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28 changed files with 497 additions and 376 deletions

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@ -66,6 +66,7 @@ export class Hero6ActorSheet extends ActorSheet {
notes5: await TextEditor.enrichHTML(this.object.system.biodata.notes5, {async: true}), notes5: await TextEditor.enrichHTML(this.object.system.biodata.notes5, {async: true}),
containersTree: this.actor.containersTree, containersTree: this.actor.containersTree,
encCurrent: this.actor.encCurrent, encCurrent: this.actor.encCurrent,
totalValue: this.actor.totalValue,
options: this.options, options: this.options,
owner: this.document.isOwner, owner: this.document.isOwner,
editScore: this.options.editScore, editScore: this.options.editScore,
@ -152,6 +153,10 @@ export class Hero6ActorSheet extends ActorSheet {
const characKey = $(event.currentTarget).data("charac-key"); const characKey = $(event.currentTarget).data("charac-key");
this.actor.rollCharac(characKey); this.actor.rollCharac(characKey);
}); });
html.find('.roll-perception').click((event) => {
this.actor.rollPerception("int");
});
html.find('.roll-direct').click((event) => { html.find('.roll-direct').click((event) => {
const rollFormula = $(event.currentTarget).data("roll-formula") const rollFormula = $(event.currentTarget).data("roll-formula")
const rollSource = $(event.currentTarget).data("roll-source") const rollSource = $(event.currentTarget).data("roll-source")
@ -179,7 +184,14 @@ export class Hero6ActorSheet extends ActorSheet {
const skillId = li.data("item-id") const skillId = li.data("item-id")
this.actor.rollWeapon(skillId) this.actor.rollWeapon(skillId)
}); });
html.find('.hold-action').click((event) => {
this.actor.holdAction()
});
html.find('.abort-action').click((event) => {
this.actor.abortAction()
});
html.find('.lock-unlock-sheet').click((event) => { html.find('.lock-unlock-sheet').click((event) => {
this.options.editScore = !this.options.editScore; this.options.editScore = !this.options.editScore;
this.render(true); this.render(true);

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@ -4,7 +4,7 @@ import { Hero6RollDialog } from "./hero6-roll-dialog.js";
import { Hero6LiftDice } from "./hero6-lift-dice.js"; import { Hero6LiftDice } from "./hero6-lift-dice.js";
/* -------------------------------------------- */ /* -------------------------------------------- */
const __speed2Segments = [[0], [7], [6, 12], [4, 8, 12], [3, 6, 9, 12], [3, 5, 8, 10, 12], [2, 4, 6, 8, 10, 12] const __speed2Segments = [ [0], [7], [6, 12], [4, 8, 12], [3, 6, 9, 12], [3, 5, 8, 10, 12], [2, 4, 6, 8, 10, 12],
[2, 4, 6, 7, 9, 11, 12], [2, 3, 5, 6, 8, 9, 11, 12], [2, 3, 4, 6, 7, 8, 10, 11, 12], [2, 3, 4, 5, 6, 8, 9, 10, 11, 12], [2, 4, 6, 7, 9, 11, 12], [2, 3, 5, 6, 8, 9, 11, 12], [2, 3, 4, 6, 7, 8, 10, 11, 12], [2, 3, 4, 5, 6, 8, 9, 10, 11, 12],
[2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12], [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12]] [2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12], [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12]]
@ -60,10 +60,15 @@ export class Hero6Actor extends Actor {
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
computeHitPoints() { computeDerivatedData() {
if (this.type == "character") { if (this.type == "character") {
let newSTREND = this.computeSTREND()
if (newSTREND != this.system.characteristics.str.strend) {
this.update({ 'system.characteristics.str.strend': newSTREND })
}
} }
} }
computeDicesValue() { computeDicesValue() {
this.system.biodata.presenceattack = Hero6Utility.getDerivatedDiceFormulas(this.system.characteristics.pre.value) this.system.biodata.presenceattack = Hero6Utility.getDerivatedDiceFormulas(this.system.characteristics.pre.value)
this.system.characteristics.str.strdice = Hero6LiftDice.getLiftDice(this.system.characteristics.str.value) this.system.characteristics.str.strdice = Hero6LiftDice.getLiftDice(this.system.characteristics.str.value)
@ -75,7 +80,7 @@ export class Hero6Actor extends Actor {
if (this.type == 'character' || game.user.isGM) { if (this.type == 'character' || game.user.isGM) {
this.system.encCapacity = this.getEncumbranceCapacity() this.system.encCapacity = this.getEncumbranceCapacity()
this.buildContainerTree() this.buildContainerTree()
this.computeHitPoints() this.computeDerivatedData()
this.computeDicesValue() this.computeDicesValue()
} }
@ -90,7 +95,10 @@ export class Hero6Actor extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
getEncumbranceCapacity() { getEncumbranceCapacity() {
return 1; let numLift = this.system.characteristics.str.lift.match(/\d*\s/g)
if (numLift && numLift[0] && Number(numLift[0])) {
return numLift[0] / 2
}
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -147,18 +155,6 @@ export class Hero6Actor extends Actor {
return listItem return listItem
} }
/* -------------------------------------------- */
getConditions() {
let comp = duplicate(this.items.filter(item => item.type == 'condition') || []);
Hero6Utility.sortArrayObjectsByName(comp)
return comp;
}
/* -------------------------------------------- */
getWeapons() {
let comp = duplicate(this.items.filter(item => item.type == 'weapon') || []);
Hero6Utility.sortArrayObjectsByName(comp)
return comp;
}
/* -------------------------------------------- */ /* -------------------------------------------- */
getItemById(id) { getItemById(id) {
let item = this.items.find(item => item.id == id); let item = this.items.find(item => item.id == id);
@ -324,46 +320,21 @@ export class Hero6Actor extends Actor {
} }
/* ------------------------------------------- */ /* ------------------------------------------- */
async buildContainerTree() { buildContainerTree() {
let equipments = duplicate(this.items.filter(item => item.type == "equipment") || []) let equipments = duplicate(this.items.filter(item => item.type == "equipment") || []);
for (let equip1 of equipments) {
if (equip1.system.iscontainer) {
equip1.system.contents = []
equip1.system.contentsEnc = 0
for (let equip2 of equipments) {
if (equip1._id != equip2.id && equip2.system.containerid == equip1.id) {
equip1.system.contents.push(equip2)
let q = equip2.system.quantity ?? 1
equip1.system.contentsEnc += q * equip2.system.weight
}
}
}
}
// Compute whole enc
let enc = 0 let enc = 0
for (let item of equipments) { let value = 0
//item.data.idrDice = Hero6Utility.getDiceFromLevel(Number(item.data.idr)) for (let equip1 of equipments) {
if (item.system.equipped) { if (Number(equip1.system.weight) && Number(equip1.system.quantity)) {
if (item.system.iscontainer) { enc += equip1.system.weight * equip1.system.quantity
enc += item.system.contentsEnc }
} else if (item.system.containerid == "") { if (Number(equip1.system.value) && Number(equip1.system.quantity)) {
let q = item.system.quantity ?? 1 value += equip1.system.value * equip1.system.quantity
enc += q * item.system.weight
}
} }
} }
for (let item of this.items) { // Process items/shields/armors
if ((item.type == "weapon" || item.type == "shield" || item.type == "armor") && item.system.equipped) {
let q = item.system.quantity ?? 1
enc += q * item.system.weight
}
}
// Store local values // Store local values
this.encCurrent = enc this.encCurrent = enc
this.containersTree = equipments.filter(item => item.system.containerid == "") // Returns the root of equipements without container this.totalValue = value
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -392,7 +363,7 @@ export class Hero6Actor extends Actor {
} else { } else {
await this.updateEmbeddedDocuments("Item", [{ _id: object.id, 'system.containerid': containerId }]) await this.updateEmbeddedDocuments("Item", [{ _id: object.id, 'system.containerid': containerId }])
} }
} else if (object && object.system.containerid) { // remove from container } else if (object?.system?.containerid) { // remove from container
console.log("Removeing: ", object) console.log("Removeing: ", object)
await this.updateEmbeddedDocuments("Item", [{ _id: object.id, 'system.containerid': "" }]); await this.updateEmbeddedDocuments("Item", [{ _id: object.id, 'system.containerid': "" }]);
} }
@ -409,23 +380,64 @@ export class Hero6Actor extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
async equipGear(equipmentId) { async equipGear(equipmentId) {
let item = this.items.find(item => item.id == equipmentId); let item = this.items.find(item => item.id == equipmentId);
if (item && item.system) { if (item?.system) {
let update = { _id: item.id, "system.equipped": !item.system.equipped }; let update = { _id: item.id, "system.equipped": !item.system.equipped };
await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity
} }
} }
/* -------------------------------------------- */
async cleanCombat() {
await this.setFlag("world", "hold-action", false)
await this.setFlag("world", "abort-action", false)
}
async holdAction() {
if (this.getFlag("world", "hold-action")) {
await this.setFlag("world", "hold-action", false)
} else {
await this.setFlag("world", "hold-action", true)
}
game.combat.rebuildInitiative()
}
async disableHoldAction() {
await this.setFlag("world", "hold-action", false)
}
async disableAbortAction() {
await this.setFlag("world", "abort-action", { state: false, count: 0 })
}
async abortAction() {
let abort = this.getFlag("world", "abort-action")
if (abort.state) {
await this.setFlag("world", "abort-action", { state: false, count: 0 })
} else {
await this.setFlag("world", "abort-action", { state: true, count: 0 })
}
game.combat.rebuildInitiative()
}
getHoldAction() {
return this.getFlag("world", "hold-action")
}
getAbortAction() {
let abort = this.getFlag("world", "abort-action")
return abort?.state || false
}
/* -------------------------------------------- */ /* -------------------------------------------- */
hasPhase(segmentNumber) { hasPhase(segmentNumber) {
let index = Math.min(Math.max(this.system.characteristics.spd.value, 1), 12) // Security bounds let index = Math.min(Math.max(this.system.characteristics.spd.value, 1), 12) // Security bounds
let phases = __speed2Segments[index] let phases = __speed2Segments[index]
console.log("index", segmentNumber, index, phases, phases.includes(segmentNumber), __speed2Segments)
return phases.includes(segmentNumber) return phases.includes(segmentNumber)
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
getSegments() { getSegments() {
let index = Math.min(Math.max(this.system.characteristics.spd.value, 1), 12) // Security bounds let index = Math.min(Math.max(this.system.characteristics.spd.value, 1), 12) // Security bounds
console.log("INDEX", index, __speed2Segments[index])
return __speed2Segments[index] return __speed2Segments[index]
} }
getPhasesString() {
let index = Math.min(Math.max(this.system.characteristics.spd.value, 1), 12) // Security bounds
return __speed2Segments[index].toString()
}
/* -------------------------------------------- */ /* -------------------------------------------- */
getBaseInit() { getBaseInit() {
let r = new Roll("1d6").roll({ async: false }) let r = new Roll("1d6").roll({ async: false })
@ -461,7 +473,7 @@ export class Hero6Actor extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
prepareCharacValues(charac) { prepareCharacValues(charac) {
charac.total = charac.value charac.total = charac.value
charac.roll = 9 + Math.floor((charac.value) / 5) charac.roll = 9 + Math.round((charac.value) / 5)
} }
prepareCharac() { prepareCharac() {
let characs = duplicate(this.system.characteristics) let characs = duplicate(this.system.characteristics)
@ -472,6 +484,12 @@ export class Hero6Actor extends Actor {
ch.lift = Hero6LiftDice.getLift(ch.value) ch.lift = Hero6LiftDice.getLift(ch.value)
ch.liftDice = Hero6LiftDice.getLiftDice(ch.value) ch.liftDice = Hero6LiftDice.getLiftDice(ch.value)
} }
if (key == "spd") {
ch.phasesString = this.getPhasesString()
}
if (key =="pre") {
ch.presenceattack = duplicate(this.system.biodata.presenceattack)
}
} }
return characs return characs
} }
@ -485,6 +503,22 @@ export class Hero6Actor extends Actor {
return skill; return skill;
} }
/* -------------------------------------------- */
computeSTREND() {
let newSTREND = 0
switch (this.system.characteristics.str.strendmode) {
case "str20":
newSTREND = Math.floor(this.system.characteristics.str.value / 20)
break;
case "str10":
newSTREND = Math.floor(this.system.characteristics.str.value / 10)
break;
case "str5":
newSTREND = Math.floor(this.system.characteristics.str.value / 5)
break;
}
return newSTREND
}
/* -------------------------------------------- */ /* -------------------------------------------- */
async deleteAllItemsByType(itemType) { async deleteAllItemsByType(itemType) {
let items = this.items.filter(item => item.type == itemType); let items = this.items.filter(item => item.type == itemType);
@ -557,6 +591,18 @@ export class Hero6Actor extends Actor {
return rollData return rollData
} }
/* -------------------------------------------- */
rollPerception() {
let rollData = this.getCommonRollData("int")
rollData.isPerception = true
rollData.charac.roll = Number(rollData.charac.perceptionroll)
rollData.mode = "perception"
if (rollData.target) {
ui.notifications.warn("You are targetting a token with a skill : please use a Weapon instead.")
return
}
this.startRoll(rollData)
}
/* -------------------------------------------- */ /* -------------------------------------------- */
rollCharac(chKey) { rollCharac(chKey) {
@ -585,17 +631,22 @@ export class Hero6Actor extends Actor {
let rollData = this.getCommonRollData() let rollData = this.getCommonRollData()
rollData.mode = "damage" rollData.mode = "damage"
rollData.item = duplicate(item) rollData.item = duplicate(item)
rollData.title = item.name
rollData.diceFormula = Hero6Utility.convertRollHeroSyntax(item.system.damage) rollData.diceFormula = Hero6Utility.convertRollHeroSyntax(item.system.damage)
let myRoll = new Roll(rollData.diceFormula).roll({ async: false }) let myRoll = new Roll(rollData.diceFormula).roll({ async: false })
await Hero6Utility.showDiceSoNice(myRoll, game.settings.get("core", "rollMode")) await Hero6Utility.showDiceSoNice(myRoll, game.settings.get("core", "rollMode"))
rollData.roll = myRoll rollData.roll = myRoll
rollData.result = myRoll.total rollData.result = myRoll.total
rollData.bodyValue = Hero6Utility.computeBodyValue(myRoll) rollData.bodyValue = Hero6Utility.computeBodyValue(myRoll)
let msg = await Hero6Utility.createChatWithRollMode(rollData.alias, { let msgFlavor = await renderTemplate(`systems/fvtt-hero-system-6/templates/chat/chat-damage-result.hbs`, rollData)
content: await renderTemplate(`systems/fvtt-hero-system-6/templates/chat/chat-damage-result.hbs`, rollData) let msg = await rollData.roll.toMessage({
user: game.user.id,
rollMode: game.settings.get("core", "rollMode"),
flavor: msgFlavor
}) })
rollData.roll = duplicate(rollData.roll) // Convert to object
msg.setFlag("world", "rolldata", rollData) msg.setFlag("world", "rolldata", rollData)
console.log("Rolldata result", rollData) console.log("Rolldata result", rollData)
} }
@ -604,20 +655,24 @@ export class Hero6Actor extends Actor {
async rollLiftDice() { async rollLiftDice() {
let rollData = this.getCommonRollData() let rollData = this.getCommonRollData()
rollData.mode = "lift-dice" rollData.mode = "lift-dice"
rollData.diceFormula = Hero6Utility.convertRollHeroSyntax( Hero6LiftDice.getLiftDice(this.system.characteristics.str.value)) rollData.diceFormula = Hero6Utility.convertRollHeroSyntax(Hero6LiftDice.getLiftDice(this.system.characteristics.str.value))
let myRoll = new Roll(rollData.diceFormula).roll({ async: false }) let myRoll = new Roll(rollData.diceFormula).roll({ async: false })
await Hero6Utility.showDiceSoNice(myRoll, game.settings.get("core", "rollMode")) await Hero6Utility.showDiceSoNice(myRoll, game.settings.get("core", "rollMode"))
rollData.roll = myRoll
rollData.result = myRoll.total
let msg = await Hero6Utility.createChatWithRollMode(rollData.alias, { rollData.bodyValue = Hero6Utility.computeBodyValue(myRoll)
content: await renderTemplate(`systems/fvtt-hero-system-6/templates/chat/chat-lift-dice-result.hbs`, rollData) rollData.result = myRoll.total
rollData.roll = duplicate(myRoll)
let msgFlavor = await renderTemplate(`systems/fvtt-hero-system-6/templates/chat/chat-lift-dice-result.hbs`, rollData)
let msg = await myRoll.toMessage({
user: game.user.id,
rollMode: game.settings.get("core", "rollMode"),
flavor: msgFlavor
}) })
msg.setFlag("world", "rolldata", rollData) msg.setFlag("world", "rolldata", rollData)
console.log("Rolldata result", rollData) console.log("Rolldata result", rollData)
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
rollSkill(skillId) { rollSkill(skillId) {
let skill = this.items.get(skillId) let skill = this.items.get(skillId)

