="String"> <select class="competence-base flexrow" type="text" name="system.skill" value="{{data.skill}}" data-dtype="String">
{{#select data.skill}} {{#select data.skill}}
{{#each shieldSkills as |skill idx|}} {{#each shieldSkills as |skill idx|}}
<option value="{{skill.name}}">{{skill.name}}</option> <option value="{{skill.name}}">{{skill.name}}</option>
@ -40,11 +40,11 @@
<li class="flexrow"><label class="generic-label">Equipped ?</label> <li class="flexrow"><label class="generic-label">Equipped ?</label>
<label class="attribute-value checkbox"><input type="checkbox" name="data.equipped" {{checked data.equipped}}/></label> <label class="attribute-value checkbox"><input type="checkbox" name="system.equipped" {{checked data.equipped}}/></label>
</li> </li>
<li class="flexrow"><label class="generic-label">Cost</label> <li class="flexrow"><label class="generic-label">Cost</label>
<input type="text" class="input-numeric-short padd-right" name="data.cost" value="{{data.cost}}" data-dtype="Number"/> <input type="text" class="input-numeric-short padd-right" name="system.cost" value="{{data.cost}}" data-dtype="Number"/>
</li> </li>
</ul> </ul>

View File

@ -16,7 +16,7 @@
<div class="tab details" data-group="primary" data-tab="details"> <div class="tab details" data-group="primary" data-tab="details">
<ul> <ul>
<li class="flexrow"><label class="generic-label">Ability</label> <li class="flexrow"><label class="generic-label">Ability</label>
<select class="competence-base flexrow" type="text" name="data.ability" value="{{data.ability}}" data-dtype="String"> <select class="competence-base flexrow" type="text" name="system.ability" value="{{data.ability}}" data-dtype="String">
{{#select data.ability}} {{#select data.ability}}
{{> systems/fvtt-crucible-rpg/templates/partial-options-abilities.html}} {{> systems/fvtt-crucible-rpg/templates/partial-options-abilities.html}}
{{/select}} {{/select}}
@ -24,18 +24,18 @@
</li> </li>
<li class="flexrow"><label class="generic-label">Is Feat Die ?</label> <li class="flexrow"><label class="generic-label">Is Feat Die ?</label>
<label class="attribute-value checkbox"><input type="checkbox" name="data.isfeatdie" {{checked data.isfeatdie}}/></label> <label class="attribute-value checkbox"><input type="checkbox" name="system.isfeatdie" {{checked data.isfeatdie}}/></label>
</li> </li>
<li class="flexrow"><label class="generic-label">Is SL +2 ?</label> <li class="flexrow"><label class="generic-label">Is SL +2 ?</label>
<label class="attribute-value checkbox"><input type="checkbox" name="data.issl2" {{checked data.issl2}}/></label> <label class="attribute-value checkbox"><input type="checkbox" name="system.issl2" {{checked data.issl2}}/></label>
</li> </li>
<li class="flexrow"><label class="generic-label">Subject to Armor Penalty ?</label> <li class="flexrow"><label class="generic-label">Subject to Armor Penalty ?</label>
<label class="attribute-value checkbox"><input type="checkbox" name="data.armorpenalty" {{checked data.armorpenalty}}/></label> <label class="attribute-value checkbox"><input type="checkbox" name="system.armorpenalty" {{checked data.armorpenalty}}/></label>
</li> </li>
<li class="flexrow"><label class="generic-label">Skill Type</label> <li class="flexrow"><label class="generic-label">Skill Type</label>
<select class="competence-base flexrow" type="text" name="data.skilltype" value="{{data.skilltype}}" data-dtype="string"> <select class="competence-base flexrow" type="text" name="system.skilltype" value="{{data.skilltype}}" data-dtype="string">
{{#select data.skilltype}} {{#select data.skilltype}}
<option value="simple">Simple</option> <option value="simple">Simple</option>
<option value="complex">Complex</option> <option value="complex">Complex</option>
@ -44,19 +44,19 @@
</li> </li>
<li class="flexrow"><label class="generic-label">Skill Dice</label> <li class="flexrow"><label class="generic-label">Skill Dice</label>
<input type="text" class="" name="data.skilldice" value="{{data.skilldice}} (level {{data.level}})" data-dtype="String" disabled/> <input type="text" class="" name="system.skilldice" value="{{data.skilldice}} (level {{data.level}})" data-dtype="String" disabled/>
</li> </li>
<li class="flexrow"><label class="generic-label">Is Innate ?</label> <li class="flexrow"><label class="generic-label">Is Innate ?</label>
<label class="attribute-value checkbox"><input type="checkbox" name="data.isinnate" {{checked data.isinnate}}/></label> <label class="attribute-value checkbox"><input type="checkbox" name="system.isinnate" {{checked data.isinnate}}/></label>
</li> </li>
<li class="flexrow"><label class="generic-label">Is Lore ?</label> <li class="flexrow"><label class="generic-label">Is Lore ?</label>
<label class="attribute-value checkbox"><input type="checkbox" name="data.islore" {{checked data.islore}}/></label> <label class="attribute-value checkbox"><input type="checkbox" name="system.islore" {{checked data.islore}}/></label>
</li> </li>
<li class="flexrow"><label class="generic-label">Is Weapon Skill ?</label> <li class="flexrow"><label class="generic-label">Is Weapon Skill ?</label>
<label class="attribute-value checkbox"><input type="checkbox" name="data.isweaponskill" {{checked data.isweaponskill}}/></label> <label class="attribute-value checkbox"><input type="checkbox" name="system.isweaponskill" {{checked data.isweaponskill}}/></label>
</li> </li>
<!-- <li class="flexrow"><label class="generic-label">Is Shield Skill ?</label> <!-- <li class="flexrow"><label class="generic-label">Is Shield Skill ?</label>
@ -64,7 +64,7 @@
</li> --> </li> -->
<li class="flexrow"><label class="generic-label">Bonus dice</label> <li class="flexrow"><label class="generic-label">Bonus dice</label>
<select class="competence-base flexrow" type="text" name="data.bonusdice" value="{{data.bonusdice}}" data-dtype="String"> <select class="competence-base flexrow" type="text" name="system.bonusdice" value="{{data.bonusdice}}" data-dtype="String">
{{#select data.bonusdice}} {{#select data.bonusdice}}
<option value="none">None</option> <option value="none">None</option>
<option value="1d6">1d6</option> <option value="1d6">1d6</option>
@ -80,23 +80,23 @@
</li> </li>
<li class="flexrow"><label class="generic-label">Background</label> <li class="flexrow"><label class="generic-label">Background</label>
<input type="text" class="" name="data.background" value="{{data.background}}" data-dtype="Number"/> <input type="text" class="" name="system.background" value="{{data.background}}" data-dtype="Number"/>
</li> </li>
<li class="flexrow"><label class="generic-label">Basic</label> <li class="flexrow"><label class="generic-label">Basic</label>
<input type="text" class="" name="data.basic" value="{{data.basic}}" data-dtype="Number"/> <input type="text" class="" name="system.basic" value="{{data.basic}}" data-dtype="Number"/>
</li> </li>
<li class="flexrow"><label class="generic-label">Class</label> <li class="flexrow"><label class="generic-label">Class</label>
<input type="text" class="" name="data.class" value="{{data.class}}" data-dtype="Number"/> <input type="text" class="" name="system.class" value="{{data.class}}" data-dtype="Number"/>
</li> </li>
<li class="flexrow"><label class="generic-label">Exp level</label> <li class="flexrow"><label class="generic-label">Exp level</label>
<input type="text" class="" name="data.explevel" value="{{data.explevel}}" data-dtype="Number"/> <input type="text" class="" name="system.explevel" value="{{data.explevel}}" data-dtype="Number"/>
</li> </li>
<li class="flexrow"><label class="generic-label">Gained exp (+1 to Exp level at 25)</label> <li class="flexrow"><label class="generic-label">Gained exp (+1 to Exp level at 25)</label>
<input type="text" class="" name="data.exp" value="{{data.exp}}" data-dtype="Number"/> <input type="text" class="" name="system.exp" value="{{data.exp}}" data-dtype="Number"/>
</li> </li>
</ul> </ul>

