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5 Commits
fvtt-cruci
...
fvtt-cruci
Author | SHA1 | Date | |
---|---|---|---|
fa501abbd5 | |||
b84f34d560 | |||
08157116e8 | |||
68b8d42925 | |||
aab562bed9 |
@ -499,8 +499,43 @@ export class CrucibleActor extends Actor {
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}
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}
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/* -------------------------------------------- */
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isForcedAdvantage() {
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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)
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}
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isAttackerAdvantage() {
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return this.items.find(cond => cond.type =="condition" && cond.system.targetadvantage)
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}
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/* -------------------------------------------- */
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getCommonRollData(abilityKey = undefined) {
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let noAction = this.isNoAction()
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if ( noAction) {
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ui.notifications.warn("You can't do any actions du to the condition : " + noAction.name )
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return
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}
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let rollData = CrucibleUtility.getBasicRollData()
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rollData.alias = this.name
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rollData.actorImg = this.img
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@ -509,15 +544,42 @@ export class CrucibleActor extends Actor {
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rollData.featsDie = this.getFeatsWithDie()
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rollData.featsSL = this.getFeatsWithSL()
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rollData.armors = this.getArmors()
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rollData.conditions = this.getConditions()
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rollData.featDieName = "none"
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rollData.featSLName = "none"
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rollData.rollAdvantage = "none"
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rollData.advantage = "none"
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rollData.disadvantage = "none"
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rollData.forceAdvantage = this.isForcedAdvantage()
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rollData.forceDisadvantage = this.isForcedDisadvantage()
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rollData.forceRollAdvantage = this.isForcedRollAdvantage()
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rollData.forceRollDisadvantage = this.isForcedRollDisadvantage()
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rollData.noAdvantage = this.isNoAdvantage()
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if ( rollData.defenderTokenId) {
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let defenderToken = game.canvas.tokens.get(rollData.defenderTokenId)
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let defender = defenderToken.actor
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// Distance management
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let token = this.token
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if ( !token) {
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let tokens =this.getActiveTokens()
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token = tokens[0]
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}
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if ( token ) {
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const ray = new Ray(token.object?.center || token.center, defenderToken.center)
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rollData.tokensDistance = canvas.grid.measureDistances([{ray}], {gridSpaces:false})[0] / canvas.grid.grid.options.dimensions.distance
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} else {
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ui.notifications.info("No token connected to this actor, unable to compute distance.")
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return
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}
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if (defender ) {
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rollData.forceAdvantage = defender.isAttackerAdvantage()
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rollData.advantageFromTarget = true
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}
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}
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if (abilityKey) {
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rollData.ability = this.getAbility(abilityKey)
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//rollData.skillList = this.getRelevantSkill(abilityKey)
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rollData.selectedKill = undefined
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}
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@ -575,7 +637,13 @@ export class CrucibleActor extends Actor {
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rollData.skill = skill
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rollData.weapon = weapon
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rollData.img = weapon.img
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if ( !rollData.forceDisadvantage) { // This is an attack, check if disadvantaged
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rollData.forceDisadvantage = this.isAttackDisadvantage()
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}
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/*if (rollData.weapon.system.isranged && rollData.tokensDistance > CrucibleUtility.getWeaponMaxRange(rollData.weapon) ) {
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ui.notifications.warn(`Your target is out of range of your weapon (max: ${CrucibleUtility.getWeaponMaxRange(rollData.weapon)} - current : ${rollData.tokensDistance})` )
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return
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}*/
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this.startRoll(rollData)
