Compare commits

..

24 Commits

Author SHA1 Message Date
f5c0faffd3 Equipment management 2023-08-24 15:59:54 +02:00
3f0e0a41b8 Update equipments type 2023-08-22 23:30:31 +02:00
20c49eb48c Fix Maneuvers 2023-08-15 22:12:02 +02:00
6275319164 Various fixes 2023-08-10 13:06:16 +02:00
19fb872824 Various fixes 2023-08-10 13:05:56 +02:00
002d6f4fbd Various fixes 2023-08-09 18:05:16 +02:00
43a3a2ccfa Various fixes and enhancents 2023-08-08 08:17:48 +02:00
356f0fee5f Various fixes and enhancents 2023-08-08 08:17:30 +02:00
58bcfc07a3 Various fixes and enhancents 2023-08-07 23:28:04 +02:00
3dcb60e7a9 Add compendiums + pictures + minor fixes 2023-08-04 07:04:12 +02:00
6c4812c7e4 Add compendiums + pictures + minor fixes 2023-08-03 22:32:45 +02:00
099bb0d88c Use initiative 2023-07-29 18:12:22 +02:00
9a30275640 Use initiative 2023-07-29 18:11:57 +02:00
b798cde48d Combat tracker fixes 2023-07-24 13:35:35 +02:00
a943e6defa Fix turn management 2023-07-21 14:52:22 +02:00
9099e812d5 Combat tracker fixes 2023-07-16 14:33:26 +02:00
6d6b7075df Combat tracker fixes 2023-07-07 15:35:24 +02:00
3762e6185b Combat tracker fixes 2023-07-06 21:28:52 +02:00
1e74d6f306 Combat tracker fixes 2023-07-06 13:10:41 +02:00
8f10b9825e Fixes from 29th of june 2023-06-30 22:20:44 +02:00
297c94adb7 Fixes from 29th of june 2023-06-30 21:11:29 +02:00
b535a86116 Fixes from 29th of june 2023-06-30 17:21:11 +02:00
270c7c4a91 Fixes from 29th of june 2023-06-30 13:14:40 +02:00
0b0b74754f Various/changes from 30th may requestsé 2023-06-06 09:18:33 +02:00
98 changed files with 1558 additions and 646 deletions

View File

@ -1,2 +1,18 @@
# fvtt-dark-stars
This is the official Hero System 6th Edition game system for FoundryVTT, based on the TTRPG from Hero Games and developed by Legendsmiths, LLC. For more information about Legendsmiths and their work, visit https://legendsmiths.com/.
The Hero System game system is not usable standalone. To play this game you need a copy of the core rulebook.
Installation
Manifest URL: https://github.com/Legendsmiths-LLC/
For manual installation, use the provided manifest URL in the "Install System" popup window while managing game systems.
Copyright (c) 2023 Legendsmiths, LLC
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
All content for the HERO System™® is DOJ, Inc.s trademark for its roleplaying system. HERO System Copyright ©1984, 1989, 2002, 2009 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Fantasy Hero ©2003, 2010 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Star Hero ©2003, 2011 by DOJ, Inc. d/b/a Hero Games. All rights reserved. All DOJ trademarks and copyrights used with permission and under license with Legendsmiths , LLC. For further information about Hero Games and the HERO System, visit www.herogames.com. All HERO System™® content is not be included to copy, modify, merge, publish, distribute, sublicense, and/or sell with copies of the Software with the exception of the current licensee Legendsmiths, LLC.
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

Binary file not shown.

After

Width:  |  Height:  |  Size: 202 KiB

View File

@ -1,18 +1,27 @@
{
"ACTOR": {
"TypeCharacter": "Character"
"TYPES": {
"Actor": {
"character": "Character",
"minion": "Minion"
},
"Item": {
"skill": "Skill",
"perk": "Perk",
"power": "Power",
"talent": "Talent",
"advantage": "Advantage",
"martialart": "Martial art",
"limitation": "Limitation",
"complication": "Complication",
"equipment": "Equipment",
"currency": "Currency",
"maneuver": "Maneuver"
}
},
"ITEM": {
"TypeSkill": "Skill",
"TypePerk": "Perk",
"TypePower": "Power",
"TypeTalent": "Talent",
"TypeAdvantage": "Advantage",
"TypeMartialart": "Martial art",
"TypeLimitation": "Limitation",
"TypeComplication": "Complication",
"TypeEquipment": "Equipment",
"TypeCurrency": "Currency",
"TypeManeuver": "Maneuver"
"COMBAT": {
"TurnPrev": "Previous initiative",
"RoundPrev": "Previous segment",
"TurnNext": "Next initiative",
"RoundNext": "Next segment"
}
}

View File

@ -46,13 +46,17 @@ export class Hero6ActorSheet extends ActorSheet {
complications: this.actor.getComplications( ),
maneuvers: this.actor.getManeuvers( ),
nonstockmaneuvers: this.actor.getNonStockManeuvers(),
allmaneuvers: this.actor.getAllManeuvers(),
weapons: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getWeapons()) ),
armors: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getArmors())),
shields: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getShields())),
equipments: this.actor.checkAndPrepareEquipments(duplicate(this.actor.getEquipmentsMoneys()) ),
moneys: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getMoneys())),
equipments: this.actor.checkAndPrepareEquipments(duplicate(this.actor.getEquipments()) ),
subActors: duplicate(this.actor.getSubActors()),
race: duplicate(this.actor.getRace()),
encCapacity: this.actor.getEncumbranceCapacity(),
isHold: this.actor.getHoldAction(),
isAbort: this.actor.getAbortAction(),
description: await TextEditor.enrichHTML(this.object.system.biodata.description, {async: true}),
motivation: await TextEditor.enrichHTML(this.object.system.biodata.motivation, {async: true}),
quote: await TextEditor.enrichHTML(this.object.system.biodata.quote, {async: true}),
@ -66,12 +70,15 @@ export class Hero6ActorSheet extends ActorSheet {
notes5: await TextEditor.enrichHTML(this.object.system.biodata.notes5, {async: true}),
containersTree: this.actor.containersTree,
encCurrent: this.actor.encCurrent,
totalValue: this.actor.totalValue,
options: this.options,
owner: this.document.isOwner,
editScore: this.options.editScore,
isGM: game.user.isGM
}
this.formData = formData;
this.stockManeuverDisplayed = false
console.log("PC : ", formData, this.object);
return formData;
@ -86,9 +93,9 @@ export class Hero6ActorSheet extends ActorSheet {
// Everything below here is only needed if the sheet is editable
if (!this.options.editable) return;
html.bind("keydown", function(e) { // Ignore Enter in actores sheet
/*html.bind("keydown", function(e) { // Ignore Enter in actores sheet
if (e.keyCode === 13) return false;
});
});*/
// Update Inventory Item
html.find('.item-edit').click(ev => {
@ -152,6 +159,10 @@ export class Hero6ActorSheet extends ActorSheet {
const characKey = $(event.currentTarget).data("charac-key");
this.actor.rollCharac(characKey);
});
html.find('.roll-perception').click((event) => {
this.actor.rollPerception("int");
});
html.find('.roll-direct').click((event) => {
const rollFormula = $(event.currentTarget).data("roll-formula")
const rollSource = $(event.currentTarget).data("roll-source")
@ -172,14 +183,35 @@ export class Hero6ActorSheet extends ActorSheet {
const li = $(event.currentTarget).parents(".item");
let itemId = li.data("item-id")
this.actor.rollLiftDice(itemId);
});
});
html.find('.roll-weapon').click((event) => {
const li = $(event.currentTarget).parents(".item");
const skillId = li.data("item-id")
this.actor.rollWeapon(skillId)
});
html.find('.roll-maneuver').click((event) => {
const li = $(event.currentTarget).parents(".item");
const maneuverId = li.data("maneuver-id")
this.actor.rollManeuver(maneuverId)
});
html.find('.hold-action').click((event) => {
this.actor.holdAction()
});
html.find('.abort-action').click((event) => {
this.actor.abortAction()
});
html.find(".show-stock-maneuver").click((event) => {
if ( !this.stockManeuverDisplayed) {
$('div .maneuver-list').removeClass('maneuver-is-stock');
this.stockManeuverDisplayed = true
} else {
$('div .maneuver-list').addClass('maneuver-is-stock');
this.stockManeuverDisplayed = false
}
});
html.find('.lock-unlock-sheet').click((event) => {
this.options.editScore = !this.options.editScore;
this.render(true);