View File

@ -16,7 +16,7 @@
<div class="tab details" data-group="primary" data-tab="details"> <div class="tab details" data-group="primary" data-tab="details">
<ul> <ul>
<li class="flexrow"><label class="generic-label">Lore</label> <li class="flexrow"><label class="generic-label">Lore</label>
<select class="competence-base flexrow" type="text" name="data.lore" value="{{data.lore}}" data-dtype="String"> <select class="competence-base flexrow" type="text" name="system.lore" value="{{data.lore}}" data-dtype="String">
{{#select data.lore}} {{#select data.lore}}
<option value="earth">Earth</option> <option value="earth">Earth</option>
<option value="air">Air</option> <option value="air">Air</option>
@ -28,7 +28,7 @@
</li> </li>
<li class="flexrow"><label class="generic-label">Circle</label> <li class="flexrow"><label class="generic-label">Circle</label>
<select class="competence-base flexrow" type="text" name="data.circle" value="{{data.circle}}" data-dtype="Number"> <select class="competence-base flexrow" type="text" name="system.circle" value="{{data.circle}}" data-dtype="Number">
{{#select data.circle}} {{#select data.circle}}
<option value="1">1</option> <option value="1">1</option>
<option value="2">2</option> <option value="2">2</option>
@ -40,7 +40,7 @@
</li> </li>
<li class="flexrow"><label class="generic-label">Range</label> <li class="flexrow"><label class="generic-label">Range</label>
<input type="text" class="" name="data.range" value="{{data.range}}" data-dtype="String"/> <input type="text" class="" name="system.range" value="{{data.range}}" data-dtype="String"/>
</li> </li>
</ul> </ul>

