First actor sheet
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d0f8023234
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@ -13,10 +13,10 @@ export class Hero6ActorSheet extends ActorSheet {
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return mergeObject(super.defaultOptions, {
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return mergeObject(super.defaultOptions, {
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classes: ["fvtt-hero-system-6", "sheet", "actor"],
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classes: ["fvtt-hero-system-6", "sheet", "actor"],
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template: "systems/fvtt-hero-system-6/templates/actor-sheet.hbs",
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template: "systems/fvtt-hero-system-6/templates/actors/actor-sheet.hbs",
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width: 960,
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width: 960,
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height: 720,
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height: 720,
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tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "skills" }],
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tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "main" }],
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dragDrop: [{ dragSelector: ".item-list .item", dropSelector: null }],
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dragDrop: [{ dragSelector: ".item-list .item", dropSelector: null }],
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editScore: true
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editScore: true
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});
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});
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@ -24,8 +24,7 @@ export class Hero6ActorSheet extends ActorSheet {
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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async getData() {
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async getData() {
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const objectData = this.object.system
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const objectData = duplicate(this.object.system)
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let actorData = duplicate(objectData)
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let formData = {
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let formData = {
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title: this.title,
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title: this.title,
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@ -35,24 +34,21 @@ export class Hero6ActorSheet extends ActorSheet {
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name: this.actor.name,
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name: this.actor.name,
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editable: this.isEditable,
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editable: this.isEditable,
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cssClass: this.isEditable ? "editable" : "locked",
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cssClass: this.isEditable ? "editable" : "locked",
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data: actorData,
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system: objectData,
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characteristics: this.actor.prepareCharac(),
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limited: this.object.limited,
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limited: this.object.limited,
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skills: this.actor.getSkills( ),
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skills: this.actor.getSkills( ),
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weapons: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getWeapons()) ),
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weapons: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getWeapons()) ),
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armors: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getArmors())),
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armors: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getArmors())),
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shields: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getShields())),
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shields: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getShields())),
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spells: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getLore())),
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equipments: this.actor.checkAndPrepareEquipments(duplicate(this.actor.getEquipmentsOnly()) ),
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equipments: this.actor.checkAndPrepareEquipments(duplicate(this.actor.getEquipmentsOnly()) ),
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equippedWeapons: this.actor.checkAndPrepareEquipments(duplicate(this.actor.getEquippedWeapons()) ),
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equippedWeapons: this.actor.checkAndPrepareEquipments(duplicate(this.actor.getEquippedWeapons()) ),
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equippedArmor: this.actor.getEquippedArmor(),
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equippedArmor: this.actor.getEquippedArmor(),
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equippedShield: this.actor.getEquippedShield(),
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equippedShield: this.actor.getEquippedShield(),
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feats: duplicate(this.actor.getFeats()),
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subActors: duplicate(this.actor.getSubActors()),
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subActors: duplicate(this.actor.getSubActors()),
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race: duplicate(this.actor.getRace()),
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race: duplicate(this.actor.getRace()),
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moneys: duplicate(this.actor.getMoneys()),
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moneys: duplicate(this.actor.getMoneys()),
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encCapacity: this.actor.getEncumbranceCapacity(),
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encCapacity: this.actor.getEncumbranceCapacity(),
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saveRolls: this.actor.getSaveRoll(),
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conditions: this.actor.getConditions(),
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description: await TextEditor.enrichHTML(this.object.system.biodata.description, {async: true}),
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description: await TextEditor.enrichHTML(this.object.system.biodata.description, {async: true}),
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notes: await TextEditor.enrichHTML(this.object.system.biodata.notes, {async: true}),
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notes: await TextEditor.enrichHTML(this.object.system.biodata.notes, {async: true}),
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containersTree: this.actor.containersTree,
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containersTree: this.actor.containersTree,
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@ -139,14 +135,9 @@ export class Hero6ActorSheet extends ActorSheet {
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this.actor.incDecAmmo( li.data("item-id"), +1 )
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this.actor.incDecAmmo( li.data("item-id"), +1 )
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} );
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} );
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html.find('.roll-ability').click((event) => {
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html.find('.roll-charac').click((event) => {
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const abilityKey = $(event.currentTarget).data("ability-key");
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const characKey = $(event.currentTarget).data("charac-key");
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this.actor.rollAbility(abilityKey);
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this.actor.rollCharac(characKey);
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});
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html.find('.roll-skill').click((event) => {
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const li = $(event.currentTarget).parents(".item")
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const skillId = li.data("item-id")
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this.actor.rollSkill(skillId)
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});
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});
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html.find('.roll-weapon').click((event) => {
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html.find('.roll-weapon').click((event) => {
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@ -154,21 +145,6 @@ export class Hero6ActorSheet extends ActorSheet {
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const skillId = li.data("item-id")
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const skillId = li.data("item-id")
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this.actor.rollWeapon(skillId)
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this.actor.rollWeapon(skillId)
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});
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});
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html.find('.roll-armor-die').click((event) => {
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this.actor.rollArmorDie()
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});
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html.find('.roll-shield-die').click((event) => {
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this.actor.rollShieldDie()
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});
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html.find('.roll-target-die').click((event) => {
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this.actor.rollDefenseRanged()
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});
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html.find('.roll-save').click((event) => {
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const saveKey = $(event.currentTarget).data("save-key")
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this.actor.rollSave(saveKey)
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});
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html.find('.lock-unlock-sheet').click((event) => {
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html.find('.lock-unlock-sheet').click((event) => {
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this.options.editScore = !this.options.editScore;
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this.options.editScore = !this.options.editScore;
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@ -64,28 +64,8 @@ export class Hero6Actor extends Actor {
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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computeHitPoints() {
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computeHitPoints() {
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if (this.type == "character") {
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if (this.type == "character") {
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let hp = duplicate(this.system.secondary.hp)
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let max = (this.system.abilities.str.value + this.system.abilities.con.value) * 6
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if (max != hp.max || hp.value > max) {
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hp.max = max
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hp.value = max // Init case
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this.update({ 'system.secondary.hp': hp })
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}
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}
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}
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}
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}
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/* -------------------------------------------- */
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computeEffortPoints() {
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if (this.type == "character") {
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let effort = duplicate(this.system.secondary.effort)
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let max = (this.system.abilities.con.value + this.system.abilities.int.value) * 6
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if (max != effort.max || effort.value > max) {
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effort.max = max
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effort.value = max // Init case
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this.update({ 'system.secondary.effort': effort })
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}
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}
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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prepareDerivedData() {
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prepareDerivedData() {
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@ -93,7 +73,6 @@ export class Hero6Actor extends Actor {
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this.system.encCapacity = this.getEncumbranceCapacity()
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this.system.encCapacity = this.getEncumbranceCapacity()
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this.buildContainerTree()
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this.buildContainerTree()
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this.computeHitPoints()
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this.computeHitPoints()
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this.computeEffortPoints()
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}
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}
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super.prepareDerivedData();
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super.prepareDerivedData();
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@ -116,29 +95,6 @@ export class Hero6Actor extends Actor {
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Hero6Utility.sortArrayObjectsByName(comp)
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Hero6Utility.sortArrayObjectsByName(comp)
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return comp;
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return comp;
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}
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}
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/* -------------------------------------------- */
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getFeats() {
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let comp = duplicate(this.items.filter(item => item.type == 'feat') || []);
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Hero6Utility.sortArrayObjectsByName(comp)
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return comp;
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}
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/* -------------------------------------------- */
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getFeatsWithDie() {
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let comp = duplicate(this.items.filter(item => item.type == 'feat' && item.system.isfeatdie) || []);
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Hero6Utility.sortArrayObjectsByName(comp)
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return comp;
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}
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getFeatsWithSL() {
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let comp = duplicate(this.items.filter(item => item.type == 'feat' && item.system.issl) || []);
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Hero6Utility.sortArrayObjectsByName(comp)
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return comp;
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}
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/* -------------------------------------------- */