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@ -5,7 +5,7 @@ export class Hero6CombatTracker extends CombatTracker {
/* -------------------------------------------- */ /* -------------------------------------------- */
static get defaultOptions() { static get defaultOptions() {
var path = "systems/fvtt-hero-system-6/templates/apps/combat-tracker.hbs"; let path = "systems/fvtt-hero-system-6/templates/apps/combat-tracker.hbs";
return foundry.utils.mergeObject(super.defaultOptions, { return foundry.utils.mergeObject(super.defaultOptions, {
template: path, template: path,
}); });
@ -16,114 +16,165 @@ export class Hero6CombatTracker extends CombatTracker {
export class Hero6Combat extends Combat { export class Hero6Combat extends Combat {
/* -------------------------------------------- */ /* -------------------------------------------- */
static init() { static ready() {
Hooks.on("getCombatTrackerEntryContext", (html, options) => { Hero6Combat.pushMenuOptions(html, options); }); Hooks.on("getCombatTrackerEntryContext", (html, options) => { Hero6Combat.pushMenuOptions(html, options); });
game.combat.settings.resource = "characteristics.spd.value";
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static pushMenuOptions(html, options) { static pushMenuOptions(html, options) {
let newOpt let newOpt
for (let i = 0; i < options.length; i++) { for (let i = 0; i < options.length; i++) {
let option = options[i]; let option = options[i];
if (option.name == 'COMBAT.CombatantReroll') { // Replace ! if (option.name == 'COMBAT.CombatantReroll') { // Replace !
option.name = "Hold action"; option.name = "Hold/Unhold action";
option.condition = true; option.condition = true;
option.icon = '<i class="far fa-question-circle"></i>'; option.icon = '<i class="far fa-question-circle"></i>';
option.callback = target => { option.callback = target => {
Hero6Combat.holdAction(target.data('combatant-id')); Hero6Combat.holdAction(target.data('combatant-id'));
} }
newOpt = duplicate(option) //newOpt = duplicate(option)
} }
} }
newOpt.name = "Abort action" //options.push(newOpt)
newOpt.callback = target => {
Hero6Combat.abortAction(target.data('combatant-id'));
}
options.push( newOpt)
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static holdAction(combatantId) { static holdAction(combatantId) {
console.log("Combatant HOLD : ", combatantId)
const combatant = game.combat.combatants.get(combatantId) const combatant = game.combat.combatants.get(combatantId)
combatant.setFlag("world", "hero6-hold-action", true) combatant.actor.holdAction()
combatant.update({name: combatant.name + " (H)"})
console.log("HOLD", combatant)
}
/* -------------------------------------------- */
static abortAction(html, combatantId) {
console.log("Combatant ABORT : ", combatantId);
const combatant = game.combat.combatants.get(combatantId);
combatant.setFlag("world", "hero6-abort-action", true)
combatant.update({name: combatant.name + " (A)"})
console.log("ABORT", combatant)
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
constructor(data, context) { constructor(data, context) {
super(data, context); super(data, context);
this.turnNumber = 1; this.turnNumber = 0;
this.segmentNumber = 12; this.segmentNumber = 12;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
async computeInitiative(c) { async startCombat() {
let id = c._id || c.id game.combat.settings.resource = "characteristics.spd.value";
if (c.actor.hasPhase(this.segmentNumber)) {
let baseInit = c.actor ? c.actor.getBaseInit() : - 1; let updList = []
await this.updateEmbeddedDocuments("Combatant", [{ _id: id, initiative: baseInit }]); for (let c of this.combatants) {
} else { this.computeInitiative(c, updList)
await this.updateEmbeddedDocuments("Combatant", [{ _id: id, initiative: -1, visible: false, active: false }]); await c.actor.cleanCombat()
} }
console.log("Combatant", c) if (updList.length > 0) {
await this.updateEmbeddedDocuments("Combatant", updList);
}
super.startCombat();
} }
/* -------------------------------------------- */
computeInitiative(c, updList) {
let id = c._id || c.id
let hasSegment = c.actor.hasPhase(this.segmentNumber)
let isOnHold = c.actor.getHoldAction()
if (hasSegment || isOnHold) {
let baseInit = c.actor ? c.actor.getBaseInit() : 0;
let name = c.actor.name
if (isOnHold) {
if (hasSegment) { // On hold + current segment -> auto-disable on hold
c.actor.disableHoldAction()
} else {
name = c.actor.name + " (H)"
}
}
if (c.actor.getAbortAction()) {
name = c.actor.name + " (A)"
c.actor.disableAbortAction()
}
updList.push({ _id: id, name: name, initiative: baseInit, holdAction: c.holdAction })
} else {
updList.push({ _id: id, name: name, initiative: 0, holdAction: c.holdAction })
}
}
/* -------------------------------------------- */ /* -------------------------------------------- */
async rollInitiative(ids, formula = undefined, messageOptions = {}) { async rollInitiative(ids, formula = undefined, messageOptions = {}) {
ids = typeof ids === "string" ? [ids] : ids; ids = typeof ids === "string" ? [ids] : ids;
console.log("Roll INIT")
let updList = []
for (let cId = 0; cId < ids.length; cId++) { for (let cId = 0; cId < ids.length; cId++) {
const c = this.combatants.get(ids[cId]) const c = this.combatants.get(ids[cId])
await this.computeInitiative(c) this.computeInitiative(c, updList)
}
if (updList.length > 0) {
await this.updateEmbeddedDocuments("Combatant", updList);
} }
return this; return this;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
nextRound() { async rebuildInitiative() {
let turn = this.turn === null ? null : 0; // Preserve the fact that it's no-one's turn currently. let updList = []
if (this.settings.skipDefeated && (turn !== null)) { for (let c of this.combatants) {
turn = this.turns.findIndex(t => !t.isDefeated); this.computeInitiative(c, updList)
if (turn === -1) { }
ui.notifications.warn("COMBAT.NoneRemaining", { localize: true }); if (updList.length > 0) {
turn = 0; await this.updateEmbeddedDocuments("Combatant", updList);
console.log("Rebuild INIT", updList)
for(let c of updList) {
if ( c.initiative != 0) {
return true
}
} }
} }
let advanceTime = Math.max(this.turns.length - this.turn, 0) * CONFIG.time.turnTime; return false
advanceTime += CONFIG.time.roundTime; }
let nextRound = this.round + 1;
/* -------------------------------------------- */
async nextRound() {
let hasCombatants = false
let nextRound = this.round
let advanceTime = 0
let turn = this.turn === null ? null : 0; // Preserve the fact that it's no-one's turn currently.
let turnData = this.getFlag("world", "hero6-turn-data") let turnData = this.getFlag("world", "hero6-turn-data")
if (!turnData) {
turnData = { turnNumber: 1, segmentNumber: 12 } console.log("Next round called....", nextRound, turnData)
this.setFlag("world", "hero6-turn-data", turnData) while (!hasCombatants) {
} turn = turn; // Preserve the fact that it's no-one's turn currently.
turnData = duplicate(turnData) if (this.settings.skipDefeated && (turn !== null)) {
turnData.segmentNumber -= 1 turn = this.turns.findIndex(t => !t.isDefeated);
if (turnData.segmentNumber <= 0) { if (turn === -1) {
turnData.segmentNumber = 12 ui.notifications.warn("COMBAT.NoneRemaining", { localize: true });
turnData.turnNumber++ turn = 0;
} }
this.setFlag("world", "hero6-turn-data", turnData) }
this.turnNumber = turnData.turnNumber; advanceTime = Math.max(this.turns.length - this.turn, 0) * CONFIG.time.turnTime;
this.segmentNumber = turnData.segmentNumber; advanceTime += CONFIG.time.roundTime;
nextRound = nextRound + 1;
console.log("Next round called....2", nextRound, turnData)
turnData = this.getFlag("world", "hero6-turn-data")
if (!turnData) {
turnData = { turnNumber: 0, segmentNumber: 12 }
this.setFlag("world", "hero6-turn-data", turnData)
}
turnData = duplicate(turnData)
turnData.segmentNumber += 1
if (turnData.segmentNumber > 12) {
turnData.segmentNumber = 1
turnData.turnNumber++
}
await this.setFlag("world", "hero6-turn-data", turnData)
this.turnNumber = turnData.turnNumber;
this.segmentNumber = turnData.segmentNumber;
console.log("Next round called....3", nextRound, turnData)
// Re-compute init of actors // Re-compute init of actors
for (let c of this.combatants) { hasCombatants = await this.rebuildInitiative()
this.computeInitiative(c) console.log("Going round....", nextRound, hasCombatants)
} }
// Update the document, passing data through a hook first // Update the document, passing data through a hook first
const updateData = { round: nextRound, turn, segmentNumber: turnData.segmentNumber, turnNumber: turnData.turnNumber }; const updateData = { round: nextRound, turn: turn, segmentNumber: turnData.segmentNumber, turnNumber: turnData.turnNumber };
const updateOptions = { advanceTime, direction: 1 }; const updateOptions = { advanceTime, direction: 1 };
Hooks.callAll("combatRound", this, updateData, updateOptions); Hooks.callAll("combatRound", this, updateData, updateOptions);
return this.update(updateData, updateOptions); return this.update(updateData, updateOptions);
@ -132,7 +183,6 @@ export class Hero6Combat extends Combat {
/* -------------------------------------------- */ /* -------------------------------------------- */
async _onCreateEmbeddedDocuments(type, documents, result, options, userId) { async _onCreateEmbeddedDocuments(type, documents, result, options, userId) {
console.log(">>>>", documents)
super._onCreateEmbeddedDocuments(type, documents, result, options, userId) super._onCreateEmbeddedDocuments(type, documents, result, options, userId)
} }