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} else {
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ui.notifications.warn("Unable to find the relevant skill for weapon " + weapon.name)
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@ -601,6 +669,9 @@ export class CrucibleActor extends Actor {
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rollData.skill = skill
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rollData.weapon = weapon
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rollData.img = weapon.img
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if ( !rollData.forceDisadvantage) { // This is an attack, check if disadvantaged
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rollData.forceDisadvantage = this.isDefenseDisadvantage()
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}
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this.startRoll(rollData)
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} else {
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@ -611,6 +682,23 @@ export class CrucibleActor extends Actor {
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}
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}
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/* -------------------------------------------- */
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rollDefenseRanged(attackRollData) {
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let rollData = this.getCommonRollData()
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rollData.defenderTokenId = undefined // Cleanup
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rollData.mode = "rangeddefense"
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rollData.attackRollData = duplicate(attackRollData)
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rollData.sizeDice = CrucibleUtility.getSizeDice( this.system.biodata.size )
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rollData.effectiveRange = CrucibleUtility.getWeaponRange(attackRollData.weapon)
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rollData.tokensDistance = attackRollData.tokensDistance // QoL copy
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rollData.distanceBonusDice = 0 //Math.max(0, Math.floor((rollData.tokensDistance - rollData.effectiveRange) + 0.5))
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rollData.hasCover = "none"
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rollData.situational = "none"
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rollData.useshield = false
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rollData.shield = this.getEquippedShield()
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this.startRoll(rollData)
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}
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/* -------------------------------------------- */
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rollShieldDie() {
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let shield = this.getEquippedShield()
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@ -682,7 +770,7 @@ export class CrucibleActor extends Actor {
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ChatMessage.create( { content: "Armor result : " + armorValue } )
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}
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messages.push( "Armor result : " + armorValue)
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return { armorIgnored: false, nbSuccess: armorValue, messages: messages }
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return { armorIgnored: false, nbSuccess: armorValue, rawArmor: armorResult.text, messages: messages }
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}
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return { armorIgnored: true, nbSuccess: 0, messages: ["No armor equipped."] }
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}
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@ -70,6 +70,15 @@ export class CrucibleRollDialog extends Dialog {
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html.find('#useshield').change((event) => {
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this.rollData.useshield = event.currentTarget.checked
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})
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html.find('#hasCover').change((event) => {
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this.rollData.hasCover = event.currentTarget.value
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})
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html.find('#situational').change((event) => {
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this.rollData.situational = event.currentTarget.value
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})
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html.find('#distanceBonusDice').change((event) => {
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this.rollData.distanceBonusDice = Number(event.currentTarget.value)
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})
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}
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}
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@ -10,6 +10,7 @@ const __color2RollTable = {
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blue: "Blue Armor Die", black: "Black Armor Die", green: "Green Armor Die", purple: "Purple Armor Die",
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white: "White Armor Die", red: "Red Armor Die", blackgreen: "Black & Green Armor Dice"
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}
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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" }]
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/* -------------------------------------------- */
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export class CrucibleUtility {
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@ -150,6 +151,20 @@ export class CrucibleUtility {
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}
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return false
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}
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static getWeaponRange(weapon) {
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if (weapon && weapon.system.isranged) {
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let rangeValue = weapon.system.range.replace(/[^0-9]/g, '')
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return Number(rangeValue)
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}
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return false
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}