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getLore() {
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let comp = duplicate(this.items.filter(item => item.type == 'spell') || []);
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Hero6Utility.sortArrayObjectsByName(comp)
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return comp;
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}
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getEquippedWeapons() {
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getEquippedWeapons() {
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let comp = duplicate(this.items.filter(item => item.type == 'weapon' && item.system.equipped) || []);
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let comp = duplicate(this.items.filter(item => item.type == 'weapon' && item.system.equipped) || []);
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Hero6Utility.sortArrayObjectsByName(comp)
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Hero6Utility.sortArrayObjectsByName(comp)
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@ -211,20 +167,10 @@ export class Hero6Actor extends Actor {
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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getSkills() {
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getSkills() {
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let comp = duplicate(this.items.filter(item => item.type == 'skill') || [])
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let comp = duplicate(this.items.filter(item => item.type == 'skill') || [])
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for (let skill of comp) {
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Hero6Utility.updateSkill(skill)
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}
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Hero6Utility.sortArrayObjectsByName(comp)
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Hero6Utility.sortArrayObjectsByName(comp)
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return comp
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return comp
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}
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}
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/* -------------------------------------------- */
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getRelevantAbility(statKey) {
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let comp = duplicate(this.items.filter(item => item.type == 'skill' && item.system.ability == ability) || []);
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return comp;
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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async equipItem(itemId) {
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async equipItem(itemId) {
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let item = this.items.find(item => item.id == itemId)
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let item = this.items.find(item => item.id == itemId)
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@ -268,27 +214,6 @@ export class Hero6Actor extends Actor {
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return duplicate(this.items.filter(item => item.type == "equipment") || [])
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return duplicate(this.items.filter(item => item.type == "equipment") || [])
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}
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}
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/* ------------------------------------------- */
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getSaveRoll() {
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return {
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reflex: {
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"label": "Reflex Save",
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"img": "systems/fvtt-hero-system-6/images/icons/saves/reflex_save.webp",
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"value": this.system.abilities.agi.value + this.system.abilities.wit.value
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},
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fortitude: {
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"label": "Fortitude Save",
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"img": "systems/fvtt-hero-system-6/images/icons/saves/fortitude_save.webp",
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"value": this.system.abilities.str.value + this.system.abilities.con.value
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},
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willpower: {
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"label": "Willpower Save",
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"img": "systems/fvtt-hero-system-6/images/icons/saves/will_save.webp",
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"value": this.system.abilities.int.value + this.system.abilities.cha.value
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}
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}
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}
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/* ------------------------------------------- */
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/* ------------------------------------------- */
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async buildContainerTree() {
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async buildContainerTree() {
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let equipments = duplicate(this.items.filter(item => item.type == "equipment") || [])
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let equipments = duplicate(this.items.filter(item => item.type == "equipment") || [])
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@ -332,15 +257,6 @@ export class Hero6Actor extends Actor {
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}
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}
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/* -------------------------------------------- */
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async rollArmor(rollData) {
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let armor = this.getEquippedArmor()
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if (armor) {
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}
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return { armor: "none" }
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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async incDecHP(formula) {
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async incDecHP(formula) {
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let dmgRoll = new Roll(formula+"[dark-starsorange]").roll({ async: false })
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let dmgRoll = new Roll(formula+"[dark-starsorange]").roll({ async: false })
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@ -351,11 +267,6 @@ export class Hero6Actor extends Actor {
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return Number(dmgRoll.total)
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return Number(dmgRoll.total)
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}
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}
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/* -------------------------------------------- */
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getAbility(abilKey) {
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return this.system.abilities[abilKey];
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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async addObjectToContainer(itemId, containerId) {
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async addObjectToContainer(itemId, containerId) {
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let container = this.items.find(item => item.id == containerId && item.system.iscontainer)
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let container = this.items.find(item => item.id == containerId && item.system.iscontainer)
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@ -429,9 +340,16 @@ export class Hero6Actor extends Actor {
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}
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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syncRoll(rollData) {
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prepareCharacValues( charac) {
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this.lastRollId = rollData.rollId;
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charac.total = charac.base+charac.value
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Hero6Utility.saveRollData(rollData);
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charac.roll = 9 + Math.floor((charac.base+charac.value)/5)
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}
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prepareCharac() {
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let characs = duplicate(this.system.characteristics)
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for(let key in characs) {
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this.prepareCharacValues( characs[key])
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}
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return characs
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}
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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@ -457,31 +375,6 @@ export class Hero6Actor extends Actor {
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}
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}
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}
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}
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/* -------------------------------------------- */
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async incrementSkillExp(skillId, inc) {
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let skill = this.items.get(skillId)
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if (skill) {
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await this.updateEmbeddedDocuments('Item', [{ _id: skill.id, 'system.exp': skill.system.exp + inc }])
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let chatData = {
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user: game.user.id,
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rollMode: game.settings.get("core", "rollMode"),
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whisper: [game.user.id].concat(ChatMessage.getWhisperRecipients('GM')),
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content: `<div>${this.name} has gained 1 exp in the skill ${skill.name} (exp = ${skill.system.exp})</div`
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}
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ChatMessage.create(chatData)
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if (skill.system.exp >= 25) {
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await this.updateEmbeddedDocuments('Item', [{ _id: skill.id, 'system.exp': 0, 'system.explevel': skill.system.explevel + 1 }])
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let chatData = {
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user: game.user.id,
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rollMode: game.settings.get("core", "rollMode"),
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whisper: [game.user.id].concat(ChatMessage.getWhisperRecipients('GM')),
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content: `<div>${this.name} has gained 1 exp SL in the skill ${skill.name} (new exp SL : ${skill.system.explevel}) !</div`
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}
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ChatMessage.create(chatData)
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}
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}
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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async incDecQuantity(objetId, incDec = 0) {
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async incDecQuantity(objetId, incDec = 0) {
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let objetQ = this.items.get(objetId)
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let objetQ = this.items.get(objetId)
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@ -504,61 +397,16 @@ export class Hero6Actor extends Actor {
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}
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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isForcedAdvantage() {
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getCommonRollData(chKey = undefined) {
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return this.items.find(cond => cond.type == "condition" && cond.system.advantage)
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}
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isForcedDisadvantage() {
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return this.items.find(cond => cond.type == "condition" && cond.system.disadvantage)
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}
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isForcedRollAdvantage() {
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return this.items.find(cond => cond.type == "condition" && cond.system.rolladvantage)
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}
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isForcedRollDisadvantage() {
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return this.items.find(cond => cond.type == "condition" && cond.system.rolldisadvantage)
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}
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isNoAdvantage() {
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return this.items.find(cond => cond.type == "condition" && cond.system.noadvantage)
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}
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isNoAction() {
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return this.items.find(cond => cond.type == "condition" && cond.system.noaction)
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}
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isAttackDisadvantage() {
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return this.items.find(cond => cond.type == "condition" && cond.system.attackdisadvantage)
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}
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isDefenseDisadvantage() {
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|
||||||
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 = Hero6Utility.getBasicRollData()
|
let rollData = Hero6Utility.getBasicRollData()
|
||||||
rollData.alias = this.name
|
rollData.alias = this.name
|
||||||
rollData.actorImg = this.img
|
rollData.actorImg = this.img
|
||||||
rollData.actorId = this.id
|
rollData.actorId = this.id
|
||||||
rollData.img = this.img
|
rollData.img = this.img
|
||||||
rollData.featsDie = this.getFeatsWithDie()
|
if (chKey) {
|
||||||
rollData.featsSL = this.getFeatsWithSL()
|
rollData.charac = duplicate(this.system.characteristics[chKey])
|
||||||
rollData.armors = this.getArmors()
|
this.prepareCharacValues(rollData.charac)
|
||||||
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) {
|
if (rollData.defenderTokenId) {
|
||||||
let defenderToken = game.canvas.tokens.get(rollData.defenderTokenId)
|
let defenderToken = game.canvas.tokens.get(rollData.defenderTokenId)
|
||||||
let defender = defenderToken.actor
|
let defender = defenderToken.actor
|
||||||
@ -581,26 +429,20 @@ export class Hero6Actor extends Actor {
|
|||||||
rollData.advantageFromTarget = true
|
rollData.advantageFromTarget = true
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (abilityKey) {
|
|
||||||
rollData.ability = this.getAbility(abilityKey)
|
|
||||||
rollData.selectedKill = undefined
|
|
||||||
}
|
|
||||||
|
|
||||||
console.log("ROLLDATA", rollData)
|
console.log("ROLLDATA", rollData)
|
||||||
|
|
||||||
return rollData
|
return rollData
|
||||||
}
|
}
|
||||||
|
|
||||||
/* -------------------------------------------- */
|
/* -------------------------------------------- */
|
||||||
rollAbility(abilityKey) {
|
rollCharac(chKey) {
|
||||||
let rollData = this.getCommonRollData(abilityKey)
|
let rollData = this.getCommonRollData(chKey)
|
||||||
rollData.mode = "ability"
|
rollData.mode = "charac"
|
||||||
if (rollData.target) {
|
if (rollData.target) {
|
||||||
ui.notifications.warn("You are targetting a token with a skill : please use a Weapon instead.")
|
ui.notifications.warn("You are targetting a token with a skill : please use a Weapon instead.")