View File

@ -123,9 +123,17 @@ export class Hero6Commands {
let formula = params.join(' ') let formula = params.join(' ')
if (formula) { if (formula) {
let foundryFormula = Hero6Utility.convertRollHeroSyntax(formula) let foundryFormula = Hero6Utility.convertRollHeroSyntax(formula)
let myRoll = new Roll(foundryFormula).roll({ async: false }) let myRoll = new Roll(foundryFormula).roll({ async: false })
await Hero6Utility.showDiceSoNice(myRoll, game.settings.get("core", "rollMode")) await Hero6Utility.showDiceSoNice(myRoll, game.settings.get("core", "rollMode"))
myRoll.toMessage() let bodyValue = Hero6Utility.computeBodyValue(myRoll)
let msgFlavor = await renderTemplate('systems/fvtt-hero-system-6/templates/chat/chat-hr-roll.hbs', {myRoll, bodyValue} )
let msg = await myRoll.toMessage({
user: game.user.id,
rollMode: game.settings.get("core", "rollMode"),
flavor: msgFlavor
})
return true return true
} }
return false return false

View File

@ -13,11 +13,11 @@ const __LiftDiceValues = {
}, },
"3": { "3": {
"weight": "37.5 kg", "weight": "37.5 kg",
"dice": "0.5d6" "dice": "0 1/2d6"
}, },
"4": { "4": {
"weight": "44 kg", "weight": "44 kg",
"dice": "0.5d6" "dice": "0 1/2d6"
}, },
"5": { "5": {
"weight": "50 kg", "weight": "50 kg",
@ -33,11 +33,11 @@ const __LiftDiceValues = {
}, },
"8": { "8": {
"weight": "75 kg", "weight": "75 kg",
"dice": "1.5d6" "dice": "1 1/2d6"
}, },
"9": { "9": {
"weight": "88 kg", "weight": "88 kg",
"dice": "1.5d6" "dice": "1 1/2d6"
}, },
"10": { "10": {
"weight": "100 kg", "weight": "100 kg",
@ -53,11 +53,11 @@ const __LiftDiceValues = {
}, },
"13": { "13": {
"weight": "150 kg", "weight": "150 kg",
"dice": "2.5d6" "dice": "2 1/2d6"
}, },
"14": { "14": {
"weight": "175 kg", "weight": "175 kg",
"dice": "2.5d6" "dice": "2 1/2d6"
}, },
"15": { "15": {
"weight": "200 kg", "weight": "200 kg",
@ -73,11 +73,11 @@ const __LiftDiceValues = {
}, },
"18": { "18": {
"weight": "300 kg", "weight": "300 kg",
"dice": "3.5d6" "dice": "3 1/2d6"
}, },
"19": { "19": {
"weight": "350 kg", "weight": "350 kg",
"dice": "3.5d6" "dice": "3 1/2d6"
}, },
"20": { "20": {
"weight": "400 kg", "weight": "400 kg",
@ -93,11 +93,11 @@ const __LiftDiceValues = {
}, },
"23": { "23": {
"weight": "600 kg", "weight": "600 kg",
"dice": "4.5d6" "dice": "4 1/2d6"
}, },
"24": { "24": {
"weight": "700 kg", "weight": "700 kg",
"dice": "4.5d6" "dice": "4 1/2d6"
}, },
"25": { "25": {
"weight": "800 kg", "weight": "800 kg",
@ -113,11 +113,11 @@ const __LiftDiceValues = {
}, },
"28": { "28": {
"weight": "1,200 kg", "weight": "1,200 kg",
"dice": "5.5d6" "dice": "5 1/2d6"
}, },
"29": { "29": {
"weight": "1,400 kg", "weight": "1,400 kg",
"dice": "5.5d6" "dice": "5 1/2d6"
}, },
"30": { "30": {
"weight": "1,600 kg", "weight": "1,600 kg",
@ -133,11 +133,11 @@ const __LiftDiceValues = {
}, },
"33": { "33": {
"weight": "2,400 kg", "weight": "2,400 kg",
"dice": "6.5d6" "dice": "6 1/2d6"
}, },
"34": { "34": {
"weight": "2,800 kg", "weight": "2,800 kg",
"dice": "6.5d6" "dice": "6 1/2d6"
}, },
"35": { "35": {
"weight": "3,200 kg", "weight": "3,200 kg",
@ -153,11 +153,11 @@ const __LiftDiceValues = {
}, },
"38": { "38": {
"weight": "4,800 kg", "weight": "4,800 kg",
"dice": "7.5d6" "dice": "7 1/2d6"
}, },
"39": { "39": {
"weight": "5,600 kg", "weight": "5,600 kg",
"dice": "7.5d6" "dice": "7 1/2d6"
}, },
"40": { "40": {
"weight": "6,400 kg", "weight": "6,400 kg",
@ -173,11 +173,11 @@ const __LiftDiceValues = {
}, },
"43": { "43": {
"weight": "9,600 kg", "weight": "9,600 kg",
"dice": "8.5d6" "dice": "8 1/2d6"
}, },
"44": { "44": {
"weight": "11 tons", "weight": "11 tons",
"dice": "8.5d6" "dice": "8 1/2d6"
}, },
"45": { "45": {
"weight": "12.5 tons", "weight": "12.5 tons",
@ -193,11 +193,11 @@ const __LiftDiceValues = {
}, },
"48": { "48": {
"weight": "19 tons", "weight": "19 tons",
"dice": "9.5d6" "dice": "9 1/2d6"
}, },
"49": { "49": {
"weight": "22 tons", "weight": "22 tons",
"dice": "9.5d6" "dice": "9 1/2d6"
}, },
"50": { "50": {
"weight": "25 tons", "weight": "25 tons",
@ -213,11 +213,11 @@ const __LiftDiceValues = {
}, },
"53": { "53": {
"weight": "37.5 tons", "weight": "37.5 tons",
"dice": "10.5d6" "dice": "10 1/2d6"
}, },
"54": { "54": {
"weight": "44 tons", "weight": "44 tons",
"dice": "10.5d6" "dice": "10 1/2d6"
}, },
"55": { "55": {
"weight": "50 tons", "weight": "50 tons",
@ -233,11 +233,11 @@ const __LiftDiceValues = {
}, },
"58": { "58": {
"weight": "75 tons", "weight": "75 tons",
"dice": "11.5d6" "dice": "11 1/2d6"
}, },
"59": { "59": {
"weight": "88 tons", "weight": "88 tons",
"dice": "11.5d6" "dice": "11 1/2d6"
}, },
"60": { "60": {
"weight": "100 tons", "weight": "100 tons",
@ -253,11 +253,11 @@ const __LiftDiceValues = {
}, },
"63": { "63": {
"weight": "150 tons", "weight": "150 tons",
"dice": "12.5d6" "dice": "12 1/2d6"
}, },
"64": { "64": {
"weight": "175 tons", "weight": "175 tons",
"dice": "12.5d6" "dice": "12 1/2d6"
}, },
"65": { "65": {
"weight": "200 tons", "weight": "200 tons",
@ -273,11 +273,11 @@ const __LiftDiceValues = {
}, },
"68": { "68": {
"weight": "300 tons", "weight": "300 tons",
"dice": "13.5d6" "dice": "13 1/2d6"
}, },
"69": { "69": {
"weight": "350 tons", "weight": "350 tons",
"dice": "13.5d6" "dice": "13 1/2d6"
}, },
"70": { "70": {
"weight": "400 tons", "weight": "400 tons",
@ -293,11 +293,11 @@ const __LiftDiceValues = {
}, },
"73": { "73": {
"weight": "600 tons", "weight": "600 tons",
"dice": "14.5d6" "dice": "14 1/2d6"
}, },
"74": { "74": {
"weight": "700 tons", "weight": "700 tons",
"dice": "14.5d6" "dice": "14 1/2d6"
}, },
"75": { "75": {
"weight": "800 tons", "weight": "800 tons",
@ -313,11 +313,11 @@ const __LiftDiceValues = {
}, },
"78": { "78": {
"weight": "1.2 ktons", "weight": "1.2 ktons",
"dice": "15.5d6" "dice": "15 1/2d6"
}, },
"79": { "79": {
"weight": "1.4 ktons", "weight": "1.4 ktons",
"dice": "15.5d6" "dice": "15 1/2d6"
}, },
"80": { "80": {
"weight": "1.6 ktons", "weight": "1.6 ktons",
@ -333,11 +333,11 @@ const __LiftDiceValues = {
}, },
"83": { "83": {
"weight": "2.4 ktons", "weight": "2.4 ktons",
"dice": "16.5d6" "dice": "16 1/2d6"
}, },
"84": { "84": {
"weight": "2.8 ktons", "weight": "2.8 ktons",
"dice": "16.5d6" "dice": "16 1/2d6"
}, },
"85": { "85": {
"weight": "3.2 ktons", "weight": "3.2 ktons",
@ -353,11 +353,11 @@ const __LiftDiceValues = {
}, },
"88": { "88": {
"weight": "4.8 ktons", "weight": "4.8 ktons",
"dice": "17.5d6" "dice": "17 1/2d6"
}, },
"89": { "89": {
"weight": "5.6 ktons", "weight": "5.6 ktons",
"dice": "17.5d6" "dice": "17 1/2d6"
}, },
"90": { "90": {
"weight": "6.4 ktons", "weight": "6.4 ktons",
@ -373,11 +373,11 @@ const __LiftDiceValues = {
}, },
"93": { "93": {
"weight": "9.6 ktons", "weight": "9.6 ktons",
"dice": "18.5d6" "dice": "18 1/2d6"
}, },
"94": { "94": {
"weight": "11 ktons", "weight": "11 ktons",
"dice": "18.5d6" "dice": "18 1/2d6"
}, },
"95": { "95": {
"weight": "12.5 ktons", "weight": "12.5 ktons",
@ -393,11 +393,11 @@ const __LiftDiceValues = {
}, },
"98": { "98": {
"weight": "19 ktons", "weight": "19 ktons",
"dice": "19.5d6" "dice": "19 1/2d6"
}, },
"99": { "99": {
"weight": "22 ktons", "weight": "22 ktons",
"dice": "19.5d6" "dice": "19 1/2d6"
}, },
"100": { "100": {
"weight": "25 ktons", "weight": "25 ktons",