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static getWeaponMaxRange(weapon) {
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if (weapon && weapon.system.isranged) {
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let rangeValue = weapon.system.maxrange.replace(/[^0-9]/g, '')
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return Number(rangeValue)
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}
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return false
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}
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/* -------------------------------------------- */
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static async getRollTableFromDiceColor(diceColor, displayChat = true) {
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@ -163,6 +178,10 @@ export class CrucibleUtility {
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return draw.results.length > 0 ? draw.results[0] : undefined
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}
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}
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/* -------------------------------------------- */
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static getSizeDice(sizeValue) {
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return __size2Dice[sizeValue]
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}
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/* -------------------------------------------- */
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static async getCritical(level, weapon) {
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@ -191,6 +210,15 @@ export class CrucibleUtility {
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actor.rollDefenseMelee(rollData)
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}
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})
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html.on("click", '.roll-defense-ranged', event => {
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let rollId = $(event.currentTarget).data("roll-id")
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let rollData = CrucibleUtility.getRollData(rollId)
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let defender = game.canvas.tokens.get(rollData.defenderTokenId).actor
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if (defender && (game.user.isGM || defender.isOwner)) {
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defender.rollDefenseRanged(rollData)
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}
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})
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}
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/* -------------------------------------------- */
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@ -295,7 +323,7 @@ export class CrucibleUtility {
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if (game.user.isGM || (game.user.character && game.user.character.id == defender.id)) {
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rollData.defender = defender
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rollData.defenderWeapons = defender.getEquippedWeapons()
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rollData.isRollTarget = rollData.weapon?.system.isranged
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rollData.isRangedAttack = rollData.weapon?.system.isranged
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this.createChatWithRollMode(defender.name, {
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name: defender.name,
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alias: defender.name,
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@ -310,10 +338,18 @@ export class CrucibleUtility {
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/* -------------------------------------------- */
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static getSuccessResult(rollData) {
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if (rollData.sumSuccess <= -3) {
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return { result: "miss", fumble: true, attackerHPLoss: "2d3", hpLossType: "melee" }
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if (rollData.attackRollData.weapon.system.isranged ) {
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return { result: "miss", fumble: true, hpLossType: "melee" }
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} else {
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return { result: "miss", fumble: true, attackerHPLoss: "2d3", hpLossType: "melee" }
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}
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}
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if (rollData.sumSuccess == -2) {
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return { result: "miss", dangerous_fumble: true, attackerHPLoss: "1d3", hpLossType: "melee" }
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if (rollData.attackRollData.weapon.system.isranged ) {
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return { result: "miss", dangerous_fumble: true }
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} else {
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return { result: "miss", dangerous_fumble: true, attackerHPLoss: "1d3", hpLossType: "melee" }
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}
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}
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if (rollData.sumSuccess == -1) {
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return { result: "miss" }
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@ -373,7 +409,7 @@ export class CrucibleUtility {
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}
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if (result.critical_1 || result.critical_2) {
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let isDeadly = CrucibleUtility.isWeaponDeadly(rollData.attackRollData.weapon)
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result.critical = await this.getCritical((result.critical_1) ? "I" : "II", rollData.attackRollData.weapon )
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result.critical = await this.getCritical((result.critical_1) ? "I" : "II", rollData.attackRollData.weapon)
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result.criticalText = result.critical.text
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}
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this.createChatWithRollMode(rollData.alias, {
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@ -480,12 +516,26 @@ export class CrucibleUtility {
