First official release
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@@ -304,11 +304,13 @@ export class Hero6Actor extends Actor {
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let maneuvers = {
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general: this.items.filter(item => item.type == "maneuver" && item.system.maneuvertype == "general"),
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offensive: this.items.filter(item => item.type == "maneuver" && item.system.maneuvertype == "offensive"),
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defensive: this.items.filter(item => item.type == "maneuver" && item.system.maneuvertype == "defensive")
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defensive: this.items.filter(item => item.type == "maneuver" && item.system.maneuvertype == "defensive"),
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mental: this.items.filter(item => item.type == "maneuver" && item.system.maneuvertype == "mental")
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}
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Hero6Utility.sortArrayObjectsByName(maneuvers.general)
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Hero6Utility.sortArrayObjectsByName(maneuvers.offensive)
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Hero6Utility.sortArrayObjectsByName(maneuvers.defensive)
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Hero6Utility.sortArrayObjectsByName(maneuvers.mental)
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return maneuvers
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}
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getAllManeuvers() {
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@@ -744,7 +746,7 @@ export class Hero6Actor extends Actor {
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}
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/* -------------------------------------------- */
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rollManeuver(maneuverId) {
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let skill = this.items.get(skillId)
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let skill = this.items.get(maneuverId)
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if (skill) {
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if (skill.system.islore && skill.system.level == 0) {
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ui.notifications.warn("You can't use Lore Skills with a SL of 0.")
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@@ -788,34 +790,54 @@ export class Hero6Actor extends Actor {
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}
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/* -------------------------------------------- */
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rollWeapon(weaponId) {
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async rollWeapon(weaponId) {
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let weapon = this.items.get(weaponId)
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if (weapon) {
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weapon = duplicate(weapon)
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let skill = this.items.find(item => item.name.toLowerCase() == weapon.system.skill.toLowerCase())
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if (skill) {
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skill = duplicate(skill)
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Hero6Utility.updateSkill(skill)
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let abilityKey = skill.system.ability
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let rollData = this.getCommonRollData(abilityKey)
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rollData.mode = "weapon"
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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 > Hero6Utility.getWeaponMaxRange(rollData.weapon) ) {
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ui.notifications.warn(`Your target is out of range of your weapon (max: ${Hero6Utility.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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}
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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.mode = "weapon"
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rollData.weapon = weapon
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rollData.img = weapon.img
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this.startRoll(rollData)
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} else {
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ui.notifications.warn("Unable to find the weapon " + weapon.name)
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}
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}
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/* -------------------------------------------- */
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rollMentalManeuver(maneuverId) {
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let maneuver = this.items.get(maneuverId)
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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.mode = "mentalmaneuver"
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rollData.maneuver = maneuver
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rollData.img = maneuver.img
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this.startRoll(rollData)
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} else {
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ui.notifications.warn("Unable to find the maneuver " + maneuver.name)
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}
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}
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/* -------------------------------------------- */
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rollPowerAttack(powerId ) {
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let power = this.items.get(powerId)
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if (power) {
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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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} else {
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rollData.powerRoll = 11 + this.system.characteristics.omcv.value + (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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rollData.img = power.img
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this.startRoll(rollData)
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} else {
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ui.notifications.warn("Unable to find power " + power.name)
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}
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}
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/* -------------------------------------------- */
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async startRoll(rollData) {
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let rollDialog = await Hero6RollDialog.create(this, rollData)
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