Compare commits
9 Commits
fvtt-hero-
...
fvtt-hero-
Author | SHA1 | Date | |
---|---|---|---|
9099e812d5 | |||
6d6b7075df | |||
3762e6185b | |||
1e74d6f306 | |||
8f10b9825e | |||
297c94adb7 | |||
b535a86116 | |||
270c7c4a91 | |||
0b0b74754f |
@ -14,5 +14,11 @@
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|||||||
"TypeEquipment": "Equipment",
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"TypeEquipment": "Equipment",
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"TypeCurrency": "Currency",
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"TypeCurrency": "Currency",
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"TypeManeuver": "Maneuver"
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"TypeManeuver": "Maneuver"
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},
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"COMBAT": {
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"TurnPrev": "Previous initiative",
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"RoundPrev": "Previous segment",
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"TurnNext": "Next initiative",
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"RoundNext": "Next segment"
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}
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}
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}
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}
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@ -66,6 +66,7 @@ export class Hero6ActorSheet extends ActorSheet {
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notes5: await TextEditor.enrichHTML(this.object.system.biodata.notes5, {async: true}),
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notes5: await TextEditor.enrichHTML(this.object.system.biodata.notes5, {async: true}),
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containersTree: this.actor.containersTree,
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containersTree: this.actor.containersTree,
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encCurrent: this.actor.encCurrent,
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encCurrent: this.actor.encCurrent,
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totalValue: this.actor.totalValue,
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options: this.options,
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options: this.options,
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owner: this.document.isOwner,
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owner: this.document.isOwner,
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editScore: this.options.editScore,
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editScore: this.options.editScore,
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@ -152,6 +153,10 @@ export class Hero6ActorSheet extends ActorSheet {
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const characKey = $(event.currentTarget).data("charac-key");
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const characKey = $(event.currentTarget).data("charac-key");
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this.actor.rollCharac(characKey);
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this.actor.rollCharac(characKey);
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});
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});
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html.find('.roll-perception').click((event) => {
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this.actor.rollPerception("int");
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});
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html.find('.roll-direct').click((event) => {
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html.find('.roll-direct').click((event) => {
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const rollFormula = $(event.currentTarget).data("roll-formula")
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const rollFormula = $(event.currentTarget).data("roll-formula")
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const rollSource = $(event.currentTarget).data("roll-source")
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const rollSource = $(event.currentTarget).data("roll-source")
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@ -180,6 +185,13 @@ export class Hero6ActorSheet extends ActorSheet {
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this.actor.rollWeapon(skillId)
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this.actor.rollWeapon(skillId)
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});
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});
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html.find('.hold-action').click((event) => {
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this.actor.holdAction()
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});
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html.find('.abort-action').click((event) => {
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this.actor.abortAction()
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});
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html.find('.lock-unlock-sheet').click((event) => {
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html.find('.lock-unlock-sheet').click((event) => {
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this.options.editScore = !this.options.editScore;
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this.options.editScore = !this.options.editScore;
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this.render(true);
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this.render(true);
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@ -4,7 +4,7 @@ import { Hero6RollDialog } from "./hero6-roll-dialog.js";
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import { Hero6LiftDice } from "./hero6-lift-dice.js";
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import { Hero6LiftDice } from "./hero6-lift-dice.js";
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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const __speed2Segments = [[0], [7], [6, 12], [4, 8, 12], [3, 6, 9, 12], [3, 5, 8, 10, 12], [2, 4, 6, 8, 10, 12]
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const __speed2Segments = [ [0], [7], [6, 12], [4, 8, 12], [3, 6, 9, 12], [3, 5, 8, 10, 12], [2, 4, 6, 8, 10, 12],
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[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],
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[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],
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[2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12], [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12]]
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[2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12], [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12]]
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@ -60,10 +60,15 @@ export class Hero6Actor extends Actor {
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}
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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computeHitPoints() {
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computeDerivatedData() {
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if (this.type == "character") {
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if (this.type == "character") {
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let newSTREND = this.computeSTREND()
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if (newSTREND != this.system.characteristics.str.strend) {
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this.update({ 'system.characteristics.str.strend': newSTREND })
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}
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}
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}
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}
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}
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computeDicesValue() {