View File

@ -4,7 +4,7 @@ import { Hero6RollDialog } from "./hero6-roll-dialog.js";
import { Hero6LiftDice } from "./hero6-lift-dice.js";
/* -------------------------------------------- */
const __speed2Segments = [[0], [7], [6, 12], [4, 8, 12], [3, 6, 9, 12], [3, 5, 8, 10, 12], [2, 4, 6, 8, 10, 12]
const __speed2Segments = [[0], [7], [6, 12], [4, 8, 12], [3, 6, 9, 12], [3, 5, 8, 10, 12], [2, 4, 6, 8, 10, 12],
[2, 4, 6, 7, 9, 11, 12], [2, 3, 5, 6, 8, 9, 11, 12], [2, 3, 4, 6, 7, 8, 10, 11, 12], [2, 3, 4, 5, 6, 8, 9, 10, 11, 12],
[2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12], [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12]]
@ -40,11 +40,10 @@ export class Hero6Actor extends Actor {
return actor;
}
if (data.type == 'character') {
//const skills = await Hero6Utility.loadCompendium("fvtt-hero-system-6.skills");
//data.items = skills.map(i => i.toObject())
}
if (data.type == 'npc') {
if (data.type == 'character' || data.type == 'minion') {
const maneuvers = await Hero6Utility.loadCompendium("fvtt-hero-system-6.maneuvers")
let maneuversObj = maneuvers.map(i => i.toObject())
data.items = maneuversObj.filter(m => m.system.isstock)
}
return super.create(data, options);
@ -60,10 +59,20 @@ export class Hero6Actor extends Actor {
}
/* -------------------------------------------- */
computeHitPoints() {
if (this.type == "character") {
computeDerivatedData() {
let newSTREND = this.computeSTREND()
if (newSTREND != this.system.characteristics.str.strend) {
this.update({ 'system.characteristics.str.strend': newSTREND })
}
}
/* -------------------------------------------- */
performMigration() {
// Fix OCV/OMCV rollable
if (!this.system.characteristics.ocv.hasroll) {
this.update({ 'system.characteristics.ocv.hasroll': true, 'system.characteristics.omcv.hasroll': true })
}
}
/* -------------------------------------------- */
computeDicesValue() {
this.system.biodata.presenceattack = Hero6Utility.getDerivatedDiceFormulas(this.system.characteristics.pre.value)
this.system.characteristics.str.strdice = Hero6LiftDice.getLiftDice(this.system.characteristics.str.value)
@ -75,7 +84,7 @@ export class Hero6Actor extends Actor {
if (this.type == 'character' || game.user.isGM) {
this.system.encCapacity = this.getEncumbranceCapacity()
this.buildContainerTree()
this.computeHitPoints()
this.computeDerivatedData()
this.computeDicesValue()
}
@ -90,7 +99,10 @@ export class Hero6Actor extends Actor {
/* -------------------------------------------- */
getEncumbranceCapacity() {
return 1;
let numLift = this.system.characteristics.str.lift.match(/\d*\s/g)
if (numLift && numLift[0] && Number(numLift[0])) {
return numLift[0] / 2
}
}
/* -------------------------------------------- */
@ -147,18 +159,6 @@ export class Hero6Actor extends Actor {
return listItem
}
/* -------------------------------------------- */
getConditions() {
let comp = duplicate(this.items.filter(item => item.type == 'condition') || []);
Hero6Utility.sortArrayObjectsByName(comp)
return comp;
}
/* -------------------------------------------- */
getWeapons() {
let comp = duplicate(this.items.filter(item => item.type == 'weapon') || []);
Hero6Utility.sortArrayObjectsByName(comp)
return comp;
}
/* -------------------------------------------- */
getItemById(id) {
let item = this.items.find(item => item.id == id);
@ -167,6 +167,19 @@ export class Hero6Actor extends Actor {
}
return item;
}
/* -------------------------------------------- */
async _preCreate(data, options, user) {
await super._preCreate(data, options, user);
// Configure prototype token settings
const prototypeToken = {};
if (this.type === "character") Object.assign(prototypeToken, {
sight: { enabled: true }, actorLink: true, disposition: CONST.TOKEN_DISPOSITIONS.FRIENDLY
});
this.updateSource({ prototypeToken });
}
/* -------------------------------------------- */
prepareSkill(skill) {
skill.roll = 0
@ -209,6 +222,17 @@ export class Hero6Actor extends Actor {
}
}
/* -------------------------------------------- */
prepareManeuver(maneuver) {
maneuver.roll = 11 + this.system.characteristics.ocv.value
if (Number(maneuver.system.ocv)) {
maneuver.roll += Number(maneuver.system.ocv)
} else {
maneuver.noOCV = true
}
}
/* -------------------------------------------- */
getSkills() {
let comp = duplicate(this.items.filter(item => item.type == 'skill') || [])
@ -287,6 +311,11 @@ export class Hero6Actor extends Actor {
Hero6Utility.sortArrayObjectsByName(maneuvers.defensive)
return maneuvers
}
getAllManeuvers() {
let maneuvers = this.items.filter(item => item.type == "maneuver")
Hero6Utility.sortArrayObjectsByName(maneuvers)
return maneuvers
}
getNonStockManeuvers() {
let maneuvers = this.items.filter(item => item.type == "maneuver" && !item.system.isstock)
Hero6Utility.sortArrayObjectsByName(maneuvers)
@ -297,6 +326,11 @@ export class Hero6Actor extends Actor {
Hero6Utility.sortArrayObjectsByName(list)
return list
}
getMoneys() {
let list = this.items.filter(item => item.type == "equipment" && item.system.subtype == "money");
Hero6Utility.sortArrayObjectsByName(list)
return list
}
getWeapons() {
let list = this.items.filter(item => item.type == "equipment" && item.system.subtype == "weapon");
Hero6Utility.sortArrayObjectsByName(list)
@ -324,46 +358,21 @@ export class Hero6Actor extends Actor {
}
/* ------------------------------------------- */
async buildContainerTree() {
let equipments = duplicate(this.items.filter(item => item.type == "equipment") || [])
for (let equip1 of equipments) {
if (equip1.system.iscontainer) {
equip1.system.contents = []
equip1.system.contentsEnc = 0
for (let equip2 of equipments) {
if (equip1._id != equip2.id && equip2.system.containerid == equip1.id) {
equip1.system.contents.push(equip2)
let q = equip2.system.quantity ?? 1
equip1.system.contentsEnc += q * equip2.system.weight
}
}
}
}
// Compute whole enc
buildContainerTree() {
let equipments = duplicate(this.items.filter(item => item.type == "equipment") || []);
let enc = 0
for (let item of equipments) {
//item.data.idrDice = Hero6Utility.getDiceFromLevel(Number(item.data.idr))
if (item.system.equipped) {
if (item.system.iscontainer) {
enc += item.system.contentsEnc
} else if (item.system.containerid == "") {
let q = item.system.quantity ?? 1
enc += q * item.system.weight
}
let value = 0
for (let equip1 of equipments) {
if (Number(equip1.system.weight) && Number(equip1.system.quantity)) {
enc += equip1.system.weight * equip1.system.quantity
}
if (Number(equip1.system.value) && Number(equip1.system.quantity)) {
value += equip1.system.value * equip1.system.quantity
}
}
for (let item of this.items) { // Process items/shields/armors
if ((item.type == "weapon" || item.type == "shield" || item.type == "armor") && item.system.equipped) {
let q = item.system.quantity ?? 1
enc += q * item.system.weight
}
}
// Store local values
this.encCurrent = enc
this.containersTree = equipments.filter(item => item.system.containerid == "") // Returns the root of equipements without container
this.totalValue = value
}
/* -------------------------------------------- */
@ -392,7 +401,7 @@ export class Hero6Actor extends Actor {
} else {
await this.updateEmbeddedDocuments("Item", [{ _id: object.id, 'system.containerid': containerId }])
}
} else if (object && object.system.containerid) { // remove from container
} else if (object?.system?.containerid) { // remove from container
console.log("Removeing: ", object)
await this.updateEmbeddedDocuments("Item", [{ _id: object.id, 'system.containerid': "" }]);
}
@ -409,28 +418,93 @@ export class Hero6Actor extends Actor {
/* -------------------------------------------- */
async equipGear(equipmentId) {
let item = this.items.find(item => item.id == equipmentId);
if (item && item.system) {
if (item?.system) {
let update = { _id: item.id, "system.equipped": !item.system.equipped };
await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity
}
}
/* -------------------------------------------- */
async cleanCombat() {
await this.setFlag("world", "hold-action", false)
await this.setFlag("world", "abort-action", { state: false, count: 0 })
}
async holdAction() {
await this.disableAbortAction()
if (this.getFlag("world", "hold-action")) {
await this.setFlag("world", "hold-action", false)
//game.combat.holdAction(this.id, false)
game.combat.forceHold(this, false)
return false
} else {
await this.setFlag("world", "hold-action", true)
//game.combat.holdAction(this.id, false)
game.combat.forceHold(this, true)
return true
}
}
async disableHoldAction() {
await this.setFlag("world", "hold-action", false)
}
async disableAbortAction() {
await this.setFlag("world", "abort-action", { state: false, count: 0 })
}
async abortAction() {
await this.disableHoldAction()
let abort = this.getFlag("world", "abort-action")
if (abort.state) {
await this.setFlag("world", "abort-action", { state: false, count: 0 })
game.combat.forceAbort(this, false)
//game.combat.abortAction(this.id, false)
} else {
await this.setFlag("world", "abort-action", { state: true, count: 0 })
game.combat.forceAbort(this, true)
//game.combat.abortAction(this.id, true)
}
}
async incAbortActionCount() {
let abort = this.getFlag("world", "abort-action")
if (abort.state) {
abort.count++
await this.setFlag("world", "abort-action", abort)
if (abort.count == 2) {
return true
}
}
return false
}
getHoldAction() {
return this.getFlag("world", "hold-action")
}
getAbortAction() {
let abort = this.getFlag("world", "abort-action")
return abort?.state || false
}
/* -------------------------------------------- */
hasPhase(segmentNumber) {
let index = Math.min(Math.max(this.system.characteristics.spd.value, 1), 12) // Security bounds
let phases = __speed2Segments[index]
console.log("index", segmentNumber, index, phases, phases.includes(segmentNumber), __speed2Segments)
return phases.includes(segmentNumber)
}
/* -------------------------------------------- */
getSegments() {
let index = Math.min(Math.max(this.system.characteristics.spd.value, 1), 12) // Security bounds
//console.log("INDEX", index, __speed2Segments[index])
return __speed2Segments[index]
}
getPhasesString() {
let index = Math.min(Math.max(this.system.characteristics.spd.value, 1), 12) // Security bounds
return __speed2Segments[index].toString()
}
/* -------------------------------------------- */
getBaseInit() {
let r = new Roll("1d6").roll({ async: false })
let base = this.system.characteristics.dex.value + (r.total / 10)
return base
getBaseInit(turn) {
if (turn != this.turn) {
let r = new Roll("1d6").roll({ async: false })
this.currentInit = Number(this.system.characteristics.dex.initiative) + Number(((r.total / 10).toFixed(2)))
this.turn = turn
}
return this.currentInit
}
/* -------------------------------------------- */
@ -460,8 +534,13 @@ export class Hero6Actor extends Actor {
/* -------------------------------------------- */
prepareCharacValues(charac) {
charac.total = charac.value
charac.roll = 9 + Math.floor((charac.value) / 5)
if (charac.label == "OCV" || charac.label == "OMCV" ) {
charac.total = charac.value
charac.roll = 11 + charac.value
} else {
charac.total = charac.value
charac.roll = 9 + Math.round((charac.value) / 5)
}
}
prepareCharac() {
let characs = duplicate(this.system.characteristics)
@ -472,6 +551,12 @@ export class Hero6Actor extends Actor {
ch.lift = Hero6LiftDice.getLift(ch.value)
ch.liftDice = Hero6LiftDice.getLiftDice(ch.value)
}
if (key == "spd") {
ch.phasesString = this.getPhasesString()
}
if (key == "pre") {
ch.presenceattack = duplicate(this.system.biodata.presenceattack)
}
}
return characs
}
@ -485,6 +570,22 @@ export class Hero6Actor extends Actor {
return skill;
}
/* -------------------------------------------- */
computeSTREND() {
let newSTREND = 0
switch (this.system.characteristics.str.strendmode) {
case "str20":
newSTREND = Math.floor(this.system.characteristics.str.value / 20)
break;
case "str10":
newSTREND = Math.floor(this.system.characteristics.str.value / 10)
break;
case "str5":
newSTREND = Math.floor(this.system.characteristics.str.value / 5)
break;
}
return newSTREND
}
/* -------------------------------------------- */
async deleteAllItemsByType(itemType) {
let items = this.items.filter(item => item.type == itemType);
@ -557,6 +658,18 @@ export class Hero6Actor extends Actor {
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) {
@ -577,6 +690,9 @@ export class Hero6Actor extends Actor {
if (item.type == "skill") {
this.prepareSkill(rollData.item)
}
if (item.type == "maneuver") {
this.prepareManeuver(rollData.item)
}
this.startRoll(rollData)
}
/* -------------------------------------------- */
@ -585,17 +701,22 @@ export class Hero6Actor extends Actor {
let rollData = this.getCommonRollData()
rollData.mode = "damage"
rollData.item = duplicate(item)
rollData.title = item.name
rollData.diceFormula = Hero6Utility.convertRollHeroSyntax(item.system.damage)
let myRoll = new Roll(rollData.diceFormula).roll({ async: false })
await Hero6Utility.showDiceSoNice(myRoll, game.settings.get("core", "rollMode"))
rollData.roll = myRoll
rollData.result = myRoll.total
rollData.bodyValue = Hero6Utility.computeBodyValue(myRoll)
let msg = await Hero6Utility.createChatWithRollMode(rollData.alias, {
content: await renderTemplate(`systems/fvtt-hero-system-6/templates/chat/chat-damage-result.hbs`, rollData)
let msgFlavor = 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)
console.log("Rolldata result", rollData)
}
@ -604,20 +725,45 @@ export class Hero6Actor extends Actor {
async rollLiftDice() {
let rollData = this.getCommonRollData()
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 })
await Hero6Utility.showDiceSoNice(myRoll, game.settings.get("core", "rollMode"))
rollData.roll = myRoll
rollData.result = myRoll.total
let msg = await Hero6Utility.createChatWithRollMode(rollData.alias, {
content: await renderTemplate(`systems/fvtt-hero-system-6/templates/chat/chat-lift-dice-result.hbs`, rollData)
rollData.bodyValue = Hero6Utility.computeBodyValue(myRoll)
rollData.result = myRoll.total
rollData.roll = duplicate(myRoll)
let msgFlavor = await renderTemplate(`systems/fvtt-hero-system-6/templates/chat/chat-lift-dice-result.hbs`, rollData)
let msg = await myRoll.toMessage({
user: game.user.id,
rollMode: game.settings.get("core", "rollMode"),
flavor: msgFlavor
})
msg.setFlag("world", "rolldata", rollData)
console.log("Rolldata result", rollData)
}
/* -------------------------------------------- */
rollManeuver(maneuverId) {
let skill = this.items.get(skillId)
if (skill) {
if (skill.system.islore && skill.system.level == 0) {
ui.notifications.warn("You can't use Lore Skills with a SL of 0.")
return
}
skill = duplicate(skill)
Hero6Utility.updateSkill(skill)
let abilityKey = skill.system.ability
let rollData = this.getCommonRollData(abilityKey)
rollData.mode = "skill"
rollData.skill = skill
rollData.img = skill.img
if (rollData.target) {
ui.notifications.warn("You are targetting a token with a skill : please use a Weapon instead.")
return
}
this.startRoll(rollData)
}
}
/* -------------------------------------------- */
rollSkill(skillId) {
let skill = this.items.get(skillId)