View File

@ -27,11 +27,11 @@
</li> --> </li> -->
<li class="flexrow"><label class="generic-label">Is proficient ?</label> <li class="flexrow"><label class="generic-label">Is proficient ?</label>
<label class="attribute-value checkbox"><input type="checkbox" name="data.isproficient" {{checked data.isproficient}}/></label> <label class="attribute-value checkbox"><input type="checkbox" name="system.isproficient" {{checked data.isproficient}}/></label>
</li> </li>
<li class="flexrow"><label class="generic-label">Associated skill</label> <li class="flexrow"><label class="generic-label">Associated skill</label>
<select class="competence-base flexrow" type="text" name="data.skill" value="{{data.skill}}" data-dtype="String"> <select class="competence-base flexrow" type="text" name="system.skill" value="{{data.skill}}" data-dtype="String">
{{#select data.skill}} {{#select data.skill}}
{{#each weaponSkills as |skill idx|}} {{#each weaponSkills as |skill idx|}}
<option value="{{skill.name}}">{{skill.name}}</option> <option value="{{skill.name}}">{{skill.name}}</option>
@ -41,39 +41,39 @@
</li> </li>
<li class="flexrow"><label class="generic-label">Qualities (comma separated list)</label> <li class="flexrow"><label class="generic-label">Qualities (comma separated list)</label>
<input type="text" class="padd-right" name="data.qualities" value="{{data.qualities}}" data-dtype="String"/> <input type="text" class="padd-right" name="system.qualities" value="{{data.qualities}}" data-dtype="String"/>
</li> </li>
<li class="flexrow"><label class="generic-label">Flaws (comma separated list)</label> <li class="flexrow"><label class="generic-label">Flaws (comma separated list)</label>
<input type="text" class="padd-right" name="data.flaws" value="{{data.flaws}}" data-dtype="String"/> <input type="text" class="padd-right" name="system.flaws" value="{{data.flaws}}" data-dtype="String"/>
</li> </li>
<li class="flexrow"><label class="generic-label">Damage</label> <li class="flexrow"><label class="generic-label">Damage</label>
<input type="text" class="right" name="data.damage" value="{{data.damage}}" data-dtype="String"/> <input type="text" class="right" name="system.damage" value="{{data.damage}}" data-dtype="String"/>
</li> </li>
<li class="flexrow"><label class="generic-label">Is ranged weapon ?</label> <li class="flexrow"><label class="generic-label">Is ranged weapon ?</label>
<label class="attribute-value checkbox"><input type="checkbox" name="data.isranged" {{checked data.isranged}}/></label> <label class="attribute-value checkbox"><input type="checkbox" name="system.isranged" {{checked data.isranged}}/></label>
</li> </li>
{{#if data.isranged}} {{#if data.isranged}}
<li class="flexrow"><label class="generic-label">Range</label> <li class="flexrow"><label class="generic-label">Effective Range</label>
<input type="text" class="right" name="data.range" value="{{data.range}}" data-dtype="String"/> <input type="text" class="right" name="system.range" value="{{data.range}}" data-dtype="String"/>
</li> </li>
<li class="flexrow"><label class="generic-label">Max range</label> <li class="flexrow"><label class="generic-label">Max range</label>
<input type="text" class="right" name="data.maxrange" value="{{data.maxrange}}" data-dtype="String"/> <input type="text" class="right" name="system.maxrange" value="{{data.maxrange}}" data-dtype="String"/>
</li> </li>
{{/if}} {{/if}}
<li class="flexrow"><label class="generic-label">Minimum strength</label> <li class="flexrow"><label class="generic-label">Minimum strength</label>
<input type="text" class="input-numeric-short padd-right" name="data.minstr" value="{{data.minstr}}" data-dtype="Number"/> <input type="text" class="input-numeric-short padd-right" name="system.minstr" value="{{data.minstr}}" data-dtype="Number"/>
</li> </li>
<li class="flexrow"><label class="generic-label">Equipped ?</label> <li class="flexrow"><label class="generic-label">Equipped ?</label>
<label class="attribute-value checkbox"><input type="checkbox" name="data.equipped" {{checked data.equipped}}/></label> <label class="attribute-value checkbox"><input type="checkbox" name="system.equipped" {{checked data.equipped}}/></label>
</li> </li>
<li class="flexrow"><label class="generic-label">Cost</label> <li class="flexrow"><label class="generic-label">Cost</label>
<input type="text" class="input-numeric-short padd-right" name="data.cost" value="{{data.cost}}" data-dtype="Number"/> <input type="text" class="input-numeric-short padd-right" name="system.cost" value="{{data.cost}}" data-dtype="Number"/>
</li> </li>
</ul> </ul>