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computeDicesValue() {
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this.system.biodata.presenceattack = Hero6Utility.getDerivatedDiceFormulas(this.system.characteristics.pre.value)
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this.system.biodata.presenceattack = Hero6Utility.getDerivatedDiceFormulas(this.system.characteristics.pre.value)
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this.system.characteristics.str.strdice = Hero6LiftDice.getLiftDice(this.system.characteristics.str.value)
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this.system.characteristics.str.strdice = Hero6LiftDice.getLiftDice(this.system.characteristics.str.value)
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@ -75,7 +80,7 @@ export class Hero6Actor extends Actor {
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if (this.type == 'character' || game.user.isGM) {
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if (this.type == 'character' || game.user.isGM) {
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this.system.encCapacity = this.getEncumbranceCapacity()
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this.system.encCapacity = this.getEncumbranceCapacity()
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this.buildContainerTree()
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this.buildContainerTree()
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this.computeHitPoints()
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this.computeDerivatedData()
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this.computeDicesValue()
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this.computeDicesValue()
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}
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}
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@ -90,7 +95,10 @@ export class Hero6Actor extends Actor {
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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getEncumbranceCapacity() {
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getEncumbranceCapacity() {
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return 1;
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let numLift = this.system.characteristics.str.lift.match(/\d*\s/g)
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if (numLift && numLift[0] && Number(numLift[0])) {
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return numLift[0] / 2
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}
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}
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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@ -147,18 +155,6 @@ export class Hero6Actor extends Actor {
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return listItem
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return listItem
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}
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}
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/* -------------------------------------------- */
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getConditions() {
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let comp = duplicate(this.items.filter(item => item.type == 'condition') || []);
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Hero6Utility.sortArrayObjectsByName(comp)
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return comp;
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}
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/* -------------------------------------------- */
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getWeapons() {
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let comp = duplicate(this.items.filter(item => item.type == 'weapon') || []);
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Hero6Utility.sortArrayObjectsByName(comp)
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return comp;
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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getItemById(id) {
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getItemById(id) {
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let item = this.items.find(item => item.id == id);
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let item = this.items.find(item => item.id == id);
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@ -324,46 +320,21 @@ export class Hero6Actor extends Actor {
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}
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}
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/* ------------------------------------------- */
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/* ------------------------------------------- */
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async buildContainerTree() {
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buildContainerTree() {
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let equipments = duplicate(this.items.filter(item => item.type == "equipment") || [])
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let equipments = duplicate(this.items.filter(item => item.type == "equipment") || []);
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for (let equip1 of equipments) {
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if (equip1.system.iscontainer) {
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equip1.system.contents = []
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equip1.system.contentsEnc = 0
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for (let equip2 of equipments) {
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if (equip1._id != equip2.id && equip2.system.containerid == equip1.id) {
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equip1.system.contents.push(equip2)
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let q = equip2.system.quantity ?? 1
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equip1.system.contentsEnc += q * equip2.system.weight
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}
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}
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}
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}
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// Compute whole enc
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let enc = 0
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let enc = 0
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for (let item of equipments) {
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let value = 0
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//item.data.idrDice = Hero6Utility.getDiceFromLevel(Number(item.data.idr))
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for (let equip1 of equipments) {
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if (item.system.equipped) {
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if (Number(equip1.system.weight) && Number(equip1.system.quantity)) {
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if (item.system.iscontainer) {
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enc += equip1.system.weight * equip1.system.quantity
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enc += item.system.contentsEnc
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}
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} else if (item.system.containerid == "") {
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if (Number(equip1.system.value) && Number(equip1.system.quantity)) {
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let q = item.system.quantity ?? 1
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value += equip1.system.value * equip1.system.quantity
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enc += q * item.system.weight
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}
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}
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}
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}
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}
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for (let item of this.items) { // Process items/shields/armors