|
||||||
return
|
return
|
||||||
}
|
}
|
||||||
Hero6Utility.rollHero6(rollData)
|
this.startRoll(rollData)
|
||||||
}
|
}
|
||||||
|
|
||||||
/* -------------------------------------------- */
|
/* -------------------------------------------- */
|
||||||
@ -655,152 +497,8 @@ export class Hero6Actor extends Actor {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/* -------------------------------------------- */
|
|
||||||
rollDefenseMelee(attackRollData) {
|
|
||||||
let weapon = this.items.get(attackRollData.defenseWeaponId)
|
|
||||||
if (weapon) {
|
|
||||||
weapon = duplicate(weapon)
|
|
||||||
let skill = this.items.find(item => item.name.toLowerCase() == weapon.system.skill.toLowerCase())
|
|
||||||
if (skill) {
|
|
||||||
skill = duplicate(skill)
|
|
||||||
Hero6Utility.updateSkill(skill)
|
|
||||||
let abilityKey = skill.system.ability
|
|
||||||
let rollData = this.getCommonRollData(abilityKey)
|
|
||||||
rollData.defenderTokenId = undefined // Cleanup
|
|
||||||
rollData.mode = "weapondefense"
|
|
||||||
rollData.shield = this.getEquippedShield()
|
|
||||||
rollData.attackRollData = duplicate(attackRollData)
|
|
||||||
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 {
|
|
||||||
ui.notifications.warn("Unable to find the relevant skill for weapon " + weapon.name)
|
|
||||||
}
|
|
||||||
} else {
|
|
||||||
ui.notifications.warn("Weapon not found ! ")
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/* -------------------------------------------- */
|
|
||||||
rollDefenseRanged(attackRollData) {
|
|
||||||
let rollData = this.getCommonRollData()
|
|
||||||
rollData.defenderTokenId = undefined // Cleanup
|
|
||||||
rollData.mode = "rangeddefense"
|
|
||||||
if ( attackRollData) {
|
|
||||||
rollData.attackRollData = duplicate(attackRollData)
|
|
||||||
rollData.effectiveRange = Hero6Utility.getWeaponRange(attackRollData.weapon)
|
|
||||||
rollData.tokensDistance = attackRollData.tokensDistance // QoL copy
|
|
||||||
}
|
|
||||||
rollData.sizeDice = Hero6Utility.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()
|
|
||||||
if (shield) {
|
|
||||||
shield = duplicate(shield)
|
|
||||||
let rollData = this.getCommonRollData()
|
|
||||||
rollData.mode = "shield"
|
|
||||||
rollData.shield = shield
|
|
||||||
rollData.useshield = true
|
|
||||||
rollData.img = shield.img
|
|
||||||
this.startRoll(rollData)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/* -------------------------------------------- */
|
|
||||||
async rollArmorDie(rollData = undefined) {
|
|
||||||
let armor = this.getEquippedArmor()
|
|
||||||
if (armor) {
|
|
||||||
armor = duplicate(armor)
|
|
||||||
let reduce = 0
|
|
||||||
let multiply = 1
|
|
||||||
let disadvantage = false
|
|
||||||
let advantage = false
|
|
||||||
let messages = ["Armor applied"]
|
|
||||||
|
|
||||||
if (rollData) {
|
|
||||||
if (Hero6Utility.isArmorLight(armor) && Hero6Utility.isWeaponPenetrating(rollData.attackRollData.weapon)) {
|
|
||||||
return { armorIgnored: true, nbSuccess: 0, messages: ["Armor ignored : Penetrating weapons ignore Light Armors."] }
|
|
||||||
}
|
|
||||||
if (Hero6Utility.isWeaponPenetrating(rollData.attackRollData.weapon)) {
|
|
||||||
messages.push("Armor reduced by 1 (Penetrating weapon)")
|
|
||||||
reduce = 1
|
|
||||||
}
|
|
||||||
if (Hero6Utility.isWeaponLight(rollData.attackRollData.weapon)) {
|
|
||||||
messages.push("Armor with advantage (Light weapon)")
|
|
||||||
advantage = true
|
|
||||||
}
|
|
||||||
if (Hero6Utility.isWeaponHeavy(rollData.attackRollData.weapon)) {
|
|
||||||
messages.push("Armor with disadvantage (Heavy weapon)")
|
|
||||||
disadvantage = true
|
|
||||||
}
|
|
||||||
if (Hero6Utility.isWeaponHack(rollData.attackRollData.weapon)) {
|
|
||||||
messages.push("Armor reduced by 1 (Hack weapon)")
|
|
||||||
reduce = 1
|
|
||||||
}
|
|
||||||
if (Hero6Utility.isWeaponUndamaging(rollData.attackRollData.weapon)) {
|
|
||||||
messages.push("Armor multiplied by 2 (Undamaging weapon)")
|
|
||||||
multiply = 2
|
|
||||||
}
|
|
||||||
}
|
|
||||||
let diceColor = armor.system.absorprionroll
|
|
||||||
let armorResult = await Hero6Utility.getRollTableFromDiceColor(diceColor, false)
|
|
||||||
console.log("Armor log", armorResult)
|
|
||||||
let armorValue = Math.max(0, (Number(armorResult.text) + reduce) * multiply)
|
|
||||||
if (advantage || disadvantage) {
|
|
||||||
let armorResult2 = await Hero6Utility.getRollTableFromDiceColor(diceColor, false)
|
|
||||||
let armorValue2 = Math.max(0, (Number(armorResult2.text) + reduce) * multiply)
|
|
||||||
if (advantage) {
|
|
||||||
armorValue = (armorValue2 > armorValue) ? armorValue2 : armorValue
|
|
||||||
messages.push(`Armor advantage - Roll 1 = ${armorValue} - Roll 2 = ${armorValue2}`)
|
|
||||||
}
|
|
||||||
if (disadvantage) {
|
|
||||||
armorValue = (armorValue2 < armorValue) ? armorValue2 : armorValue
|
|
||||||
messages.push(`Armor disadvantage - Roll 1 = ${armorValue} - Roll 2 = ${armorValue2}`)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
armorResult.armorValue = armorValue
|
|
||||||
if (!rollData) {
|
|
||||||
ChatMessage.create({ content: "Armor result : " + armorValue })
|
|
||||||
}
|
|
||||||
messages.push("Armor result : " + armorValue)
|
|
||||||
return { armorIgnored: false, nbSuccess: armorValue, rawArmor: armorResult.text, messages: messages }
|
|
||||||
}
|
|
||||||
return { armorIgnored: true, nbSuccess: 0, messages: ["No armor equipped."] }
|
|
||||||
}
|
|
||||||
|
|
||||||
/* -------------------------------------------- */
|
|
||||||
rollSave(saveKey) {
|
|
||||||
let saves = this.getSaveRoll()
|
|
||||||
let save = saves[saveKey]
|
|
||||||
if (save) {
|
|
||||||
save = duplicate(save)
|
|
||||||
let rollData = this.getCommonRollData()
|
|
||||||
rollData.mode = "save"
|
|
||||||
rollData.save = save
|
|
||||||
if (rollData.target) {
|
|
||||||
ui.notifications.warn("You are targetting a token with a save roll - Not authorized.")
|
|
||||||
return
|
|
||||||
}
|
|
||||||
this.startRoll(rollData)
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
/* -------------------------------------------- */
|
/* -------------------------------------------- */
|
||||||
async startRoll(rollData) {
|
async startRoll(rollData) {
|
||||||
this.syncRoll(rollData)
|
|
||||||
let rollDialog = await Hero6RollDialog.create(this, rollData)
|
let rollDialog = await Hero6RollDialog.create(this, rollData)
|
||||||
rollDialog.render(true)
|
rollDialog.render(true)
|
||||||
}
|
}
|
||||||
|
@ -5,8 +5,8 @@ export class Hero6RollDialog extends Dialog {
|
|||||||
/* -------------------------------------------- */
|
/* -------------------------------------------- */
|
||||||
static async create(actor, rollData) {
|
static async create(actor, rollData) {
|
||||||
|
|
||||||
let options = { classes: ["Hero6Dialog"], width: 540, height: 340, 'z-index': 99999 };
|
let options = { classes: ["Hero6Dialog"], width: 460, height: 'fit-content', 'z-index': 99999 };
|
||||||
let html = await renderTemplate('systems/fvtt-hero-system-6/templates/roll-dialog-generic.hbs', rollData);
|
let html = await renderTemplate('systems/fvtt-hero-system-6/templates/apps/roll-dialog-generic.hbs', rollData);
|
||||||
|
|
||||||
return new Hero6RollDialog(actor, rollData, html, options);
|
return new Hero6RollDialog(actor, rollData, html, options);
|
||||||
}
|
}
|
||||||
@ -44,7 +44,7 @@ export class Hero6RollDialog extends Dialog {
|
|||||||