View File

@ -1,184 +1,413 @@
<form class="{{cssClass}}" autocomplete="off"> <form class="{{cssClass}}" autocomplete="off">
{{!-- Sheet Header --}} {{!-- Sheet Header --}}
<header class="sheet-header"> <header class="sheet-header">
<div class="header-fields"> <div class="header-fields">
<div class="flexrow"> <h1 class="charname margin-right"><input name="name" type="text" value="{{name}}" placeholder="Name" /></h1>
<img class="profile-img" src="{{img}}" data-edit="img" title="{{name}}" /> <div class="flexrow">
<h1 class="charname"><input name="name" type="text" value="{{name}}" placeholder="Name"/></h1> <img class="profile-img" src="{{img}}" data-edit="img" title="{{name}}" />
</div> <div class="flexcol">
</div>
</header>
{{!-- Sheet Tab Navigation --}} <div class="flexrow">
<nav class="sheet-tabs tabs" data-group="primary"> <div class="ability-item">
<a class="item" data-tab="attribute">Main</a>
<a class="item" data-tab="defence">Defence/Weapons</a>
<a class="item" data-tab="equipment">Equipment</a>
<a class="item" data-tab="notes">Notes</a>
</nav>
{{!-- Sheet Body --}}
<section class="sheet-body">
{{!-- Carac Tab --}}
<div class="tab items" data-group="primary" data-tab="attribute">
<span><a class="lock-unlock-sheet"><img class="small-button-container"
src="systems/fvtt-fragged-kingdom/images/icons/{{#if editScore}}unlocked.svg{{else}}locked.svg{{/if}}" alt="Unlocked/Locked"
>{{#if editScore}}Unlocked{{else}}Locked{{/if}}</a>
</span>
<div class="grid grid-2col">
<div class="">
<span class="generic-label"><h3>Type</h3>
<select class="competence-base flexrow" type="text" name="data.npctype" value="{{data.npctype}}" data-dtype="String" {{#unless @root.editScore}}disabled{{/unless}}>
{{#select data.npctype}}
<option value="henchman">Henchman</option>
<option value="drone">Troop</option>
{{/select}}
</select> </span>
<button class="npc-skill-roll">Generic Skill roll</button>
<div>
<span class="generic-label"><h3>Traits List</h3></span>
<ul> <ul>
{{#each traits as |trait key|}} {{#each data.abilities as |ability key|}}
<li class="item flexrow list-item" data-item-id="{{trait.id}}"> {{#if (eq ability.col 1)}}
<img class="sheet-competence-img" src="{{trait.img}}"/> {{> systems/fvtt-crucible-rpg/templates/partial-actor-ability-block.html ability=ability key=key}}
<span class="competence-label">{{trait.name}}</span> {{/if}}
<span class="competence-label">{{trait.data.data.type}}</span>
<div class="item-controls">
<a class="item-control item-edit" title="Edit Item"><i class="fas fa-edit"></i></a>
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/each}} {{/each}}
</ul> </ul>
</div>
<li class="item flexrow list-item" data-attr-key="class">
<span class="ability-label " name="class">
<h4 class="ability-text-white ability-margin">Class</h4>
</span>
<select class="competence-base flexrow" type="text" name="system.biodata.class" value="{{data.biodata.class}}" data-dtype="String">
{{#select data.biodata.class}}
<option value="none">None</option>
<option value="chaplain">Chaplain</option>
<option value="magus">Magus</option>
<option value="martial">Martial</option>
<option value="skalawag">Skalawag</option>
<option value="warden">Warden</option>
{{/select}}
</select>
</li>
</div> </div>
<div class=""> <div class="ability-item">
<span class="generic-label"><h3>Stats & Numbers</h3></span>
<ul> <ul>
{{#each data.spec as |spec key|}} {{#each data.abilities as |ability key|}}
<li class="item flexrow list-item stack-left" data-attr-key="{{key}}"> {{#if (eq ability.col 2)}}
<span class="stat-label padd-right npc-stat-label" name="{{key}}">{{spec.label}}</span> {{> systems/fvtt-crucible-rpg/templates/partial-actor-ability-block.html ability=ability key=key}}
<input type="text" class="input-numeric-short padd-right" name="data.spec.{{key}}.value" value="{{spec.value}}" data-dtype="Number" {{#unless @root.editScore}}disabled{{/unless}}/> {{/if}}
</li>
{{/each}} {{/each}}
{{#if equippedArmor}}
<li class="item flexrow list-item" data-attr-key="class">
<img class="sheet-competence-img" src="{{equippedArmor.img}}" />
<span class="ability-label " name="class">
<h4 class="ability-text-white ability-margin"><a class="roll-armor-die ability-margin">{{equippedArmor.name}}</a></h4>
</span>
</li>
{{/if}}
{{#if equippedShield}}
<li class="item flexrow list-item" data-attr-key="class">
<img class="sheet-competence-img" src="{{equippedShield.img}}" />
<span class="ability-label " name="equippedShield">
<h4 class="ability-text-white ability-margin"><a class="roll-shield-die ability-margin">{{equippedShield.name}}</a></h4>
</span>
</li>
{{/if}}
<li class="item flexrow list-item" data-attr-key="class">
<img class="sheet-competence-img" src="systems/fvtt-crucible-rpg/images/icons/feats/Marksman (Ballistic).webp" />
<span class="ability-label " name="rollTarget">
<h4 class="ability-text-white ability-margin"><a class="roll-target-die ability-margin">Target Roll</a></h4>
</span>
</li>
</ul> </ul>
</div> </div>
<div class="ability-item status-block">
{{> systems/fvtt-crucible-rpg/templates/partial-actor-status.html}}
</div>
</div> </div>
</div> </div>
</div>
</div>
</header>
{{!-- Sheet Tab Navigation --}}
<nav class="sheet-tabs tabs" data-group="primary">
<a class="item" data-tab="details">Details</a>
<a class="item" data-tab="biodata">Biography</a>
</nav>
{{!-- Defence Tab --}} {{!-- Sheet Body --}}
<div class="tab defence" data-group="primary" data-tab="defence"> <section class="sheet-body">
<div class="flexcol">
<div class=""> {{!-- Skills Tab --}}
{{#each data.fight as |fight key|}} <div class="tab skills" data-group="primary" data-tab="details">
<ul>
<li class="item flexrow list-item stack-left"> <ul class="stat-list alternate-list item-list">
<span class="stat-label padd-right"><strong>{{fight.label}}</strong></span> <li class="item flexrow list-item items-title-bg">
<input type="text" class="input-numeric-short padd-right" name="data.fight.{{key}}.value" value="{{fight.value}}" data-dtype="Number"/> <span class="item-name-label-header">
</li> <h3><label class="items-title-text">Skills</label></h3>
{{#each fight.derivated as |derivated keydev|}} </span>
<li class="item flexrow list-item"> <span class="item-field-label-short">
<span class="stat-label flexrow ">{{derivated.label}}</span> <label class="short-label">Ability</label>
<input type="text" class="input-numeric-short padd-right" name="data.fight.{{key}}.derivated.{{keydev}}.value" value="{{derivated.value}}" data-dtype="Number"/> </span>
</li> <span class="item-field-label-short">
<label class="short-label">Dice</label>
</span>
<span class="item-field-label-long">
<label class="short-label">Background</label>
</span>
