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No commits in common. "master" and "fvtt-crucible-rpg-v10.0.1" have entirely different histories.

19 changed files with 406 additions and 1046 deletions

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@ -1,4 +0,0 @@
[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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@ -1,5 +1,6 @@
[Dolphin]
SortOrder=1
Timestamp=2022,9,12,23,4,32.409
Timestamp=2022,7,27,18,56,49.607
Version=4
ViewMode=1
VisibleRoles=Details_text,Details_size,Details_modificationtime,Details_creationtime,CustomizedDetails

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@ -52,7 +52,6 @@ export class CrucibleActorSheet extends ActorSheet {
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,
@ -119,6 +118,7 @@ export class CrucibleActorSheet extends ActorSheet {
let actorId = li.data("actor-id");
this.actor.delSubActor(actorId);
});
html.find('.quantity-minus').click(event => {
const li = $(event.currentTarget).parents(".item");
this.actor.incDecQuantity( li.data("item-id"), -1 );
@ -142,11 +142,10 @@ export class CrucibleActorSheet extends ActorSheet {
this.actor.rollAbility(abilityKey);
});
html.find('.roll-skill').click((event) => {
const li = $(event.currentTarget).parents(".item")
const li = $(event.currentTarget).parents(".item");
const skillId = li.data("item-id")
this.actor.rollSkill(skillId)
});
html.find('.roll-weapon').click((event) => {
const li = $(event.currentTarget).parents(".item");
const skillId = li.data("item-id")
@ -158,9 +157,6 @@ export class CrucibleActorSheet extends ActorSheet {
html.find('.roll-shield-die').click((event) => {
this.actor.rollShieldDie()
});
html.find('.roll-target-die').click((event) => {
this.actor.rollDefenseRanged()
});
html.find('.roll-save').click((event) => {
const saveKey = $(event.currentTarget).data("save-key")

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@ -63,7 +63,6 @@ export class CrucibleActor extends Actor {
/* -------------------------------------------- */
computeHitPoints() {
if (this.type == "character") {
let hp = duplicate(this.system.secondary.hp)
let max = (this.system.abilities.str.value + this.system.abilities.con.value) * 6
if (max != hp.max || hp.value > max) {
@ -72,10 +71,8 @@ export class CrucibleActor extends Actor {
this.update({ 'system.secondary.hp': hp })
}
}
}
/* -------------------------------------------- */
computeEffortPoints() {
if (this.type == "character") {
let effort = duplicate(this.system.secondary.effort)
let max = (this.system.abilities.con.value + this.system.abilities.int.value) * 6
if (max != effort.max || effort.value > max) {
@ -84,7 +81,6 @@ export class CrucibleActor extends Actor {
this.update({ 'system.secondary.effort': effort })
}
}
}
/* -------------------------------------------- */
prepareDerivedData() {
@ -187,12 +183,6 @@ export class CrucibleActor extends Actor {
return listItem
}
/* -------------------------------------------- */
getConditions() {
let comp = duplicate(this.items.filter(item => item.type == 'condition') || []);
CrucibleUtility.sortArrayObjectsByName(comp)
return comp;
}
/* -------------------------------------------- */
getWeapons() {
let comp = duplicate(this.items.filter(item => item.type == 'weapon') || []);
@ -503,43 +493,8 @@ export class CrucibleActor extends Actor {
}
}
/* -------------------------------------------- */
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) {
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()
rollData.alias = this.name
rollData.actorImg = this.img
@ -548,42 +503,15 @@ export class CrucibleActor extends Actor {
rollData.featsDie = this.getFeatsWithDie()
rollData.featsSL = this.getFeatsWithSL()
rollData.armors = this.getArmors()
rollData.conditions = this.getConditions()
rollData.featDieName = "none"
rollData.featSLName = "none"
rollData.rollAdvantage = "none"
rollData.advantage = "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) {
rollData.ability = this.getAbility(abilityKey)
//rollData.skillList = this.getRelevantSkill(abilityKey)
rollData.selectedKill = undefined
}
@ -641,13 +569,7 @@ export class CrucibleActor extends Actor {
rollData.skill = skill
rollData.weapon = weapon
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)
} else {
ui.notifications.warn("Unable to find the relevant skill for weapon " + weapon.name)
@ -673,9 +595,6 @@ export class CrucibleActor extends Actor {
rollData.skill = skill
rollData.weapon = weapon
rollData.img = weapon.img
if (!rollData.forceDisadvantage) { // This is an attack, check if disadvantaged
rollData.forceDisadvantage = this.isDefenseDisadvantage()
}
this.startRoll(rollData)
} else {
@ -686,25 +605,6 @@ 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() {
let shield = this.getEquippedShield()
@ -758,10 +658,10 @@ export class CrucibleActor extends Actor {
let diceColor = armor.system.absorprionroll
let armorResult = await CrucibleUtility.getRollTableFromDiceColor( diceColor, false )
console.log("Armor log", armorResult)
let armorValue = Math.max(0, (Number(armorResult.text) + reduce) * multiply)
let armorValue = (Number(armorResult.text) - reduce) * multiply
if ( advantage || disadvantage) {
let armorResult2 = await CrucibleUtility.getRollTableFromDiceColor( diceColor, false )
let armorValue2 = Math.max(0, (Number(armorResult2.text) + reduce) * multiply)
let armorValue2 = (Number(armorResult2.text) - reduce) * multiply
if ( advantage) {
armorValue = (armorValue2 > armorValue) ? armorValue2 : armorValue
messages.push(`Armor advantage - Roll 1 = ${armorValue} - Roll 2 = ${armorValue2}`)
@ -776,7 +676,7 @@ export class CrucibleActor extends Actor {
ChatMessage.create( { content: "Armor result : " + armorValue } )
}
messages.push( "Armor result : " + armorValue)
return { armorIgnored: false, nbSuccess: armorValue, rawArmor: armorResult.text, messages: messages }
return { armorIgnored: false, nbSuccess: armorValue, messages: messages }
}
return { armorIgnored: true, nbSuccess: 0, messages: ["No armor equipped."] }
}