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if ((item.type == "weapon" || item.type == "shield" || item.type == "armor") && item.system.equipped) {
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let q = item.system.quantity ?? 1
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enc += q * item.system.weight
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}
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}
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// Store local values
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// Store local values
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this.encCurrent = enc
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this.encCurrent = enc
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this.containersTree = equipments.filter(item => item.system.containerid == "") // Returns the root of equipements without container
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this.totalValue = value
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}
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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@ -392,7 +363,7 @@ export class Hero6Actor extends Actor {
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} else {
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} else {
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await this.updateEmbeddedDocuments("Item", [{ _id: object.id, 'system.containerid': containerId }])
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await this.updateEmbeddedDocuments("Item", [{ _id: object.id, 'system.containerid': containerId }])
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}
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}
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} else if (object && object.system.containerid) { // remove from container
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} else if (object?.system?.containerid) { // remove from container
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console.log("Removeing: ", object)
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console.log("Removeing: ", object)
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await this.updateEmbeddedDocuments("Item", [{ _id: object.id, 'system.containerid': "" }]);
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await this.updateEmbeddedDocuments("Item", [{ _id: object.id, 'system.containerid': "" }]);
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}
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}
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@ -409,28 +380,82 @@ export class Hero6Actor extends Actor {
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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async equipGear(equipmentId) {
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async equipGear(equipmentId) {
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let item = this.items.find(item => item.id == equipmentId);
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let item = this.items.find(item => item.id == equipmentId);
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if (item && item.system) {
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if (item?.system) {
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let update = { _id: item.id, "system.equipped": !item.system.equipped };
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let update = { _id: item.id, "system.equipped": !item.system.equipped };
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await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity
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await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity
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}
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}
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}
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}
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/* -------------------------------------------- */
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async cleanCombat() {
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await this.setFlag("world", "hold-action", false)
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await this.setFlag("world", "abort-action", false)
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}
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async holdAction() {
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await this.disableAbortAction()
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if (this.getFlag("world", "hold-action")) {
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await this.setFlag("world", "hold-action", false)
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//game.combat.holdAction(this.id, false)
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game.combat.forceHold(this, false)
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return false
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} else {
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await this.setFlag("world", "hold-action", true)
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//game.combat.holdAction(this.id, false)
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game.combat.forceHold(this, true)
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return true
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}
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}
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async disableHoldAction() {
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await this.setFlag("world", "hold-action", false)
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}
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async disableAbortAction() {
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await this.setFlag("world", "abort-action", { state: false, count: 0 })
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}
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async abortAction() {
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await this.disableHoldAction()
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let abort = this.getFlag("world", "abort-action")
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if (abort.state) {
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await this.setFlag("world", "abort-action", { state: false, count: 0 })
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game.combat.forceAbort(this, false)
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//game.combat.abortAction(this.id, false)
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} else {
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await this.setFlag("world", "abort-action", { state: true, count: 0 })
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game.combat.forceAbort(this, true)
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//game.combat.abortAction(this.id, true)
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}
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}
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getHoldAction() {
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return this.getFlag("world", "hold-action")
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}
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getAbortAction() {
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let abort = this.getFlag("world", "abort-action")
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return abort?.state || false
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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hasPhase(segmentNumber) {
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hasPhase(segmentNumber) {
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let index = Math.min(Math.max(this.system.characteristics.spd.value, 1), 12) // Security bounds
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let index = Math.min(Math.max(this.system.characteristics.spd.value, 1), 12) // Security bounds
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let phases = __speed2Segments[index]