</li>
{{#each skills as |skill key|}}
<li class="item stat flexrow list-item list-item-shadow" data-item-id="{{skill._id}}">
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
src="{{skill.img}}" /></a>
<span class="item-name-label"><a class="roll-skill">{{skill.name}}</a></span>
<span class="item-field-label-short">{{upper skill.system.ability}}</span>
<span class="item-field-label-short">{{skill.system.skilldice}}</span>
<span class="item-field-label-long">&nbsp;-&nbsp;</span>
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed">
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/each}}
</ul>
<ul class="stat-list alternate-list">
<li class="item flexrow list-item items-title-bg">
<span class="item-name-label-header-long">
<h3><label class="items-title-text">Combat</label></h3>
</span>
<span class="item-field-label-short">
<label class="short-label">Ability</label>
</span>
<span class="item-field-label-medium">
<label class="short-label">Range</label>
</span>
</li>
{{#each equippedWeapons as |weapon key|}}
<li class="item flexrow list-item list-item-shadow" data-item-id="{{weapon._id}}">
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
src="{{weapon.img}}" /></a>
<span class="item-name-label-long"><a class ="roll-weapon">{{weapon.name}}</a></span>
<span class="item-field-label-short">{{weapon.system.ability}}</span>
<span class="item-field-label-medium">{{perk.system.range}}</span>
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed">
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/each}}
</ul>
<ul class="stat-list alternate-list">
<li class="item flexrow list-item items-title-bg">
<span class="item-name-label-header-long">
<h3><label class="items-title-text">Monster Powers</label></h3>
</span>
<span class="item-field-label-medium">
<label class="short-label">Feature Die?</label>
</span>
<span class="item-field-label-medium">
<label class="short-label">SL?</label>
</span>
<span class="item-field-label-medium">
<label class="short-label">SL</label>
</span>
</li>
{{#each feats as |feat key|}}
<li class="item flexrow list-item list-item-shadow" data-item-id="{{feat._id}}">
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
src="{{feat.img}}" /></a>
<span class="item-name-label-long">{{feat.name}}</span>
<span class="item-field-label-medium">{{upperFirst feat.system.isfeatdie}}</span>
<span class="item-field-label-medium">{{upperFirst feat.system.issl}}</span>
<span class="item-field-label-medium">{{feat.system.sl}}</span>
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed">
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/each}}
</ul>
<ul class="stat-list alternate-list">
<li class="item flexrow list-item items-title-bg">
<span class="item-name-label-header-long">
<h3><label class="items-title-text">Conditions</label></h3>
</span>
</li>
{{#each conditions as |condition key|}}
<li class="item flexrow list-item list-item-shadow" data-item-id="{{condition._id}}">
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
src="{{condition.img}}" /></a>
<span class="item-name-label-long">{{condition.name}}</span>
<div class="item-filler">&nbsp;</div>
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed">
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/each}}
</ul>
<ul class="item-list alternate-list">
<li class="item flexrow list-item items-title-bg">
<span class="item-name-label-header">
<h3><label class="items-title-text">Weapons</label></h3>
</span>
<span class="item-field-label-short">
<label class="short-label">Attack</label>
</span>
<span class="item-field-label-short">
<label class="short-label">Damage</label>
</span>
<div class="item-controls item-controls-fixed">
<a class="item-control item-add" data-type="weapon" title="Create Item"><i class="fas fa-plus"></i></a>
</div>
</li>
{{#each weapons as |weapon key|}}
<li class="item flexrow list-item list-item-shadow" data-item-id="{{weapon._id}}">
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
src="{{weapon.img}}" /></a>
<span class="item-name-label">{{weapon.name}}</span>
<span class="item-field-label-short"><label>{{upper weapon.system.ability}}</label></span>
<span class="item-field-label-short"><label>{{upper weapon.system.damage}}</label></span>
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed">
<a class="item-control item-equip" title="Worn">{{#if weapon.system.equipped}}<i
class="fas fa-circle"></i>{{else}}<i class="fas fa-genderless"></i>{{/if}}</a>
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/each}}
</ul>
<ul class="item-list alternate-list">
<li class="item flexrow list-item items-title-bg">
<span class="item-name-label-header">
<h3><label class="items-title-text">Armors</label></h3>
</span>
<span class="item-field-label-short">
<label class="short-label">Type</label>
</span>
<span class="item-field-label-short">
<label class="short-label">Absorption</label>
</span>
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed">
<a class="item-control item-add" data-type="armor" title="Create Item"><i class="fas fa-plus"></i></a>
</div>
</li>
{{#each armors as |armor key|}}
<li class="item list-item flexrow list-item-shadow" data-item-id="{{armor._id}}">
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
src="{{armor.img}}" /></a>
<span class="item-name-label">{{armor.name}}</span>
<span class="item-field-label-short">{{upper armor.system.armortype}}</span>
<span class="item-field-label-short">{{armor.system.absorprionroll}}</span>
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed">
<a class="item-control item-equip" title="Worn">{{#if armor.system.equipped}}<i
class="fas fa-circle"></i>{{else}}<i class="fas fa-genderless"></i>{{/if}}</a>
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/each}}
</ul>
<ul class="item-list alternate-list">
<li class="item flexrow list-item items-title-bg">
<span class="item-name-label-header">
<h3><label class="items-title-text">Shields</label></h3>
</span>
<span class="item-field-label-short">
<label class="short-label">Dice</label>
</span>
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed">
<a class="item-control item-add" data-type="shield" title="Create Item"><i class="fas fa-plus"></i></a>
</div>
</li>
{{#each shields as |shield key|}}
<li class="item flexrow list-item list-item-shadow" data-item-id="{{shield._id}}">
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
src="{{shield.img}}" /></a>
<span class="item-name-label">{{shield.name}}</span>
<span class="item-field-label-short">{{shield.system.levelDice}}</span>
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed">
<a class="item-control item-equip" title="Worn">{{#if shield.system.equipped}}<i