View File

@ -5,7 +5,7 @@ export class Hero6CombatTracker extends CombatTracker {
/* -------------------------------------------- */
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, {
template: path,
});
@ -16,129 +16,279 @@ export class Hero6CombatTracker extends CombatTracker {
export class Hero6Combat extends Combat {
/* -------------------------------------------- */
static init() {
static ready() {
Hooks.on("getCombatTrackerEntryContext", (html, options) => { Hero6Combat.pushMenuOptions(html, options); });
game.combat.settings.resource = "characteristics.spd.value";
}
/* -------------------------------------------- */
static pushMenuOptions(html, options) {
let newOpt
for (let i = 0; i < options.length; i++) {
let option = options[i];
if (option.name == 'COMBAT.CombatantReroll') { // Replace !
option.name = "Hold action";
option.name = "Hold/Unhold action";
option.condition = true;
option.icon = '<i class="far fa-question-circle"></i>';
option.callback = target => {
Hero6Combat.holdAction(target.data('combatant-id'));
let id = target.data('combatant-id')
let c = game.combat.combatants.get(id)
c.actor.holdAction()
}
newOpt = duplicate(option)
//newOpt = duplicate(option)
}
}
newOpt.name = "Abort action"
newOpt.callback = target => {
Hero6Combat.abortAction(target.data('combatant-id'));
}
options.push( newOpt)
//options.push(newOpt)
}
/* -------------------------------------------- */
static holdAction(combatantId) {
console.log("Combatant HOLD : ", combatantId)
const combatant = game.combat.combatants.get(combatantId)
combatant.setFlag("world", "hero6-hold-action", true)
combatant.update({name: combatant.name + " (H)"})
console.log("HOLD", combatant)
holdAction(combatantId) {
this.rebuildInitiative()
//console.log("Rebuilding.....")
}
/* -------------------------------------------- */
static abortAction(html, combatantId) {
console.log("Combatant ABORT : ", combatantId);
const combatant = game.combat.combatants.get(combatantId);
combatant.setFlag("world", "hero6-abort-action", true)
combatant.update({name: combatant.name + " (A)"})
console.log("ABORT", combatant)
abortAction(actorId, abortState) {
this.rebuildInitiative()
}
/* -------------------------------------------- */
constructor(data, context) {
super(data, context);
this.turnNumber = 1;
this.turnNumber = 0;
this.segmentNumber = 12;
}
/* -------------------------------------------- */
async computeInitiative(c) {
let id = c._id || c.id
if (c.actor.hasPhase(this.segmentNumber)) {
let baseInit = c.actor ? c.actor.getBaseInit() : - 1;
await this.updateEmbeddedDocuments("Combatant", [{ _id: id, initiative: baseInit }]);
} else {
await this.updateEmbeddedDocuments("Combatant", [{ _id: id, initiative: -1, visible: false, active: false }]);
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()
}
console.log("Combatant", c)
if (updList.length > 0) {
await this.updateEmbeddedDocuments("Combatant", updList);
}
super.startCombat();
}
/* -------------------------------------------- */
forceHold(actor, isHold) {
if (game.user.isGM) {
let updList = []
let c = this.combatants.find(c => c.actor._id == actor.id)
let name = actor.name + ((isHold) ? " (H)" : "")
console.log("ForceHold!!", c, actor)
updList.push({ _id: c.id || c._id, name: name, initiative: actor.getBaseInit(this.segmentNumber) })
this.updateEmbeddedDocuments("Combatant", updList)
} else {
game.socket.emit("system.fvtt-hero-system-6", { name: "msg_force_hold", data: { actorId: actor.id, isHold: isHold } });
}
}
/* -------------------------------------------- */
forceAbort(actor, isAbort) {
if (game.user.isGM) {
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)
} else {
game.socket.emit("system.fvtt-hero-system-6", { name: "msg_force_abort", data: { actorId: actor.id, isAbort: isAbort } });
}
}
/* -------------------------------------------- */
computeInitiative(c, updList) {
let id = c._id || c.id
let hasSegment = c.actor.hasPhase(this.segmentNumber)
let isOnHold = c.actor.getHoldAction()
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 {
name = c.actor.name + " (H)"
}
}
if (isOnAbort) {
name = c.actor.name + " (A)"
if (c.actor.incAbortActionCount()) {
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 = {}) {
ids = typeof ids === "string" ? [ids] : ids;
let updList = []
for (let cId = 0; cId < ids.length; 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;
}
/* -------------------------------------------- */
nextRound() {
let turn = this.turn === null ? null : 0; // Preserve the fact that it's no-one's turn currently.
if (this.settings.skipDefeated && (turn !== null)) {
turn = this.turns.findIndex(t => !t.isDefeated);
if (turn === -1) {
ui.notifications.warn("COMBAT.NoneRemaining", { localize: true });
turn = 0;
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
}
}
}
let advanceTime = Math.max(this.turns.length - this.turn, 0) * CONFIG.time.turnTime;
advanceTime += CONFIG.time.roundTime;
let nextRound = this.round + 1;
return false
}
let turnData = this.getFlag("world", "hero6-turn-data")
if (!turnData) {
turnData = { turnNumber: 1, segmentNumber: 12 }
this.setFlag("world", "hero6-turn-data", turnData)
/* -------------------------------------------- */
nextTurn() {
let nbC = this.combatants.filter(c => c.initiative > 0).length
//console.log("Next turn called....", this.turn, nbC)
if (this.turn < nbC - 1) {
super.nextTurn()
} else {
this.nextRound()
}
turnData = duplicate(turnData)
turnData.segmentNumber -= 1
if (turnData.segmentNumber <= 0) {
turnData.segmentNumber = 12
turnData.turnNumber++
}
this.setFlag("world", "hero6-turn-data", turnData)
this.turnNumber = turnData.turnNumber;
this.segmentNumber = turnData.segmentNumber;
}
// Re-compute init of actors
for (let c of this.combatants) {
this.computeInitiative(c)
/* -------------------------------------------- */
async previousRound() {
let hasCombatants = false
let nextRound = this.round
let advanceTime = 0
let turn = this.turn === null ? null : 0; // Preserve the fact that it's no-one's turn currently.
let turnData = this.getFlag("world", "turnData")
//console.log("Next round called....", nextRound, turnData)
while (!hasCombatants) {
if (this.settings.skipDefeated && (turn !== null)) {
turn = this.turns.findIndex(t => !t.isDefeated);
if (turn === -1) {
ui.notifications.warn("COMBAT.NoneRemaining", { localize: true });
turn = 0;
}
}
advanceTime = -1 * (Math.max(this.turns.length - this.turn, 0) * CONFIG.time.turnTime);
advanceTime -= CONFIG.time.roundTime;
nextRound = nextRound -1
//console.log("Next round called....2", nextRound, turnData)
turnData = this.getFlag("world", "turnData")
if (!turnData) {
turnData = { turnNumber: 0, segmentNumber: 12 }
this.setFlag("world", "turnData", turnData)
}
turnData = duplicate(turnData)
turnData.segmentNumber -= 1
if (turnData.segmentNumber <= 0) {
turnData.segmentNumber = 12
turnData.turnNumber--
}
await this.setFlag("world", "turnData", turnData)
this.turnNumber = turnData.turnNumber;
this.segmentNumber = turnData.segmentNumber;
//console.log("Next round called....3", nextRound, turnData)
// Re-compute init of actors
hasCombatants = await this.rebuildInitiative()
//console.log("Going round....", nextRound, hasCombatants)
}
// 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 };
const updateOptions = { advanceTime, direction: -1 };
Hooks.callAll("combatRound", this, updateData, updateOptions);
console.log(this)
return this.update(updateData, updateOptions);
}
/* -------------------------------------------- */
async nextRound() {
let hasCombatants = false
let nextRound = this.round
let advanceTime = 0
let turn = this.turn === null ? null : 0; // Preserve the fact that it's no-one's turn currently.
let turnData = this.getFlag("world", "turnData")
//console.log("Next round called....", nextRound, turnData)
while (!hasCombatants) {
if (this.settings.skipDefeated && (turn !== null)) {
turn = this.turns.findIndex(t => !t.isDefeated);
if (turn === -1) {
ui.notifications.warn("COMBAT.NoneRemaining", { localize: true });
turn = 0;
}
}
advanceTime = Math.max(this.turns.length - this.turn, 0) * CONFIG.time.turnTime;
advanceTime += CONFIG.time.roundTime;
nextRound = nextRound + 1;
//console.log("Next round called....2", nextRound, turnData)
turnData = this.getFlag("world", "turnData")
if (!turnData) {
turnData = { turnNumber: 0, segmentNumber: 12 }
this.setFlag("world", "turnData", turnData)
}
turnData = duplicate(turnData)
turnData.segmentNumber += 1
if (turnData.segmentNumber > 12) {
turnData.segmentNumber = 1
turnData.turnNumber++
ChatMessage.create({
content: "Complete Post-Segment 12 Recoveries."
})
}
await this.setFlag("world", "turnData", turnData)
this.turnNumber = turnData.turnNumber;
this.segmentNumber = turnData.segmentNumber;
//console.log("Next round called....3", nextRound, turnData)
// Re-compute init of actors
hasCombatants = await this.rebuildInitiative()
//console.log("Going round....", nextRound, hasCombatants)
}
// Update the document, passing data through a hook first
const updateData = { round: nextRound, turn };
const updateOptions = { advanceTime, direction: 1 };
Hooks.callAll("combatRound", this, updateData, updateOptions);
console.log(this)
return this.update(updateData, updateOptions);
}
/* -------------------------------------------- */
async _onCreateEmbeddedDocuments(type, documents, result, options, userId) {
console.log(">>>>", documents)
super._onCreateEmbeddedDocuments(type, documents, result, options, userId)
//console.log("Added...")
await super._onCreateEmbeddedDocuments(type, documents, result, options, userId)
await this.rebuildInitiative()
}
/* -------------------------------------------- */
/* --------------------------------------------
_onUpdate(changed, options, userId) {
}
}*/
/* -------------------------------------------- */
static async checkTurnPosition() {

View File

@ -123,9 +123,17 @@ export class Hero6Commands {
let formula = params.join(' ')
if (formula) {
let foundryFormula = Hero6Utility.convertRollHeroSyntax(formula)
let myRoll = new Roll(foundryFormula).roll({ async: false })
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 false

View File

@ -53,6 +53,5 @@ export const Hero6_CONFIG = {
"standard": "Standard",
"normal": "Normal",
"killing": "Killing",
"countbody": "Killing (Count BODY)"
}
}

View File

@ -41,10 +41,10 @@ Hooks.once("init", async function () {
// Set an initiative formula for the system
CONFIG.Combat.initiative = {
formula: "1d6",
decimals: 3
decimals: 2
};
/* -------------------------------------------- */
/* ------------------------------- ------------- */
game.socket.on("system.fvtt-hero-system-6", data => {
Hero6Utility.onSocketMesssage(data)
});
@ -61,7 +61,7 @@ Hooks.once("init", async function () {
// Register sheet application classes
Actors.unregisterSheet("core", ActorSheet);
Actors.registerSheet("fvtt-hero-system-6", Hero6ActorSheet, { types: ["character"], makeDefault: true });
Actors.registerSheet("fvtt-hero-system-6", Hero6NPCSheet, { types: ["npc"], makeDefault: false });
Actors.registerSheet("fvtt-hero-system-6", Hero6ActorSheet, { types: ["minion"], makeDefault: false });
Items.unregisterSheet("core", ItemSheet);
Items.registerSheet("fvtt-hero-system-6", Hero6ItemSheet, { makeDefault: true });
@ -75,7 +75,7 @@ function welcomeMessage() {
user: game.user.id,
whisper: [game.user.id],
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();
Hero6Utility.ready()
Hero6Commands.ready()
Hero6Combat.ready()
})
/* -------------------------------------------- */

View File

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

View File

@ -41,7 +41,7 @@ export class Hero6Utility {
return list.length > 0;
})
Handlebars.registerHelper('mul', function (a, b) {
return parseInt(a) * parseInt(b);
return Number(a) * Number(b);
})
Handlebars.registerHelper('locationLabel', function (key) {
return __locationNames[key]
@ -52,6 +52,11 @@ export class Hero6Utility {
}
return false
})
Handlebars.registerHelper('checkInit', function (value) {
let myValue = Number(value) || 0
return myValue > 0
})
this.gameSettings()
@ -119,6 +124,10 @@ export class Hero6Utility {
const rollTables = await Hero6Utility.loadCompendium("fvtt-hero-system-6.rolltables")
this.rollTables = rollTables.map(i => i.toObject())
for (let actor of game.actors) {
actor.performMigration()
}
}
/* -------------------------------------------- */
@ -154,6 +163,7 @@ export class Hero6Utility {
'systems/fvtt-hero-system-6/templates/partials/partial-options-abilities.hbs',
'systems/fvtt-hero-system-6/templates/partials/partial-item-nav.hbs',
'systems/fvtt-hero-system-6/templates/partials/partial-item-description.hbs',
'systems/fvtt-hero-system-6/templates/partials/partial-item-notes.hbs',
'systems/fvtt-hero-system-6/templates/partials/partial-actor-equipment.hbs',
'systems/fvtt-hero-system-6/templates/partials/partial-item-cost.hbs',
'systems/fvtt-hero-system-6/templates/partials/partial-power-equipment-cost.hbs',
@ -225,12 +235,21 @@ export class Hero6Utility {
/* -------------------------------------------- */
static async onSocketMesssage(msg) {
console.log("SOCKET MESSAGE", msg.name)
console.log("SOCKET MESSAGE", msg.name, msg)
if (msg.name == "msg_update_roll") {
this.updateRollData(msg.data)
}
if (msg.name == "msg_gm_process_attack_defense") {
this.processSuccessResult(msg.data)
if (msg.name == "msg_force_hold") {
if (game.user.isGM) {
let actor = game.actors.get(msg.data.actorId)
game.combat.forceHold(actor, msg.data.isHold)
}
}
if (msg.name == "msg_force_abort") {
if (game.user.isGM) {
let actor = game.actors.get(msg.data.actorId)
game.combat.forceAbort(actor, msg.data.isAbort)
}
}
if (msg.name == "msg_gm_item_drop" && game.user.isGM) {
let actor = game.actors.get(msg.data.actorId)
@ -337,7 +356,7 @@ export class Hero6Utility {
let myRoll = rollData.roll
if (!myRoll) { // New rolls only of no rerolls
myRoll = new Roll(diceFormula).roll({ async: false })
await this.showDiceSoNice(myRoll, game.settings.get("core", "rollMode"))
//await this.showDiceSoNice(myRoll, game.settings.get("core", "rollMode"))
}
rollData.roll = myRoll
@ -367,32 +386,43 @@ export class Hero6Utility {
rollData.result = roll.total
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) {
let msg = await this.createChatWithRollMode(rollData.alias, {
content: await renderTemplate(`systems/fvtt-hero-system-6/templates/chat/chat-generic-result.hbs`, rollData)
let msgFlavor = 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)
console.log("Rolldata result", rollData)
}
/* -------------- ----------------------------- */
static convertRollHeroSyntax( hero6Formula) {
static convertRollHeroSyntax(hero6Formula) {
// Ensure we have no space at all
//hero6Formula = hero6Formula.replace(/\s/g, '')
let hasHalfDice = ""
if (hero6Formula.match("1/2d6")) {
hero6Formula = hero6Formula.replace("1/2d6", "d6")
hasHalfDice = "+round(1d6)"
let newFormula = hero6Formula
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
foundryFormula = foundryFormula.replace(' ', '')
console.log("Parsed formula : ", hero6Formula, foundryFormula)
return foundryFormula
let form3 = hero6Formula.match(/\s*(\d*)\.5d6/)
if ( form3 ) {
let nbDice = form3[1] || 0
newFormula = nbDice+"d6+round(1d6/2)"
}
console.log("Parsed formula : ", hero6Formula, newFormula)
return newFormula
}
/* -------------- ----------------------------- */
@ -433,7 +463,7 @@ export class Hero6Utility {
static blindMessageToGM(chatOptions) {
let chatGM = duplicate(chatOptions);
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);
game.socket.emit("system.fvtt-hero-system-6", { msg: "msg_gm_chat_message", data: chatGM });
}

Binary file not shown.