View File

@ -43,8 +43,8 @@ Hooks.once("init", async function () {
formula: "1d6", formula: "1d6",
decimals: 3 decimals: 3
}; };
/* -------------------------------------------- */ /* ------------------------------- ------------- */
game.socket.on("system.fvtt-hero-system-6", data => { game.socket.on("system.fvtt-hero-system-6", data => {
Hero6Utility.onSocketMesssage(data) Hero6Utility.onSocketMesssage(data)
}); });
@ -75,7 +75,7 @@ function welcomeMessage() {
user: game.user.id, user: game.user.id,
whisper: [game.user.id], whisper: [game.user.id],
content: `<div id="welcome-message-dark-stars"><span class="rdd-roll-part"> content: `<div id="welcome-message-dark-stars"><span class="rdd-roll-part">
<strong>Welcome to the Hero6 RPG.</strong> <strong>Welcome to Hero System 6E RPG.</strong>
` }); ` });
} }
@ -96,6 +96,8 @@ Hooks.once("ready", function () {
welcomeMessage(); welcomeMessage();
Hero6Utility.ready() Hero6Utility.ready()
Hero6Commands.ready() Hero6Commands.ready()
Hero6Combat.ready()
}) })
/* -------------------------------------------- */ /* -------------------------------------------- */

View File

@ -53,7 +53,7 @@ export class Hero6RollDialog extends Dialog {
activateListeners(html) { activateListeners(html) {
super.activateListeners(html); super.activateListeners(html);
var dialog = this; let dialog = this;
function onLoad() { function onLoad() {
} }
$(function () { onLoad(); }); $(function () { onLoad(); });

View File

@ -41,7 +41,7 @@ export class Hero6Utility {
return list.length > 0; return list.length > 0;
}) })
Handlebars.registerHelper('mul', function (a, b) { Handlebars.registerHelper('mul', function (a, b) {
return parseInt(a) * parseInt(b); return Number(a) * Number(b);
}) })
Handlebars.registerHelper('locationLabel', function (key) { Handlebars.registerHelper('locationLabel', function (key) {
return __locationNames[key] return __locationNames[key]
@ -52,6 +52,11 @@ export class Hero6Utility {
} }
return false return false
}) })
Handlebars.registerHelper('checkInit', function (value) {
let myValue = Number(value) || 0
return myValue > 0
})
this.gameSettings() this.gameSettings()
@ -367,32 +372,43 @@ export class Hero6Utility {
rollData.result = roll.total rollData.result = roll.total
rollData.bodyValue = this.computeBodyValue(rollData.roll) rollData.bodyValue = this.computeBodyValue(rollData.roll)
this.outputRollMessage(rollData) this.outputRollMessage(rollData).catch(function() { ui.notifications.warn("Error during message output.") })
} }
/* -------------- ----------------------------- */ /* -------------- ----------------------------- */
static async outputRollMessage(rollData) { static async outputRollMessage(rollData) {
let msg = await this.createChatWithRollMode(rollData.alias, { let msgFlavor = await renderTemplate(`systems/fvtt-hero-system-6/templates/chat/chat-generic-result.hbs`, rollData)
content: await renderTemplate(`systems/fvtt-hero-system-6/templates/chat/chat-generic-result.hbs`, rollData) let msg = await rollData.roll.toMessage({
user: game.user.id,
rollMode: game.settings.get("core", "rollMode"),
flavor: msgFlavor
}) })
rollData.roll = duplicate(rollData.roll) // Convert to object
msg.setFlag("world", "rolldata", rollData) msg.setFlag("world", "rolldata", rollData)
console.log("Rolldata result", rollData) console.log("Rolldata result", rollData)
} }
/* -------------- ----------------------------- */ /* -------------- ----------------------------- */
static convertRollHeroSyntax( hero6Formula) { static convertRollHeroSyntax(hero6Formula) {
// Ensure we have no space at all // Ensure we have no space at all
//hero6Formula = hero6Formula.replace(/\s/g, '') //hero6Formula = hero6Formula.replace(/\s/g, '')
let hasHalfDice = "" let hasHalfDice = ""
if (hero6Formula.match("1/2d6")) { let newFormula = hero6Formula
hero6Formula = hero6Formula.replace("1/2d6", "d6")
hasHalfDice = "+round(1d6)" let form1 = hero6Formula.match(/\s*(\d*)\s*1\/2d6/)
if ( form1 ) {
let nbDice = form1[1] || 0
newFormula = nbDice+"d6+round(1d6/2)"
} }
let foundryFormula = hero6Formula + hasHalfDice let form3 = hero6Formula.match(/\s*(\d*)\.5d6/)
foundryFormula = foundryFormula.replace(' ', '') if ( form3 ) {
console.log("Parsed formula : ", hero6Formula, foundryFormula) let nbDice = form3[1] || 0
return foundryFormula newFormula = nbDice+"d6+round(1d6/2)"
}
console.log("Parsed formula : ", hero6Formula, newFormula)
return newFormula
} }
/* -------------- ----------------------------- */ /* -------------- ----------------------------- */
@ -433,7 +449,7 @@ export class Hero6Utility {
static blindMessageToGM(chatOptions) { static blindMessageToGM(chatOptions) {
let chatGM = duplicate(chatOptions); let chatGM = duplicate(chatOptions);
chatGM.whisper = this.getUsers(user => user.isGM); chatGM.whisper = this.getUsers(user => user.isGM);
chatGM.content = "Blinde message of " + game.user.name + "<br>" + chatOptions.content; chatGM.content = "Blind message of " + game.user.name + "<br>" + chatOptions.content;
console.log("blindMessageToGM", chatGM); console.log("blindMessageToGM", chatGM);
game.socket.emit("system.fvtt-hero-system-6", { msg: "msg_gm_chat_message", data: chatGM }); game.socket.emit("system.fvtt-hero-system-6", { msg: "msg_gm_chat_message", data: chatGM });
} }