class="fas fa-circle"></i>{{else}}<i class="fas fa-genderless"></i>{{/if}}</a>
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/each}}
</ul>
<ul class="item-list alternate-list">
<li class="item flexrow list-item items-title-bg">
<span class="item-name-label-header">
<h3><label class="items-title-text">Equipment</label></h3>
</span>
<span class="item-field-label-long">
<label class="short-label">Quantity</label>
</span>
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed">
<a class="item-control item-add" data-type="equipment" title="Create Item"><i class="fas fa-plus"></i></a>
</div>
</li>
{{#each containersTree as |equip key|}}
{{> systems/fvtt-crucible-rpg/templates/partial-actor-equipment.html equip=equip level=1}}
<ul class="item-list list-item-shadow2 list-item-margin1">
{{#each equip.data.contents as |subgear key|}}
{{> systems/fvtt-crucible-rpg/templates/partial-actor-equipment.html equip=subgear level=2}}
{{/each}} {{/each}}
</ul> </ul>
{{/each}} {{/each}}
</div>
<span class="generic-label"><h3>Weapons</h3></span>
<ul class="stat-list alternate-list">
{{#each weapons as |weapon key|}}
<li class="item stat flexrow list-item" data-arme-id="{{weapon.id}}" data-item-id="{{weapon.id}}">
<img class="sheet-competence-img" src="{{weapon.img}}"/>
<span class="stat-label">{{weapon.name}}</span>
<div class="item-controls">
<a class="item-control item-equip" title="Worn">{{#if weapon.data.data.equipped}}<i class="fas fa-circle"></i>{{else}}<i class="fas fa-genderless"></i>{{/if}}</a>
<a class="item-control item-edit" title="Edit Item"><i class="fas fa-edit"></i></a>
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
</div>
</li>
<li class="item stat flexrow list-item stats-table" data-armure-id="{{weapon.id}}" data-item-id="{{weapon.id}}">
{{#each weapon.data.data.weaponstats as |weaponstat statkey|}}
<ul>
<li class="item stat flexrow list-item" data-item-id="{{weapon.id}}" data-stat-id={{statkey}}><span class="stat-label weapon-label"><a name="{{weapon.name}}">Attack with {{weaponstat.name}}</a></span>
</li>
<li>{{> "systems/fvtt-fragged-kingdom/templates/weapon-stats-section.html" stats=weaponstat.data.statstotal isfinal=false header=true}}
</li>
</ul>
{{/each}}
</li>
{{/each}}
</ul> </ul>
</div>
</div>
</div>
{{!-- Traits Tab --}}
<div class="tab traits" data-group="primary" data-tab="traits">
</div> </div>
{{!-- Features Tab --}} {{!-- Biography Tab --}}
<div class="tab equipment" data-group="primary" data-tab="equipment"> <div class="tab biodata" data-group="primary" data-tab="biodata">
<div class="flexcol"> <div class="grid grid-2col">
<div>
<div><h4>Equipment</h4></div>
<ul class="item-list alternate-list"> <ul class="item-list alternate-list">
<li class="item flexrow list-item"> <li class="item flexrow">
<span class="equipement-label">Name</span> <label class="generic-label">Origin</label>
<span class="equipement-label">Type</span> <input type="text" class="" name="system.biodata.origin" value="{{data.biodata.origin}}"
<div class="item-controls"> data-dtype="String" />
<span class="equipement-label">&nbsp;</span>
<span class="equipement-label">&nbsp;</span>
<span class="equipement-label">&nbsp;</span>
</div>
</li> </li>
{{#each equipments as |equip key|}} <li class="item flexrow">
<li class="item flexrow list-item" data-item-id="{{equip.id}}"> <label class="generic-label">Age</label>
<img class="sheet-competence-img" src="{{equip.img}}"/> <input type="text" class="" name="system.biodata.age" value="{{data.biodata.age}}" data-dtype="String" />
<span class="equipement-label">{{equip.name}}</span> </li>
<span class="equipement-label">{{equip.type}}</span> <li class="item flexrow">
<div class="item-controls"> <label class="generic-label">Height</label>
<a class="item-control item-equip" title="Worn">{{#if equip.data.data.equipped}}<i class="fas fa-circle"></i>{{else}}<i class="fas fa-genderless"></i>{{/if}}</a> <input type="text" class="" name="system.biodata.height" value="{{data.biodata.height}}" data-dtype="String" />
<a class="item-control item-edit" title="Edit Item"><i class="fas fa-edit"></i></a> </li>
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a> <li class="item flexrow">
</div> <label class="generic-label">Eyes</label>
<input type="text" class="" name="system.biodata.eyes" value="{{data.biodata.eyes}}" data-dtype="String" />
</li>
<li class="item flexrow">
<label class="generic-label">Hair</label>
<input type="text" class="" name="system.biodata.hair" value="{{data.biodata.hair}}" data-dtype="String" />
</li>
</ul>
</div>
<div>
<ul>
<li class="flexrow item">
<label class="generic-label">Size</label>
<select class="competence-base flexrow" type="text" name="system.biodata.size" value="{{data.biodata.size}}" data-dtype="Number">
{{#select data.biodata.size}}
<option value="1">Tiny</option>
<option value="2">Small</option>
<option value="3">Medium</option>
<option value="4">Large</option>
<option value="5">Huge</option>
<option value="6">Gargantuan</option>
{{/select}}
</select>
</li>
<li class="flexrow item">
<label class="generic-label">Sex</label>
<input type="text" class="" name="system.biodata.sex" value="{{data.biodata.sex}}" data-dtype="String" />
</li>
<li class="flexrow item">
<label class="generic-label">Preferred Hand</label>
<input type="text" class="" name="system.biodata.preferredhand" value="{{data.biodata.preferredhand}}"
data-dtype="String" />
</li>
<li class="flexrow item" data-item-id="{{race._id}}">
<label class="generic-label">Race</label>
<a class="item-edit"><img class="stat-icon" src="{{race.img}}"></a>
<input type="text" class="" name="system.biodata.racename" value="{{data.biodata.racename}}" data-dtype="String" />
</li> </li>
{{/each}}
</ul> </ul>
</div> </div>
</div> </div>
{{!-- Notes Tab --}}
<div class="tab notes" data-group="primary" data-tab="notes"> <hr>
<article class="flexcol"> <h3>Background : </h3>
<h3>Description : </h3> <div class="form-group editor">
<div class="form-group editor"> {{editor data.biodata.description target="system.biodata.description" button=true owner=owner
{{editor content=data.description target="data.description" button=true owner=owner editable=editable}} editable=editable}}
</div>
<hr>
<h3>Notes : </h3>
<div class="form-group editor">
{{editor content=data.notes target="data.notes" button=true owner=owner editable=editable}}
</div>
<hr>
{{>"systems/fvtt-fragged-kingdom/templates/editor-notes-gm.html"}}
</article>
</div> </div>
<hr>
<h3>Notes : </h3>
<div class="form-group editor">
{{editor data.biodata.notes target="system.biodata.notes" button=true owner=owner editable=editable}}
</div>
<hr>
</article>
</div>
</section> </section>
</form> </form>