View File

@ -0,0 +1 @@
MANIFEST-000086

0
packs/complications/LOCK Normal file
View File

8
packs/complications/LOG Normal file
View File

@ -0,0 +1,8 @@
2023/08/24-15:57:43.426826 7fab4a7fc6c0 Recovering log #84
2023/08/24-15:57:43.443955 7fab4a7fc6c0 Delete type=3 #82
2023/08/24-15:57:43.444078 7fab4a7fc6c0 Delete type=0 #84
2023/08/24-15:59:12.025522 7fab497fa6c0 Level-0 table #89: started
2023/08/24-15:59:12.025554 7fab497fa6c0 Level-0 table #89: 0 bytes OK
2023/08/24-15:59:12.034739 7fab497fa6c0 Delete type=0 #87
2023/08/24-15:59:12.043415 7fab497fa6c0 Manual compaction at level-0 from '!items!05yAsPAteobyHoVT' @ 72057594037927935 : 1 .. '!items!yFhVFTqzLKcqApBr' @ 0 : 0; will stop at (end)
2023/08/24-15:59:12.050747 7fab497fa6c0 Manual compaction at level-1 from '!items!05yAsPAteobyHoVT' @ 72057594037927935 : 1 .. '!items!yFhVFTqzLKcqApBr' @ 0 : 0; will stop at (end)

View File

@ -0,0 +1,8 @@
2023/08/24-15:09:37.481365 7fab4affd6c0 Recovering log #80
2023/08/24-15:09:37.498302 7fab4affd6c0 Delete type=3 #78
2023/08/24-15:09:37.498430 7fab4affd6c0 Delete type=0 #80
2023/08/24-15:56:20.984607 7fab497fa6c0 Level-0 table #85: started
2023/08/24-15:56:20.984638 7fab497fa6c0 Level-0 table #85: 0 bytes OK
2023/08/24-15:56:21.004254 7fab497fa6c0 Delete type=0 #83
2023/08/24-15:56:21.036183 7fab497fa6c0 Manual compaction at level-0 from '!items!05yAsPAteobyHoVT' @ 72057594037927935 : 1 .. '!items!yFhVFTqzLKcqApBr' @ 0 : 0; will stop at (end)
2023/08/24-15:56:21.036267 7fab497fa6c0 Manual compaction at level-1 from '!items!05yAsPAteobyHoVT' @ 72057594037927935 : 1 .. '!items!yFhVFTqzLKcqApBr' @ 0 : 0; will stop at (end)

Binary file not shown.

View File

BIN
packs/equipment/000089.ldb Normal file

Binary file not shown.

1
packs/equipment/CURRENT Normal file
View File

@ -0,0 +1 @@
MANIFEST-000086

0
packs/equipment/LOCK Normal file
View File

7
packs/equipment/LOG Normal file
View File

@ -0,0 +1,7 @@
2023/08/24-15:57:43.392816 7fab4a7fc6c0 Recovering log #84
2023/08/24-15:57:43.403164 7fab4a7fc6c0 Delete type=3 #82
2023/08/24-15:57:43.403305 7fab4a7fc6c0 Delete type=0 #84
2023/08/24-15:59:11.970493 7fab497fa6c0 Level-0 table #89: started
2023/08/24-15:59:11.975508 7fab497fa6c0 Level-0 table #89: 60925 bytes OK
2023/08/24-15:59:11.983493 7fab497fa6c0 Delete type=0 #87
2023/08/24-15:59:11.983701 7fab497fa6c0 Manual compaction at level-0 from '!folders!48DCB6UNXCsERTXK' @ 72057594037927935 : 1 .. '!items!zFQRJSrYV4E12NgW' @ 0 : 0; will stop at (end)

7
packs/equipment/LOG.old Normal file
View File

@ -0,0 +1,7 @@
2023/08/24-15:09:37.452353 7fab4a7fc6c0 Recovering log #80
2023/08/24-15:09:37.462753 7fab4a7fc6c0 Delete type=3 #78
2023/08/24-15:09:37.462881 7fab4a7fc6c0 Delete type=0 #80
2023/08/24-15:56:20.961121 7fab497fa6c0 Level-0 table #85: started
2023/08/24-15:56:20.961152 7fab497fa6c0 Level-0 table #85: 0 bytes OK
2023/08/24-15:56:20.975996 7fab497fa6c0 Delete type=0 #83
2023/08/24-15:56:20.984441 7fab497fa6c0 Manual compaction at level-0 from 'undefined' @ 72057594037927935 : 1 .. 'undefined' @ 0 : 0; will stop at (end)

Binary file not shown.

BIN
packs/maneuvers/000005.ldb Normal file

Binary file not shown.

View File

1
packs/maneuvers/CURRENT Normal file
View File

@ -0,0 +1 @@
MANIFEST-000078

0
packs/maneuvers/LOCK Normal file
View File

8
packs/maneuvers/LOG Normal file
View File

@ -0,0 +1,8 @@
2023/08/24-15:57:43.429828 7fab4affd6c0 Recovering log #76
2023/08/24-15:57:43.446896 7fab4affd6c0 Delete type=3 #74
2023/08/24-15:57:43.447172 7fab4affd6c0 Delete type=0 #76
2023/08/24-15:59:12.034912 7fab497fa6c0 Level-0 table #81: started
2023/08/24-15:59:12.034942 7fab497fa6c0 Level-0 table #81: 0 bytes OK
2023/08/24-15:59:12.043249 7fab497fa6c0 Delete type=0 #79
2023/08/24-15:59:12.050726 7fab497fa6c0 Manual compaction at level-0 from '!items!0HeZcvevni63brWf' @ 72057594037927935 : 1 .. '!items!yAT32VYV2aIWOBkK' @ 0 : 0; will stop at (end)
2023/08/24-15:59:12.061166 7fab497fa6c0 Manual compaction at level-1 from '!items!0HeZcvevni63brWf' @ 72057594037927935 : 1 .. '!items!yAT32VYV2aIWOBkK' @ 0 : 0; will stop at (end)

8
packs/maneuvers/LOG.old Normal file
View File

@ -0,0 +1,8 @@
2023/08/24-15:09:37.482662 7fab4a7fc6c0 Recovering log #72
2023/08/24-15:09:37.501124 7fab4a7fc6c0 Delete type=3 #70
2023/08/24-15:09:37.501198 7fab4a7fc6c0 Delete type=0 #72
2023/08/24-15:56:21.025251 7fab497fa6c0 Level-0 table #77: started
2023/08/24-15:56:21.025279 7fab497fa6c0 Level-0 table #77: 0 bytes OK
2023/08/24-15:56:21.035977 7fab497fa6c0 Delete type=0 #75
2023/08/24-15:56:21.036255 7fab497fa6c0 Manual compaction at level-0 from '!items!0HeZcvevni63brWf' @ 72057594037927935 : 1 .. '!items!yAT32VYV2aIWOBkK' @ 0 : 0; will stop at (end)
2023/08/24-15:56:21.036299 7fab497fa6c0 Manual compaction at level-1 from '!items!0HeZcvevni63brWf' @ 72057594037927935 : 1 .. '!items!yAT32VYV2aIWOBkK' @ 0 : 0; will stop at (end)

Binary file not shown.

BIN
packs/perks/000005.ldb Normal file

Binary file not shown.

0
packs/perks/000088.log Normal file
View File

1
packs/perks/CURRENT Normal file
View File

@ -0,0 +1 @@
MANIFEST-000086

0
packs/perks/LOCK Normal file
View File

8
packs/perks/LOG Normal file
View File

@ -0,0 +1,8 @@
2023/08/24-15:57:43.446370 7fab4b7fe6c0 Recovering log #84
2023/08/24-15:57:43.467824 7fab4b7fe6c0 Delete type=3 #82
2023/08/24-15:57:43.467983 7fab4b7fe6c0 Delete type=0 #84
2023/08/24-15:59:12.043433 7fab497fa6c0 Level-0 table #89: started
2023/08/24-15:59:12.043465 7fab497fa6c0 Level-0 table #89: 0 bytes OK
2023/08/24-15:59:12.050553 7fab497fa6c0 Delete type=0 #87
2023/08/24-15:59:12.061148 7fab497fa6c0 Manual compaction at level-0 from '!items!L3vwlIh3oloE6A8W' @ 72057594037927935 : 1 .. '!items!yWTR7MCOtGWm1KCz' @ 0 : 0; will stop at (end)
2023/08/24-15:59:12.061195 7fab497fa6c0 Manual compaction at level-1 from '!items!L3vwlIh3oloE6A8W' @ 72057594037927935 : 1 .. '!items!yWTR7MCOtGWm1KCz' @ 0 : 0; will stop at (end)

8
packs/perks/LOG.old Normal file
View File

@ -0,0 +1,8 @@
2023/08/24-15:09:37.503412 7fab49ffb6c0 Recovering log #80
2023/08/24-15:09:37.513092 7fab49ffb6c0 Delete type=3 #78
2023/08/24-15:09:37.513145 7fab49ffb6c0 Delete type=0 #80
2023/08/24-15:56:21.036405 7fab497fa6c0 Level-0 table #85: started
2023/08/24-15:56:21.036438 7fab497fa6c0 Level-0 table #85: 0 bytes OK
2023/08/24-15:56:21.043227 7fab497fa6c0 Delete type=0 #83
2023/08/24-15:56:21.050837 7fab497fa6c0 Manual compaction at level-0 from '!items!L3vwlIh3oloE6A8W' @ 72057594037927935 : 1 .. '!items!yWTR7MCOtGWm1KCz' @ 0 : 0; will stop at (end)
2023/08/24-15:56:21.050878 7fab497fa6c0 Manual compaction at level-1 from '!items!L3vwlIh3oloE6A8W' @ 72057594037927935 : 1 .. '!items!yWTR7MCOtGWm1KCz' @ 0 : 0; will stop at (end)

BIN
packs/perks/MANIFEST-000086 Normal file

Binary file not shown.

BIN
packs/powers/000062.ldb Normal file

Binary file not shown.

0
packs/powers/000089.log Normal file
View File

1
packs/powers/CURRENT Normal file
View File

@ -0,0 +1 @@
MANIFEST-000087

0
packs/powers/LOCK Normal file
View File

8
packs/powers/LOG Normal file
View File

@ -0,0 +1,8 @@
2023/08/24-15:57:43.407202 7fab49ffb6c0 Recovering log #85
2023/08/24-15:57:43.427049 7fab49ffb6c0 Delete type=3 #83
2023/08/24-15:57:43.427316 7fab49ffb6c0 Delete type=0 #85
2023/08/24-15:59:12.015422 7fab497fa6c0 Level-0 table #90: started
2023/08/24-15:59:12.015449 7fab497fa6c0 Level-0 table #90: 0 bytes OK
2023/08/24-15:59:12.025372 7fab497fa6c0 Delete type=0 #88
2023/08/24-15:59:12.034884 7fab497fa6c0 Manual compaction at level-0 from '!items!3vinyVxuFdrQDCBo' @ 72057594037927935 : 1 .. '!items!zpF2QY4tx7qdBomQ' @ 0 : 0; will stop at (end)
2023/08/24-15:59:12.043399 7fab497fa6c0 Manual compaction at level-1 from '!items!3vinyVxuFdrQDCBo' @ 72057594037927935 : 1 .. '!items!zpF2QY4tx7qdBomQ' @ 0 : 0; will stop at (end)

8
packs/powers/LOG.old Normal file
View File

@ -0,0 +1,8 @@
2023/08/24-15:09:37.467214 7fab4affd6c0 Recovering log #81
2023/08/24-15:09:37.477623 7fab4affd6c0 Delete type=3 #79
2023/08/24-15:09:37.477717 7fab4affd6c0 Delete type=0 #81
2023/08/24-15:56:21.004538 7fab497fa6c0 Level-0 table #86: started
2023/08/24-15:56:21.004618 7fab497fa6c0 Level-0 table #86: 0 bytes OK
2023/08/24-15:56:21.015089 7fab497fa6c0 Delete type=0 #84
2023/08/24-15:56:21.036218 7fab497fa6c0 Manual compaction at level-0 from '!items!3vinyVxuFdrQDCBo' @ 72057594037927935 : 1 .. '!items!zpF2QY4tx7qdBomQ' @ 0 : 0; will stop at (end)
2023/08/24-15:56:21.036277 7fab497fa6c0 Manual compaction at level-1 from '!items!3vinyVxuFdrQDCBo' @ 72057594037927935 : 1 .. '!items!zpF2QY4tx7qdBomQ' @ 0 : 0; will stop at (end)

Binary file not shown.