|
|
||||||
/* -------------------------------------------- */
|
/* -------------------------------------------- */
|
||||||
async refreshDialog() {
|
async refreshDialog() {
|
||||||
const content = await renderTemplate("systems/fvtt-hero-system-6/templates/roll-dialog-generic.hbs", this.rollData)
|
const content = await renderTemplate("systems/fvtt-hero-system-6/templates/apps/roll-dialog-generic.hbs", this.rollData)
|
||||||
this.data.content = content
|
this.data.content = content
|
||||||
this.render(true)
|
this.render(true)
|
||||||
}
|
}
|
||||||
@ -76,8 +76,8 @@ export class Hero6RollDialog extends Dialog {
|
|||||||
html.find('#situational').change((event) => {
|
html.find('#situational').change((event) => {
|
||||||
this.rollData.situational = event.currentTarget.value
|
this.rollData.situational = event.currentTarget.value
|
||||||
})
|
})
|
||||||
html.find('#distanceBonusDice').change((event) => {
|
html.find('#bonusMalus').change((event) => {
|
||||||
this.rollData.distanceBonusDice = Number(event.currentTarget.value)
|
this.rollData.bonusMalus = Number(event.currentTarget.value)
|
||||||
})
|
})
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -24,7 +24,10 @@ export class Hero6Utility {
|
|||||||
return array.includes(val);
|
return array.includes(val);
|
||||||
})
|
})
|
||||||
Handlebars.registerHelper('upper', function (text) {
|
Handlebars.registerHelper('upper', function (text) {
|
||||||
|
if (text) {
|
||||||
return text.toUpperCase();
|
return text.toUpperCase();
|
||||||
|
}
|
||||||
|
return text
|
||||||
})
|
})
|
||||||
Handlebars.registerHelper('lower', function (text) {
|
Handlebars.registerHelper('lower', function (text) {
|
||||||
return text.toLowerCase()
|
return text.toLowerCase()
|
||||||
@ -150,7 +153,7 @@ export class Hero6Utility {
|
|||||||
const templatePaths = [
|
const templatePaths = [
|
||||||
'systems/fvtt-hero-system-6/templates/partials/editor-notes-gm.hbs',
|
'systems/fvtt-hero-system-6/templates/partials/editor-notes-gm.hbs',
|
||||||
'systems/fvtt-hero-system-6/templates/partials/partial-roll-select.hbs',
|
'systems/fvtt-hero-system-6/templates/partials/partial-roll-select.hbs',
|
||||||
'systems/fvtt-hero-system-6/templates/partials/partial-actor-ability-block.hbs',
|
'systems/fvtt-hero-system-6/templates/partials/partial-actor-characteristic-block.hbs',
|
||||||
'systems/fvtt-hero-system-6/templates/partials/partial-actor-status.hbs',
|
'systems/fvtt-hero-system-6/templates/partials/partial-actor-status.hbs',
|
||||||
'systems/fvtt-hero-system-6/templates/partials/partial-options-abilities.hbs',
|
'systems/fvtt-hero-system-6/templates/partials/partial-options-abilities.hbs',
|
||||||
'systems/fvtt-hero-system-6/templates/partials/partial-item-nav.hbs',
|
'systems/fvtt-hero-system-6/templates/partials/partial-item-nav.hbs',
|
||||||
@ -293,93 +296,10 @@ export class Hero6Utility {
|
|||||||
let actor = game.actors.get(rollData.actorId)
|
let actor = game.actors.get(rollData.actorId)
|
||||||
|
|
||||||
// ability/save/size => 0
|
// ability/save/size => 0
|
||||||
let diceFormula
|
let diceFormula = "3d6+" + rollData.bonusMalus
|
||||||
let startFormula = "0d6cs>=5[blue]"
|
let target = 10
|
||||||
if (rollData.ability) {
|
if (rollData.charac) {
|
||||||
startFormula = String(rollData.ability.value) + "d6cs>=5[blue]"
|
target = rollData.charac.roll
|
||||||
}
|
|
||||||
if (rollData.save) {
|
|
||||||
startFormula = String(rollData.save.value) + "d6cs>=5[blue]"
|
|
||||||
}
|
|
||||||
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[blue]"
|
|
||||||
}
|
|
||||||
diceFormula = startFormula
|
|
||||||
|
|
||||||
// skill => 2
|
|
||||||
// feat => 4
|
|
||||||
// bonus => 6
|
|
||||||
if (rollData.skill) {
|
|
||||||
let level = rollData.skill.system.level
|
|
||||||
if (rollData.skill.system.issl2) {
|
|
||||||
rollData.hasSLBonus = true
|
|
||||||
level += 2
|
|
||||||
if (level > 7) { level = 7 }
|
|
||||||
}
|
|
||||||
rollData.skill.system.skilldice = __skillLevel2Dice[level]
|
|
||||||
diceFormula += "+" + String(rollData.skill.system.skilldice) + "cs>=5[black]"
|
|
||||||
|
|
||||||
if (rollData.skill.system.skilltype == "complex" && rollData.skill.system.level == 0) {
|
|
||||||
rollData.complexSkillDisadvantage = true
|
|
||||||
rollData.rollAdvantage = "roll-disadvantage"
|
|
||||||
}
|
|
||||||
|
|
||||||
if (rollData.skill.system.isfeatdie) {
|
|
||||||
rollData.hasFeatDie = true
|
|
||||||
diceFormula += "+ 1d10cs>=5[hero6-purple]"
|
|
||||||
} else {
|
|
||||||
diceFormula += `+ 0d10cs>=5[hero6-purple]`
|
|
||||||
}
|
|
||||||
if (rollData.skill.system.bonusdice != "none") {
|
|
||||||
rollData.hasBonusDice = rollData.skill.system.bonusdice
|
|
||||||
diceFormula += `+ ${rollData.hasBonusDice}cs>=5[black]`
|
|
||||||
} else {
|
|
||||||
diceFormula += `+ 0d6cs>=5[black]`
|
|
||||||
}
|
|
||||||
} else {
|
|
||||||
diceFormula += `+ 0d8cs=>5 + 0d10cs>=5 + 0d6cs>=5`
|
|
||||||
}
|
|
||||||
|
|
||||||
// advantage => 8
|
|
||||||
let advFormula = "+ 0d8cs>=5"
|
|
||||||
if (rollData.advantage == "advantage1" || rollData.forceAdvantage) {
|
|
||||||
advFormula = "+ 1d8cs>=5[hero6-darkgreen]"
|
|
||||||
}
|
|
||||||
if (rollData.advantage == "advantage2") {
|
|
||||||
advFormula = "+ 2d8cs>=5[hero6-darkgreen]"
|
|
||||||
}
|
|
||||||
diceFormula += advFormula
|
|
||||||
|
|
||||||
// disadvantage => 10
|
|
||||||
let disFormula = "- 0d8cs>=5"
|
|
||||||
if (rollData.disadvantage == "disadvantage1" || rollData.forceDisadvantage) {
|
|
||||||
disFormula = "- 1d8cs>=5[red]"
|
|
||||||
}
|
|
||||||
if (rollData.disadvantage == "disadvantage2") {
|
|
||||||
disFormula = "- 2d8cs>=5[red]"
|
|
||||||
}
|
|
||||||
diceFormula += disFormula
|
|
||||||
|
|
||||||
// armor => 12
|
|
||||||
let skillArmorPenalty = 0
|
|
||||||
for (let armor of rollData.armors) {
|
|
||||||
if (armor.system.equipped) {
|
|
||||||
skillArmorPenalty += armor.system.skillpenalty
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (rollData.skill && rollData.skill.system.armorpenalty && skillArmorPenalty > 0) {
|
|
||||||
rollData.skillArmorPenalty = skillArmorPenalty
|
|
||||||
diceFormula += `- ${skillArmorPenalty}d8cs>=5`
|
|
||||||
} else {
|
|
||||||
diceFormula += `- 0d8cs>=5`
|
|
||||||
}
|
|
||||||
|
|
||||||
// shield => 14
|
|
||||||
if (rollData.useshield && rollData.shield) {
|
|
||||||
diceFormula += "+ 1" + String(rollData.shield.system.shielddie) + "cs>=5[yellow]"
|
|
||||||
} else {
|
|
||||||
diceFormula += " + 0d6cs>=5"
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Performs roll
|
// Performs roll
|
||||||
@ -389,74 +309,27 @@ export class Hero6Utility {
|
|||||||
myRoll = new Roll(diceFormula).roll({ async: false })
|
myRoll = new Roll(diceFormula).roll({ async: false })
|
||||||
await this.showDiceSoNice(myRoll, game.settings.get("core", "rollMode"))
|
await this.showDiceSoNice(myRoll, game.settings.get("core", "rollMode"))
|
||||||
}
|
}
|
||||||
rollData.rollOrder = 0
|
|
||||||
rollData.roll = myRoll
|
rollData.roll = myRoll
|
||||||
rollData.nbSuccess = myRoll.total
|
rollData.target = target
|
||||||
|
rollData.diceFormula = diceFormula
|
||||||
if (rollData.rollAdvantage == "none" && rollData.forceRollAdvantage) {
|
rollData.result = myRoll.total
|
||||||
rollData.rollAdvantage = "roll-advantage"
|
rollData.isSuccess = false
|
||||||
|
if (rollData.result <= target) {
|
||||||
|
rollData.isSuccess = true
|
||||||