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let phases = __speed2Segments[index]
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console.log("index", segmentNumber, index, phases, phases.includes(segmentNumber), __speed2Segments)
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return phases.includes(segmentNumber)
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return phases.includes(segmentNumber)
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}
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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getSegments() {
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getSegments() {
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let index = Math.min(Math.max(this.system.characteristics.spd.value, 1), 12) // Security bounds
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let index = Math.min(Math.max(this.system.characteristics.spd.value, 1), 12) // Security bounds
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console.log("INDEX", index, __speed2Segments[index])
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return __speed2Segments[index]
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return __speed2Segments[index]
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}
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}
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getPhasesString() {
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let index = Math.min(Math.max(this.system.characteristics.spd.value, 1), 12) // Security bounds
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return __speed2Segments[index].toString()
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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getBaseInit() {
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getBaseInit(turn) {
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if ( turn != this.turn) {
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let r = new Roll("1d6").roll({ async: false })
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let r = new Roll("1d6").roll({ async: false })
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let base = this.system.characteristics.dex.value + (r.total / 10)
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this.currentInit = this.system.characteristics.dex.value + (r.total / 10)
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return base
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this.turn = turn
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}
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return this.currentInit
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}
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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@ -461,7 +486,7 @@ export class Hero6Actor extends Actor {
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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prepareCharacValues(charac) {
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prepareCharacValues(charac) {
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charac.total = charac.value
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charac.total = charac.value
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charac.roll = 9 + Math.floor((charac.value) / 5)
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charac.roll = 9 + Math.round((charac.value) / 5)
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}
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}
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prepareCharac() {
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prepareCharac() {
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let characs = duplicate(this.system.characteristics)
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let characs = duplicate(this.system.characteristics)
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@ -472,6 +497,12 @@ export class Hero6Actor extends Actor {
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ch.lift = Hero6LiftDice.getLift(ch.value)
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ch.lift = Hero6LiftDice.getLift(ch.value)
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ch.liftDice = Hero6LiftDice.getLiftDice(ch.value)
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ch.liftDice = Hero6LiftDice.getLiftDice(ch.value)
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}
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}
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if (key == "spd") {
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ch.phasesString = this.getPhasesString()
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}
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if (key =="pre") {
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ch.presenceattack = duplicate(this.system.biodata.presenceattack)
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|
}
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}
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}
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return characs
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return characs
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}
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}
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@ -485,6 +516,22 @@ export class Hero6Actor extends Actor {
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return skill;
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return skill;
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}
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}
|
||||||
|
|
||||||
|
/* -------------------------------------------- */
|
||||||
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computeSTREND() {
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||||||
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let newSTREND = 0
|
||||||
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switch (this.system.characteristics.str.strendmode) {
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case "str20":
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newSTREND = Math.floor(this.system.characteristics.str.value / 20)
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break;
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case "str10":
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||||||
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newSTREND = Math.floor(this.system.characteristics.str.value / 10)
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break;
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case "str5":
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||||||
|
newSTREND = Math.floor(this.system.characteristics.str.value / 5)
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||||||
|
break;
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||||||
|
}
|
||||||
|
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 +604,18 @@ 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) {
|
||||||
@ -585,6 +644,7 @@ 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"))
|
||||||
@ -593,9 +653,13 @@ export class Hero6Actor extends Actor {
|
|||||||
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)
|
||||||
}
|
}
|
||||||
@ -604,15 +668,19 @@ 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.bodyValue = Hero6Utility.computeBodyValue(myRoll)
|
||||||
rollData.result = myRoll.total
|
rollData.result = myRoll.total
|
||||||
|
rollData.roll = duplicate(myRoll)
|
||||||
|
|
||||||
let msg = await Hero6Utility.createChatWithRollMode(rollData.alias, {
|
let msgFlavor = await renderTemplate(`systems/fvtt-hero-system-6/templates/chat/chat-lift-dice-result.hbs`, rollData)
|
||||||
content: 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)
|
||||||
|
@ -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,
|
||||||
});
|
});
|
||||||
@ -16,81 +16,166 @@ 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) {
|
holdAction(combatantId) {
|
||||||
console.log("Combatant HOLD : ", combatantId)
|
this.rebuildInitiative()
|
||||||
const combatant = game.combat.combatants.get(combatantId)
|
console.log("Rebuilding.....")