View File

@ -39,9 +39,9 @@
{"name":"Concealment","type":"skill","img":"systems/fvtt-hero-system-6/images/icons/HeroIcon-Skills.webp","system":{"displayname":"Concealment","description":"Concealment represents a characters ability to hide things and to find things which others have hidden — important papers, weapons, jewels, arti- facts, drugs, and so forth.","notes":"","effects":"","cost":"","activecost":"","basecost":"3","value":"","modifiers":"","skilltype":"Intellect","characteristic":"INT","base":"","levelscost":"2","levels":"","plusonecost":0,"skillroll":""},"effects":[],"flags":{"core":{"sourceId":"Item.KBoef00TNP73lDg0"}},"_stats":{"systemId":"fvtt-hero-system-6","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1671911635138,"modifiedTime":1674948505024,"lastModifiedBy":"PNdow54uXjPLt2Zr"},"folder":null,"sort":0,"ownership":{"default":0,"PNdow54uXjPLt2Zr":3},"_id":"YfLechAkLdcHGPCm"}
{"name":"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":"Charm","type":"skill","img":"systems/fvtt-hero-system-6/images/icons/HeroIcon-Skills.webp","system":{"displayname":"Charm","description":"Charm is the ability to gain others trust (and perhaps even friendship) by offering companionship or favors. This Skill is normally only for use on NPCs; a player should have more control over his characters actions. The GM may rule that Charm can be used on a PC when it fits his Complications or personality.","notes":"","effects":"","cost":null,"activecost":null,"basecost":3,"value":"","modifiers":"","skilltype":"interaction","characteristic":"PRE","base":"","levelscost":2,"levels":null,"skilllevelonly":0,"skillfamiliarity":0,"skilleveryman":false,"skillprofiency":0,"plusonecost":0,"skillroll":""},"effects":[],"flags":{"core":{"sourceId":"Item.KBoef00TNP73lDg0"}},"_stats":{"systemId":"fvtt-hero-system-6","systemVersion":"10.0.39","coreVersion":"10.291","createdTime":1671911635138,"modifiedTime":1686003305741,"lastModifiedBy":"psfGTCIZQgpI1hvV"},"ownership":{"default":0,"psfGTCIZQgpI1hvV":3},"folder":null,"sort":0,"_id":"ddpdwDnfixUNP0eF"}
{"name":"Streetwise","type":"skill","img":"systems/fvtt-hero-system-6/images/icons/HeroIcon-Skills.webp","system":{"displayname":"Streetwise","description":"Streetwise gives a character knowledge of the seamy side of civilization. He knows how to find the black market, talk to thugs and criminals, gain information, deal with organized (and not so organized) crime figures, and so on.","notes":"","effects":"","cost":"","activecost":"","basecost":"3","value":"","modifiers":"","skilltype":"Interaction","characteristic":"PRE","base":"","levelscost":"2","levels":"","plusonecost":0,"skillroll":""},"effects":[],"flags":{"core":{"sourceId":"Item.KBoef00TNP73lDg0"}},"_stats":{"systemId":"fvtt-hero-system-6","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1671911635138,"modifiedTime":1674948505023,"lastModifiedBy":"PNdow54uXjPLt2Zr"},"folder":null,"sort":0,"ownership":{"default":0,"PNdow54uXjPLt2Zr":3},"_id":"gIYMsOzBOnRNRCLv"}
{"name":"Tracking","type":"skill","img":"systems/fvtt-hero-system-6/images/icons/HeroIcon-Skills.webp","system":{"displayname":"Tracking","description":"Characters with Tracking can follow a trail by observing tracks, marks, broken twigs and so forth, and also know how to hide tracks.","notes":"","effects":"","cost":"","activecost":"","basecost":"3","value":"","modifiers":"","skilltype":"Intellect","characteristic":"INT","base":"","levelscost":"2","levels":"","plusonecost":0,"skillroll":""},"effects":[],"flags":{"core":{"sourceId":"Item.KBoef00TNP73lDg0"}},"_stats":{"systemId":"fvtt-hero-system-6","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1671911635138,"modifiedTime":1674948505027,"lastModifiedBy":"PNdow54uXjPLt2Zr"},"folder":null,"sort":0,"ownership":{"default":0,"PNdow54uXjPLt2Zr":3},"_id":"gpzcF5naO9H3vNzi"}
{"name":"Charm","type":"skill","img":"systems/fvtt-hero-system-6/images/icons/HeroIcon-Skills.webp","system":{"displayname":"Charm","description":"Charm is the ability to gain others trust (and perhaps even friendship) by offering companionship or favors. This Skill is normally only for use on NPCs; a player should have more control over his characters actions. The GM may rule that Charm can be used on a PC when it fits his Complications or personality.","notes":"","effects":"","cost":"","activecost":"","basecost":"3","value":"","modifiers":"","skilltype":"Interaction","characteristic":"PRE","base":"","levelscost":"2","levels":"","plusonecost":0,"skillroll":""},"effects":[],"flags":{"core":{"sourceId":"Item.KBoef00TNP73lDg0"}},"_stats":{"systemId":"fvtt-hero-system-6","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1671911635138,"modifiedTime":1674948505026,"lastModifiedBy":"PNdow54uXjPLt2Zr"},"folder":null,"sort":0,"ownership":{"default":0,"PNdow54uXjPLt2Zr":3},"_id":"hZxL8I4mNlTsA9xQ"}
{"name":"Systems Operation","type":"skill","img":"systems/fvtt-hero-system-6/images/icons/HeroIcon-Skills.webp","system":{"displayname":"Systems Operation","description":"Characters with Systems Operation know how to operate sensing and communication devices properly. It does not cover navigational equipment (thats Navigation) or encoding transmissions (thats Cryptography).","notes":"","effects":"","cost":"","activecost":"","basecost":"3","value":"","modifiers":"","skilltype":"Intellect","characteristic":"INT","base":"","levelscost":"2","levels":"","plusonecost":0,"skillroll":""},"effects":[],"flags":{"core":{"sourceId":"Item.KBoef00TNP73lDg0"}},"_stats":{"systemId":"fvtt-hero-system-6","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1671911635138,"modifiedTime":1674948505025,"lastModifiedBy":"PNdow54uXjPLt2Zr"},"folder":null,"sort":0,"ownership":{"default":0,"PNdow54uXjPLt2Zr":3},"_id":"j7rkLue81LaHIzz7"}
{"name":"Ventriloquism","type":"skill","img":"systems/fvtt-hero-system-6/images/icons/HeroIcon-Skills.webp","system":{"displayname":"Ventriloquism","description":"A character with Ventriloquism can make his voice sound as if its coming from somewhere other than himself, and can speak without apparently moving his lips. Ventriloquism is detected with a PER Roll in a Skill Versus Skill Contest. A Ventriloquism roll takes a -1 for every 2m of distance between the ventriloquist and the point where the voice “speaks.”","notes":"","effects":"","cost":"","activecost":"","basecost":"3","value":"","modifiers":"","skilltype":"Intellect","characteristic":"INT","base":"","levelscost":"2","levels":"","plusonecost":0,"skillroll":""},"effects":[],"flags":{"core":{"sourceId":"Item.KBoef00TNP73lDg0"}},"_stats":{"systemId":"fvtt-hero-system-6","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1671911635138,"modifiedTime":1674948505026,"lastModifiedBy":"PNdow54uXjPLt2Zr"},"folder":null,"sort":0,"ownership":{"default":0,"PNdow54uXjPLt2Zr":3},"_id":"jFd7i04Eu1FLCEpJ"}
{"name":"High Society","type":"skill","img":"systems/fvtt-hero-system-6/images/icons/HeroIcon-Skills.webp","system":{"displayname":"High Society","description":"Characters with High Society know about upper-class culture and how to interact with it: what clothes to wear, which fork to use for shrimp, whos who, the gossip and “court politics” applicable to the situation, and so forth.","notes":"","effects":"","cost":"","activecost":"","basecost":"3","value":"","modifiers":"","skilltype":"Interaction","characteristic":"PRE","base":"","levelscost":"2","levels":"","plusonecost":0,"skillroll":""},"effects":[],"flags":{"core":{"sourceId":"Item.KBoef00TNP73lDg0"}},"_stats":{"systemId":"fvtt-hero-system-6","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1671911635138,"modifiedTime":1674948505025,"lastModifiedBy":"PNdow54uXjPLt2Zr"},"folder":null,"sort":0,"ownership":{"default":0,"PNdow54uXjPLt2Zr":3},"_id":"m40buQ4y7AzWbrA9"}

BIN
packs/skills/000005.ldb Normal file

Binary file not shown.

0
packs/skills/000088.log Normal file
View File

1
packs/skills/CURRENT Normal file
View File

@ -0,0 +1 @@
MANIFEST-000086

0
packs/skills/LOCK Normal file
View File

8
packs/skills/LOG Normal file
View File

@ -0,0 +1,8 @@
2023/08/24-15:57:43.407080 7fab4b7fe6c0 Recovering log #84
2023/08/24-15:57:43.424160 7fab4b7fe6c0 Delete type=3 #82
2023/08/24-15:57:43.424263 7fab4b7fe6c0 Delete type=0 #84
2023/08/24-15:59:12.004782 7fab497fa6c0 Level-0 table #89: started
2023/08/24-15:59:12.004875 7fab497fa6c0 Level-0 table #89: 0 bytes OK
2023/08/24-15:59:12.015289 7fab497fa6c0 Delete type=0 #87
2023/08/24-15:59:12.025509 7fab497fa6c0 Manual compaction at level-0 from '!items!0663RVbZRl0oZ0Dr' @ 72057594037927935 : 1 .. '!items!zLKcnLGEcMwECjni' @ 0 : 0; will stop at (end)
2023/08/24-15:59:12.034900 7fab497fa6c0 Manual compaction at level-1 from '!items!0663RVbZRl0oZ0Dr' @ 72057594037927935 : 1 .. '!items!zLKcnLGEcMwECjni' @ 0 : 0; will stop at (end)

8
packs/skills/LOG.old Normal file
View File

@ -0,0 +1,8 @@
2023/08/24-15:09:37.467211 7fab49ffb6c0 Recovering log #80
2023/08/24-15:09:37.477838 7fab49ffb6c0 Delete type=3 #78
2023/08/24-15:09:37.477960 7fab49ffb6c0 Delete type=0 #80
2023/08/24-15:56:21.015243 7fab497fa6c0 Level-0 table #85: started
2023/08/24-15:56:21.015280 7fab497fa6c0 Level-0 table #85: 0 bytes OK
2023/08/24-15:56:21.025027 7fab497fa6c0 Delete type=0 #83
2023/08/24-15:56:21.036234 7fab497fa6c0 Manual compaction at level-0 from '!items!0663RVbZRl0oZ0Dr' @ 72057594037927935 : 1 .. '!items!zLKcnLGEcMwECjni' @ 0 : 0; will stop at (end)
2023/08/24-15:56:21.036287 7fab497fa6c0 Manual compaction at level-1 from '!items!0663RVbZRl0oZ0Dr' @ 72057594037927935 : 1 .. '!items!zLKcnLGEcMwECjni' @ 0 : 0; will stop at (end)

Binary file not shown.

BIN
packs/talents/000005.ldb Normal file

Binary file not shown.

0
packs/talents/000088.log Normal file
View File

1
packs/talents/CURRENT Normal file
View File

@ -0,0 +1 @@
MANIFEST-000086

0
packs/talents/LOCK Normal file
View File

8
packs/talents/LOG Normal file
View File

@ -0,0 +1,8 @@
2023/08/24-15:57:43.449295 7fab49ffb6c0 Recovering log #84
2023/08/24-15:57:43.472616 7fab49ffb6c0 Delete type=3 #82
2023/08/24-15:57:43.472750 7fab49ffb6c0 Delete type=0 #84
2023/08/24-15:59:12.050764 7fab497fa6c0 Level-0 table #89: started
2023/08/24-15:59:12.050797 7fab497fa6c0 Level-0 table #89: 0 bytes OK
2023/08/24-15:59:12.061012 7fab497fa6c0 Delete type=0 #87
2023/08/24-15:59:12.061182 7fab497fa6c0 Manual compaction at level-0 from '!items!1oojD2KMJsxNlMez' @ 72057594037927935 : 1 .. '!items!znoFgVzNQOCTGUBl' @ 0 : 0; will stop at (end)
2023/08/24-15:59:12.061222 7fab497fa6c0 Manual compaction at level-1 from '!items!1oojD2KMJsxNlMez' @ 72057594037927935 : 1 .. '!items!znoFgVzNQOCTGUBl' @ 0 : 0; will stop at (end)

8
packs/talents/LOG.old Normal file
View File

@ -0,0 +1,8 @@
2023/08/24-15:09:37.503990 7fab4a7fc6c0 Recovering log #80
2023/08/24-15:09:37.556979 7fab4a7fc6c0 Delete type=3 #78
2023/08/24-15:09:37.557041 7fab4a7fc6c0 Delete type=0 #80
2023/08/24-15:56:21.043382 7fab497fa6c0 Level-0 table #85: started
2023/08/24-15:56:21.043416 7fab497fa6c0 Level-0 table #85: 0 bytes OK
2023/08/24-15:56:21.050692 7fab497fa6c0 Delete type=0 #83
2023/08/24-15:56:21.050866 7fab497fa6c0 Manual compaction at level-0 from '!items!1oojD2KMJsxNlMez' @ 72057594037927935 : 1 .. '!items!znoFgVzNQOCTGUBl' @ 0 : 0; will stop at (end)
2023/08/24-15:56:21.050889 7fab497fa6c0 Manual compaction at level-1 from '!items!1oojD2KMJsxNlMez' @ 72057594037927935 : 1 .. '!items!znoFgVzNQOCTGUBl' @ 0 : 0; will stop at (end)

Binary file not shown.