View File

@ -2,7 +2,7 @@
<span class="ability-label ability-margin" name="{{key}}"> <span class="ability-label ability-margin" name="{{key}}">
<h4 class="ability-text-white ability-margin"><a class="roll-ability ability-margin" data-ability-key="{{key}}">{{ability.label}}</a></h4> <h4 class="ability-text-white ability-margin"><a class="roll-ability ability-margin" data-ability-key="{{key}}">{{ability.label}}</a></h4>
</span> </span>
<select class="status-small-label color-class-common" type="text" name="data.abilities.{{key}}.value" value="{{ability.value}}" <select class="status-small-label color-class-common" type="text" name="system.abilities.{{key}}.value" value="{{ability.value}}"
data-dtype="Number" {{#unless @root.editScore}}disabled{{/unless}}> data-dtype="Number" {{#unless @root.editScore}}disabled{{/unless}}>
{{#select ability.value}} {{#select ability.value}}
<option value="0">0</option> <option value="0">0</option>

View File

@ -7,7 +7,7 @@
{{/if}} {{/if}}
<span class="item-field-label-long"><label> <span class="item-field-label-long"><label>
{{equip.data.quantity}} {{equip.system.quantity}}
(<a class="quantity-minus plus-minus-button">&nbsp;-</a>/<a class="quantity-plus plus-minus-button">+</a>) (<a class="quantity-minus plus-minus-button">&nbsp;-</a>/<a class="quantity-plus plus-minus-button">+</a>)
</label> </label>
</span> </span>
@ -16,10 +16,10 @@
&nbsp;-&nbsp; &nbsp;-&nbsp;
</span> </span>
<span class="item-field-label-short"> <span class="item-field-label-short">
{{#if equip.data.iscontainer}} {{#if equip.system.iscontainer}}
{{equip.data.contentsEnc}} {{equip.system.contentsEnc}}
{{else}} {{else}}
{{mul equip.data.weight equip.data.quantity}} {{mul equip.system.weight equip.system.quantity}}
{{/if}} {{/if}}
</span> </span>
<span class="item-field-label-medium"> <span class="item-field-label-medium">
@ -29,7 +29,7 @@
<div class="item-filler">&nbsp;</div> <div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed"> <div class="item-controls item-controls-fixed">
{{#if (eq level 1)}} {{#if (eq level 1)}}
<a class="item-control item-equip" title="Worn">{{#if equip.data.equipped}}<i <a class="item-control item-equip" title="Worn">{{#if equip.system.equipped}}<i
class="fas fa-circle"></i>{{else}}<i class="fas fa-genderless"></i>{{/if}}</a> class="fas fa-circle"></i>{{else}}<i class="fas fa-genderless"></i>{{/if}}</a>
{{/if}} {{/if}}
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a> <a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>