|
||||||
combatant.setFlag("world", "hero6-hold-action", true)
|
/*const combatant = game.combat.combatants.get(combatantId)
|
||||||
combatant.update({name: combatant.name + " (H)"})
|
if (combatant.actor.holdAction()) {
|
||||||
console.log("HOLD", combatant)
|
let id = combatant._id || combatant.id
|
||||||
|
let name = combatant.actor.name + " (H)"
|
||||||
|
await game.combat.updateEmbeddedDocuments("Combatant", [{ _id: id, name: name, holdAction: true }]);
|
||||||
|
}*/
|
||||||
}
|
}
|
||||||
|
|
||||||
/* -------------------------------------------- */
|
/* -------------------------------------------- */
|
||||||
static abortAction(html, combatantId) {
|
abortAction(actorId, abortState) {
|
||||||
console.log("Combatant ABORT : ", combatantId);
|
this.rebuildInitiative()
|
||||||
const combatant = game.combat.combatants.get(combatantId);
|
/*const combatant = game.combat.combatants.find(c => c.actor.id == actorId)
|
||||||
combatant.setFlag("world", "hero6-abort-action", true)
|
if (abortState) {
|
||||||
combatant.update({name: combatant.name + " (A)"})
|
let id = combatant._id || combatant.id
|
||||||
console.log("ABORT", combatant)
|
let name = combatant.actor.name + " (A)"
|
||||||
|
await game.combat.updateEmbeddedDocuments("Combatant", [{ _id: id, name: name }]);
|
||||||
|
}*/
|
||||||
}
|
}
|
||||||
|
|
||||||
/* -------------------------------------------- */
|
/* -------------------------------------------- */
|
||||||
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() {
|
||||||
|
game.combat.settings.resource = "characteristics.spd.value";
|
||||||
|
|
||||||
|
let updList = []
|
||||||
|
for (let c of this.combatants) {
|
||||||
|
this.computeInitiative(c, updList)
|
||||||
|
await c.actor.cleanCombat()
|
||||||
|
}
|
||||||
|
if (updList.length > 0) {
|
||||||
|
await this.updateEmbeddedDocuments("Combatant", updList);
|
||||||
|
}
|
||||||
|
|
||||||
|
super.startCombat();
|
||||||
|
}
|
||||||
|
/* -------------------------------------------- */
|
||||||
|
forceHold(actor, isHold) {
|
||||||
|
let updList = []
|
||||||
|
let c = this.combatants.find(c => c.actor._id == actor.id)
|
||||||
|
let name = actor.name + ((isHold) ? " (H)" : "")
|
||||||
|
updList.push({ _id: c.id || c._id, name: name, initiative: actor.getBaseInit(this.segmentNumber) })
|
||||||
|
this.updateEmbeddedDocuments("Combatant", updList)
|
||||||
|
}
|
||||||
|
/* -------------------------------------------- */
|
||||||
|
forceAbort(actor, isAbort) {
|
||||||
|
let updList = []
|
||||||
|
let c = this.combatants.find(c => c.actor._id == actor.id)
|
||||||
|
let name = actor.name + ((isAbort) ? " (A)" : "")
|
||||||
|
updList.push({ _id: c.id || c._id, name: name, initiative: actor.getBaseInit(this.segmentNumber) })
|
||||||
|
this.updateEmbeddedDocuments("Combatant", updList)
|
||||||
|
}
|
||||||
|
|
||||||
|
/* -------------------------------------------- */
|
||||||
|
computeInitiative(c, updList) {
|
||||||
let id = c._id || c.id
|
let id = c._id || c.id
|
||||||
if (c.actor.hasPhase(this.segmentNumber)) {
|
let hasSegment = c.actor.hasPhase(this.segmentNumber)
|
||||||
let baseInit = c.actor ? c.actor.getBaseInit() : - 1;
|
let isOnHold = c.actor.getHoldAction()
|
||||||
await this.updateEmbeddedDocuments("Combatant", [{ _id: id, initiative: baseInit }]);
|
let isOnAbort = c.actor.getAbortAction()
|
||||||
|
let name = c.actor.name
|
||||||
|
if (hasSegment || isOnHold || isOnAbort) {
|
||||||
|
let baseInit = c.actor ? c.actor.getBaseInit(this.segmentNumber) : 0;
|
||||||
|
if (isOnHold) {
|
||||||
|
if (hasSegment) { // On hold + current segment -> auto-disable on hold
|
||||||
|
c.actor.disableHoldAction()