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@ -18,43 +18,30 @@ export class CrucibleNPCSheet extends ActorSheet {
height: 720,
tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "stats" }],
dragDrop: [{ dragSelector: ".item-list .item", dropSelector: null }],
editScore: true
editScore: false
});
}
/* -------------------------------------------- */
async getData() {
const objectData = this.object.system
let actorData = duplicate(objectData)
const objectData = CrucibleUtility.data(this.object);
this.actor.prepareTraitsAttributes();
let actorData = duplicate(CrucibleUtility.templateData(this.object));
let formData = {
title: this.title,
id: this.actor.id,
type: this.actor.type,
img: this.actor.img,
name: this.actor.name,
id: objectData.id,
type: objectData.type,
img: objectData.img,
name: objectData.name,
editable: this.isEditable,
cssClass: this.isEditable ? "editable" : "locked",
data: actorData,
effects: this.object.effects.map(e => foundry.utils.deepClone(e.data)),
limited: this.object.limited,
skills: this.actor.getSkills( ),
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,
equipments: this.actor.getEquipments(),
weapons: this.actor.getWeapons(),
options: this.options,
owner: this.document.isOwner,
editScore: this.options.editScore,
@ -62,7 +49,7 @@ export class CrucibleNPCSheet extends ActorSheet {
}
this.formData = formData;
console.log("PC : ", formData, this.object);
console.log("NPC : ", formData, this.object);
return formData;
}
@ -74,99 +61,42 @@ export class CrucibleNPCSheet extends ActorSheet {
// Everything below here is only needed if the sheet is editable
if (!this.options.editable) return;
html.bind("keydown", function(e) { // Ignore Enter in actores sheet
if (e.keyCode === 13) return false;
});
// Update Inventory Item
html.find('.item-edit').click(ev => {
const li = $(ev.currentTarget).parents(".item")
let itemId = li.data("item-id")
const li = $(ev.currentTarget).parents(".item");
let itemId = li.data("item-id");
const item = this.actor.items.get( itemId );
item.sheet.render(true);
});
// Delete Inventory Item
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");
let actorId = li.data("actor-id");
let actor = game.actors.get( actorId );
actor.sheet.render(true);
FraggedKingdomUtility.confirmDelete(this, li);
});
html.find('.subactor-delete').click(ev => {
const li = $(ev.currentTarget).parents(".item");
let actorId = li.data("actor-id");
this.actor.delSubActor(actorId);
html.find('.trait-link').click((event) => {
const itemId = $(event.currentTarget).data("item-id");
const item = this.actor.getOwnedItem(itemId);
item.sheet.render(true);
});
html.find('.quantity-minus').click(event => {
html.find('.competence-label a').click((event) => {
const li = $(event.currentTarget).parents(".item");
this.actor.incDecQuantity( li.data("item-id"), -1 );
const competenceId = li.data("item-id");
this.actor.rollSkill(competenceId);
});
html.find('.quantity-plus').click(event => {
html.find('.weapon-label a').click((event) => {
const li = $(event.currentTarget).parents(".item");
this.actor.incDecQuantity( li.data("item-id"), +1 );
const armeId = li.data("item-id");
const statId = li.data("stat-id");
this.actor.rollWeapon(armeId, statId);
});
html.find('.ammo-minus').click(event => {
const li = $(event.currentTarget).parents(".item")
this.actor.incDecAmmo( li.data("item-id"), -1 );
html.find('.npc-fight-roll').click((event) => {
this.actor.rollNPCFight();
});
html.find('.ammo-plus').click(event => {
const li = $(event.currentTarget).parents(".item")
this.actor.incDecAmmo( li.data("item-id"), +1 )
html.find('.npc-skill-roll').click((event) => {
this.actor.rollGenericSkill();
});
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('.roll-weapon').click((event) => {
const li = $(event.currentTarget).parents(".item");
const skillId = li.data("item-id")
this.actor.rollWeapon(skillId)
});
html.find('.roll-armor-die').click((event) => {
this.actor.rollArmorDie()
});
html.find('.roll-shield-die').click((event) => {
this.actor.rollShieldDie()
});
html.find('.roll-target-die').click((event) => {
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) => {
this.options.editScore = !this.options.editScore;
this.render(true);
@ -182,12 +112,6 @@ export class CrucibleNPCSheet extends ActorSheet {
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 } );
});
}
/* -------------------------------------------- */