}
|
}
|
||||||
if (rollData.rollAdvantage == "none" && rollData.forceRollDisadvantage) {
|
if ( myRoll.terms[0].total == 3) { // Always a success
|
||||||
rollData.rollAdvantage = "roll-disadvantage"
|
rollData.isSuccess = true
|
||||||
|
}
|
||||||
|
if ( myRoll.terms[0].total == 18) { // Always a failure
|
||||||
|
rollData.isSuccess = false
|
||||||
}
|
}
|
||||||
if (rollData.rollAdvantage != "none") {
|
|
||||||
|
|
||||||
rollData.rollOrder = 1
|
let msg = await this.createChatWithRollMode(rollData.alias, {
|
||||||
rollData.rollType = (rollData.rollAdvantage == "roll-advantage") ? "Advantage" : "Disadvantage"
|
content: await renderTemplate(`systems/fvtt-hero-system-6/templates/chat/chat-generic-result.hbs`, rollData)
|
||||||
this.createChatWithRollMode(rollData.alias, {
|
|
||||||
content: await renderTemplate(`systems/fvtt-hero-system-6/templates/chat-generic-result.hbs`, rollData)
|
|
||||||
})
|
|
||||||
|
|
||||||
rollData.rollOrder = 2
|
|
||||||
let myRoll2 = new Roll(diceFormula).roll({ async: false })
|
|
||||||
await this.showDiceSoNice(myRoll2, game.settings.get("core", "rollMode"))
|
|
||||||
|
|
||||||
rollData.roll = myRoll2 // Tmp switch to display the proper results
|
|
||||||
rollData.nbSuccess = myRoll2.total
|
|
||||||
this.createChatWithRollMode(rollData.alias, {
|
|
||||||
content: await renderTemplate(`systems/fvtt-hero-system-6/templates/chat-generic-result.hbs`, rollData)
|
|
||||||
})
|
|
||||||
rollData.roll = myRoll // Revert the tmp switch
|
|
||||||
rollData.nbSuccess = myRoll.total
|
|
||||||
|
|
||||||
if (rollData.rollAdvantage == "roll-advantage") {
|
|
||||||
if (myRoll2.total > rollData.nbSuccess) {
|
|
||||||
hasChanged = true
|
|
||||||
rollData.roll = myRoll2
|
|
||||||
rollData.nbSuccess = myRoll2.total
|
|
||||||
}
|
|
||||||
} else {
|
|
||||||
if (myRoll2.total < rollData.nbSuccess) {
|
|
||||||
rollData.roll = myRoll2
|
|
||||||
rollData.nbSuccess = myRoll2.total
|
|
||||||
}
|
|
||||||
}
|
|
||||||
rollData.rollOrder = 3
|
|
||||||
}
|
|
||||||
rollData.nbSuccess = Math.max(0, rollData.nbSuccess)
|
|
||||||
|
|
||||||
rollData.isFirstRollAdvantage = false
|
|
||||||
// Manage exp
|
|
||||||
if (rollData.skill && rollData.skill.system.level > 0) {
|
|
||||||
let nbSkillSuccess = rollData.roll.terms[2].total
|
|
||||||
if (nbSkillSuccess == 0 || nbSkillSuccess == rollData.skill.system.level) {
|
|
||||||
actor.incrementSkillExp(rollData.skill.id, 1)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
this.saveRollData(rollData)
|
|
||||||
actor.lastRoll = rollData
|
|
||||||
|
|
||||||
this.createChatWithRollMode(rollData.alias, {
|
|
||||||
content: await renderTemplate(`systems/fvtt-hero-system-6/templates/chat-generic-result.hbs`, rollData)
|
|
||||||
})
|
})
|
||||||
|
msg.setFlag("world", "rolldata", rollData)
|
||||||
console.log("Rolldata result", rollData)
|
console.log("Rolldata result", rollData)
|
||||||
|
|
||||||
// Message response
|
|
||||||
this.displayDefenseMessage(rollData)
|
|
||||||
|
|
||||||
// Manage defense result
|
|
||||||
this.processAttackDefense(rollData)
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/* -------------------------------------------- */
|
/* -------------------------------------------- */
|
||||||
@ -532,7 +405,7 @@ export class Hero6Utility {
|
|||||||
}
|
}
|
||||||
|
|
||||||
/* -------------------------------------------- */
|
/* -------------------------------------------- */
|
||||||
static createChatMessage(name, rollMode, chatOptions) {
|
static async createChatMessage(name, rollMode, chatOptions) {
|
||||||
switch (rollMode) {
|
switch (rollMode) {
|
||||||
case "blindroll": // GM only
|
case "blindroll": // GM only
|
||||||
if (!game.user.isGM) {
|
if (!game.user.isGM) {
|
||||||
@ -550,7 +423,7 @@ export class Hero6Utility {
|
|||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
chatOptions.alias = chatOptions.alias || name;
|
chatOptions.alias = chatOptions.alias || name;
|
||||||
ChatMessage.create(chatOptions);
|
return await ChatMessage.create(chatOptions);
|
||||||
}
|
}
|
||||||
|
|
||||||
/* -------------------------------------------- */
|
/* -------------------------------------------- */
|
||||||
@ -558,7 +431,7 @@ export class Hero6Utility {
|
|||||||
let rollData = {
|
let rollData = {
|
||||||
rollId: randomID(16),
|
rollId: randomID(16),
|
||||||
rollMode: game.settings.get("core", "rollMode"),
|
rollMode: game.settings.get("core", "rollMode"),
|
||||||
advantage: "none"
|
bonusMalus: 0
|
||||||
}
|
}
|
||||||
Hero6Utility.updateWithTarget(rollData)
|
Hero6Utility.updateWithTarget(rollData)
|
||||||
return rollData
|
return rollData
|
||||||
@ -573,8 +446,8 @@ export class Hero6Utility {
|
|||||||
}
|
}
|
||||||
|
|
||||||
/* -------------------------------------------- */
|
/* -------------------------------------------- */
|
||||||
static createChatWithRollMode(name, chatOptions) {
|
static async createChatWithRollMode(name, chatOptions) {
|
||||||
this.createChatMessage(name, game.settings.get("core", "rollMode"), chatOptions)
|
return await this.createChatMessage(name, game.settings.get("core", "rollMode"), chatOptions)
|
||||||
}
|
}
|
||||||
|
|
||||||
/* -------------------------------------------- */
|
/* -------------------------------------------- */
|
||||||
|
@ -79,7 +79,7 @@
|
|||||||
.window-app.sheet .window-content {
|
.window-app.sheet .window-content {
|
||||||
margin: 0;
|
margin: 0;
|
||||||
padding: 0;
|
padding: 0;
|
||||||
color: rgba(224, 208, 197, 0.9);
|
/*color: rgba(224, 208, 197, 0.9);*/
|
||||||
}
|
}
|
||||||
input {
|
input {
|
||||||
background: rgba(228, 240, 240, 0.75);
|
background: rgba(228, 240, 240, 0.75);
|
||||||
@ -575,8 +575,8 @@ ul, li {
|
|||||||
|
|
||||||
.list-item {
|
.list-item {
|
||||||
margin: 0.125rem;
|
margin: 0.125rem;
|
||||||
box-shadow: inset 0px 0px 1px #00000096;
|
/*box-shadow: inset 0px 0px 1px #00000096;*/
|
||||||
border-radius: 0.25rem;
|
/*border-radius: 0.25rem;*/
|
||||||
padding: 0.125rem;
|
padding: 0.125rem;
|
||||||
flex: 1 1 5rem;
|
flex: 1 1 5rem;
|
||||||
display: flex !important;
|
display: flex !important;
|
||||||
@ -639,17 +639,6 @@ ul, li {
|
|||||||
font-weight: bold;
|
font-weight: bold;
|
||||||
flex-grow: 0;
|
flex-grow: 0;
|
||||||
}
|
}
|
||||||
.secondaire-label,
|
|
||||||
.arme-label,
|
|
||||||
.generic-label,
|
|
||||||
.competence-label,
|
|
||||||
.devotion-label,
|
|
||||||
.sort-label,
|
|
||||||
.technique-label,
|
|
||||||
.ability-label,
|
|
||||||
.arme-label,
|
|
||||||
.armure-label,
|
|
||||||
.equipement-label,
|
|
||||||
.description-label {
|
.description-label {
|
||||||
flex-grow: 2;
|
flex-grow: 2;
|
||||||
margin-left: 4px;
|
margin-left: 4px;
|
||||||
@ -1327,15 +1316,15 @@ Focus FOC: #ff0084
|
|||||||
max-width: 128px;
|
max-width: 128px;
|
||||||
justify-content: flex-start;
|
justify-content: flex-start;
|
||||||
}
|
}
|
||||||
.ability-item {
|
.charac-item {
|
||||||
flex-grow: 1;
|
flex-grow: 1;
|
||||||
justify-content: flex-start;
|
justify-content: flex-start;
|
||||||
margin: 2px;
|
margin: 2px;
|
||||||
}
|
}
|
||||||
.ability-block {
|
.charac-block {
|
||||||
min-width: 160px;
|
min-width: 160px;
|
||||||
}
|
}
|
||||||
.ability-margin {
|
.charac-margin {
|
||||||
margin-left: 4px;
|
margin-left: 4px;
|
||||||
margin-top: 5px;
|
margin-top: 5px;
|
||||||
}
|
}
|
||||||
@ -1343,11 +1332,11 @@ Focus FOC: #ff0084
|
|||||||
margin-left: 4px;