View File

@ -39,9 +39,9 @@
{"name":"Concealment","type":"skill","img":"systems/fvtt-hero-system-6/images/icons/HeroIcon-Skills.webp","system":{"displayname":"Concealment","description":"Concealment represents a characters ability to hide things and to find things which others have hidden — important papers, weapons, jewels, arti- facts, drugs, and so forth.","notes":"","effects":"","cost":"","activecost":"","basecost":"3","value":"","modifiers":"","skilltype":"Intellect","characteristic":"INT","base":"","levelscost":"2","levels":"","plusonecost":0,"skillroll":""},"effects":[],"flags":{"core":{"sourceId":"Item.KBoef00TNP73lDg0"}},"_stats":{"systemId":"fvtt-hero-system-6","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1671911635138,"modifiedTime":1674948505024,"lastModifiedBy":"PNdow54uXjPLt2Zr"},"folder":null,"sort":0,"ownership":{"default":0,"PNdow54uXjPLt2Zr":3},"_id":"YfLechAkLdcHGPCm"} {"name":"Concealment","type":"skill","img":"systems/fvtt-hero-system-6/images/icons/HeroIcon-Skills.webp","system":{"displayname":"Concealment","description":"Concealment represents a characters ability to hide things and to find things which others have hidden — important papers, weapons, jewels, arti- facts, drugs, and so forth.","notes":"","effects":"","cost":"","activecost":"","basecost":"3","value":"","modifiers":"","skilltype":"Intellect","characteristic":"INT","base":"","levelscost":"2","levels":"","plusonecost":0,"skillroll":""},"effects":[],"flags":{"core":{"sourceId":"Item.KBoef00TNP73lDg0"}},"_stats":{"systemId":"fvtt-hero-system-6","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1671911635138,"modifiedTime":1674948505024,"lastModifiedBy":"PNdow54uXjPLt2Zr"},"folder":null,"sort":0,"ownership":{"default":0,"PNdow54uXjPLt2Zr":3},"_id":"YfLechAkLdcHGPCm"}
{"name":"Security Systems","type":"skill","img":"systems/fvtt-hero-system-6/images/icons/HeroIcon-Skills.webp","system":{"displayname":"Security Systems","description":"A character with Security Systems can locate, recognize, evade, and build various types of alarms and traps. This usually requires the proper equipment, and often a lot of time (one Turn or longer) as well.","notes":"","effects":"","cost":"","activecost":"","basecost":"3","value":"","modifiers":"","skilltype":"Intellect","characteristic":"INT","base":"","levelscost":"2","levels":"","plusonecost":0,"skillroll":""},"effects":[],"flags":{"core":{"sourceId":"Item.KBoef00TNP73lDg0"}},"_stats":{"systemId":"fvtt-hero-system-6","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1671911635138,"modifiedTime":1674948505024,"lastModifiedBy":"PNdow54uXjPLt2Zr"},"folder":null,"sort":0,"ownership":{"default":0,"PNdow54uXjPLt2Zr":3},"_id":"bBoNhL0myNTylcHm"} {"name":"Security Systems","type":"skill","img":"systems/fvtt-hero-system-6/images/icons/HeroIcon-Skills.webp","system":{"displayname":"Security Systems","description":"A character with Security Systems can locate, recognize, evade, and build various types of alarms and traps. This usually requires the proper equipment, and often a lot of time (one Turn or longer) as well.","notes":"","effects":"","cost":"","activecost":"","basecost":"3","value":"","modifiers":"","skilltype":"Intellect","characteristic":"INT","base":"","levelscost":"2","levels":"","plusonecost":0,"skillroll":""},"effects":[],"flags":{"core":{"sourceId":"Item.KBoef00TNP73lDg0"}},"_stats":{"systemId":"fvtt-hero-system-6","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1671911635138,"modifiedTime":1674948505024,"lastModifiedBy":"PNdow54uXjPLt2Zr"},"folder":null,"sort":0,"ownership":{"default":0,"PNdow54uXjPLt2Zr":3},"_id":"bBoNhL0myNTylcHm"}
{"name":"Transport Familiarity","type":"skill","img":"systems/fvtt-hero-system-6/images/icons/HeroIcon-Skills.webp","system":{"displayname":"Transport Familiarity","description":"This Background Skill allows characters to drive or pilot specific types of vehicles, or ride a living mount, under routine conditions (combat or crisis conditions require other Skills listed above).\nEach Transport Familiarity (TF) costs 2 Character Points. The character must select one of the following groups of vehicles:\n\nRiding Animals (horses, camels, elephants, and so on)\nGround Vehicles (cars, trucks, trains, motorcycles, sleds, snowmobiles)\nWater Vehicles (rowed boats, sailed boats, motorized boats)\nAir Vehicles (airplanes, helicopters) Space Vehicles (spaceships, starships) Mecha\nCharacters can purchase a TF with a single specific type of vehicle for 1 Character Point. This includes not only individual vehicles (Ford Mus- tangs, Los Angeles-class submarines) but recreational “vehicles” (such as SCUBA, Parachuting, Snow Skiing, or the like).","notes":"","effects":"","cost":"","activecost":"","basecost":"","value":"","modifiers":"","skilltype":"Background","characteristic":"","base":"","levelscost":"","levels":"","plusonecost":0,"skillroll":""},"effects":[],"flags":{"core":{"sourceId":"Item.KBoef00TNP73lDg0"}},"_stats":{"systemId":"fvtt-hero-system-6","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1671911635138,"modifiedTime":1674948505028,"lastModifiedBy":"PNdow54uXjPLt2Zr"},"folder":null,"sort":0,"ownership":{"default":0,"PNdow54uXjPLt2Zr":3},"_id":"bstMbLdHkP16NpyE"} {"name":"Transport Familiarity","type":"skill","img":"systems/fvtt-hero-system-6/images/icons/HeroIcon-Skills.webp","system":{"displayname":"Transport Familiarity","description":"This Background Skill allows characters to drive or pilot specific types of vehicles, or ride a living mount, under routine conditions (combat or crisis conditions require other Skills listed above).\nEach Transport Familiarity (TF) costs 2 Character Points. The character must select one of the following groups of vehicles:\n\nRiding Animals (horses, camels, elephants, and so on)\nGround Vehicles (cars, trucks, trains, motorcycles, sleds, snowmobiles)\nWater Vehicles (rowed boats, sailed boats, motorized boats)\nAir Vehicles (airplanes, helicopters) Space Vehicles (spaceships, starships) Mecha\nCharacters can purchase a TF with a single specific type of vehicle for 1 Character Point. This includes not only individual vehicles (Ford Mus- tangs, Los Angeles-class submarines) but recreational “vehicles” (such as SCUBA, Parachuting, Snow Skiing, or the like).","notes":"","effects":"","cost":"","activecost":"","basecost":"","value":"","modifiers":"","skilltype":"Background","characteristic":"","base":"","levelscost":"","levels":"","plusonecost":0,"skillroll":""},"effects":[],"flags":{"core":{"sourceId":"Item.KBoef00TNP73lDg0"}},"_stats":{"systemId":"fvtt-hero-system-6","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1671911635138,"modifiedTime":1674948505028,"lastModifiedBy":"PNdow54uXjPLt2Zr"},"folder":null,"sort":0,"ownership":{"default":0,"PNdow54uXjPLt2Zr":3},"_id":"bstMbLdHkP16NpyE"}
{"name":"Charm","type":"skill","img":"systems/fvtt-hero-system-6/images/icons/HeroIcon-Skills.webp","system":{"displayname":"Charm","description":"Charm is the ability to gain others trust (and perhaps even friendship) by offering companionship or favors. This Skill is normally only for use on NPCs; a player should have more control over his characters actions. The GM may rule that Charm can be used on a PC when it fits his Complications or personality.","notes":"","effects":"","cost":null,"activecost":null,"basecost":3,"value":"","modifiers":"","skilltype":"interaction","characteristic":"PRE","base":"","levelscost":2,"levels":null,"skilllevelonly":0,"skillfamiliarity":0,"skilleveryman":false,"skillprofiency":0,"plusonecost":0,"skillroll":""},"effects":[],"flags":{"core":{"sourceId":"Item.KBoef00TNP73lDg0"}},"_stats":{"systemId":"fvtt-hero-system-6","systemVersion":"10.0.39","coreVersion":"10.291","createdTime":1671911635138,"modifiedTime":1686003305741,"lastModifiedBy":"psfGTCIZQgpI1hvV"},"ownership":{"default":0,"psfGTCIZQgpI1hvV":3},"folder":null,"sort":0,"_id":"ddpdwDnfixUNP0eF"}
{"name":"Streetwise","type":"skill","img":"systems/fvtt-hero-system-6/images/icons/HeroIcon-Skills.webp","system":{"displayname":"Streetwise","description":"Streetwise gives a character knowledge of the seamy side of civilization. He knows how to find the black market, talk to thugs and criminals, gain information, deal with organized (and not so organized) crime figures, and so on.","notes":"","effects":"","cost":"","activecost":"","basecost":"3","value":"","modifiers":"","skilltype":"Interaction","characteristic":"PRE","base":"","levelscost":"2","levels":"","plusonecost":0,"skillroll":""},"effects":[],"flags":{"core":{"sourceId":"Item.KBoef00TNP73lDg0"}},"_stats":{"systemId":"fvtt-hero-system-6","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1671911635138,"modifiedTime":1674948505023,"lastModifiedBy":"PNdow54uXjPLt2Zr"},"folder":null,"sort":0,"ownership":{"default":0,"PNdow54uXjPLt2Zr":3},"_id":"gIYMsOzBOnRNRCLv"} {"name":"Streetwise","type":"skill","img":"systems/fvtt-hero-system-6/images/icons/HeroIcon-Skills.webp","system":{"displayname":"Streetwise","description":"Streetwise gives a character knowledge of the seamy side of civilization. He knows how to find the black market, talk to thugs and criminals, gain information, deal with organized (and not so organized) crime figures, and so on.","notes":"","effects":"","cost":"","activecost":"","basecost":"3","value":"","modifiers":"","skilltype":"Interaction","characteristic":"PRE","base":"","levelscost":"2","levels":"","plusonecost":0,"skillroll":""},"effects":[],"flags":{"core":{"sourceId":"Item.KBoef00TNP73lDg0"}},"_stats":{"systemId":"fvtt-hero-system-6","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1671911635138,"modifiedTime":1674948505023,"lastModifiedBy":"PNdow54uXjPLt2Zr"},"folder":null,"sort":0,"ownership":{"default":0,"PNdow54uXjPLt2Zr":3},"_id":"gIYMsOzBOnRNRCLv"}
{"name":"Tracking","type":"skill","img":"systems/fvtt-hero-system-6/images/icons/HeroIcon-Skills.webp","system":{"displayname":"Tracking","description":"Characters with Tracking can follow a trail by observing tracks, marks, broken twigs and so forth, and also know how to hide tracks.","notes":"","effects":"","cost":"","activecost":"","basecost":"3","value":"","modifiers":"","skilltype":"Intellect","characteristic":"INT","base":"","levelscost":"2","levels":"","plusonecost":0,"skillroll":""},"effects":[],"flags":{"core":{"sourceId":"Item.KBoef00TNP73lDg0"}},"_stats":{"systemId":"fvtt-hero-system-6","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1671911635138,"modifiedTime":1674948505027,"lastModifiedBy":"PNdow54uXjPLt2Zr"},"folder":null,"sort":0,"ownership":{"default":0,"PNdow54uXjPLt2Zr":3},"_id":"gpzcF5naO9H3vNzi"} {"name":"Tracking","type":"skill","img":"systems/fvtt-hero-system-6/images/icons/HeroIcon-Skills.webp","system":{"displayname":"Tracking","description":"Characters with Tracking can follow a trail by observing tracks, marks, broken twigs and so forth, and also know how to hide tracks.","notes":"","effects":"","cost":"","activecost":"","basecost":"3","value":"","modifiers":"","skilltype":"Intellect","characteristic":"INT","base":"","levelscost":"2","levels":"","plusonecost":0,"skillroll":""},"effects":[],"flags":{"core":{"sourceId":"Item.KBoef00TNP73lDg0"}},"_stats":{"systemId":"fvtt-hero-system-6","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1671911635138,"modifiedTime":1674948505027,"lastModifiedBy":"PNdow54uXjPLt2Zr"},"folder":null,"sort":0,"ownership":{"default":0,"PNdow54uXjPLt2Zr":3},"_id":"gpzcF5naO9H3vNzi"}
{"name":"Charm","type":"skill","img":"systems/fvtt-hero-system-6/images/icons/HeroIcon-Skills.webp","system":{"displayname":"Charm","description":"Charm is the ability to gain others trust (and perhaps even friendship) by offering companionship or favors. This Skill is normally only for use on NPCs; a player should have more control over his characters actions. The GM may rule that Charm can be used on a PC when it fits his Complications or personality.","notes":"","effects":"","cost":"","activecost":"","basecost":"3","value":"","modifiers":"","skilltype":"Interaction","characteristic":"PRE","base":"","levelscost":"2","levels":"","plusonecost":0,"skillroll":""},"effects":[],"flags":{"core":{"sourceId":"Item.KBoef00TNP73lDg0"}},"_stats":{"systemId":"fvtt-hero-system-6","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1671911635138,"modifiedTime":1674948505026,"lastModifiedBy":"PNdow54uXjPLt2Zr"},"folder":null,"sort":0,"ownership":{"default":0,"PNdow54uXjPLt2Zr":3},"_id":"hZxL8I4mNlTsA9xQ"}
{"name":"Systems Operation","type":"skill","img":"systems/fvtt-hero-system-6/images/icons/HeroIcon-Skills.webp","system":{"displayname":"Systems Operation","description":"Characters with Systems Operation know how to operate sensing and communication devices properly. It does not cover navigational equipment (thats Navigation) or encoding transmissions (thats Cryptography).","notes":"","effects":"","cost":"","activecost":"","basecost":"3","value":"","modifiers":"","skilltype":"Intellect","characteristic":"INT","base":"","levelscost":"2","levels":"","plusonecost":0,"skillroll":""},"effects":[],"flags":{"core":{"sourceId":"Item.KBoef00TNP73lDg0"}},"_stats":{"systemId":"fvtt-hero-system-6","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1671911635138,"modifiedTime":1674948505025,"lastModifiedBy":"PNdow54uXjPLt2Zr"},"folder":null,"sort":0,"ownership":{"default":0,"PNdow54uXjPLt2Zr":3},"_id":"j7rkLue81LaHIzz7"} {"name":"Systems Operation","type":"skill","img":"systems/fvtt-hero-system-6/images/icons/HeroIcon-Skills.webp","system":{"displayname":"Systems Operation","description":"Characters with Systems Operation know how to operate sensing and communication devices properly. It does not cover navigational equipment (thats Navigation) or encoding transmissions (thats Cryptography).","notes":"","effects":"","cost":"","activecost":"","basecost":"3","value":"","modifiers":"","skilltype":"Intellect","characteristic":"INT","base":"","levelscost":"2","levels":"","plusonecost":0,"skillroll":""},"effects":[],"flags":{"core":{"sourceId":"Item.KBoef00TNP73lDg0"}},"_stats":{"systemId":"fvtt-hero-system-6","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1671911635138,"modifiedTime":1674948505025,"lastModifiedBy":"PNdow54uXjPLt2Zr"},"folder":null,"sort":0,"ownership":{"default":0,"PNdow54uXjPLt2Zr":3},"_id":"j7rkLue81LaHIzz7"}
{"name":"Ventriloquism","type":"skill","img":"systems/fvtt-hero-system-6/images/icons/HeroIcon-Skills.webp","system":{"displayname":"Ventriloquism","description":"A character with Ventriloquism can make his voice sound as if its coming from somewhere other than himself, and can speak without apparently moving his lips. Ventriloquism is detected with a PER Roll in a Skill Versus Skill Contest. A Ventriloquism roll takes a -1 for every 2m of distance between the ventriloquist and the point where the voice “speaks.”","notes":"","effects":"","cost":"","activecost":"","basecost":"3","value":"","modifiers":"","skilltype":"Intellect","characteristic":"INT","base":"","levelscost":"2","levels":"","plusonecost":0,"skillroll":""},"effects":[],"flags":{"core":{"sourceId":"Item.KBoef00TNP73lDg0"}},"_stats":{"systemId":"fvtt-hero-system-6","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1671911635138,"modifiedTime":1674948505026,"lastModifiedBy":"PNdow54uXjPLt2Zr"},"folder":null,"sort":0,"ownership":{"default":0,"PNdow54uXjPLt2Zr":3},"_id":"jFd7i04Eu1FLCEpJ"} {"name":"Ventriloquism","type":"skill","img":"systems/fvtt-hero-system-6/images/icons/HeroIcon-Skills.webp","system":{"displayname":"Ventriloquism","description":"A character with Ventriloquism can make his voice sound as if its coming from somewhere other than himself, and can speak without apparently moving his lips. Ventriloquism is detected with a PER Roll in a Skill Versus Skill Contest. A Ventriloquism roll takes a -1 for every 2m of distance between the ventriloquist and the point where the voice “speaks.”","notes":"","effects":"","cost":"","activecost":"","basecost":"3","value":"","modifiers":"","skilltype":"Intellect","characteristic":"INT","base":"","levelscost":"2","levels":"","plusonecost":0,"skillroll":""},"effects":[],"flags":{"core":{"sourceId":"Item.KBoef00TNP73lDg0"}},"_stats":{"systemId":"fvtt-hero-system-6","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1671911635138,"modifiedTime":1674948505026,"lastModifiedBy":"PNdow54uXjPLt2Zr"},"folder":null,"sort":0,"ownership":{"default":0,"PNdow54uXjPLt2Zr":3},"_id":"jFd7i04Eu1FLCEpJ"}
{"name":"High Society","type":"skill","img":"systems/fvtt-hero-system-6/images/icons/HeroIcon-Skills.webp","system":{"displayname":"High Society","description":"Characters with High Society know about upper-class culture and how to interact with it: what clothes to wear, which fork to use for shrimp, whos who, the gossip and “court politics” applicable to the situation, and so forth.","notes":"","effects":"","cost":"","activecost":"","basecost":"3","value":"","modifiers":"","skilltype":"Interaction","characteristic":"PRE","base":"","levelscost":"2","levels":"","plusonecost":0,"skillroll":""},"effects":[],"flags":{"core":{"sourceId":"Item.KBoef00TNP73lDg0"}},"_stats":{"systemId":"fvtt-hero-system-6","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1671911635138,"modifiedTime":1674948505025,"lastModifiedBy":"PNdow54uXjPLt2Zr"},"folder":null,"sort":0,"ownership":{"default":0,"PNdow54uXjPLt2Zr":3},"_id":"m40buQ4y7AzWbrA9"} {"name":"High Society","type":"skill","img":"systems/fvtt-hero-system-6/images/icons/HeroIcon-Skills.webp","system":{"displayname":"High Society","description":"Characters with High Society know about upper-class culture and how to interact with it: what clothes to wear, which fork to use for shrimp, whos who, the gossip and “court politics” applicable to the situation, and so forth.","notes":"","effects":"","cost":"","activecost":"","basecost":"3","value":"","modifiers":"","skilltype":"Interaction","characteristic":"PRE","base":"","levelscost":"2","levels":"","plusonecost":0,"skillroll":""},"effects":[],"flags":{"core":{"sourceId":"Item.KBoef00TNP73lDg0"}},"_stats":{"systemId":"fvtt-hero-system-6","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1671911635138,"modifiedTime":1674948505025,"lastModifiedBy":"PNdow54uXjPLt2Zr"},"folder":null,"sort":0,"ownership":{"default":0,"PNdow54uXjPLt2Zr":3},"_id":"m40buQ4y7AzWbrA9"}