|
||||||
} else {
|
} else {
|
||||||
await this.updateEmbeddedDocuments("Combatant", [{ _id: id, initiative: -1, visible: false, active: false }]);
|
name = c.actor.name + " (H)"
|
||||||
}
|
}
|
||||||
console.log("Combatant", c)
|
|
||||||
}
|
}
|
||||||
|
if (isOnAbort) {
|
||||||
|
name = c.actor.name + " (A)"
|
||||||
|
if ( hasSegment) {
|
||||||
|
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;
|
||||||
|
|
||||||
|
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 updList = []
|
||||||
|
for (let c of this.combatants) {
|
||||||
|
this.computeInitiative(c, updList)
|
||||||
|
}
|
||||||
|
if (updList.length > 0) {
|
||||||
|
await this.updateEmbeddedDocuments("Combatant", updList);
|
||||||
|
console.log("Rebuild INIT", updList)
|
||||||
|
for (let c of updList) {
|
||||||
|
if (c.initiative != 0) {
|
||||||
|
return true
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return false
|
||||||
|
}
|
||||||
|
|
||||||
|
/* -------------------------------------------- */
|
||||||
|
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 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")
|
||||||
|
|
||||||
|
console.log("Next round called....", nextRound, turnData)
|
||||||
|
while (!hasCombatants) {
|
||||||
|
turn = turn; // Preserve the fact that it's no-one's turn currently.
|
||||||
if (this.settings.skipDefeated && (turn !== null)) {
|
if (this.settings.skipDefeated && (turn !== null)) {
|
||||||
turn = this.turns.findIndex(t => !t.isDefeated);
|
turn = this.turns.findIndex(t => !t.isDefeated);
|
||||||
if (turn === -1) {
|
if (turn === -1) {
|
||||||
@ -98,32 +183,33 @@ export class Hero6Combat extends Combat {
|
|||||||
turn = 0;
|
turn = 0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
let advanceTime = Math.max(this.turns.length - this.turn, 0) * CONFIG.time.turnTime;
|
advanceTime = Math.max(this.turns.length - this.turn, 0) * CONFIG.time.turnTime;
|
||||||
advanceTime += CONFIG.time.roundTime;
|
advanceTime += CONFIG.time.roundTime;
|
||||||
let nextRound = this.round + 1;
|
nextRound = nextRound + 1;
|
||||||
|
console.log("Next round called....2", nextRound, turnData)
|
||||||
let turnData = this.getFlag("world", "hero6-turn-data")
|
turnData = this.getFlag("world", "hero6-turn-data")
|
||||||
if (!turnData) {
|
if (!turnData) {
|
||||||
turnData = { turnNumber: 1, segmentNumber: 12 }
|
turnData = { turnNumber: 0, segmentNumber: 12 }
|
||||||
this.setFlag("world", "hero6-turn-data", turnData)
|
this.setFlag("world", "hero6-turn-data", turnData)
|
||||||
}
|
}
|
||||||
turnData = duplicate(turnData)
|
turnData = duplicate(turnData)
|
||||||
turnData.segmentNumber -= 1
|
turnData.segmentNumber += 1
|
||||||
if (turnData.segmentNumber <= 0) {
|
if (turnData.segmentNumber > 12) {
|
||||||
turnData.segmentNumber = 12
|
turnData.segmentNumber = 1
|
||||||
turnData.turnNumber++
|
turnData.turnNumber++
|
||||||
}
|
}
|
||||||
this.setFlag("world", "hero6-turn-data", turnData)
|
await this.setFlag("world", "hero6-turn-data", turnData)
|
||||||
this.turnNumber = turnData.turnNumber;
|
this.turnNumber = turnData.turnNumber;
|
||||||
this.segmentNumber = turnData.segmentNumber;
|
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);
|
||||||
@ -132,13 +218,14 @@ export class Hero6Combat extends Combat {
|
|||||||
|
|
||||||
/* -------------------------------------------- */
|
/* -------------------------------------------- */
|
||||||
async _onCreateEmbeddedDocuments(type, documents, result, options, userId) {
|
async _onCreateEmbeddedDocuments(type, documents, result, options, userId) {
|
||||||
console.log(">>>>", documents)
|
//console.log("Added...")