|
margin-left: 4px;
|
||||||
margin-top: 3px;
|
margin-top: 3px;
|
||||||
}
|
}
|
||||||
.item-ability-roll {
|
.item-charac-roll {
|
||||||
max-height: 42px;
|
max-height: 42px;
|
||||||
min-height: 36px;
|
min-height: 36px;
|
||||||
}
|
}
|
||||||
.item-ability-roll select, .item-ability-roll input {
|
.item-charac-roll select, .item-ability-roll input {
|
||||||
margin-top: 4px;
|
margin-top: 4px;
|
||||||
margin-right: 2px;
|
margin-right: 2px;
|
||||||
}
|
}
|
||||||
@ -1434,6 +1423,12 @@ Focus FOC: #ff0084
|
|||||||
.item-control-end {
|
.item-control-end {
|
||||||
align-self: flex-end;
|
align-self: flex-end;
|
||||||
}
|
}
|
||||||
|
.margin-item-list {
|
||||||
|
margin-top: 4px;
|
||||||
|
}
|
||||||
|
.margin-image-right {
|
||||||
|
margin-right: 4px;
|
||||||
|
}
|
||||||
.alternate-list {
|
.alternate-list {
|
||||||
margin-top: 4px;
|
margin-top: 4px;
|
||||||
flex-wrap: nowrap;
|
flex-wrap: nowrap;
|
||||||
|
@ -91,7 +91,7 @@
|
|||||||
"styles": [
|
"styles": [
|
||||||
"styles/simple.css"
|
"styles/simple.css"
|
||||||
],
|
],
|
||||||
"version": "10.0.6",
|
"version": "10.0.9",
|
||||||
"compatibility": {
|
"compatibility": {
|
||||||
"minimum": "10",
|
"minimum": "10",
|
||||||
"verified": "10",
|
"verified": "10",
|
||||||
@ -99,7 +99,7 @@
|
|||||||
},
|
},
|
||||||
"title": "Hero System v6 for FoundrtVTT (Official)",
|
"title": "Hero System v6 for FoundrtVTT (Official)",
|
||||||
"manifest": "https://www.uberwald.me/gitea/uberwald/fvtt-hero-system-6/raw/branch/main/system.json",
|
"manifest": "https://www.uberwald.me/gitea/uberwald/fvtt-hero-system-6/raw/branch/main/system.json",
|
||||||
"download": "https://www.uberwald.me/gitea/uberwald/fvtt-hero-system-6/archive/fvtt-hero-system-6-v10.0.6.zip",
|
"download": "https://www.uberwald.me/gitea/uberwald/fvtt-hero-system-6/archive/fvtt-hero-system-6-v10.0.9.zip",
|
||||||
"url": "https://www.uberwald.me/gitea/uberwald/",
|
"url": "https://www.uberwald.me/gitea/uberwald/",
|
||||||
"background": "images/ui/hro6_welcome_page.webp",
|
"background": "images/ui/hro6_welcome_page.webp",
|
||||||
"id": "fvtt-hero-system-6"
|
"id": "fvtt-hero-system-6"
|
||||||
|
@ -23,34 +23,40 @@
|
|||||||
"characteristics": {
|
"characteristics": {
|
||||||
"str": {
|
"str": {
|
||||||
"label": "Strength",
|
"label": "Strength",
|
||||||
"value": 10,
|
"value": 0,
|
||||||
"base": 10,
|
"base": 10,
|
||||||
|
"category": "main",
|
||||||
"realcost": 0,
|
"realcost": 0,
|
||||||
"activecost": 0
|
"activecost": 0
|
||||||
},
|
},
|
||||||
"dex": {
|
"dex": {
|
||||||
"label": "Dexterity",
|
"label": "Dexterity",
|
||||||
"value": 10,
|
"value": 0,
|
||||||
"base": 10
|
"base": 10,
|
||||||
|
"category": "main"
|
||||||
},
|
},
|
||||||
"con": {
|
"con": {
|
||||||
"label": "Constitution",
|
"label": "Constitution",
|
||||||
"value": 10,
|
"category": "main",
|
||||||
|
"value": 0,
|
||||||
"base": 10
|
"base": 10
|
||||||
},
|
},
|
||||||
"int": {
|
"int": {
|
||||||
"label": "Intelligence",
|
"label": "Intelligence",
|
||||||
"value": 10,
|
"category": "main",
|
||||||
|
"value": 0,
|
||||||
"base": 10
|
"base": 10
|
||||||
},
|
},
|
||||||
"ego": {
|
"ego": {
|
||||||
"label": "Ego",
|
"label": "Ego",
|
||||||
"value": 10,
|
"category": "main",
|
||||||
|
"value": 0,
|
||||||
"base": 10
|
"base": 10
|
||||||
},
|
},
|
||||||
"pre": {
|
"pre": {
|
||||||
"label": "Presence",
|
"label": "Presence",
|
||||||
"value": 10,
|
"category": "main",
|
||||||
|
"value": 0,
|
||||||
"base": 10
|
"base": 10
|
||||||
},
|
},
|
||||||
"ocv": {
|
"ocv": {
|
||||||
@ -172,15 +178,14 @@
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
"core": {
|
"core": {}
|
||||||
|
|
||||||
}
|
|
||||||
},
|
},
|
||||||
"character": {
|
"character": {
|
||||||
"templates": [
|
"templates": [
|
||||||
"biodata",
|
"biodata",
|
||||||
"core"
|
"characteristics"
|
||||||
]
|
],
|
||||||
|
"subactors": []
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
"Item": {
|
"Item": {
|
||||||
|
@ -3,74 +3,23 @@
|
|||||||
{{!-- Sheet Header --}}
|
{{!-- Sheet Header --}}
|
||||||
<header class="sheet-header">
|
<header class="sheet-header">
|
||||||
<div class="header-fields">
|
<div class="header-fields">
|
||||||
<h1 class="charname margin-right"><input name="name" type="text" value="{{name}}" placeholder="Name" /></h1>
|
|
||||||
<div class="flexrow">
|
<div class="flexrow">
|
||||||
<img class="profile-img" src="{{img}}" data-edit="img" title="{{name}}" />
|
<img class="profile-img margin-image-right" src="{{img}}" data-edit="img" title="{{name}}" />
|
||||||
<div class="flexcol">
|
<div class="flexcol">
|
||||||
|
<h1 class="charname margin-image-right"><input name="name" type="text" value="{{name}}" placeholder="Name" /></h1>
|
||||||
|
|
||||||
<div class="flexrow">
|
<div class="flexrow">
|
||||||
<div class="ability-item">
|
<div class="charac-item">
|
||||||
<ul>
|
<ul>
|
||||||
{{#each data.abilities as |ability key|}}
|
{{#each characteristics as |charac key|}}
|
||||||
{{#if (eq ability.col 1)}}
|
{{#if (eq charac.category "main")}}
|
||||||
{{> systems/fvtt-crucible-rpg/templates/partial-actor-ability-block.html ability=ability key=key}}
|
{{> systems/fvtt-hero-system-6/templates/partials/partial-actor-characteristic-block.hbs charac=charac key=key}}
|
||||||
{{/if}}
|
{{/if}}
|
||||||
{{/each}}
|
{{/each}}
|
||||||
</ul>
|
</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="chaplain">Chaplain</option>
|
|
||||||
<option value="magus">Magus</option>
|
|
||||||
<option value="martial">Martial</option>
|
|
||||||
<option value="skalawag">Skalawag</option>
|
|
||||||
<option value="warden">Warden</option>
|
|
||||||
{{/select}}
|
|
||||||
</select>
|
|
||||||
</li>
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
<div class="ability-item">
|
<div class="charac-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>
|
</div>
|
||||||
@ -81,9 +30,10 @@
|
|||||||
|
|
||||||
{{!-- Sheet Tab Navigation --}}
|
{{!-- Sheet Tab Navigation --}}
|
||||||
<nav class="sheet-tabs tabs" data-group="primary">
|
<nav class="sheet-tabs tabs" data-group="primary">
|
||||||
<a class="item" data-tab="skills">Skills</a>
|
<a class="item" data-tab="main">Main</a>
|
||||||
<a class="item" data-tab="combat">Combat</a>
|
<a class="item" data-tab="combat">Combat</a>
|
||||||
<a class="item" data-tab="lore">Lore</a>
|
<a class="item" data-tab="skills">Skills</a>
|
||||||
|
<a class="item" data-tab="powers">Powers/Perks</a>
|
||||||
<a class="item" data-tab="equipment">Equipment</a>
|
<a class="item" data-tab="equipment">Equipment</a>
|
||||||
<a class="item" data-tab="biodata">Biography</a>
|
<a class="item" data-tab="biodata">Biography</a>
|
||||||
</nav>
|
</nav>
|
||||||
@ -91,39 +41,9 @@
|
|||||||
{{!-- Sheet Body --}}
|
{{!-- Sheet Body --}}
|
||||||
<section class="sheet-body">
|
<section class="sheet-body">
|
||||||
|
|
||||||
{{!-- Skills Tab --}}
|
{{!-- Main Tab --}}
|
||||||
<div class="tab skills" data-group="primary" data-tab="skills">
|
<div class="tab main" data-group="primary" data-tab="main">
|
||||||
|
|
||||||
<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>
|
|
||||||
</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"> - </span>
|
|
||||||
<div class="item-filler"> </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>
|
||||||
|
|
||||||
{{!-- Combat Tab --}}
|
{{!-- Combat Tab --}}
|
||||||
@ -221,48 +141,68 @@
|