0
packs/weapons/000088.log Normal file
View File

1
packs/weapons/CURRENT Normal file
View File

@ -0,0 +1 @@
MANIFEST-000086

0
packs/weapons/LOCK Normal file
View File

7
packs/weapons/LOG Normal file
View File

@ -0,0 +1,7 @@
2023/08/24-15:57:43.392826 7fab4affd6c0 Recovering log #84
2023/08/24-15:57:43.403060 7fab4affd6c0 Delete type=3 #82
2023/08/24-15:57:43.403157 7fab4affd6c0 Delete type=0 #84
2023/08/24-15:59:11.995583 7fab497fa6c0 Level-0 table #89: started
2023/08/24-15:59:11.995614 7fab497fa6c0 Level-0 table #89: 0 bytes OK
2023/08/24-15:59:12.004480 7fab497fa6c0 Delete type=0 #87
2023/08/24-15:59:12.025495 7fab497fa6c0 Manual compaction at level-0 from 'undefined' @ 72057594037927935 : 1 .. 'undefined' @ 0 : 0; will stop at (end)

7
packs/weapons/LOG.old Normal file
View File

@ -0,0 +1,7 @@
2023/08/24-15:09:37.452353 7fab4b7fe6c0 Recovering log #80
2023/08/24-15:09:37.462595 7fab4b7fe6c0 Delete type=3 #78
2023/08/24-15:09:37.462673 7fab4b7fe6c0 Delete type=0 #80
2023/08/24-15:56:20.976153 7fab497fa6c0 Level-0 table #85: started
2023/08/24-15:56:20.976179 7fab497fa6c0 Level-0 table #85: 0 bytes OK
2023/08/24-15:56:20.984268 7fab497fa6c0 Delete type=0 #83
2023/08/24-15:56:20.984458 7fab497fa6c0 Manual compaction at level-0 from 'undefined' @ 72057594037927935 : 1 .. 'undefined' @ 0 : 0; will stop at (end)

Binary file not shown.

View File

@ -63,6 +63,10 @@
}
.app.sidebar-popout .window-content {
color: rgba(4, 44, 44, 0.98);
}
.window-header{
background: rgba(0,0,0,0.75);
}
@ -70,13 +74,13 @@
color: rgba(224, 208, 197, 0.9);
}
.dialog-content, .dialog-buttons, .form-fields {
color: rgba(224, 208, 197, 0.9);
color: rgba(4, 44, 44, 0.98);
}
.dialog-buttons {
color: rgba(224, 208, 197, 0.9);
}
.dialog .dialog-buttons button.default {
color: rgba(224, 208, 197, 0.9);
color: rgba(4, 44, 44, 0.98);
}
.window-app.sheet .window-content {
margin: 0;
@ -1035,6 +1039,31 @@ ul, li {
opacity: 1;
}
.chat-card-small-button {
box-shadow: inset 0px 1px 0px 0px #a6827e;
background: linear-gradient(to bottom, #21374afc 5%, #152833ab 100%);
background-color: #7d5d3b00;
border-radius: 3px;
border: 1px ridge #846109;
display: inline-block;
cursor: pointer;
color: #ffffff;
font-size: 0.8rem;
text-decoration: none;
text-shadow: 0px 1px 0px #4d3534;
position: relative;
margin:1px;
}
.chat-card-small-button:hover {
background: linear-gradient(to bottom, #800000 5%, #3e0101 100%);
background-color: red;
}
.chat-card-small-button:active {
position:relative;
top:1px;
}
.chat-card-button {
box-shadow: inset 0px 1px 0px 0px #a6827e;
background: linear-gradient(to bottom, #21374afc 5%, #152833ab 100%);
@ -1118,8 +1147,8 @@ ul, li {
}
#logo {
content : url(../images/ui/crucible_game_logo.png);
width: 100px;
content : url(../images/ui/logo_hex_yellow_01.webp);
width: 60px;
height: 60px;
}
@ -1258,6 +1287,9 @@ Focus FOC: #ff0084
background: black;
color: white;
}
.item-packed {
flex-grow:0;
}
.items-title-text {
margin-left: 4px;
}
@ -1309,6 +1341,11 @@ Focus FOC: #ff0084
max-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 {
flex-grow:1;
max-width: 4rem;
@ -1323,6 +1360,12 @@ Focus FOC: #ff0084
flex-grow:1;
max-width: 8rem;
min-width: 8rem;
text-align: start;
}
.item-field-text-long {
flex-grow:1;
max-width: 14rem;
min-width: 14rem;
}
.item-field-label-long-img {
flex-grow:1;
@ -1368,7 +1411,12 @@ Focus FOC: #ff0084
}
.item-controls-fixed {
min-width:2rem;
max-width: 2rem;
/*max-width: 2rem;*/
}
.item-controls-fixed-small {
min-width:1rem;
font-size: 0.8rem;
/*max-width: 2rem;*/
}
.biodata-portrait {
min-height: 512px;
@ -1377,4 +1425,14 @@ Focus FOC: #ff0084
.textarea-full-height {
min-height: 100%;
height: 100%;
}
.margin-left-4 {
margin-left: 4px;
}
.margin-left-8 {
margin-left: 8px;
}
.maneuver-is-stock {
display: none;
visibility: hidden;
}

View File

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

View File

@ -30,15 +30,6 @@
"private": false,
"flags": {}
},
{
"type": "Item",
"label": "Weapons",
"name": "weapons",
"path": "packs/weapons.db",
"system": "fvtt-hero-system-6",
"private": false,
"flags": {}
},
{
"type": "Item",
"label": "Skills",
@ -66,6 +57,15 @@
"private": false,
"flags": {}
},
{
"type": "Item",
"label": "Maneuvers",
"name": "maneuvers",
"path": "packs/maneuvers.db",
"system": "fvtt-hero-system-6",
"private": false,
"flags": {}
},
{
"type": "Item",
"label": "Perks",
@ -91,16 +91,15 @@
"styles": [
"styles/simple.css"
],
"version": "10.0.37",
"version": "11.0.10",
"compatibility": {
"minimum": "10",
"verified": "10",
"maximum": "10"
"minimum": "11",
"verified": "11"
},
"title": "Hero System v6 for FoundrtVTT (Official)",
"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-v11.0.10.zip",
"url": "https://www.uberwald.me/gitea/uberwald/",
"background": "images/ui/hro6_welcome_page.webp",
"background": "systems/fvtt-hero-system-6/images/ui/hero_foundry_cover.webp",
"id": "fvtt-hero-system-6"
}

View File

@ -1,7 +1,8 @@
{
"Actor": {
"types": [
"character"
"character",
"minion"
],
"templates": {
"biodata": {
@ -43,9 +44,10 @@
"value": 10,
"base": 10,
"category": "main",
"strdice": "",
"strdice": "1d6",
"lift": "",
"strend": 0,
"strendmode": "str10",
"hasroll": true,
"realcost": 0,
"activecost": 0
@ -55,6 +57,7 @@
"value": 10,
"base": 10,
"hasroll": true,
"initiative": 10,
"category": "main"
},
"con": {
@ -70,7 +73,7 @@
"category": "main",
"value": 10,
"base": 10,
"perceptionroll": 10
"perceptionroll": 11
},
"ego": {
"label": "EGO",
@ -88,7 +91,7 @@
},
"ocv": {
"label": "OCV",
"hasroll": false,
"hasroll": true,
"base": 3,
"autoMod": "0",
"userMod": "0",
@ -106,7 +109,7 @@
},
"omcv": {
"label": "OMCV",
"hasroll": false,
"hasroll": true,
"base": 3,
"autoMod": "0",
"userMod": "0",
@ -203,6 +206,7 @@
"ismovement": true,
"hasroll": false,
"value": 12,
"ncvalue": 24,
"base": 12
},
"swimming": {
@ -210,6 +214,7 @@
"ismovement": true,
"hasroll": false,
"value": 4,
"ncvalue": 8,
"base": 4
},
"leaping": {
@ -217,6 +222,7 @@
"ismovement": true,
"hasroll": false,
"value": 4,
"ncvalue": 8,
"base": 4,
"leaping_horizontal_base": 0,
"leaping_horizontal_total": 0,
@ -229,25 +235,31 @@
"movements": {
"fly": {
"label": "Fly",
"value": 0
"value": 0,
"ncvalue": 0
},
"teleport": {
"label": "Teleport",
"value": 0
"value": 0,
"ncvalue": 0
},
"tunnel": {
"label": "Tunnel",
"value": 0
"value": 0,
"ncvalue": 0
},
"move1": {
"label": "N/A",
"iseditable": true,
"value": 0
"value": 0,
"ncvalue": 0
},
"move2": {
"label": "N/A",
"iseditable": true,
"value": 0
"value": 0,
"ncvalue": 0
}
}
},
@ -298,6 +310,15 @@
"movements"
],
"subactors": []
},
"minion": {
"templates": [
"biodata",
"characteristics",
"defenses",
"movements"
],
"subactors": []
}
},
"Item": {
@ -331,7 +352,7 @@
"senseaffecting": false,
"modifiers": [],
"levels": 0,
"quantity": 0,
"quantity": 1,
"range": "",
"damage": "",
"endurance": 0,
@ -341,6 +362,8 @@
"haseffectroll": false,
"effectroll": "standard",
"effectrollformula": "",
"hascharges": false,
"nbcharges": 0,
"items": {}
}
},
@ -350,8 +373,8 @@
],
"maneuvertype": "general",
"pha": "",
"ocv": 0,
"dcv" : 0,
"ocv": "",
"dcv" : "",
"isstock": false,
"active": false
},
@ -393,7 +416,19 @@
"subtype": "equipment",
"value": 0,
"weight": 0,
"moneycost": 0
"moneycost": 0,
"ocv": 0,
"omcv": 0,
"dmcv": 0,
"rmod": 0,
"pd": 0,
"ed": 0,
"rpd": 0,
"red": 0,
"mentaldefense": 0,
"powerdefense": 0,
"flashdefense": 0,
"otherdefense": 0
},
"attack": {
"templates": [