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@ -70,15 +70,6 @@ export class CrucibleRollDialog extends Dialog {
html.find('#useshield').change((event) => {
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)
})
}
}

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@ -10,7 +10,6 @@ const __color2RollTable = {
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"
}
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 {
@ -151,20 +150,6 @@ export class CrucibleUtility {
}
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) {
@ -178,10 +163,6 @@ export class CrucibleUtility {
return draw.results.length > 0 ? draw.results[0] : undefined
}
}
/* -------------------------------------------- */
static getSizeDice(sizeValue) {
return __size2Dice[sizeValue]
}
/* -------------------------------------------- */
static async getCritical(level, weapon) {
@ -210,15 +191,6 @@ export class CrucibleUtility {
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)
}
})
}
/* -------------------------------------------- */
@ -323,7 +295,7 @@ export class CrucibleUtility {
if (game.user.isGM || (game.user.character && game.user.character.id == defender.id)) {
rollData.defender = defender
rollData.defenderWeapons = defender.getEquippedWeapons()
rollData.isRangedAttack = rollData.weapon?.system.isranged
rollData.isRollTarget = rollData.weapon?.system.isranged
this.createChatWithRollMode(defender.name, {
name: defender.name,
alias: defender.name,
@ -338,19 +310,11 @@ export class CrucibleUtility {
/* -------------------------------------------- */
static getSuccessResult(rollData) {
if (rollData.sumSuccess <= -3) {
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.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) {
return { result: "miss" }
}
@ -516,26 +480,12 @@ export class CrucibleUtility {
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
}
/* -------------------------------------------- */
static async rollCrucible(rollData) {
let actor = game.actors.get(rollData.actorId)
// ability/save/size => 0
// ability/save => 0
let diceFormula
let startFormula = "0d6cs>=5"
if (rollData.ability) {
@ -544,10 +494,6 @@ export class CrucibleUtility {
if (rollData.save) {
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
// skill => 2
@ -586,7 +532,7 @@ export class CrucibleUtility {
// advantage => 8
let advFormula = "+ 0d8cs>=5"
if (rollData.advantage == "advantage1" || rollData.forceAdvantage) {
if (rollData.advantage == "advantage1") {
advFormula = "+ 1d8cs>=5"
}
if (rollData.advantage == "advantage2") {
@ -596,7 +542,7 @@ export class CrucibleUtility {
// disadvantage => 10
let disFormula = "- 0d8cs>=5"
if (rollData.disadvantage == "disadvantage1" || rollData.forceDisadvantage) {
if (rollData.disadvantage == "disadvantage1") {
disFormula = "- 1d8cs>=5"
}
if (rollData.disadvantage == "disadvantage2") {
@ -635,13 +581,6 @@ export class CrucibleUtility {
rollData.rollOrder = 0
rollData.roll = myRoll
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") {
rollData.rollOrder = 1