View File

@ -1309,6 +1309,11 @@ Focus FOC: #ff0084
max-width: 9rem; max-width: 9rem;
min-width: 9rem; min-width: 9rem;
} }
.item-field-label-very-short {
flex-grow:1;
max-width: 2.5rem;
min-width: 2.5rem;
}
.item-field-label-short { .item-field-label-short {
flex-grow:1; flex-grow:1;
max-width: 4rem; max-width: 4rem;

View File

@ -1,60 +0,0 @@
{{!-- Carac Tab --}}
<div class="tab items" data-group="primary" data-tab="statistics">
<div class="grid grid-2col">
<div class="">
<div class="flexrow">
<span class="generic-label packed-left"><a class="generic-pool-roll"><button class="chat-card-button">Dice Pool</button></a></span>
</div>
</div>
<div class="">
<ul>
<li class="item flexrow list-item" data-key="momentum">
<span class="stat-label flexrow" name="momentum"> <h4>{{data.momentum.label}}</h4> </span>
<input type="text" class="padd-right" name="data.momentum.value" value="{{data.momentum.value}}" data-dtype="Number"/>
<input type="text" class="padd-right" name="data.momentum.max" value="{{data.momentum.max}}" data-dtype="Number"/>
</li>
</ul>
</div>
</div>
</div>
<ul>
<li class="item flexrow list-item" data-key="mr">
<span class="stat-label flexrow" name="mr">
<a class="roll-mr" data-stat-key="{{mr}}"><h4>{{data.mr.label}}</h4></a>
</span>
<select class="carac-base flexrow" type="text" name="data.mr.value" value="{{data.mr.value}}"
data-dtype="Number" >
{{#select data.mr.value}}
{{{@root.optionsDiceList}}}
{{/select}}
</select>
<input type="text" class="padd-right input-numeric-short" name="data.mr.mod" value="{{data.mr.mod}}" data-dtype="Number"/>
</li>
</ul>
<li class="item flexrow list-item" data-attr-key="{{key}}">
{{#each data.secondary as |stat2 key|}}
{{#if stat2.iscombat}}
<span class="stat-label" name="{{key}}">
<h4>{{stat2.label}} : </h4>
</span>
<span class="small-label padd-right packed-left">Cur</span><input type="text" class="padd-right update-field input-numeric-short" data-field-name="data.secondary.{{key}}.value" value="{{stat2.value}}" data-dtype="Number"/>
<span class="small-label padd-right packed-left">&nbsp;Max</span><input type="text" class="padd-right update-field input-numeric-short" data-field-name="data.secondary.{{key}}.max" value="{{stat2.max}}" data-dtype="Number"/>
{{/if}}
{{/each}}
</li>
<li class="item flexrow list-item" data-key="momentum">
<span class="stat-label flexrow" name="momentum"><h4>{{data.momentum.label}}:</h4></span>
<span class="small-label padd-right packed-left">Cur</span><input type="text" class="padd-right update-field input-numeric-short" data-field-name="data.momentum.value" value="{{data.momentum.value}}" data-dtype="Number"/>
<span class="small-label padd-right packed-left">&nbsp;Max</span><input type="text" class="padd-right update-field input-numeric-short" data-field-name="data.momentum.max" value="{{data.momentum.max}}" data-dtype="Number"/>
</li>

View File

@ -91,15 +91,15 @@
"styles": [ "styles": [
"styles/simple.css" "styles/simple.css"
], ],
"version": "10.0.36", "version": "10.0.45",
"compatibility": { "compatibility": {
"minimum": "10", "minimum": "10",
"verified": "10", "verified": "10",
"maximum": "10" "maximum": "11"
}, },
"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-v10.0.36.zip", "download": "https://www.uberwald.me/gitea/uberwald/fvtt-hero-system-6/archive/fvtt-hero-system-6-v10.0.45.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"

View File

@ -43,9 +43,10 @@
"value": 10, "value": 10,
"base": 10, "base": 10,
"category": "main", "category": "main",
"strdice": "", "strdice": "1d6",
"lift": "", "lift": "",
"strend": 0, "strend": 0,
"strendmode": "str10",
"hasroll": true, "hasroll": true,
"realcost": 0, "realcost": 0,
"activecost": 0 "activecost": 0
@ -331,7 +332,7 @@
"senseaffecting": false, "senseaffecting": false,
"modifiers": [], "modifiers": [],
"levels": 0, "levels": 0,
"quantity": 0, "quantity": 1,
"range": "", "range": "",
"damage": "", "damage": "",
"endurance": 0, "endurance": 0,
@ -350,8 +351,8 @@
], ],
"maneuvertype": "general", "maneuvertype": "general",
"pha": "", "pha": "",
"ocv": 0, "ocv": "",
"dcv" : 0, "dcv" : "",
"isstock": false, "isstock": false,
"active": false "active": false
}, },