View File

@ -4,68 +4,74 @@
<header class="sheet-header">
<div class="header-fields">
<div class="flexrow">
<img class="profile-img" src="{{img}}" data-edit="img" title="{{name}}" />
<div class="fixed-separator">
&nbsp;
</div>
<div class="flexcol">
<h1 class="charname "><input name="name" type="text" value="{{name}}" placeholder="Name" /></h1>
<div class="flexrow">
<ul class="item-list alternate-list">
<li class="item flexrow">
<label class="item-field-label-medium">Alternate IDs</label>
<input type="text" class="item-field-label-long4" name="system.biodata.alternateids" value="{{system.biodata.origin}}"
data-dtype="String" />
<input type="text" class="item-field-label-long4" name="system.biodata.alternateids"
value="{{system.biodata.origin}}" data-dtype="String" />
</li>
</ul>
</div>
<div class="grid grid-2col">
<div>
<ul class="item-list alternate-list">
<li class="flexrow item">
<label class="item-field-label-medium">Campaign</label>
<input type="text" class="item-field-label-long3" name="system.biodata.campaign" value="{{system.biodata.campaign}}" data-dtype="String" />
</li>
<li class="flexrow item">
<label class="item-field-label-medium">Player</label>
<input type="text" class="item-field-label-long3" name="system.biodata.player" value="{{system.biodata.player}}"
data-dtype="String" />
</li>
<li class="flexrow item">
<label class="item-field-label-medium">GM</label>
<input type="text" class="item-field-label-long3" name="system.biodata.gm" value="{{system.biodata.gm}}"
data-dtype="String" />
</li>
<li class="item flexrow">
<label class="item-field-label-medium">Hair</label>
<input type="text" class="item-field-label-long3" name="system.biodata.hair" value="{{system.biodata.hair}}" data-dtype="String" />
</li>
</ul>
<ul class="item-list alternate-list">
<li class="flexrow item">
<label class="item-field-label-medium">Campaign</label>
<input type="text" class="item-field-label-long3" name="system.biodata.campaign"
value="{{system.biodata.campaign}}" data-dtype="String" />
</li>
<li class="flexrow item">
<label class="item-field-label-medium">Player</label>
<input type="text" class="item-field-label-long3" name="system.biodata.player"
value="{{system.biodata.player}}" data-dtype="String" />
</li>
<li class="flexrow item">
<label class="item-field-label-medium">GM</label>
<input type="text" class="item-field-label-long3" name="system.biodata.gm"
value="{{system.biodata.gm}}" data-dtype="String" />
</li>
<li class="item flexrow">
<label class="item-field-label-medium">Hair</label>
<input type="text" class="item-field-label-long3" name="system.biodata.hair"
value="{{system.biodata.hair}}" data-dtype="String" />
</li>
</ul>
</div>
<div>
<ul class="item-list alternate-list">
<li class="flexrow item">
<label class="item-field-label-medium">Gender</label>
<input type="text" class="item-field-label-medium" name="system.biodata.gender" value="{{system.biodata.gender}}" data-dtype="String" />
</li>
<li class="item flexrow">
<label class="item-field-label-medium">Height</label>
<input type="text" class="item-field-label-medium" name="system.biodata.height" value="{{system.biodata.height}}" data-dtype="String" />
</li>
<li class="item flexrow">
<label class="item-field-label-medium">Mass</label>
<input type="text" class="item-field-label-medium" name="system.biodata.mass" value="{{system.biodata.mass}}" data-dtype="String" />
</li>
<li class="item flexrow">
<label class="item-field-label-medium">Eyes</label>
<input type="text" class="item-field-label-medium" name="system.biodata.eyes" value="{{system.biodata.eyes}}" data-dtype="String" />
</li>
</ul>
<ul class="item-list alternate-list">
<li class="flexrow item">
<label class="item-field-label-medium">Gender</label>
<input type="text" class="item-field-label-medium" name="system.biodata.gender"
value="{{system.biodata.gender}}" data-dtype="String" />
</li>
<li class="item flexrow">
<label class="item-field-label-medium">Height</label>
<input type="text" class="item-field-label-medium" name="system.biodata.height"
value="{{system.biodata.height}}" data-dtype="String" />
</li>
<li class="item flexrow">
<label class="item-field-label-medium">Mass</label>
<input type="text" class="item-field-label-medium" name="system.biodata.mass"
value="{{system.biodata.mass}}" data-dtype="String" />
</li>
<li class="item flexrow">
<label class="item-field-label-medium">Eyes</label>
<input type="text" class="item-field-label-medium" name="system.biodata.eyes"
value="{{system.biodata.eyes}}" data-dtype="String" />
</li>
</ul>
</div>
</div>
@ -73,19 +79,23 @@
<ul class="item-list alternate-list">
<li class="item flexrow">
<label class="item-field-label-medium">Points</label>
<input type="text" class="item-field-label-short" name="system.biodata.points" value="{{system.biodata.origin}}" data-dtype="Number" />
<input type="text" class="item-field-label-short" name="system.biodata.points"
value="{{system.biodata.origin}}" data-dtype="Number" />
<label class="">&nbsp;</label>
<label class="item-field-label-medium">Complications</label>
<input type="text" class="item-field-label-short" name="system.biodata.complications" value="{{system.biodata.complications}}" data-dtype="Number" />
<input type="text" class="item-field-label-short" name="system.biodata.complications"
value="{{system.biodata.complications}}" data-dtype="Number" />
<label class="">&nbsp;</label>
<label class="item-field-label-medium">XP Earned</label>
<input type="text" class="item-field-label-short" name="system.biodata.xpearned" value="{{system.biodata.xpearned}}" data-dtype="Number" />
<input type="text" class="item-field-label-short" name="system.biodata.xpearned"
value="{{system.biodata.xpearned}}" data-dtype="Number" />
<label class="">&nbsp;</label>
<label class="item-field-label-medium">XP Spent</label>
<input type="text" class="item-field-label-short" name="system.biodata.xpspent" value="{{system.biodata.xpspent}}" data-dtype="Number" />
<input type="text" class="item-field-label-short" name="system.biodata.xpspent"
value="{{system.biodata.xpspent}}" data-dtype="Number" />
<label class="">&nbsp;</label>
</li>
</ul>
@ -117,71 +127,98 @@
{{!-- Combat Tab --}}
<div class="tab combat" data-group="primary" data-tab="combat">
<div class="grid grid2col">
<div>
<div>
<ul class="item-list alternate-list">
<li class="item">
<label class="item-field-label-medium">STR Dice</label>
<a class="roll-lift-dice"><i class="fas fa-dice"></i>{{characteristics.str.strdice}}</a>
<label class="item-field-label-short">&nbsp;</label>
<label class="item-field-label-medium">Lift</label>
<input type="text" class="item-field-label-short update-field" disabled data-field-name="system.characteristics.str.lift" value="{{characteristics.str.lift}}" data-dtype="String" />
<input type="text" class="item-field-label-short update-field" disabled
data-field-name="system.characteristics.str.lift" value="{{characteristics.str.lift}}"
data-dtype="String" />
<label class="item-field-label-short">&nbsp;</label>
<label class="item-field-label-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" />
</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>
<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>
</ul>
{{#each maneuvers as |mlist key|}}
<ul class="stat-list alternate-list">
<li class="item flexrow list-item items-title-bg">
<span class="item-field-label-long-img">
<label class="">{{upperFirst key}} Standard Maneuver</label>
</span>
<span class="item-field-label-short">
<label class="short-label">PHA</label>
</span>
<span class="item-field-label-short">
<label class="short-label">OCV</label>
</span>
<span class="item-field-label-short">
<label class="short-label">DCV</label>
</span>
<span class="item-field-label-medium">
<label class="short-label">Effects</label>
</span>
</li>
{{#each mlist as |maneuver key|}}
<li class="item flexrow list-item list-item-shadow" data-item-id="{{maneuver._id}}">
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
src="{{maneuver.img}}" /></a>
<span class="item-field-label-long">{{maneuver.name}}</span>
{{#each maneuvers as |mlist key|}}
<ul class="stat-list alternate-list">
<li class="item flexrow list-item items-title-bg">
<span class="item-field-label-long-img">
<label class="">{{upperFirst key}} Maneuver</label>
</span>
<span class="item-field-label-very-short">
<label class="short-label">PHA</label>
</span>
<span class="item-field-label-very-short">
<label class="short-label">OCV</label>
</span>
<span class="item-field-label-very-short">
<label class="short-label">DCV</label>
</span>
<span class="item-field-text-long">
<label class="short-label">Effects</label>
</span>
</li>
{{#each mlist as |maneuver key|}}
<li class="item flexrow list-item list-item-shadow " data-item-id="{{maneuver._id}}">
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
src="{{maneuver.img}}" /></a>
<a class="roll-item"><i class="fas fa-dice"></i></a><span class="item-field-label-long">{{maneuver.name}}
</span>
<span class="item-field-label-short">{{maneuver.system.pha}}</span>
<span class="item-field-label-short">{{maneuver.system.ocv}}</span>
<span class="item-field-label-short">{{maneuver.system.dcv}}</span>
<span class="item-field-label-very-short">{{maneuver.system.pha}}</span>
<span class="item-field-label-very-short">{{maneuver.system.ocv}}</span>
<span class="item-field-label-very-short">{{maneuver.system.dcv}}</span>
<span class="item-field-label-medium">{{maneuver.system.effects}}</span>
<span class="item-field-text-long">{{maneuver.system.effects}}
{{#if maneuver.system.haseffectroll}}
<a class="roll-direct" data-roll-source="Maneuver {{maneuver.name}}"
data-roll-formula="{{maneuver.system.effectrollformula}}">
<i class="fas fa-dice"></i>{{maneuver.system.effectrollformula}}
</a>
{{/if}}
</span>
<div class="item-controls item-controls-fixed">
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/each}}
</ul>
</li>
{{/each}}
</ul>
{{/each}}
</div>
<div>
<ul class="item-list alternate-list">
<li class="flexrow item">
<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" />
<label class="item-packed">Initiative</label>
<input type="text" class="margin-left-4item-packed item-field-label-very-short update-field"
data-field-name="system.characteristics.dex.initiative" value="{{characteristics.dex.initiative}}"
data-dtype="Number" />
<label class="items-title-text item-packed margin-left-8">SPD</label>
<input type="text" class="item-field-label-very-short margin-left-4 update-field item-packed"
data-field-name="system.characteristics.spd.value" value="{{characteristics.spd.value}}"
data-dtype="Number" />
<button class="chat-card-small-button item-field-label-short margin-left-8 hold-action item-packed">{{#if
isHold}}Unhold{{else}}Hold{{/if}}</button>
<button class="chat-card-small-button item-field-label-short margin-left-4 abort-action item-packed">{{#if
isAbort}}Unabort{{else}}Abort{{/if}}</button>
<label class="items-title-text margin-left-8">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>
</ul>
@ -189,24 +226,26 @@
<div>
<ul class="stat-list alternate-list">
<li class="item flexrow list-item items-title-bg">
<span class="item-field-label-long">
<label class="">Vitals</label>
</span>
<span class="item-field-label-short">
<label class="short-label">Val</label>
</span>
<span class="item-field-label-short">
<label class="short-label">Dmg</label>
</span>
<span class="item-field-label-long">
<label class="">Vitals</label>
</span>
<span class="item-field-label-short">
<label class="short-label">Val</label>
</span>
<span class="item-field-label-short">
<label class="short-label">Dmg</label>
</span>
</li>
{{#each characteristics as |char key|}}
{{#if char.isvital}}
<li class="item flexrow list-item list-item-shadow" data-charac-key="{{key}}">
<span class="item-field-label-long">{{char.label}}</span>
<input type="text" class="item-field-label-short update-field" data-field-name="system.characteristics.{{key}}.value" value="{{char.value}}" data-dtype="Number" />
<input type="text" class="item-field-label-short" name="system.characteristics.{{key}}.damage" value="{{char.damage}}" data-dtype="Number" />
</li>
{{/if}}
{{#each characteristics as |char key|}}
{{#if char.isvital}}
<li class="item flexrow list-item list-item-shadow" data-charac-key="{{key}}">
<span class="item-field-label-long">{{char.label}}</span>
<input type="text" class="item-field-label-short update-field"
data-field-name="system.characteristics.{{key}}.value" value="{{char.value}}" data-dtype="Number" />
<input type="text" class="item-field-label-short" name="system.characteristics.{{key}}.damage"
value="{{char.damage}}" data-dtype="Number" />
</li>
{{/if}}
{{/each}}
</ul>
@ -216,57 +255,73 @@
<ul class="stat-list alternate-list">
<li class="item flexrow list-item items-title-bg">
<span class="item-field-label-long">
<label class="">Defenses</label>
</span>
<span class="item-field-label-short">
<label class="short-label">Val</label>
</span>
<span class="item-field-label-short">
<label class="short-label">Res</label>
</span>
<span class="item-field-label-long">
<label class="">Defenses</label>
</span>
<span class="item-field-label-short">
<label class="short-label">Normal</label>
</span>
<span class="item-field-label-short">
<label class="short-label">Resistant</label>
</span>
</li>
{{#each characteristics as |char key|}}
{{#if char.isdefense}}
<li class="item flexrow list-item list-item-shadow" data-charac-key="{{key}}">
<span class="item-field-label-long">{{char.label}}</span>
<input type="text" class="item-field-label-short update-field" data-field-name="system.characteristics.{{key}}.value" value="{{char.value}}" data-dtype="Number" />
<input type="text" class="item-field-label-short" name="system.characteristics.{{key}}.resistant" value="{{char.resistant}}" data-dtype="Number" />
</li>
{{/if}}
{{#each characteristics as |char key|}}
{{#if char.isdefense}}
<li class="item flexrow list-item list-item-shadow" data-charac-key="{{key}}">
<span class="item-field-label-long">{{char.label}}</span>
<input type="text" class="item-field-label-short update-field"
data-field-name="system.characteristics.{{key}}.value" value="{{char.value}}" data-dtype="Number" />
<input type="text" class="item-field-label-short" name="system.characteristics.{{key}}.resistant"
value="{{char.resistant}}" data-dtype="Number" />
</li>
{{/if}}
{{/each}}
{{#each defenses as |def key|}}
<li class="item flexrow list-item list-item-shadow" data-defense-key="{{key}}">
{{#if def.iseditable}}
<input type="text" class="item-field-label-long update-field" data-field-name="system.defenses.{{key}}.label" value="{{def.label}}" data-dtype="String" />
{{else}}
<span class="item-field-label-long">{{def.label}}</span>
{{/if}}
<input type="text" class="item-field-label-short update-field" data-field-name="system.defenses.{{key}}.value" value="{{def.value}}" data-dtype="Number" />
<input type="text" class="item-field-label-short" name="system.defenses.{{key}}.resistant" value="{{def.resistant}}" data-dtype="Number" />
</li>
{{#each defenses as |def key|}}
<li class="item flexrow list-item list-item-shadow" data-defense-key="{{key}}">
{{#if def.iseditable}}
<input type="text" class="item-field-label-long update-field"