View File

@ -1,27 +1,27 @@
{"_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","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","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","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","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","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","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","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","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","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","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","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","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","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","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","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","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","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","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","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","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","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","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","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","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","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","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"}}
{"_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":"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":"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":"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":"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":"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":{}}
{"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"}
{"_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":"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":{}}
{"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"}
{"_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":"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":"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":{}}
{"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"}
{"_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":"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":"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":{}}
{"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"}
{"_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":"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":"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":"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":"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":{}}
{"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":"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"}
{"_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":{}}
{"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"}

View File

@ -1,9 +1,6 @@
{
"authors": [
{
"name": "Uberwald",
"flags": {}
}
{"name": "Uberwald"}
],
"description": "Crucible RPG system for FoundryVTT",
"esmodules": [
@ -15,182 +12,203 @@
{
"lang": "en",
"name": "English",
"path": "lang/en.json",
"flags": {}
"path": "lang/en.json"
}
],
"library": false,
"license": "LICENSE.txt",
"media": [],
"name": "fvtt-crucible-rpg",
"packs": [
{
"type": "Item",
"label": "Armors",
"name": "armor",
"path": "packs/armor.db",
"path": "./packs/armor.db",
"system": "fvtt-crucible-rpg",
"private": false,
"flags": {}
"tags": [
"armour"
]
},
{
"type": "Item",
"label": "Equipments",
"name": "equipment",
"path": "packs/equipment.db",
"path": "./packs/equipment.db",
"system": "fvtt-crucible-rpg",
"private": false,
"flags": {}
"tags": [
"equipment"
]
},
{
"type": "Item",
"label": "Shields",
"name": "shields",
"path": "packs/shields.db",
"path": "./packs/shields.db",
"system": "fvtt-crucible-rpg",
"private": false,
"flags": {}
"tags": [
"shield"
]
},
{
"type": "Item",