View File

@ -125,15 +125,13 @@
<label class="item-field-label-medium">STR Dice</label> <label class="item-field-label-medium">STR Dice</label>
<a class="roll-lift-dice"><i class="fas fa-dice"></i>{{characteristics.str.strdice}}</a> <a class="roll-lift-dice"><i class="fas fa-dice"></i>{{characteristics.str.strdice}}</a>
<label class="item-field-label-short">&nbsp;</label> <label class="item-field-label-short">&nbsp;</label>
<label class="item-field-label-medium">Lift</label> <label class="item-field-label-medium">Lift</label>
<input type="text" class="item-field-label-short update-field" disabled data-field-name="system.characteristics.str.lift" value="{{characteristics.str.lift}}" data-dtype="String" /> <input type="text" class="item-field-label-short update-field" disabled data-field-name="system.characteristics.str.lift" value="{{characteristics.str.lift}}" data-dtype="String" />
<label class="item-field-label-short">&nbsp;</label> <label class="item-field-label-short">&nbsp;</label>
<label class="item-field-label-medium">STR END</label> <label class="item-field-label-medium">STR END</label>
<input type="text" class="item-field-label-short update-field" data-field-name="system.characteristics.str.strend" value="{{characteristics.str.strend}}" data-dtype="Number" /> <input type="text" class="item-field-label-short update-field" data-field-name="system.characteristics.str.strend" disabled value="{{characteristics.str.strend}}" data-dtype="Number" />
</li>
<li class="flexrow item">
<label class="item-field-label-long">Presence attack</label>
<a class="roll-direct" data-roll-source="Presence attack" data-roll-formula="{{system.biodata.presenceattack.rollFormula}}"><i class="fas fa-dice"></i>{{system.biodata.presenceattack.displayFormula}}</a>
</li> </li>
</ul> </ul>
@ -141,18 +139,18 @@
<ul class="stat-list alternate-list"> <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-field-label-long-img"> <span class="item-field-label-long-img">
<label class="">{{upperFirst key}} Standard Maneuver</label> <label class="">{{upperFirst key}} Maneuver</label>
</span> </span>
<span class="item-field-label-short"> <span class="item-field-label-very-short">
<label class="short-label">PHA</label> <label class="short-label">PHA</label>
</span> </span>
<span class="item-field-label-short"> <span class="item-field-label-very-short">
<label class="short-label">OCV</label> <label class="short-label">OCV</label>
</span> </span>
<span class="item-field-label-short"> <span class="item-field-label-short">
<label class="short-label">DCV</label> <label class="short-label">DCV</label>
</span> </span>
<span class="item-field-label-medium"> <span class="item-field-label-long">
<label class="short-label">Effects</label> <label class="short-label">Effects</label>
</span> </span>
</li> </li>
@ -162,12 +160,13 @@
src="{{maneuver.img}}" /></a> src="{{maneuver.img}}" /></a>
<span class="item-field-label-long">{{maneuver.name}}</span> <span class="item-field-label-long">{{maneuver.name}}</span>
<span class="item-field-label-short">{{maneuver.system.pha}}</span> <span class="item-field-label-very-short">{{maneuver.system.pha}}</span>
<span class="item-field-label-short">{{maneuver.system.ocv}}</span> <span class="item-field-label-very-short">{{maneuver.system.ocv}}</span>
<span class="item-field-label-short">{{maneuver.system.dcv}}</span> <span class="item-field-label-short">{{maneuver.system.dcv}}</span>
<span class="item-field-label-medium">{{maneuver.system.effects}}</span> <span class="item-field-label-long">{{maneuver.system.effects}}</span>
<span class="item-field-label-short">&nbsp;</span>
<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>
@ -182,6 +181,15 @@
<li class="flexrow item"> <li class="flexrow item">
<label class="item-field-label-medium">SPD</label> <label class="item-field-label-medium">SPD</label>
<input type="text" class="item-field-label-short update-field" data-field-name="system.characteristics.spd.value" value="{{characteristics.spd.value}}" data-dtype="Number" /> <input type="text" class="item-field-label-short update-field" data-field-name="system.characteristics.spd.value" value="{{characteristics.spd.value}}" data-dtype="Number" />
<span class="item-field-label-very-short">&nbsp;</span>
<button class="chat-card-button item-field-label-medium hold-action">Hold/Unhold</button>
<button class="chat-card-button item-field-label-medium abort-action">Abort/Unabort</button>
<span class="">&nbsp;</span>
<label class="item-field-label-long">Presence attack</label>
<a class="roll-direct" data-roll-source="Presence attack" data-roll-formula="{{system.biodata.presenceattack.rollFormula}}"><i class="fas fa-dice"></i>{{system.biodata.presenceattack.displayFormula}}</a>
</li> </li>
</ul> </ul>
@ -220,10 +228,10 @@
<label class="">Defenses</label> <label class="">Defenses</label>
</span> </span>
<span class="item-field-label-short"> <span class="item-field-label-short">
<label class="short-label">Val</label> <label class="short-label">Normal</label>
</span> </span>
<span class="item-field-label-short"> <span class="item-field-label-short">
<label class="short-label">Res</label> <label class="short-label">Resistant</label>
</span> </span>
</li> </li>
{{#each characteristics as |char key|}} {{#each characteristics as |char key|}}
@ -286,7 +294,9 @@
</span> </span>
</li> </li>
<li class="item flexrow list-item list-item-shadow" data-charac-key="{{key}}"> <li class="item flexrow list-item list-item-shadow" data-charac-key="{{key}}">
<span class="item-field-label-long">Perception Roll</span> <span class="item-field-label-long">
<a class="roll-perception"><i class="fas fa-dice"></i>Perception Roll</a>
</span>
<input type="text" class="item-field-label-short update-field" data-field-name="system.characteristics.int.perceptionroll" value="{{characteristics.int.perceptionroll}}" data-dtype="Number" /> <input type="text" class="item-field-label-short update-field" data-field-name="system.characteristics.int.perceptionroll" value="{{characteristics.int.perceptionroll}}" data-dtype="Number" />
</li> </li>
</ul> </ul>
@ -514,11 +524,11 @@
<span class="item-field-label-short"> <span class="item-field-label-short">
<label class="item-field-label-short">Cost</label> <label class="item-field-label-short">Cost</label>
</span> </span>
<span class="item-field-label-medium"> <span class="item-field-label-long3">
<label class="item-field-label-medium">Name</label> <label class="item-field-label-long3">Name</label>
</span> </span>
<span class="item-field-label-long4"> <span class="item-field-label-long2">
<label class="item-field-label-long4">Display</label> <label class="item-field-label-long2">Display</label>
</span> </span>
<span class="item-field-label-medium"> <span class="item-field-label-medium">
<label class="item-field-label-medium">Effect</label> <label class="item-field-label-medium">Effect</label>
@ -535,8 +545,8 @@
<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="{{power.img}}" /></a> src="{{power.img}}" /></a>
<span class="item-field-label-short">{{power.system.cost}}</span> <span class="item-field-label-short">{{power.system.cost}}</span>
<span class="item-field-label-medium">{{power.name}}</span> <span class="item-field-label-long3">{{power.name}}</span>
<span class="item-field-label-long4">{{power.system.displayname}}</span> <span class="item-field-label-long2">{{power.system.displayname}}</span>
<span class="item-field-label-medium"><a class="roll-damage" data-type="power"><i class="fas fa-dice"></i>{{power.system.damage}}</a></span> <span class="item-field-label-medium"><a class="roll-damage" data-type="power"><i class="fas fa-dice"></i>{{power.system.damage}}</a></span>
{{#if power.system.hasroll}} {{#if power.system.hasroll}}
<span class="item-field-label-short"><a class="roll-item" data-type="power"><i class="fas fa-dice"></i>{{power.system.roll}}-</a></span> <span class="item-field-label-short"><a class="roll-item" data-type="power"><i class="fas fa-dice"></i>{{power.system.roll}}-</a></span>
@ -591,6 +601,7 @@
<h3>Encumbrance</h3> <h3>Encumbrance</h3>
<span class="small-label">Current : {{encCurrent}}</span> <span class="small-label">Current : {{encCurrent}}</span>
<span class="small-label">Capacity : {{encCapacity}}</span> <span class="small-label">Capacity : {{encCapacity}}</span>
<span class="small-label">Total value : {{totalValue}}</span>
</div> </div>
{{> systems/fvtt-hero-system-6/templates/partials/partial-actor-equipment-section.hbs title="Weapons" items=weapons}} {{> systems/fvtt-hero-system-6/templates/partials/partial-actor-equipment-section.hbs title="Weapons" items=weapons}}
@ -651,31 +662,31 @@
{{!-- Notes Tab --}} {{!-- Notes Tab --}}
<div class="tab notes" data-group="primary" data-tab="notes"> <div class="tab notes" data-group="primary" data-tab="notes">
<h3>Notes 1 : </h3> <h3>Notes 1 : </h3>
<div class="form-group editor"> <div class="medium-editor ">
{{editor notes1 target="system.biodata.notes1" button=true owner=owner {{editor notes1 target="system.biodata.notes1" button=true owner=owner
editable=editable}} editable=editable}}
</div> </div>
<hr> <hr>
<h3>Notes 2 : </h3> <h3>Notes 2 : </h3>
<div class="form-group editor"> <div class="small-editor">
{{editor notes2 target="system.biodata.notes2" button=true owner=owner {{editor notes2 target="system.biodata.notes2" button=true owner=owner
editable=editable}} editable=editable}}
</div> </div>
<hr> <hr>
<h3>Notes 3 : </h3> <h3>Notes 3 : </h3>
<div class="form-group editor"> <div class="small-editor">
{{editor notes3 target="system.biodata.notes3" button=true owner=owner {{editor notes3 target="system.biodata.notes3" button=true owner=owner
editable=editable}} editable=editable}}
</div> </div>
<hr> <hr>
<h3>Notes 4 : </h3> <h3>Notes 4 : </h3>
<div class="form-group editor"> <div class="small-editor">
{{editor notes4 target="system.biodata.notes4" button=true owner=owner {{editor notes4 target="system.biodata.notes4" button=true owner=owner
editable=editable}} editable=editable}}
</div> </div>
<hr> <hr>
<h3>Notes 5 : </h3> <h3>Notes 5 : </h3>
<div class="form-group editor"> <div class="small-editor">
{{editor notes5 target="system.biodata.notes5" button=true owner=owner {{editor notes5 target="system.biodata.notes5" button=true owner=owner
editable=editable}} editable=editable}}
</div> </div>

View File

@ -60,11 +60,11 @@
<ol id="combat-tracker" class="directory-list"> <ol id="combat-tracker" class="directory-list">
{{#each turns}} {{#each turns}}
{{#if (ne this.initiative "-1")}} {{#if (checkInit this.initiative)}}
<li class="combatant actor directory-item flexrow {{this.css}}" data-combatant-id="{{this.id}}"> <li class="combatant actor directory-item flexrow {{this.css}}" data-combatant-id="{{this.id}}">
<img class="token-image" data-src="{{this.img}}" alt="{{this.name}}"/> <img class="token-image" data-src="{{this.img}}" alt="{{this.name}}"/>
<div class="token-name flexcol"> <div class="token-name flexcol">
<h4>{{this.name}} {{log this}} {{#if this.holdAction}}(H){{/if}}</h4> <h4>{{this.name}} </h4>
<div class="combatant-controls flexrow"> <div class="combatant-controls flexrow">
{{#if ../user.isGM}} {{#if ../user.isGM}}
<a class="combatant-control {{#if this.hidden}}active{{/if}}" data-tooltip="COMBAT.ToggleVis" data-control="toggleHidden"> <a class="combatant-control {{#if this.hidden}}active{{/if}}" data-tooltip="COMBAT.ToggleVis" data-control="toggleHidden">

View File

@ -9,10 +9,10 @@
<div class="flexcol"> <div class="flexcol">
{{#if charac}} {{#if charac}}
<div class="flexrow"> <div class="flexrow">
<span class="item-field-label-long margin-item-list">Characteristic : </span> <span class="item-field-label-long margin-item-list">{{#if isPerception}}Perception{{else}}Characteristic{{/if}} : </span>
<span class="item-field-label-medium margin-item-list">{{charac.roll}}-</span> <span class="item-field-label-medium margin-item-list">{{charac.roll}}-</span>
</div> </div>
{{/if}} {{/if}}
{{#if item}} {{#if item}}

View File

@ -18,10 +18,9 @@
<div> <div>
<ul> <ul>
<li>Name : {{title}}</li>
<li>Damage formula : {{diceFormula}}</li> <li>Damage formula : {{diceFormula}}</li>
<li><strong>TOTAL : {{result}}</strong></li>
<li><strong>Result : {{result}}</strong></li>
<li><strong>BODY : {{bodyValue}}</strong></li> <li><strong>BODY : {{bodyValue}}</strong></li>
</ul> </ul>

View File

@ -40,7 +40,7 @@
</li> </li>
{{/if}} {{/if}}
<li><strong>Result : {{result}}</strong> <li><strong>TOTAL : {{result}}</strong>
{{#if (exists margin)}} {{#if (exists margin)}}
({{#if isSuccess}}Success!!{{else}}Failure!{{/if}}) ({{#if isSuccess}}Success!!{{else}}Failure!{{/if}})
{{/if}} {{/if}}

View File

@ -0,0 +1,3 @@
<div>
BODY : {{bodyValue}}
</div>

View File

@ -19,8 +19,9 @@
<div> <div>
<ul> <ul>
<li>Lift dice formula : {{diceFormula}}</li> <li>Lift dice formula : {{diceFormula}}</li>
<li>BODY : {{bodyValue}}</li>
<li><strong>Result : {{result}}</strong></li> <li><strong>TOTAL : {{result}}</strong></li>
</ul> </ul>
</div> </div>

View File

@ -1,46 +0,0 @@
<div class="chat-message-header">
{{#if actorImg}}
<img class="actor-icon" src="{{actorImg}}" alt="{{alias}}" />
{{/if}}
<h4 class=chat-actor-name>{{alias}}</h4>
</div>
<hr>
{{#if img}}
<div>
<img class="chat-icon" src="{{img}}" alt="{{name}}" />
</div>
{{/if}}
<div class="flexcol">
</div>
<div>
{{#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 isRangedAttack}}
<li>
<button class="chat-card-button roll-defense-ranged" data-roll-id="{{@root.rollId}}">Roll Target !</button>
</li>
{{else}}
<li>
{{#each defenderWeapons as |weapon idx|}}
<button class="chat-card-button roll-defense-melee" data-defense-weapon-id="{{weapon._id}}"
data-roll-id="{{@root.rollId}}">{{weapon.name}}</button>
{{/each}}
</li>
{{/if}}
</ul>
<!-- <button class="chat-card-button reroll-level-remaining" data-roll-id="{{rollId}}">Reroll</button> -->
</ul>
</div>
</div>