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skill.system.skilldice = __skillLevel2Dice[skill.system.level]
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}
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/* -------------------------------------------- */
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static getDiceFromCover(cover) {
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if (cover == "cover50") return 1
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return 0
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}
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/* -------------------------------------------- */
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static getDiceFromSituational(cover) {
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if (cover == "prone") return 1
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if (cover == "dodge") return 1
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if (cover == "moving") return 1
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if (cover == "engaged") return 1
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return 0
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}
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/* -------------------------------------------- */
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static async rollCrucible(rollData) {
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let actor = game.actors.get(rollData.actorId)
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// ability/save => 0
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// ability/save/size => 0
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let diceFormula
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let startFormula = "0d6cs>=5"
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if (rollData.ability) {
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@ -494,6 +544,10 @@ export class CrucibleUtility {
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if (rollData.save) {
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startFormula = String(rollData.save.value) + "d6cs>=5"
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}
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if (rollData.sizeDice) {
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let nb = rollData.sizeDice.nb + rollData.distanceBonusDice + this.getDiceFromCover(rollData.hasCover) + this.getDiceFromSituational(rollData.situational)
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startFormula = String(nb) + String(rollData.sizeDice.dice) + "cs>=5"
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}
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diceFormula = startFormula
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// skill => 2
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@ -532,7 +586,7 @@ export class CrucibleUtility {
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// advantage => 8
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let advFormula = "+ 0d8cs>=5"
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if (rollData.advantage == "advantage1") {
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if (rollData.advantage == "advantage1" || rollData.forceAdvantage) {
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advFormula = "+ 1d8cs>=5"
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}
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if (rollData.advantage == "advantage2") {
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@ -542,7 +596,7 @@ export class CrucibleUtility {
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// disadvantage => 10
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let disFormula = "- 0d8cs>=5"
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if (rollData.disadvantage == "disadvantage1") {
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if (rollData.disadvantage == "disadvantage1" || rollData.forceDisadvantage) {
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disFormula = "- 1d8cs>=5"
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}
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if (rollData.disadvantage == "disadvantage2") {
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@ -581,10 +635,17 @@ export class CrucibleUtility {
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rollData.rollOrder = 0
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rollData.roll = myRoll
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rollData.nbSuccess = myRoll.total
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if (rollData.rollAdvantage == "none" && rollData.forceRollAdvantage) {
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rollData.rollAdvantage = "roll-advantage"
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}
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if (rollData.rollAdvantage == "none" && rollData.forceRollDisadvantage) {
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rollData.rollAdvantage = "roll-disadvantage"
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}
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if (rollData.rollAdvantage != "none") {
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rollData.rollOrder = 1
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rollData.rollType = (rollData.rollAdvantage == "roll-advantage") ? "Advantage": "Disadvantage"
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rollData.rollType = (rollData.rollAdvantage == "roll-advantage") ? "Advantage" : "Disadvantage"
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this.createChatWithRollMode(rollData.alias, {
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content: await renderTemplate(`systems/fvtt-crucible-rpg/templates/chat-generic-result.html`, rollData)
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})
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154
system.json
154
system.json
@ -1,6 +1,9 @@
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{
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"authors": [
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{"name": "Uberwald"}
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{
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"name": "Uberwald",
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"flags": {}
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}
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],
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"description": "Crucible RPG system for FoundryVTT",
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"esmodules": [
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@ -12,203 +15,182 @@
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{