"label": "Weapons",
"name": "weapons",
"path": "packs/weapons.db",
"path": "./packs/weapons.db",
"system": "fvtt-crucible-rpg",
"private": false,
"flags": {}
"tags": [
"weapon", "melee", "ranged"
]
},
{
"type": "Item",
"label": "Conditions",
"name": "conditions",
"path": "packs/conditions.db",
"path": "./packs/conditions.db",
"system": "fvtt-crucible-rpg",
"private": false,
"flags": {}
"tags": [
"condition"
]
},
{
"type": "Item",
"label": "Currency",
"name": "currency",
"path": "packs/currency.db",
"path": "./packs/currency.db",
"system": "fvtt-crucible-rpg",
"private": false,
"flags": {}
"tags": [
"currency", "money"
]
},
{
"type": "Item",
"label": "Lore - Air",
"name": "lore-air",
"path": "packs/lore-air.db",
"path": "./packs/lore-air.db",
"system": "fvtt-crucible-rpg",
"private": false,
"flags": {}
"tags": [
"lore", "air"
]
},
{
"type": "Item",
"label": "Lore - Earth",
"name": "lore-earth",
"path": "packs/lore-earth.db",
"path": "./packs/lore-earth.db",
"system": "fvtt-crucible-rpg",
"private": false,
"flags": {}
"tags": [
"lore", "earth"
]
},
{
"type": "Item",
"label": "Lore - Fire",
"name": "lore-fire",
"path": "packs/lore-fire.db",
"path": "./packs/lore-fire.db",
"system": "fvtt-crucible-rpg",
"private": false,
"flags": {}
"tags": [
"lore", "fire"
]
},
{
"type": "Item",
"label": "Lore - Water",
"name": "lore-water",
"path": "packs/lore-water.db",
"path": "./packs/lore-water.db",
"system": "fvtt-crucible-rpg",
"private": false,
"flags": {}
"tags": [
"lore", "water"
]
},
{
"type": "Item",
"label": "Lore - Shadow",
"name": "lore-shadow",
"path": "packs/lore-shadow.db",
"path": "./packs/lore-shadow.db",
"system": "fvtt-crucible-rpg",
"private": false,
"flags": {}
"tags": [
"lore", "shadow"
]
},
{
"type": "Item",
"label": "Skills",
"name": "skills",
"path": "packs/skills.db",
"path": "./packs/skills.db",
"system": "fvtt-crucible-rpg",
"private": false,
"flags": {}
"tags": [
"skill"
]
},
{
"type": "Item",
"label": "Feats",
"name": "feats",
"path": "packs/feats.db",
"path": "./packs/feats.db",
"system": "fvtt-crucible-rpg",
"private": false,
"flags": {}
"tags": [
"feat"
]
},
{
"type": "Item",
"label": "Poisons",
"name": "poisons",
"path": "packs/poisons.db",
"path": "./packs/poisons.db",
"system": "fvtt-crucible-rpg",
"private": false,
"flags": {}
"tags": [
"poison"
]
},
{
"type": "Item",
"label": "Powers - Class",
"name": "classpowers",
"path": "packs/classpowers.db",
"path": "./packs/classpowers.db",
"system": "fvtt-crucible-rpg",
"private": false,
"flags": {}
"tags": [
"powers"
]
},
{
"type": "Item",
"label": "Tricks & Traps",
"name": "trickstraps",
"path": "packs/trickstraps.db",
"path": "./packs/trickstraps.db",
"system": "fvtt-crucible-rpg",
"private": false,
"flags": {}
"tags": [
"tricks", "traps"
]
},
{
"type": "Item",
"label": "Action Tokens",
"name": "action-tokens",
"path": "packs/action-tokens.db",
"path": "./packs/action-tokens.db",
"system": "fvtt-crucible-rpg",
"private": false,
"flags": {}
"tags": [
"action"
]
},
{
"type": "Item",
"label": "Powers - Monsters",
"name": "monster-powers",
"path": "packs/monster-powers.db",
"path": "./packs/monster-powers.db",
"system": "fvtt-crucible-rpg",
"private": false,
"flags": {}
"tags": [
"power"
]
},
{
"type": "RollTable",
"label": "Rolltables",
"name": "rolltables",
"path": "packs/rolltables.db",
"path": "./packs/rolltables.db",
"system": "fvtt-crucible-rpg",
"private": false,
"flags": {}
"tags": [
"rolltable"
]
}
],
"primaryTokenAttribute": "secondary.hp",
@ -199,16 +217,16 @@
"styles": [
"styles/simple.css"
],
"version": "10.0.12",
"version": "10.0.1",
"compatibility": {
"minimum": "10",
"verified": "10.285",
"verified": "10.276",
"maximum": "10"
},
"templateVersion": 18,
"title": "Crucible RPG",
"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-v10.0.12.zip",
"download": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg/archive/fvtt-crucible-rpg-v10.0.0.zip",
"url": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg",
"background": "images/ui/crucible_welcome_page.webp",
"id": "fvtt-crucible-rpg"
"background" : "./images/ui/crucible_welcome_page.webp"
}