View File

@ -1,9 +1,9 @@
<form class="{{cssClass}}" autocomplete="off"> <form class="{{cssClass}}" autocomplete="off">
<header class="sheet-header"> <header class="sheet-header">
<img class="item-sheet-img" src="{{img}}" data-edit="img" title="{{name}}"/> <img class="item-sheet-img" src="{{img}}" data-edit="img" title="{{name}}" />
<div class="header-fields"> <div class="header-fields">
<h1 class="charname"><input name="name" type="text" value="{{name}}" placeholder="Name"/></h1> <h1 class="charname"><input name="name" type="text" value="{{name}}" placeholder="Name" /></h1>
</div> </div>
</header> </header>
{{> systems/fvtt-hero-system-6/templates/partials/partial-item-nav.hbs}} {{> systems/fvtt-hero-system-6/templates/partials/partial-item-nav.hbs}}
@ -16,33 +16,54 @@
<div class="tab details" data-group="primary" data-tab="details"> <div class="tab details" data-group="primary" data-tab="details">
<ul> <ul>
{{> systems/fvtt-hero-system-6/templates/partials/partial-power-equipment-cost.hbs}}
<li class="flexrow"><label class="item-field-label-long">Subtype</label>
<select class="item-field-label-long" type="text" name="system.subtype" value="{{system.subtype}}" data-dtype="String">
{{#select system.subtype}}
{{#each config.equipmentSubType as |name key|}}
<option value="{{key}}">{{name}}</option>
{{/each}}
{{/select}}
</select>
</li>
<li class="flexrow"><label class="item-field-label-long">Equipped ?</label> <li class="flexrow"><label class="item-field-label-long">Equipped ?</label>
<label class="item-field-label-medium"><input type="checkbox" name="system.equipped" {{checked system.equipped}}/></label> <label class="item-field-label-medium"><input type="checkbox" name="system.equipped" {{checked
system.equipped}} /></label>
</li>
<li class="flexrow"><label class="item-field-label-long">Quantity</label>
<input type="text" class="item-field-label-short" name="system.quantity" value="{{system.quantity}}"
data-dtype="Number" />
</li>
<li class="flexrow">
<label class="item-field-label-long">Value</label>
<input type="text" class="item-field-label-medium input-numeric-short padd-right" name="system.value"
value="{{system.value}}" data-dtype="Number" />
&nbsp;
<label class="item-field-label-long">Total Value</label>
<label class="item-field-label-long">{{mul system.value system.quantity}}</label>
</li> </li>
<li class="flexrow"><label class="item-field-label-long">Weight</label> <li class="flexrow"><label class="item-field-label-long">Weight</label>
<input type="text" class="item-field-label-medium input-numeric-short padd-right" name="system.weight" value="{{system.weight}}" data-dtype="Number"/> <input type="text" class="item-field-label-medium input-numeric-short padd-right" name="system.weight"
value="{{system.weight}}" data-dtype="Number" />
&nbsp;
<label class="item-field-label-long">Total Weight</label>
<label class="item-field-label-long">{{mul system.weight system.quantity}}</label>
</li> </li>
<li class="flexrow"><label class="item-field-label-long">Value</label>
<input type="text" class="item-field-label-medium input-numeric-short padd-right" name="system.value" value="{{system.value}}" data-dtype="Number"/> {{> systems/fvtt-hero-system-6/templates/partials/partial-power-equipment-cost.hbs quantityDone=1}}
<li class="flexrow"><label class="item-field-label-long">Subtype</label>
<select class="item-field-label-long" type="text" name="system.subtype" value="{{system.subtype}}"
data-dtype="String">
{{#select system.subtype}}
{{#each config.equipmentSubType as |name key|}}
<option value="{{key}}">{{name}}</option>
{{/each}}
{{/select}}
</select>
</li> </li>
{{> systems/fvtt-hero-system-6/templates/partials/partial-item-hasroll.hbs}}
{{> systems/fvtt-hero-system-6/templates/partials/partial-item-cost.hbs}} {{> systems/fvtt-hero-system-6/templates/partials/partial-item-cost.hbs}}
</ul> </ul>
</div> </div>
</section> </section>
</form> </form>

View File

@ -38,11 +38,11 @@
</li> </li>
<li class="flexrow"><label class="item-field-label-medium">OCV</label> <li class="flexrow"><label class="item-field-label-medium">OCV</label>
<input type="text" class="item-field-label-medium" name="system.ocv" value="{{system.ocv}}" data-dtype="Number"/> <input type="text" class="item-field-label-medium" name="system.ocv" value="{{system.ocv}}" data-dtype="String"/>
</li> </li>
<li class="flexrow"><label class="item-field-label-medium">DCV</label> <li class="flexrow"><label class="item-field-label-medium">DCV</label>
<input type="text" class="item-field-label-medium" name="system.dcv" value="{{system.dcv}}" data-dtype="Number"/> <input type="text" class="item-field-label-medium" name="system.dcv" value="{{system.dcv}}" data-dtype="String"/>
</li> </li>
<li class="flexrow"><label class="item-field-label-medium">Effects</label> <li class="flexrow"><label class="item-field-label-medium">Effects</label>

View File

@ -3,10 +3,13 @@
<span class="item-name-img"> <span class="item-name-img">
<label class="">&nbsp;</label> <label class="">&nbsp;</label>
</span> </span>
<span class="item-field-label-long-img"> <span class="item-field-label-short">
<label class="">{{title}}</label> <label class="item-field-label-short">Qty</label>
</span> </span>
<span class="item-field-label-long4"> <span class="item-field-label-long3">
<label class="item-field-label-long3">{{title}}</label>
</span>
<span class="item-field-label-long">
<label class="item-field-label-long4">Display</label> <label class="item-field-label-long4">Display</label>
</span> </span>
<span class="item-field-label-short"> <span class="item-field-label-short">
@ -15,9 +18,16 @@
<span class="item-field-label-short"> <span class="item-field-label-short">
<label class="item-field-label-short">Roll</label> <label class="item-field-label-short">Roll</label>
</span> </span>
<span class="item-field-label-medium"> <span class="item-field-label-short">
<label class="item-field-label-medium">END</label> <label class="item-field-label-short">END</label>
</span> </span>
<span class="item-field-label-short">
<label class="item-field-label-short">Value</label>
</span>
<span class="item-field-label-short">
<label class="item-field-label-short">Weight</label>
</span>
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed"> <div class="item-controls item-controls-fixed">
<a class="item-control item-add" data-type="equipment" title="Create Item"><i class="fas fa-plus"></i></a> <a class="item-control item-add" data-type="equipment" title="Create Item"><i class="fas fa-plus"></i></a>
</div> </div>

View File

@ -1,8 +1,11 @@
<li class="item flexrow list-item list-item-shadow" data-item-id="{{equip._id}}"> <li class="item flexrow list-item list-item-shadow" data-item-id="{{equip._id}}">
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img" src="{{equip.img}}" /></a> <a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img" src="{{equip.img}}" /></a>
<span class="item-name-label">{{equip.name}}</span>
<span class="item-field-label-long4"><label>{{equip.system.displayname}} <span class="item-field-label-short"><label>{{equip.system.quantity}}</label> </span>
<span class="item-field-label-long3">{{equip.name}}</span>
<span class="item-field-label-long"><label>{{equip.system.displayname}}
</label> </label>
</span> </span>
@ -16,9 +19,11 @@
<span class="item-field-label-short">&nbsp;</span> <span class="item-field-label-short">&nbsp;</span>
{{/if}} {{/if}}
<span class="item-field-label-medium"><label>{{equip.system.endurance}} <span class="item-field-label-short"><label>{{equip.system.endurance}}</label> </span>
</label>
</span> <span class="item-field-label-short"><label>{{mul equip.system.quantity equip.system.value}}</label> </span>
<span class="item-field-label-short"><label>{{mul equip.system.quantity equip.system.weight}}</label> </span>
<div class="item-filler">&nbsp;</div> <div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed"> <div class="item-controls item-controls-fixed">

View File

@ -1,26 +1,51 @@
<li class="item stat flexrow list-item list-item-shadow" data-attr-key="{{key}}"> <li class="item stat flexrow list-item list-item-shadow" data-attr-key="{{key}}">
<input type="text" class="item-field-label-medium" name="system.characteristics.{{key}}.value" value="{{charac.value}}" data-dtype="Number"/> <input type="text" class="item-field-label-medium" name="system.characteristics.{{key}}.value"
value="{{charac.value}}" data-dtype="Number" />
<span class="item-field-label-medium" name="{{key}}"> <span class="item-field-label-medium" name="{{key}}">
<h4 class="item-field-label-medium margin-item-list">{{charac.label}}</a></h4> <h4 class="item-field-label-medium margin-item-list">{{charac.label}}</a></h4>
</span> </span>
<h4 class="item-field-label-short margin-item-list">{{charac.base}}</h4> <h4 class="item-field-label-short margin-item-list">{{charac.base}}</h4>
{{#if charac.hasroll}} {{#if charac.hasroll}}
<h4 class="item-field-label-short margin-item-list"><a class="roll-charac" data-charac-key="{{key}}"><i class="fas fa-dice"></i>{{charac.roll}}-</a></h4> <h4 class="item-field-label-short margin-item-list"><a class="roll-charac" data-charac-key="{{key}}"><i
class="fas fa-dice"></i>{{charac.roll}}-</a></h4>
{{else}} {{else}}
<h4 class="item-field-label-short margin-item-list">&nbsp;</h4> <h4 class="item-field-label-short margin-item-list">&nbsp;</h4>
{{/if}} {{/if}}
<input type="text" class="item-field-label-long2" name="system.characteristics.{{key}}.notes" value="{{charac.notes}}" data-dtype="String"/> <input type="text" class="item-field-label-long2" name="system.characteristics.{{key}}.notes" value="{{charac.notes}}"
data-dtype="String" />
{{#if charac.lift}} {{#if charac.lift}}
<h4 class="item-field-label-short margin-item-list">&nbsp;&nbsp;</h4>
<h4 class="item-field-label-short margin-item-list">{{charac.lift}}</h4>
<h4 class="item-field-label-medium margin-item-list"><a class="roll-lift-dice" data-charac-key="{{key}}"><i
class="fas fa-dice"></i>{{charac.liftDice}}</a></h4>
<select class="actor-computer-str-end" name="system.characteristics.str.strendmode"
value="{{charac.strendmode}}">
{{#select charac.strendmode}}
<option value="str20">STR/20 (half normal)</option>
<option value="str10">STR/10 (normal, half heroic)</option>
<option value="str5">STR/5 (heroic)</option>
<option value="0">0</option>
{{/select}}
</select>
{{/if}}
{{#if charac.phasesString}}
<h4 class="item-field-label-short margin-item-list">&nbsp;&nbsp;</h4> <h4 class="item-field-label-short margin-item-list">&nbsp;&nbsp;</h4>
<h4 class="item-field-label-short margin-item-list">{{charac.lift}}</h4> <h4 class="item-field-label-long2 margin-item-list">Phases : {{charac.phasesString}}</h4>
<h4 class="item-field-label-short margin-item-list"><a class="roll-lift-dice" data-charac-key="{{key}}"><i class="fas fa-dice"></i>{{charac.liftDice}}</a></h4> {{/if}}
{{#if charac.presenceattack}}
<h4 class="item-field-label-short margin-item-list">&nbsp;&nbsp;</h4>
<h4 class="item-field-label-long margin-item-list">Presence attack</h4>
<a class="roll-direct" data-roll-source="Presence attack" data-roll-formula="{{charac.presenceattack.rollFormula}}"><i class="fas fa-dice"></i>{{charac.presenceattack.displayFormula}}</a>
{{/if}} {{/if}}
</li> </li>

View File

@ -6,7 +6,7 @@
<div> <div>
<label class="generic-label">Notes</label> <label class="generic-label">Notes</label>
<div class="medium-editor item-text-long-line"> <div class="small-editor item-text-long-line">
{{editor notes target="system.notes" button=true owner=owner editable=editable}} {{editor notes target="system.notes" button=true owner=owner editable=editable}}
</div> </div>
</div> </div>

View File

@ -31,6 +31,9 @@
<li class="flexrow"><label class="item-field-label-long">Endurance</label> <li class="flexrow"><label class="item-field-label-long">Endurance</label>
<input type="text" class="item-field-label-short" name="system.endurance" value="{{system.endurance}}" data-dtype="Number"/> <input type="text" class="item-field-label-short" name="system.endurance" value="{{system.endurance}}" data-dtype="Number"/>
</li> </li>
{{#if quantityDone}}
{{else}}
<li class="flexrow"><label class="item-field-label-long">Quantity</label> <li class="flexrow"><label class="item-field-label-long">Quantity</label>
<input type="text" class="item-field-label-short" name="system.quantity" value="{{system.quantity}}" data-dtype="Number"/> <input type="text" class="item-field-label-short" name="system.quantity" value="{{system.quantity}}" data-dtype="Number"/>
</li> </li>
{{/if}}