View File

@ -3,15 +3,25 @@
<span class="ability-label " name="hp"> <span class="ability-label " name="hp">
<h4 class="ability-text-white ability-margin">HP</h4> <h4 class="ability-text-white ability-margin">HP</h4>
</span> </span>
<span class="ability-label ability-margin"><input class="input-numeric-short" name="data.secondary.hp.value" value="{{data.secondary.hp.value}}"></span> <span class="ability-label ability-margin">
<span class="ability-label ability-margin"> / {{data.secondary.hp.max}}</span> <input class="input-numeric-short" name="system.secondary.hp.value" value="{{data.secondary.hp.value}}"></span>
{{#if (eq type "character")}}
<span class="ability-label ability-margin"> / {{data.secondary.hp.max}}</span>
{{else}}
<span class="ability-label ability-margin">/<input class="input-numeric-short" name="system.secondary.hp.max" value="{{data.secondary.hp.max}}"></span>
{{/if}}
</li> </li>
<li class="item flexrow list-item" data-attr-key="hp"> <li class="item flexrow list-item" data-attr-key="hp">
<span class="ability-label " name="hp"> <span class="ability-label " name="hp">
<h4 class="ability-text-white ability-margin">Effort</h4> <h4 class="ability-text-white ability-margin">Effort</h4>
</span> </span>
<span class="ability-label ability-margin"><input class="input-numeric-short" name="data.secondary.effort.value" value="{{data.secondary.effort.value}}"></span> <span class="ability-label ability-margin">
<input class="input-numeric-short" name="system.secondary.effort.value" value="{{data.secondary.effort.value}}"></span>
{{#if (eq type "character")}}
<span class="ability-label ability-margin"> / {{data.secondary.effort.max}}</span> <span class="ability-label ability-margin"> / {{data.secondary.effort.max}}</span>
{{else}}
<span class="ability-label ability-margin">/<input class="input-numeric-short" name="system.secondary.effort.max" value="{{data.secondary.effort.max}}"></span>
{{/if}}
</li> </li>
<li>&nbsp;</li> <li>&nbsp;</li>

View File

@ -2,7 +2,7 @@
<div> <div>
<label class="generic-label">Description</label> <label class="generic-label">Description</label>
<div class="medium-editor item-text-long-line"> <div class="medium-editor item-text-long-line">
{{editor content=data.description target="data.description" button=true owner=owner editable=editable}} {{editor data.description target="system.description" button=true owner=owner editable=editable}}
</div> </div>
</div> </div>
</div> </div>

View File

@ -8,6 +8,54 @@
<div class="flexcol"> <div class="flexcol">
{{#if sizeDice}}
<div class="flexrow">
<span class="roll-dialog-label">Size basic dices : </span>
<span class="roll-dialog-label">{{sizeDice.nb}}{{sizeDice.dice}}</span>
</div>
<div class="flexrow">
<span class="roll-dialog-label">Distance bonus dice(s) : </span>
<select class="status-small-label color-class-common" type="text" id="distanceBonusDice" value="{{distanceBonusDice}}" data-dtype="String" >
{{#select distanceBonusDice}}
<option value="0">0</option>
<option value="1">1</option>
<option value="2">2</option>
<option value="3">3</option>
<option value="4">4</option>
{{/select}}
</select>
</div>
{{/if}}
{{#if hasCover}}
<div class="flexrow">
<span class="roll-dialog-label">Cover : </span>
<select class="status-small-label color-class-common" type="text" id="hasCover" value="{{hasCover}}" data-dtype="String" >
{{#select hasCover}}
<option value="none">None</option>
<option value="cover50">Cover at 50% (+1 dice)</option>
{{/select}}
</select>
</div>
{{/if}}
{{#if situational}}
<div class="flexrow">
<span class="roll-dialog-label">Situational : </span>
<select class="status-small-label color-class-common" type="text" id="situational" value="{{situational}}" data-dtype="String" >
{{#select situational}}
<option value="none">None</option>
<option value="dodge">Dodge (+1 dice)</option>
<option value="prone">Prone (+1 dice)</option>
<option value="moving">Moving (+1 dice)</option>
<option value="Engaged">Engaged (+1 dice)</option>
{{/select}}
</select>
</div>
{{/if}}
{{#if save}} {{#if save}}
<div class="flexrow"> <div class="flexrow">
<span class="roll-dialog-label">{{save.label}} : </span> <span class="roll-dialog-label">{{save.label}} : </span>
@ -51,16 +99,22 @@
</div> </div>
{{/if}} {{/if}}
<div class="flexrow"> {{#if noAdvantage}}
<span class="roll-dialog-label">Advantage : </span> <div>
<select class="status-small-label color-class-common" type="text" id="advantage" value="{{advantage}}" data-dtype="String" > <span class="roll-dialog-label">No advantage due to condition : {{noAdvantage.name}}</span>
{{#select advantage}} </div>
<option value="none">None</option> {{else}}
<option value="advantage1">1 Advantage</option> <div class="flexrow">
<option value="advantage2">2 Advantages</option> <span class="roll-dialog-label">Advantage : </span>
{{/select}} <select class="status-small-label color-class-common" type="text" id="advantage" value="{{advantage}}" data-dtype="String" >
</select> {{#select advantage}}
</div> <option value="none">None</option>
<option value="advantage1">1 Advantage</option>
<option value="advantage2">2 Advantages</option>
{{/select}}
</select>
</div>
{{/if}}
<div class="flexrow"> <div class="flexrow">
<span class="roll-dialog-label">Disadvantage : </span> <span class="roll-dialog-label">Disadvantage : </span>
@ -84,6 +138,30 @@
</select> </select>
</div> </div>
{{#if forceAdvantage}}
<div class="flexrow">
<span class="roll-dialog-label">1 Advantage from condition : {{forceAdvantage.name}}
{{#if advantageFromTarget}} (Provided by targetted actor) {{/if}}
</span>
</div>
{{/if}}
{{#if forceDisadvantage}}
<div class="flexrow">
<span class="roll-dialog-label">1 Disadvantage from condition : {{forceDisadvantage.name}} </span>
</div>
{{/if}}
{{#if forceRollAdvantage}}
<div class="flexrow">
<span class="roll-dialog-label">Roll Advantage from condition : {{forceRollAdvantage.name}} </span>
</div>
{{/if}}
{{#if forceRollDisadvantage}}
<div class="flexrow">
<span class="roll-dialog-label">Roll Disadvantage from condition : {{forceRollDisadvantage.name}} </span>
</div>
{{/if}}
</div> </div>
</form> </form>