View File

@ -98,7 +98,7 @@
"templates": [ "biodata", "core" ]
},
"npc": {
"templates": [ "biodata", "core" ]
"templates": [ "npccore" ]
}
},
"Item": {
@ -107,17 +107,6 @@
"description": ""
},
"condition": {
"advantage": false,
"disadvantage": false,
"rolladvantage": false,
"rolldisadvantage": false,
"loosehpround": false,
"loohproundvalue": 0,
"noadvantage": false,
"attackdisadvantage": false,
"defensedisadvantage": false,
"targetadvantage": false,
"noaction": false,
"description": ""
},
"race": {

View File

@ -59,12 +59,6 @@
</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>
</div>
@ -197,27 +191,6 @@
</ul>
</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>

View File

@ -23,9 +23,7 @@
<li>Fumble ! : {{successDetails.fumbleDetails.data.text}} </li>
{{/if}}
{{#if armorResult}}
<li>Armor initial result : {{armorResult.rawArmor}}</li>
{{#each armorResult.messages as |message idx|}}
<li>{{message}}</li>
{{/each}}

View File

@ -25,7 +25,7 @@
<li><strong>Roll with {{rollType}} - Roll 2</strong></li>
{{/if}}
{{#if (eq rollOrder 3)}}
<li><strong>Roll with {{rollType}} - Final result !</strong></li>
<li><strong>Roll with advantage - Final result !</strong></li>
{{/if}}
{{#if save}}
@ -36,14 +36,6 @@
</li>
{{/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}}
<li>Ability : {{ability.label}} - {{ability.value}}d6
({{#each roll.terms.0.results as |die idx|}}
@ -63,10 +55,7 @@
</li>
{{/if}}
{{#if noAdvantage}}
<li>No advantage due to condition : {{noAdvantage.name}}</li>
{{else}}
{{#if (or (eq advantage "advantage1") forceAdvantage)}}
{{#if (eq advantage "advantage1")}}
<li>1 Advantage Die !
&nbsp;({{#each roll.terms.8.results as |die idx|}}
{{die.result}}&nbsp;
@ -80,9 +69,7 @@
{{/each}})
</li>
{{/if}}
{{/if}}
{{#if (or (eq disadvantage "disadvantage1") forceDisadvantage)}}
{{#if (eq disadvantage "disadvantage1")}}
<li>1 Disadvantage Die !
&nbsp;({{#each roll.terms.10.results as |die idx|}}
{{die.result}}&nbsp;

View File

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

View File

@ -20,42 +20,6 @@
<div class="tab details" data-group="primary" data-tab="details">
<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>
</div>

View File

@ -56,7 +56,7 @@
<label class="attribute-value checkbox"><input type="checkbox" name="system.isranged" {{checked data.isranged}}/></label>
</li>
{{#if data.isranged}}
<li class="flexrow"><label class="generic-label">Effective Range</label>
<li class="flexrow"><label class="generic-label">Range</label>
<input type="text" class="right" name="system.range" value="{{data.range}}" data-dtype="String"/>
</li>
<li class="flexrow"><label class="generic-label">Max range</label>