|||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
|
{{!-- Skills Tab --}}
|
||||||
|
<div class="tab skills" data-group="primary" data-tab="skills">
|
||||||
|
|
||||||
{{!-- Lore Tab --}}
|
<ul class="stat-list alternate-list item-list">
|
||||||
<div class="tab lore" data-group="primary" data-tab="lore">
|
|
||||||
|
|
||||||
<div class="flexcol">
|
|
||||||
|
|
||||||
<ul class="stat-list alternate-list">
|
|
||||||
<li class="item flexrow list-item items-title-bg">
|
<li class="item flexrow list-item items-title-bg">
|
||||||
<span class="item-name-label-header">
|
<span class="item-name-label-header">
|
||||||
<h3><label class="items-title-text">Lore</label></h3>
|
<h3><label class="items-title-text">Skills</label></h3>
|
||||||
</span>
|
|
||||||
<span class="item-field-label-medium">
|
|
||||||
<label class="short-label">Lore</label>
|
|
||||||
</span>
|
</span>
|
||||||
<span class="item-field-label-short">
|
<span class="item-field-label-short">
|
||||||
<label class="short-label">Circle</label>
|
<label class="short-label">Charac.</label>
|
||||||
</span>
|
</span>
|
||||||
<span class="item-field-label-medium">
|
<span class="item-field-label-short">
|
||||||
<label class="short-label">Range</label>
|
<label class="short-label">Roll</label>
|
||||||
</span>
|
</span>
|
||||||
</li>
|
</li>
|
||||||
|
{{#each skills as |skill key|}}
|
||||||
{{#each spells as |spell key|}}
|
<li class="item stat flexrow list-item list-item-shadow" data-item-id="{{skill._id}}">
|
||||||
<li class="item stat flexrow list-item list-item-shadow" data-item-id="{{spell._id}}">
|
|
||||||
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
|
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
|
||||||
src="{{spell.img}}" /></a>
|
src="{{skill.img}}" /></a>
|
||||||
<span class="item-name-label">
|
<span class="item-name-label"><a class="roll-skill">{{skill.name}}</a></span>
|
||||||
<a class="power-roll">{{spell.name}}</a>
|
<span class="item-field-label-short">{{upper skill.system.characteristic}}</span>
|
||||||
</span>
|
<span class="item-field-label-short">{{skill.system.base}}</span>
|
||||||
<span class="item-field-label-medium">{{upperFirst spell.system.lore}}</span>
|
<span class="item-field-label-long"> - </span>
|
||||||
<span class="item-field-label-short">{{upperFirst spell.system.circle}}</span>
|
|
||||||
<span class="item-field-label-medium">{{upperFirst spell.system.range}}</span>
|
|
||||||
<div class="item-filler"> </div>
|
<div class="item-filler"> </div>
|
||||||
<div class="item-controls item-controls-fixed">
|
<div class="item-controls item-controls-fixed">
|
||||||
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
|
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
|
||||||
</div>
|
</div>
|
||||||
</li>
|
</li>
|
||||||
{{/each}}
|
{{/each}}
|
||||||
|
|
||||||
</ul>
|
</ul>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
|
{{!-- Skills Tab --}}
|
||||||
|
<div class="tab powers" data-group="primary" data-tab="powers">
|
||||||
|
|
||||||
|
<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">Powers</label></h3>
|
||||||
|
</span>
|
||||||
|
<span class="item-field-label-short">
|
||||||
|
<label class="short-label">Charac</label>
|
||||||
|
</span>
|
||||||
|
<span class="item-field-label-short">
|
||||||
|
<label class="short-label">Roll</label>
|
||||||
|
</span>
|
||||||
|
</li>
|
||||||
|
{{#each powers as |power key|}}
|
||||||
|
<li class="item stat flexrow list-item list-item-shadow" data-item-id="{{power._id}}">
|
||||||
|
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
|
||||||
|
src="{{power.img}}" /></a>
|
||||||
|
<span class="item-name-label"><a class="roll-skill">{{power.name}}</a></span>
|
||||||
|
<span class="item-field-label-short">{{upper power.system.ability}}</span>
|
||||||
|
<span class="item-field-label-short">{{power.system.skilldice}}</span>
|
||||||
|
<span class="item-field-label-long"> - </span>
|
||||||
|
<div class="item-filler"> </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>
|
||||||
|
|
||||||
{{!-- Equipement Tab --}}
|
{{!-- Equipement Tab --}}
|
||||||
|
@ -8,16 +8,21 @@
|
|||||||
|
|
||||||
<div class="flexcol">
|
<div class="flexcol">
|
||||||
|
|
||||||
{{#if sizeDice}}
|
{{#if charac}}
|
||||||
<div class="flexrow">
|
<div class="flexrow">
|
||||||
<span class="roll-dialog-label">Size basic dices : </span>
|
<span class="item-field-label-long margin-item-list">Characteristic : </span>
|
||||||
<span class="roll-dialog-label">{{sizeDice.nb}}{{sizeDice.dice}}</span>
|
<span class="item-field-label-medium margin-item-list">{{charac.roll}}-</span>
|
||||||
</div>
|
</div>
|
||||||
|
{{/if}}
|
||||||
|
|
||||||
<div class="flexrow">
|
<div class="flexrow">
|
||||||
<span class="roll-dialog-label">Distance bonus dice(s) : </span>
|
<span class="item-field-label-long margin-item-list">Bonus/Malus : </span>
|
||||||
<select class="status-small-label color-class-common" type="text" id="distanceBonusDice" value="{{distanceBonusDice}}" data-dtype="String" >
|
<select class="item-field-label-medium" type="text" id="bonusMalus" value="{{bonusMalus}}" data-dtype="Number" >
|
||||||
{{#select distanceBonusDice}}
|
{{#select bonusMalus}}
|
||||||
|
<option value="-4">-4</option>
|
||||||
|
<option value="-3">-3</option>
|
||||||
|
<option value="-2">-2</option>
|
||||||
|
<option value="-1">-1</option>
|
||||||
<option value="0">0</option>
|
<option value="0">0</option>
|
||||||
<option value="1">1</option>
|
<option value="1">1</option>
|
||||||
<option value="2">2</option>
|
<option value="2">2</option>
|
||||||
@ -26,141 +31,6 @@
|
|||||||
{{/select}}
|
{{/select}}
|
||||||
</select>
|
</select>
|
||||||
</div>
|
</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>
|
|
||||||
<span class="roll-dialog-label">{{save.value}}d6</span>
|
|
||||||
</div>
|
|
||||||
{{/if}}
|
|
||||||
|
|
||||||
{{#if ability}}
|
|
||||||
<div class="flexrow">
|
|
||||||
<span class="roll-dialog-label">Ability : </span>
|
|
||||||
<span class="roll-dialog-label">{{ability.value}}d6</span>
|
|
||||||
</div>
|
|
||||||
{{/if}}
|
|
||||||
|
|
||||||
{{#if weapon}}
|
|
||||||
<div class="flexrow">
|
|
||||||
<span class="roll-dialog-label">Weapon : </span>
|
|
||||||
<span class="roll-dialog-label">{{weapon.name}}</span>
|
|
||||||
</div>
|
|
||||||
{{/if}}
|
|
||||||
|
|
||||||
{{#if shield}}
|
|
||||||
<div class="flexrow">
|
|
||||||
<span class="roll-dialog-label">Use shield ? : </span>
|
|
||||||
<span class="roll-dialog-label"><input type="checkbox" id="useshield" name="useshield" {{checked useshield}}/></span>
|
|
||||||
</div>
|
|
||||||
<div class="flexrow">
|
|
||||||
<span class="roll-dialog-label">{{shield.name}} : </span>
|
|
||||||
<span class="roll-dialog-label">{{shield.data.shielddie}}</span>
|
|
||||||
</div>
|
|
||||||
{{/if}}
|
|
||||||
|
|
||||||
{{#if skill}}
|
|
||||||
<div class="flexrow">
|
|
||||||
<span class="roll-dialog-label">Skill : </span>
|
|
||||||
<span class="roll-dialog-label">{{skill.name}} - {{skill.data.skilldice}}</span>
|
|
||||||
</div>
|
|
||||||
<div class="flexrow">
|
|
||||||
<span class="roll-dialog-label">Feature die or SL+2? : </span>
|
|
||||||
<span class="roll-dialog-label">{{#if skill.data.isfeatdie}} Yes {{else}} No {{/if}}</span>
|
|
||||||
</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" >
|
|
||||||
{{#select advantage}}
|
|
||||||
<option value="none">None</option>
|
|
||||||