|
||||||
super._onCreateEmbeddedDocuments(type, documents, result, options, userId)
|
await super._onCreateEmbeddedDocuments(type, documents, result, options, userId)
|
||||||
|
await this.rebuildInitiative()
|
||||||
}
|
}
|
||||||
|
|
||||||
/* -------------------------------------------- */
|
/* --------------------------------------------
|
||||||
_onUpdate(changed, options, userId) {
|
_onUpdate(changed, options, userId) {
|
||||||
}
|
}*/
|
||||||
|
|
||||||
/* -------------------------------------------- */
|
/* -------------------------------------------- */
|
||||||
static async checkTurnPosition() {
|
static async checkTurnPosition() {
|
||||||
|
@ -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
|
||||||
|
@ -44,7 +44,7 @@ Hooks.once("init", async function () {
|
|||||||
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()
|
||||||
|
|
||||||
})
|
})
|
||||||
|
|
||||||
/* -------------------------------------------- */
|
/* -------------------------------------------- */
|
||||||
|
@ -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(); });
|
||||||
|
@ -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 });
|
||||||
}
|
}
|
||||||
|
@ -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 character’s 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 character’s 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 character’s 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 character’s 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 (that’s Navigation) or encoding transmissions (that’s 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 (that’s Navigation) or encoding transmissions (that’s 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 it’s 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 it’s 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, who’s 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, who’s 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"}
|
||||||
|
@ -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;
|
||||||
|
@ -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"> 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"> 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>
|
|
@ -91,16 +91,15 @@
|
|||||||
"styles": [
|
"styles": [
|
||||||
"styles/simple.css"
|
"styles/simple.css"
|
||||||
],
|
],
|
||||||
"version": "10.0.37",
|
"version": "10.0.47",
|
||||||
"compatibility": {
|
"compatibility": {
|
||||||
"minimum": "10",
|
"minimum": "10",
|
||||||
"verified": "10",
|
"verified": "11"
|
||||||
"maximum": "10"
|
|
||||||
},
|
},
|
||||||
"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-v10.0.37.zip",
|
"download": "https://www.uberwald.me/gitea/uberwald/fvtt-hero-system-6/archive/fvtt-hero-system-6-v10.0.47.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/hero6_welcome_page.webp",
|
||||||
"id": "fvtt-hero-system-6"
|
"id": "fvtt-hero-system-6"
|
||||||
}
|
}
|
@ -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
|
||||||
},
|
},
|
||||||
|
@ -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"> </label>
|
<label class="item-field-label-short"> </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"> </label>
|
<label class="item-field-label-short"> </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"> </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"> </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=""> </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>
|
||||||
|
@ -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">
|
||||||
|
@ -10,7 +10,7 @@
|
|||||||
|
|
||||||
{{#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}}
|
||||||
|
@ -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>
|
||||||
|
@ -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}}
|
||||||
|
3
templates/chat/chat-hr-roll.hbs
Normal file
3
templates/chat/chat-hr-roll.hbs
Normal file
@ -0,0 +1,3 @@
|
|||||||
|
<div>
|
||||||
|