View File

@ -3,411 +3,182 @@
{{!-- Sheet Header --}}
<header class="sheet-header">
<div class="header-fields">
<h1 class="charname margin-right"><input name="name" type="text" value="{{name}}" placeholder="Name" /></h1>
<div class="flexrow">
<img class="profile-img" src="{{img}}" data-edit="img" title="{{name}}" />
<div class="flexcol">
<div class="flexrow">
<div class="ability-item">
<ul>
{{#each data.abilities as |ability key|}}
{{#if (eq ability.col 1)}}
{{> systems/fvtt-crucible-rpg/templates/partial-actor-ability-block.html ability=ability key=key}}
{{/if}}
{{/each}}
</ul>
<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 class="ability-item">
<ul>
{{#each data.abilities as |ability key|}}
{{#if (eq ability.col 2)}}
{{> systems/fvtt-crucible-rpg/templates/partial-actor-ability-block.html ability=ability key=key}}
{{/if}}
{{/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>
</div>
<div class="ability-item status-block">
{{> systems/fvtt-crucible-rpg/templates/partial-actor-status.html}}
</div>
</div>
</div>
<h1 class="charname"><input name="name" type="text" value="{{name}}" placeholder="Name"/></h1>
</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>
<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">
{{!-- Skills Tab --}}
<div class="tab skills" data-group="primary" data-tab="details">
<ul class="stat-list alternate-list item-list">
<li class="item flexrow list-item items-title-bg">
<span class="item-name-label-header">
<h3><label class="items-title-text">Skills</label></h3>
{{!-- 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>
<span class="item-field-label-short">
<label class="short-label">Ability</label>
</span>
<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}}
</ul>
{{/each}}
</ul>
</div>
</div>
{{!-- Biography Tab --}}
<div class="tab biodata" data-group="primary" data-tab="biodata">
<div class="grid grid-2col">
<div>
<ul class="item-list alternate-list">
<li class="item flexrow">
<label class="generic-label">Origin</label>
<input type="text" class="" name="system.biodata.origin" value="{{data.biodata.origin}}"
data-dtype="String" />
</li>
<li class="item flexrow">
<label class="generic-label">Age</label>
<input type="text" class="" name="system.biodata.age" value="{{data.biodata.age}}" data-dtype="String" />
</li>
<li class="item flexrow">
<label class="generic-label">Height</label>
<input type="text" class="" name="system.biodata.height" value="{{data.biodata.height}}" data-dtype="String" />
</li>
<li class="item flexrow">
<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>
<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>
</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" />
</select> </span>
<button class="npc-skill-roll">Generic Skill roll</button>
<div>
<span class="generic-label"><h3>Traits List</h3></span>
<ul>
{{#each traits as |trait key|}}
<li class="item flexrow list-item" data-item-id="{{trait.id}}">
<img class="sheet-competence-img" src="{{trait.img}}"/>
<span class="competence-label">{{trait.name}}</span>
<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}}
</ul>
</div>
</div>
<div class="">
<span class="generic-label"><h3>Stats & Numbers</h3></span>
<ul>
{{#each data.spec as |spec key|}}
<li class="item flexrow list-item stack-left" data-attr-key="{{key}}">
<span class="stat-label padd-right npc-stat-label" name="{{key}}">{{spec.label}}</span>
<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}}/>
</li>
{{/each}}
</ul>
</div>
</div>
</div>
<hr>
<h3>Background : </h3>
{{!-- Defence Tab --}}
<div class="tab defence" data-group="primary" data-tab="defence">
<div class="flexcol">
<div class="">
{{#each data.fight as |fight key|}}
<ul>
<li class="item flexrow list-item stack-left">
<span class="stat-label padd-right"><strong>{{fight.label}}</strong></span>
<input type="text" class="input-numeric-short padd-right" name="data.fight.{{key}}.value" value="{{fight.value}}" data-dtype="Number"/>
</li>
{{#each fight.derivated as |derivated keydev|}}
<li class="item flexrow list-item">
<span class="stat-label flexrow ">{{derivated.label}}</span>
<input type="text" class="input-numeric-short padd-right" name="data.fight.{{key}}.derivated.{{keydev}}.value" value="{{derivated.value}}" data-dtype="Number"/>
</li>
{{/each}}
</ul>
{{/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>
</div>
</div>
{{!-- Traits Tab --}}
<div class="tab traits" data-group="primary" data-tab="traits">
</div>
{{!-- Features Tab --}}
<div class="tab equipment" data-group="primary" data-tab="equipment">
<div class="flexcol">
<div><h4>Equipment</h4></div>
<ul class="item-list alternate-list">
<li class="item flexrow list-item">
<span class="equipement-label">Name</span>
<span class="equipement-label">Type</span>
<div class="item-controls">
<span class="equipement-label">&nbsp;</span>
<span class="equipement-label">&nbsp;</span>
<span class="equipement-label">&nbsp;</span>
</div>
</li>
{{#each equipments as |equip key|}}
<li class="item flexrow list-item" data-item-id="{{equip.id}}">
<img class="sheet-competence-img" src="{{equip.img}}"/>
<span class="equipement-label">{{equip.name}}</span>
<span class="equipement-label">{{equip.type}}</span>
<div class="item-controls">
<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>
<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}}
</ul>
</div>
</div>
{{!-- Notes Tab --}}
<div class="tab notes" data-group="primary" data-tab="notes">
<article class="flexcol">
<h3>Description : </h3>
<div class="form-group editor">
{{editor data.biodata.description target="system.biodata.description" button=true owner=owner
editable=editable}}
{{editor content=data.description target="data.description" button=true owner=owner editable=editable}}
</div>
<hr>
<h3>Notes : </h3>
<div class="form-group editor">
{{editor data.biodata.notes target="system.biodata.notes" button=true owner=owner editable=editable}}
{{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>
</section>
</form>

View File

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

View File

@ -8,54 +8,6 @@
<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}}
<div class="flexrow">
<span class="roll-dialog-label">{{save.label}} : </span>
@ -99,11 +51,6 @@
</div>
{{/if}}
{{#if noAdvantage}}
<div>
<span class="roll-dialog-label">No advantage due to condition : {{noAdvantage.name}}</span>
</div>
{{else}}
<div class="flexrow">
<span class="roll-dialog-label">Advantage : </span>
<select class="status-small-label color-class-common" type="text" id="advantage" value="{{advantage}}" data-dtype="String" >
@ -114,7 +61,6 @@
{{/select}}
</select>
</div>
{{/if}}
<div class="flexrow">
<span class="roll-dialog-label">Disadvantage : </span>
@ -138,30 +84,6 @@
</select>
</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>
</form>