<option value="advantage1">1 Advantage</option>
|
|
||||||
<option value="advantage2">2 Advantages</option>
|
|
||||||
{{/select}}
|
|
||||||
</select>
|
|
||||||
</div>
|
|
||||||
{{/if}}
|
|
||||||
|
|
||||||
<div class="flexrow">
|
|
||||||
<span class="roll-dialog-label">Disadvantage : </span>
|
|
||||||
<select class="status-small-label color-class-common" type="text" id="disadvantage" value="{{disadvantage}}" data-dtype="String" >
|
|
||||||
{{#select disadvantage}}
|
|
||||||
<option value="none">None</option>
|
|
||||||
<option value="disadvantage1">1 Disadvantage</option>
|
|
||||||
<option value="disadvantage2">2 Disadvantages</option>
|
|
||||||
{{/select}}
|
|
||||||
</select>
|
|
||||||
</div>
|
|
||||||
|
|
||||||
<div class="flexrow">
|
|
||||||
<span class="roll-dialog-label">Roll with Advantage/Disadvantage : </span>
|
|
||||||
<select class="status-small-label color-class-common" type="text" id="rollAdvantage" value="{{rollAdvantage}}" data-dtype="String" >
|
|
||||||
{{#select rollAdvantage}}
|
|
||||||
<option value="none">None</option>
|
|
||||||
<option value="roll-advantage">Roll with Advantage</option>
|
|
||||||
<option value="roll-disadvantage">Roll with Disadvantage</option>
|
|
||||||
{{/select}}
|
|
||||||
</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>
|
</div>
|
||||||
|
|
||||||
|
@ -18,130 +18,17 @@
|
|||||||
|
|
||||||
<div>
|
<div>
|
||||||
<ul>
|
<ul>
|
||||||
{{#if (eq rollOrder 1)}}
|
<li>Target Roll : {{target}}-
|
||||||
<li><strong>Roll with {{rollType}} - Roll 1</strong></li>
|
</li>
|
||||||
{{/if}}
|
|
||||||
{{#if (eq rollOrder 2)}}
|
|
||||||
<li><strong>Roll with {{rollType}} - Roll 2</strong></li>
|
|
||||||
{{/if}}
|
|
||||||
{{#if (eq rollOrder 3)}}
|
|
||||||
<li><strong>Roll with {{rollType}} - Final result !</strong></li>
|
|
||||||
{{/if}}
|
|
||||||
|
|
||||||
{{#if save}}
|
{{#if charac}}
|
||||||
<li>Save : {{save.label}} - {{save.value}}d6
|
<li>Charac : {{charac.label}}
|
||||||
({{#each roll.terms.0.results as |die idx|}}
|
|
||||||
{{die.result}}
|
|
||||||
{{/each}})
|
|
||||||
</li>
|
</li>
|
||||||
{{/if}}
|
{{/if}}
|
||||||
|
<li>Bonus/Malus : {{bonusMalus}}
|
||||||
{{#if sizeDice}}
|
|
||||||
<li>Size/Range/Cover/Situational dices
|
|
||||||
({{#each roll.terms.0.results as |die idx|}}
|
|
||||||
{{die.result}}
|
|
||||||
{{/each}})
|
|
||||||
</li>
|
</li>
|
||||||
{{/if}}
|
|
||||||
|
|
||||||
{{#if ability}}
|
<li><strong>Result : {{result}}</strong> ({{#if isSuccess}}Success!!{{else}}Failure!{{/if}})</li>
|
||||||
<li>Ability : {{ability.label}} - {{ability.value}}d6
|
|
||||||
({{#each roll.terms.0.results as |die idx|}}
|
|
||||||
{{die.result}}
|
|
||||||
{{/each}})
|
|
||||||
</li>
|
|
||||||
{{/if}}
|
|
||||||
|
|
||||||
{{#if skill}}
|
|
||||||
<li>Skill : {{skill.name}} - {{skill.data.skilldice}}
|
|
||||||
{{#if featSL}}
|
|
||||||
- with Feat SL +{{featSL}}
|
|
||||||
{{/if}}
|
|
||||||
({{#each roll.terms.2.results as |die idx|}}
|
|
||||||
{{die.result}}
|
|
||||||
{{/each}})
|
|
||||||
</li>
|
|
||||||
{{/if}}
|
|
||||||
|
|
||||||
{{#if noAdvantage}}
|
|
||||||
<li>No advantage due to condition : {{noAdvantage.name}}</li>
|
|
||||||
{{else}}
|
|
||||||
{{#if (or (eq advantage "advantage1") forceAdvantage)}}
|
|
||||||
<li>1 Advantage Die !
|
|
||||||
({{#each roll.terms.8.results as |die idx|}}
|
|
||||||
{{die.result}}
|
|
||||||
{{/each}})
|
|
||||||
</li>
|
|
||||||
{{/if}}
|
|
||||||
{{#if (eq advantage "advantage2") }}
|
|
||||||
<li>2 Advantage Dice !
|
|
||||||
({{#each roll.terms.8.results as |die idx|}}
|
|
||||||
{{die.result}}
|
|
||||||
{{/each}})
|
|
||||||
</li>
|
|
||||||
{{/if}}
|
|
||||||
{{/if}}
|
|
||||||
|
|
||||||
{{#if (or (eq disadvantage "disadvantage1") forceDisadvantage)}}
|
|
||||||
<li>1 Disadvantage Die !
|
|
||||||
({{#each roll.terms.10.results as |die idx|}}
|
|
||||||
{{die.result}}
|
|
||||||
{{/each}})
|
|
||||||
</li>
|
|
||||||
{{/if}}
|
|
||||||
{{#if (eq disadvantage "disadvantage2")}}
|
|
||||||
<li>2 Disadvantage Dice !
|
|
||||||
({{#each roll.terms.10.results as |die idx|}}
|
|
||||||
{{die.result}}
|
|
||||||
{{/each}})
|
|
||||||
</li>
|
|
||||||
{{/if}}
|
|
||||||
{{#if (eq rollAdvantage "roll-advantage")}}
|
|
||||||
<li>Roll with Advantage !</li>
|
|
||||||
{{/if}}
|
|
||||||
{{#if (eq rollAdvantage "roll-disadvantage")}}
|
|
||||||
<li>Roll with Disadvantage !</li>
|
|
||||||
{{/if}}
|
|
||||||
|
|
||||||
{{#if skillArmorPenalty}}
|
|
||||||
<li>Armor Penalty : {{skillArmorPenalty}} Disadvantage Dice
|
|
||||||
({{#each roll.terms.12.results as |die idx|}}
|
|
||||||
{{die.result}}
|
|
||||||
{{/each}})
|
|
||||||
</li>
|
|
||||||
{{/if}}
|
|
||||||
|
|
||||||
{{#if hasBonusDice}}
|
|
||||||
<li>Skill bonus dice : {{hasBonusDice}}
|
|
||||||
({{#each roll.terms.6.results as |die idx|}}
|
|
||||||
{{die.result}}
|
|
||||||
{{/each}})
|
|
||||||
</li>
|
|
||||||
{{/if}}
|
|
||||||
|
|
||||||
{{#if complexSkillDisadvantage}}
|
|
||||||
<li>Roll with Disadvantage because of Complex Skill at SL 0 !</li>
|
|
||||||
{{/if}}
|
|
||||||
|
|
||||||
{{#if hasFeatDie}}
|
|
||||||
<li>Feat Die : d10
|
|
||||||
({{#each roll.terms.4.results as |die idx|}}
|
|
||||||
{{die.result}}
|
|
||||||
{{/each}})
|
|
||||||
</li>
|
|
||||||
{{/if}}
|
|
||||||
|
|
||||||
{{#if useshield}}
|
|
||||||
<li>Shield : {{shield.name}} - {{shield.data.shielddie}}
|
|
||||||
({{#each roll.terms.14.results as |die idx|}}
|
|
||||||
{{die.result}}
|
|
||||||
{{/each}})
|
|
||||||
</li>
|
|
||||||
{{/if}}
|
|
||||||
|
|
||||||
<li><strong>Number of successes</strong> {{nbSuccess}} </li>
|
|
||||||
|
|
||||||
<!-- <button class="chat-card-button reroll-level-remaining" data-roll-id="{{rollId}}">Reroll</button> -->
|
|
||||||
|
|
||||||
</ul>
|
</ul>
|
||||||
</div>
|
</div>
|
||||||
|
@ -1,19 +0,0 @@
|
|||||||
<li class="item flexrow list-item item-ability-roll" data-attr-key="{{key}}">
|
|
||||||
<span class="ability-label ability-margin" name="{{key}}">
|
|
||||||
<h4 class="ability-text-white ability-margin"><a class="roll-ability ability-margin" data-ability-key="{{key}}">{{ability.label}}</a></h4>
|
|
||||||
</span>
|
|
||||||
<select class="status-small-label color-class-common" type="text" name="system.abilities.{{key}}.value" value="{{ability.value}}"
|
|
||||||
data-dtype="Number" {{#unless @root.editScore}}disabled{{/unless}}>
|
|
||||||
{{#select ability.value}}
|
|
||||||
<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>
|
|
||||||
<option value="5">5</option>
|
|
||||||
<option value="6">6</option>
|
|
||||||
<option value="7">7</option>
|
|
||||||
<option value="8">8</option>
|
|
||||||
{{/select}}
|
|
||||||
</select>
|
|
||||||
</li>
|
|
@ -0,0 +1,8 @@
|
|||||||
|
<li class="item flexrow list-item" data-attr-key="{{key}}">
|
||||||
|
<span class="item-field-label-medium" name="{{key}}">
|
||||||
|
<h4 class="item-field-label-medium margin-item-list"><a class="roll-charac" data-charac-key="{{key}}">{{charac.label}}</a></h4>
|
||||||
|
</span>
|
||||||
|
<input type="text" class="item-field-label-short" name="system.characteristics.{{key}}.value" value="{{charac.value}}" data-dtype="Number"/>
|
||||||
|
<h4 class="item-field-label-short margin-item-list">{{charac.total}}</h4>
|
||||||
|
<h4 class="item-field-label-short margin-item-list"><a class="roll-charac" data-charac-key="{{key}}">{{charac.roll}}-</a></h4>
|
||||||
|
</li>
|
Loading…
Reference in New Issue
Block a user