BODY : {{bodyValue}}
|
||||||
|
</div>
|
@ -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>
|
||||||
|
@ -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>
|
|
@ -1,8 +1,8 @@
|
|||||||
<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>
|
||||||
|
|
||||||
@ -16,10 +16,38 @@
|
|||||||
<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">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" />
|
||||||
|
|
||||||
|
<label class="item-field-label-long">Total Value</label>
|
||||||
|
<label class="item-field-label-long">{{mul system.value system.quantity}}</label>
|
||||||
|
</li>
|
||||||
|
|
||||||
|
<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" />
|
||||||
|
|
||||||
|
<label class="item-field-label-long">Total Weight</label>
|
||||||
|
<label class="item-field-label-long">{{mul system.weight system.quantity}}</label>
|
||||||
|
</li>
|
||||||
|
|
||||||
|
{{> 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>
|
<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 class="item-field-label-long" type="text" name="system.subtype" value="{{system.subtype}}"
|
||||||
|
data-dtype="String">
|
||||||
{{#select system.subtype}}
|
{{#select system.subtype}}
|
||||||
{{#each config.equipmentSubType as |name key|}}
|
{{#each config.equipmentSubType as |name key|}}
|
||||||
<option value="{{key}}">{{name}}</option>
|
<option value="{{key}}">{{name}}</option>
|
||||||
@ -28,16 +56,9 @@
|
|||||||
</select>
|
</select>
|
||||||
</li>
|
</li>
|
||||||
|
|
||||||
<li class="flexrow"><label class="item-field-label-long">Equipped ?</label>
|
{{> systems/fvtt-hero-system-6/templates/partials/partial-item-hasroll.hbs}}
|
||||||
<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">Weight</label>
|
|
||||||
<input type="text" class="item-field-label-medium input-numeric-short padd-right" name="system.weight" value="{{system.weight}}" 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"/>
|
|
||||||
</li>
|
|
||||||
|
|
||||||
{{> systems/fvtt-hero-system-6/templates/partials/partial-item-cost.hbs}}
|
{{> systems/fvtt-hero-system-6/templates/partials/partial-item-cost.hbs}}
|
||||||
|
|
||||||
|
@ -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>
|
||||||
|
@ -3,10 +3,13 @@
|
|||||||
<span class="item-name-img">
|
<span class="item-name-img">
|
||||||
<label class=""> </label>
|
<label class=""> </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"> </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>
|
||||||
|
@ -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"> </span>
|
<span class="item-field-label-short"> </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"> </div>
|
<div class="item-filler"> </div>
|
||||||
<div class="item-controls item-controls-fixed">
|
<div class="item-controls item-controls-fixed">
|
||||||
|
@ -1,7 +1,7 @@
|
|||||||
|
|
||||||
<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>
|
||||||
@ -10,17 +10,42 @@
|
|||||||
<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"> </h4>
|
<h4 class="item-field-label-short margin-item-list"> </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"> </h4>
|
<h4 class="item-field-label-short margin-item-list"> </h4>
|
||||||
<h4 class="item-field-label-short margin-item-list">{{charac.lift}}</h4>
|
<h4 class="item-field-label-short margin-item-list">{{charac.lift}}</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>
|
<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"> </h4>
|
||||||
|
<h4 class="item-field-label-long2 margin-item-list">Phases : {{charac.phasesString}}</h4>
|
||||||
|
{{/if}}
|
||||||
|
|
||||||
|
{{#if charac.presenceattack}}
|
||||||
|
<h4 class="item-field-label-short margin-item-list"> </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>
|
@ -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>
|
||||||
|
@ -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}}
|
||||||
|
Reference in New Issue
Block a user