#2 Fix skill profiency
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@@ -216,7 +216,6 @@ export class Hero6Actor extends Actor {
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skill.roll = charac.roll
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}
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}
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console.log("SILL", skill)
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if (skill.system.levels > 0) {
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skill.roll += skill.system.levels
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}
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@@ -225,16 +224,16 @@ export class Hero6Actor extends Actor {
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/* -------------------------------------------- */
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prepareManeuver(maneuver) {
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if (maneuver.system.maneuvertype == "mental") {
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maneuver.roll = 11 + this.system.characteristics.omcv.value
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maneuver.roll = 11 + (Number(this.system.characteristics.omcv.value) || 0)
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if (Number(maneuver.system.omcv)) {
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maneuver.roll += Number(maneuver.system.omcv)
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maneuver.roll += (Number(maneuver.system.omcv) || 0)
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} else {
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maneuver.noOMCV = true
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}
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} else {
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maneuver.roll = 11 + this.system.characteristics.ocv.value
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maneuver.roll = 11 + (Number(this.system.characteristics.ocv.value) || 0)
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if (Number(maneuver.system.ocv)) {
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maneuver.roll += Number(maneuver.system.ocv)
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maneuver.roll += (Number(maneuver.system.ocv) || 0)
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} else {
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maneuver.noOCV = true
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}
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@@ -656,12 +655,10 @@ export class Hero6Actor extends Actor {
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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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//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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console.log("ROLLDATA", rollData)
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@@ -781,7 +778,7 @@ export class Hero6Actor extends Actor {
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if (weapon) {
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weapon = duplicate(weapon)
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let rollData = this.getCommonRollData()
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rollData.weaponRoll = 11 + this.system.characteristics.ocv.value + (Number(weapon.system.ocv) || 0)
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rollData.weaponRoll = 11 + (Number(this.system.characteristics.ocv.value) || 0) + (Number(weapon.system.ocv) || 0)
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rollData.mode = "weapon"
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rollData.weapon = weapon
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rollData.img = weapon.img
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@@ -796,7 +793,7 @@ export class Hero6Actor extends Actor {
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if (maneuver) {
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maneuver = duplicate(maneuver)
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let rollData = this.getCommonRollData()
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rollData.maneuverRoll = 11 + this.system.characteristics.omcv.value + (Number(maneuver.system.omcv) || 0)
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rollData.maneuverRoll = 11 + (Number(this.system.characteristics.omcv.value) || 0) + (Number(maneuver.system.omcv) || 0)
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rollData.mode = "mentalmaneuver"
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rollData.maneuver = maneuver
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rollData.img = maneuver.img
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@@ -812,9 +809,9 @@ export class Hero6Actor extends Actor {
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power = duplicate(power)
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let rollData = this.getCommonRollData()
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if (power.system.attackvalue == "ocv") {
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rollData.powerRoll = 11 + this.system.characteristics.ocv.value + (Number(power.system.ocv) || 0)
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rollData.powerRoll = 11 + (Number(this.system.characteristics.ocv.value) || 0) + (Number(power.system.ocv) || 0)
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} else {
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rollData.powerRoll = 11 + this.system.characteristics.omcv.value + (Number(power.system.omcv) || 0)
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rollData.powerRoll = 11 + (Number(this.system.characteristics.omcv.value) || 0) + (Number(power.system.omcv) || 0)
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}
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rollData.mode = "powerattack"
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rollData.power = power
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@@ -147,13 +147,13 @@ export class Hero6ItemSheet extends ItemSheet {
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});
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html.find('.item-skill-profiency').click(ev => {
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this.object.update( {'system.levels': 12, 'system.cost': 2} )
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this.object.update( {'system.skillfamiliarity': false, 'system.cost': 2} )
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} )
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html.find('.item-skill-familiarity').click(ev => {
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this.object.update( {'system.levels': 10, 'system.cost': 1} )
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this.object.update( {'system.skillprofiency': false, 'system.cost': 1} )
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} )
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html.find('.item-skill-everyman').click(ev => {
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this.object.update( {'system.levels': 8, 'system.cost': 0} )
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this.object.update( {'system.cost': 0} )
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} )
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html.find('.view-subitem').click(ev => {
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