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"lang": "en",
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"name": "English",
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"path": "lang/en.json"
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"path": "lang/en.json",
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"flags": {}
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}
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],
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"library": false,
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"license": "LICENSE.txt",
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"media": [],
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"name": "fvtt-crucible-rpg",
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"packs": [
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{
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"type": "Item",
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"label": "Armors",
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"name": "armor",
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"path": "./packs/armor.db",
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"path": "packs/armor.db",
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"system": "fvtt-crucible-rpg",
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"tags": [
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"armour"
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]
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"private": false,
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"flags": {}
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},
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{
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"type": "Item",
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"label": "Equipments",
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"name": "equipment",
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"path": "./packs/equipment.db",
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"path": "packs/equipment.db",
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"system": "fvtt-crucible-rpg",
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"tags": [
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"equipment"
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]
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"private": false,
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"flags": {}
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},
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{
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"type": "Item",
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"label": "Shields",
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"name": "shields",
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"path": "./packs/shields.db",
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"path": "packs/shields.db",
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"system": "fvtt-crucible-rpg",
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"tags": [
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"shield"
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]
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"private": false,
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"flags": {}
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},
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{
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"type": "Item",
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"label": "Weapons",
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"name": "weapons",
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"path": "./packs/weapons.db",
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"path": "packs/weapons.db",
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"system": "fvtt-crucible-rpg",
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"tags": [
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"weapon", "melee", "ranged"
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]
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"private": false,
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"flags": {}
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},
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{
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"type": "Item",
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"label": "Conditions",
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"name": "conditions",
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"path": "./packs/conditions.db",
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"path": "packs/conditions.db",
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"system": "fvtt-crucible-rpg",
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"tags": [
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"condition"
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]
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"private": false,
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"flags": {}
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},
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||||
{
|
||||
"type": "Item",
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"label": "Currency",
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"name": "currency",
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"path": "./packs/currency.db",
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"path": "packs/currency.db",
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"system": "fvtt-crucible-rpg",
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"tags": [
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"currency", "money"
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]
|
||||
"private": false,
|
||||
"flags": {}
|
||||
},
|
||||
{
|
||||
"type": "Item",
|
||||
"label": "Lore - Air",
|
||||
"name": "lore-air",
|
||||
"path": "./packs/lore-air.db",
|
||||
"path": "packs/lore-air.db",
|
||||
"system": "fvtt-crucible-rpg",
|
||||
"tags": [
|
||||
"lore", "air"
|
||||
]
|
||||
"private": false,
|
||||
"flags": {}
|
||||
},
|
||||
{
|
||||
"type": "Item",
|
||||
"label": "Lore - Earth",
|
||||
"name": "lore-earth",
|
||||
"path": "./packs/lore-earth.db",
|
||||
"path": "packs/lore-earth.db",
|
||||
"system": "fvtt-crucible-rpg",
|
||||
"tags": [
|
||||
"lore", "earth"
|
||||
]
|
||||
"private": false,
|
||||
"flags": {}
|
||||
},
|
||||
{
|
||||
"type": "Item",
|
||||
"label": "Lore - Fire",
|
||||
"name": "lore-fire",
|
||||
"path": "./packs/lore-fire.db",
|
||||
"path": "packs/lore-fire.db",
|
||||
"system": "fvtt-crucible-rpg",
|
||||
"tags": [
|
||||
"lore", "fire"
|
||||
]
|
||||
"private": false,
|
||||
"flags": {}
|
||||
},
|
||||
{
|
||||
"type": "Item",
|
||||
"label": "Lore - Water",
|
||||
"name": "lore-water",
|
||||
"path": "./packs/lore-water.db",
|
||||
"path": "packs/lore-water.db",
|
||||
"system": "fvtt-crucible-rpg",
|
||||
"tags": [
|
||||
"lore", "water"
|
||||
]
|
||||
"private": false,
|
||||
"flags": {}
|
||||
},
|
||||
{
|
||||
"type": "Item",
|
||||
"label": "Lore - Shadow",
|
||||
"name": "lore-shadow",
|
||||
"path": "./packs/lore-shadow.db",
|
||||
"path": "packs/lore-shadow.db",
|
||||
"system": "fvtt-crucible-rpg",
|
||||
"tags": [
|
||||
"lore", "shadow"
|
||||
]
|
||||
"private": false,
|
||||
"flags": {}
|
||||
},
|
||||
{
|
||||
"type": "Item",
|
||||
"label": "Skills",
|
||||
"name": "skills",
|
||||
"path": "./packs/skills.db",
|
||||
"path": "packs/skills.db",
|
||||
"system": "fvtt-crucible-rpg",
|
||||
"tags": [
|
||||
"skill"
|
||||
]
|
||||
"private": false,
|
||||
"flags": {}
|
||||
},
|
||||
{
|
||||
"type": "Item",
|
||||
"label": "Feats",
|
||||
"name": "feats",
|
||||
"path": "./packs/feats.db",
|
||||
"path": "packs/feats.db",
|
||||
"system": "fvtt-crucible-rpg",
|
||||
"tags": [
|
||||
"feat"
|
||||
]
|
||||
"private": false,
|
||||
"flags": {}
|
||||
},
|
||||
{
|
||||
"type": "Item",
|
||||
"label": "Poisons",
|
||||
"name": "poisons",
|
||||
"path": "./packs/poisons.db",
|
||||
"path": "packs/poisons.db",
|
||||
"system": "fvtt-crucible-rpg",
|
||||
"tags": [
|
||||
"poison"
|
||||
]
|
||||
"private": false,
|
||||
"flags": {}
|
||||
},
|
||||
{
|
||||
"type": "Item",
|
||||
"label": "Powers - Class",
|
||||
"name": "classpowers",
|
||||
"path": "./packs/classpowers.db",
|
||||
"path": "packs/classpowers.db",
|
||||
"system": "fvtt-crucible-rpg",
|
||||
"tags": [
|
||||
"powers"
|
||||
]
|
||||
"private": false,
|
||||
"flags": {}
|
||||
},
|
||||
{
|
||||
"type": "Item",
|
||||
"label": "Tricks & Traps",
|
||||
"name": "trickstraps",
|
||||
"path": "./packs/trickstraps.db",
|
||||
"path": "packs/trickstraps.db",
|
||||
"system": "fvtt-crucible-rpg",
|
||||
"tags": [
|
||||
"tricks", "traps"
|
||||
]
|
||||
"private": false,
|
||||
"flags": {}
|
||||
},
|
||||
{
|
||||
"type": "Item",
|
||||
"label": "Action Tokens",
|
||||
"name": "action-tokens",
|
||||
"path": "./packs/action-tokens.db",
|
||||
"path": "packs/action-tokens.db",
|
||||
"system": "fvtt-crucible-rpg",
|
||||
"tags": [
|
||||
"action"
|
||||
]
|
||||
"private": false,
|
||||
"flags": {}
|
||||
},
|
||||
{
|
||||
"type": "Item",
|
||||
"label": "Powers - Monsters",
|
||||
"name": "monster-powers",
|
||||
"path": "./packs/monster-powers.db",
|
||||
"path": "packs/monster-powers.db",
|
||||
"system": "fvtt-crucible-rpg",
|
||||
"tags": [
|
||||
"power"
|
||||
]
|
||||
"private": false,
|
||||
"flags": {}
|
||||
},
|
||||
{
|
||||
"type": "RollTable",
|
||||
"label": "Rolltables",
|
||||
"name": "rolltables",
|
||||
"path": "./packs/rolltables.db",
|
||||
"path": "packs/rolltables.db",
|
||||
"system": "fvtt-crucible-rpg",
|
||||
"tags": [
|
||||
"rolltable"
|
||||
]
|
||||
"private": false,
|
||||
"flags": {}
|
||||
}
|
||||
],
|
||||
"primaryTokenAttribute": "secondary.hp",
|
||||
@ -217,16 +199,16 @@
|
||||
"styles": [
|
||||
"styles/simple.css"
|
||||
],
|
||||
"version": "10.0.2",
|
||||
"version": "10.0.6",
|
||||
"compatibility": {
|
||||
"minimum": "10",
|
||||
"verified": "10.276",
|
||||
"verified": "10.278",
|
||||
"maximum": "10"
|
||||
},
|
||||
"templateVersion": 20,
|
||||
"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-v10.0.2.zip",
|
||||
"download": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg/archive/fvtt-crucible-rpg-v10.0.6.zip",
|
||||
"url": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg",
|
||||
"background" : "./images/ui/crucible_welcome_page.webp"
|
||||
"background": "images/ui/crucible_welcome_page.webp",
|
||||
"id": "fvtt-crucible-rpg"
|
||||
}
|
@ -23,7 +23,9 @@
|
||||
<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}}
|
||||
|
@ -25,7 +25,7 @@
|
||||
<li><strong>Roll with {{rollType}} - Roll 2</strong></li>
|
||||
{{/if}}
|
||||
{{#if (eq rollOrder 3)}}
|
||||
<li><strong>Roll with advantage - Final result !</strong></li>
|
||||
<li><strong>Roll with {{rollType}} - Final result !</strong></li>
|
||||
{{/if}}
|
||||
|
||||
{{#if save}}
|
||||
@ -36,6 +36,14 @@
|
||||
</li>
|
||||
{{/if}}
|
||||
|
||||
{{#if sizeDice}}
|
||||
<li>Size/Range/Cover/Situational dices
|
||||
({{#each roll.terms.0.results as |die idx|}}
|
||||
{{die.result}}
|
||||
{{/each}})
|
||||
</li>
|
||||
{{/if}}
|
||||
|
||||
{{#if ability}}
|
||||
<li>Ability : {{ability.label}} - {{ability.value}}d6
|
||||
({{#each roll.terms.0.results as |die idx|}}
|
||||
@ -55,21 +63,26 @@
|
||||
</li>
|
||||
{{/if}}
|
||||
|
||||
{{#if (eq advantage "advantage1")}}
|
||||
<li>1 Advantage Die !
|
||||
({{#each roll.terms.8.results as |die idx|}}
|
||||
{{die.result}}
|
||||
{{/each}})
|
||||
</li>
|
||||
{{#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 (eq advantage "advantage2")}}
|
||||
<li>2 Advantage Dice !
|
||||
({{#each roll.terms.8.results as |die idx|}}
|
||||
{{die.result}}
|
||||
{{/each}})
|
||||
</li>
|
||||
{{/if}}
|
||||
{{#if (eq disadvantage "disadvantage1")}}
|
||||
|
||||
{{#if (or (eq disadvantage "disadvantage1") forceDisadvantage)}}
|
||||
<li>1 Disadvantage Die !
|
||||
({{#each roll.terms.10.results as |die idx|}}
|
||||
{{die.result}}
|
||||
|
@ -18,17 +18,16 @@
|
||||
|
||||
<div>
|
||||
|
||||
{{#if isRollTarget}}
|
||||
{{#if isRangedAttack}}
|
||||
<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 isRollTarget}}
|
||||
{{#if isRangedAttack}}
|
||||
<li>
|
||||
<button class="chat-card-button roll-defense-ranged" data-defense-weapon-id="{{weapon._id}}"
|
||||
data-roll-id="{{@root.rollId}}">Roll Target !</button>
|
||||
<button class="chat-card-button roll-defense-ranged" data-roll-id="{{@root.rollId}}">Roll Target !</button>
|
||||
</li>
|
||||
{{else}}
|
||||
<li>
|
||||
|
@ -36,7 +36,7 @@
|
||||
<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">Quantity</label>
|
||||
<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}}
|
||||
|
@ -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">Range</label>
|
||||
<li class="flexrow"><label class="generic-label">Effective 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>
|
||||
|
@ -8,6 +8,54 @@
|
||||
|
||||
<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>
|
||||
@ -51,16 +99,22 @@
|
||||
</div>
|
||||
{{/if}}
|
||||
|
||||
<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 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>
|
||||
@ -84,6 +138,30 @@
|
||||
</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>
|
Reference in New Issue
Block a user