data-field-name="system.defenses.{{key}}.label" value="{{def.label}}" data-dtype="String" />
{{else}}
<span class="item-field-label-long">{{def.label}}</span>
{{/if}}
<input type="text" class="item-field-label-short update-field"
data-field-name="system.defenses.{{key}}.value" value="{{def.value}}" data-dtype="Number" />
<input type="text" class="item-field-label-short" name="system.defenses.{{key}}.resistant"
value="{{def.resistant}}" data-dtype="Number" />
</li>
{{/each}}
</ul>
</div>
</div>
<div class="item">
<label class="item-field-label-short">OCV</label>
<input type="text" class="item-field-label-short update-field" data-field-name="system.characteristics.ocv.value" value="{{characteristics.ocv.value}}" data-dtype="Number" />
<label class="item-field-label-short">
<a class="roll-charac" data-charac-key="ocv"><i class="fas fa-dice"></i>OCV</a>
</label>
<input type="text" class="item-field-label-short update-field"
data-field-name="system.characteristics.ocv.value" value="{{characteristics.ocv.value}}"
data-dtype="Number" />
<label class="item-field-label-short">&nbsp;</label>
<label class="item-field-label-short">DCV</label>
<input type="text" class="item-field-label-short update-field" data-field-name="system.characteristics.dcv.value" value="{{characteristics.dcv.value}}" data-dtype="Number" />
<input type="text" class="item-field-label-short update-field"
data-field-name="system.characteristics.dcv.value" value="{{characteristics.dcv.value}}"
data-dtype="Number" />
<label class="item-field-label-short">&nbsp;</label>
<label class="item-field-label-short">OMCV</label>
<input type="text" class="item-field-label-short update-field" data-field-name="system.characteristics.omcv.value" value="{{characteristics.omcv.value}}" data-dtype="Number" />
<label class="item-field-label-short">
<a class="roll-charac" data-charac-key="omcv"><i class="fas fa-dice"></i>OMCV</a>
</label>
<input type="text" class="item-field-label-short update-field"
data-field-name="system.characteristics.omcv.value" value="{{characteristics.omcv.value}}"
data-dtype="Number" />
<label class="item-field-label-short">&nbsp;</label>
<label class="item-field-label-short">DMCV</label>
<input type="text" class="item-field-label-short update-field" data-field-name="system.characteristics.dmcv.value" value="{{characteristics.dmcv.value}}" data-dtype="Number" />
<input type="text" class="item-field-label-short update-field"
data-field-name="system.characteristics.dmcv.value" value="{{characteristics.dmcv.value}}"
data-dtype="Number" />
</div>
<div class="flexrow">
@ -274,64 +329,75 @@
<textarea rows="4" type="text" class="padd-right" name="system.biodata.combatskills"
data-dtype="String">{{system.biodata.combatskills}}</textarea>
</div>
<div class="grid grid2col">
<div>
<ul class="stat-list alternate-list">
<li class="item flexrow list-item items-title-bg">
<span class="item-field-label-long">
<label class="">Senses</label>
</span>
<span class="item-field-label-short">
</span>
<span class="item-field-label-long">
<label class="">Senses</label>
</span>
<span class="item-field-label-short">
</span>
</li>
<li class="item flexrow list-item list-item-shadow" data-charac-key="{{key}}">
<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" />
</li>
<li class="item flexrow list-item list-item-shadow" data-charac-key="{{key}}">
<span class="item-field-label-long">Perception Roll</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" />
</li>
</ul>
<textarea type="text" class="textarea-full-height padd-right" name="system.biodata.combatnotes1" data-dtype="String">{{system.biodata.combatnotes1}}</textarea>
<textarea rows="20" type="text" class="textarea-full-height padd-right" name="system.biodata.combatnotes1"
data-dtype="String">{{system.biodata.combatnotes1}}</textarea>
</div>
<div>
<ul class="stat-list alternate-list">
<li class="item flexrow list-item items-title-bg">
<span class="item-field-label-long">
<label class="">Movement</label>
</span>
<span class="item-field-label-short">
<label class="short-label">C</label>
</span>
<span class="item-field-label-short">
<label class="short-label">NC</label>
</span>
<span class="item-field-label-long">
<label class="">Movement</label>
</span>
<span class="item-field-label-short">
<label class="short-label">Combat</label>
</span>
<span class="item-field-label-short">
<label class="short-label">NC</label>
</span>
</li>
{{#each characteristics as |char key|}}
{{#if char.ismovement}}
<li class="item flexrow list-item list-item-shadow" data-charac-key="{{key}}">
<span class="item-field-label-long">{{char.label}}</span>
<input type="text" class="item-field-label-short update-field" data-field-name="system.characteristics.{{key}}.value" value="{{char.value}}" data-dtype="Number" />
<input type="text" class="item-field-label-short" value="{{mul char.value 2}}" disabled data-dtype="Number" />
</li>
{{/if}}
{{#each characteristics as |char key|}}
{{#if char.ismovement}}
<li class="item flexrow list-item list-item-shadow" data-charac-key="{{key}}">
<span class="item-field-label-long">{{char.label}}</span>
<input type="text" class="item-field-label-short update-field"
data-field-name="system.characteristics.{{key}}.value" value="{{char.value}}" data-dtype="Number" />
<input type="text" class="item-field-label-short update-field"
data-field-name="system.characteristics.{{key}}.ncvalue" value="{{char.ncvalue}}"
data-dtype="Number" />
</li>
{{/if}}
{{/each}}
{{#each movements as |move key|}}
<li class="item flexrow list-item list-item-shadow" data-charac-key="{{key}}">
{{#if move.iseditable}}
<input type="text" class="item-field-label-long update-field" data-field-name="system.movements.{{key}}.label" value="{{move.label}}" data-dtype="String" />
{{else}}
<span class="item-field-label-long">{{move.label}}</span>
{{/if}}
<input type="text" class="item-field-label-short update-field" data-field-name="system.movements.{{key}}.value" value="{{move.value}}" data-dtype="Number" />
<input type="text" class="item-field-label-short" value="{{mul move.value 2}}" disabled data-dtype="Number" />
</li>
{{#each movements as |move key|}}
<li class="item flexrow list-item list-item-shadow" data-charac-key="{{key}}">
{{#if move.iseditable}}
<input type="text" class="item-field-label-long update-field"
data-field-name="system.movements.{{key}}.label" value="{{move.label}}" data-dtype="String" />
{{else}}
<span class="item-field-label-long">{{move.label}}</span>
{{/if}}
<input type="text" class="item-field-label-short update-field"
data-field-name="system.movements.{{key}}.value" value="{{move.value}}" data-dtype="Number" />
<input type="text" class="item-field-label-short" value="{{mul move.value 2}}" disabled
data-dtype="Number" />
</li>
{{/each}}
</ul>
</div>
</div>
</div>
</div>
</div>
@ -341,28 +407,28 @@
<div class="charac-item">
<ul>
<li class="item flexrow list-item items-title-bg">
<span class="item-field-label-medium">
<label class="">Value</label>
</span>
<span class="item-field-label-medium">
<label class="item-field-label-medium">CHAR</label>
</span>
<span class="item-field-label-short">
<label class="short-label">Base</label>
</span>
<span class="item-field-label-short">
<label class="short-label">Roll</label>
</span>
<span class="item-field-label-long">
<label class="short-label">Notes</label>
</span>
<div class="item-filler">&nbsp;</div>
</li>
<span class="item-field-label-medium">
<label class="">Value</label>
</span>
<span class="item-field-label-medium">
<label class="item-field-label-medium">CHAR</label>
</span>
<span class="item-field-label-short">
<label class="short-label">Base</label>
</span>
<span class="item-field-label-short">
<label class="short-label">Roll</label>
</span>
<span class="item-field-label-long">
<label class="short-label">Notes</label>
</span>
<div class="item-filler">&nbsp;</div>
</li>
{{#each characteristics as |charac key|}}
{{> systems/fvtt-hero-system-6/templates/partials/partial-actor-full-charac.hbs charac=charac key=key}}
{{> systems/fvtt-hero-system-6/templates/partials/partial-actor-full-charac.hbs charac=charac key=key}}
{{/each}}
</ul>
</ul>
</div>
</div>
@ -389,7 +455,8 @@
src="{{skill.img}}" /></a>
<span class="item-field-label-long">{{skill.name}}</span>
<span class="item-field-label-medium">{{upper skill.charac}}</span>
<span class="item-field-label-short"><a class="roll-item" data-type="skill"><i class="fas fa-dice"></i>{{skill.roll}}-</a></span>
<span class="item-field-label-short"><a class="roll-item" data-type="skill"><i
class="fas fa-dice"></i>{{skill.roll}}-</a></span>
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed">
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
@ -416,8 +483,9 @@
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
src="{{perk.img}}" /></a>
<span class="item-name-label">{{perk.name}}</span>
{{#if perk.system.hasroll}}
<span class="item-field-label-short"><a class="roll-item" data-type="perk"><i class="fas fa-dice"></i>{{perk.system.roll}}-</a></span>
{{#if perk.system.hasroll}}
<span class="item-field-label-short"><a class="roll-item" data-type="perk"><i
class="fas fa-dice"></i>{{perk.system.roll}}-</a></span>
{{else}}
<span class="item-field-label-short">&nbsp;</span>
{{/if}}
@ -447,8 +515,9 @@
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
src="{{talent.img}}" /></a>
<span class="item-name-label">{{talent.name}}</span>
{{#if talent.system.hasroll}}
<span class="item-field-label-short"><a class="roll-item" data-type="perk"><i class="fas fa-dice"></i>{{talent.system.roll}}-</a></span>
{{#if talent.system.hasroll}}
<span class="item-field-label-short"><a class="roll-item" data-type="perk"><i
class="fas fa-dice"></i>{{talent.system.roll}}-</a></span>
{{else}}
<span class="item-field-label-short">&nbsp;</span>
{{/if}}
@ -464,6 +533,10 @@
{{!-- Maneuvers Tab --}}
<div class="tab maneuver" data-group="primary" data-tab="maneuver">
<div>
<button class="show-stock-maneuver">Show/Hide stock maneuvers</button>
</div>
<ul class="stat-list alternate-list item-list">
<li class="item flexrow list-item items-title-bg">
<span class="item-field-label-long-img">
@ -478,27 +551,29 @@
<span class="item-field-label-short">
<label class="short-label">DCV</label>
</span>
<span class="item-field-label-long">
<span class="item-field-label-long3">
<label class="short-label">Effects</label>
</span>
</li>
{{#each nonstockmaneuvers as |maneuver key|}}
<li class="item stat flexrow list-item list-item-shadow" data-item-id="{{maneuver._id}}">
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
src="{{maneuver.img}}" /></a>
<span class="item-field-label-long">{{maneuver.name}}</span>
{{#each allmaneuvers as |maneuver key|}}
<div class="{{#if maneuver.system.isstock}}maneuver-list maneuver-is-stock{{/if}}">
<li class="item stat flexrow list-item list-item-shadow " data-item-id="{{maneuver._id}}">
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
src="{{maneuver.img}}" /></a>
<span class="item-field-label-long">{{maneuver.name}}</span>
<span class="item-field-label-short">{{maneuver.system.pha}}</span>
<span class="item-field-label-short">{{maneuver.system.ocv}}</span>
<span class="item-field-label-short">{{maneuver.system.dcv}}</span>
<span class="item-field-label-short">{{maneuver.system.pha}}</span>
<span class="item-field-label-short">{{maneuver.system.ocv}}</span>
<span class="item-field-label-short">{{maneuver.system.dcv}}</span>
<span class="item-field-label-long">{{maneuver.system.effects}}</span>
<span class="item-field-label-long3">{{maneuver.system.effects}}</span>
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed">
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
</div>
</li>
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed">
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
</div>
</li>
</div>
{{/each}}
</ul>
</div>
@ -514,11 +589,11 @@
<span class="item-field-label-short">
<label class="item-field-label-short">Cost</label>
</span>
<span class="item-field-label-medium">
<label class="item-field-label-medium">Name</label>
<span class="item-field-label-long3">
<label class="item-field-label-long3">Name</label>
</span>
<span class="item-field-label-long4">
<label class="item-field-label-long4">Display</label>
<span class="item-field-label-long2">
<label class="item-field-label-long2">Display</label>
</span>
<span class="item-field-label-medium">
<label class="item-field-label-medium">Effect</label>
@ -533,13 +608,15 @@
{{#each powers as |power key|}}
<li class="item stat flexrow list-item list-item-shadow" data-item-id="{{power._id}}">
<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-medium">{{power.name}}</span>
<span class="item-field-label-long4">{{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>
{{#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-long3">{{power.name}}</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>
{{#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>
{{else}}
<span class="item-field-label-short">&nbsp;</span>
{{/if}}
@ -570,8 +647,9 @@
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
src="{{comp.img}}" /></a>
<span class="item-name-label">{{comp.name}}</span>
{{#if comp.system.hasroll}}
<span class="item-field-label-short"><a class="roll-item" data-type="perk"><i class="fas fa-dice"></i>{{comp.system.roll}}-</a></span>
{{#if comp.system.hasroll}}
<span class="item-field-label-short"><a class="roll-item" data-type="perk"><i
class="fas fa-dice"></i>{{comp.system.roll}}-</a></span>
{{else}}
<span class="item-field-label-short">&nbsp;</span>
{{/if}}
@ -591,15 +669,22 @@
<h3>Encumbrance</h3>
<span class="small-label">Current : {{encCurrent}}</span>
<span class="small-label">Capacity : {{encCapacity}}</span>
<span class="small-label">Total value : {{totalValue}}</span>
</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="Money"
items=moneys}}
{{> 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="Armor" items=armors}}
{{> systems/fvtt-hero-system-6/templates/partials/partial-actor-equipment-section.hbs title="Shields" items=shields}}
{{> systems/fvtt-hero-system-6/templates/partials/partial-actor-equipment-section.hbs title="Shields"
items=shields}}
{{> systems/fvtt-hero-system-6/templates/partials/partial-actor-equipment-section.hbs title="Equipment" items=equipments}}
{{> systems/fvtt-hero-system-6/templates/partials/partial-actor-equipment-section.hbs title="Equipment"
items=equipments}}
<hr>
@ -651,38 +736,38 @@
{{!-- Notes Tab --}}
<div class="tab notes" data-group="primary" data-tab="notes">
<h3>Notes 1 : </h3>
<div class="form-group editor">
<div class="medium-editor ">
{{editor notes1 target="system.biodata.notes1" button=true owner=owner
editable=editable}}
</div>
</div>
<hr>
<h3>Notes 2 : </h3>
<div class="form-group editor">
<div class="small-editor">
{{editor notes2 target="system.biodata.notes2" button=true owner=owner
editable=editable}}
</div>
<hr>
<h3>Notes 3 : </h3>
<div class="form-group editor">
<div class="small-editor">
{{editor notes3 target="system.biodata.notes3" button=true owner=owner
editable=editable}}
</div>
<hr>
<h3>Notes 4 : </h3>
<div class="form-group editor">
<div class="small-editor">
{{editor notes4 target="system.biodata.notes4" button=true owner=owner
editable=editable}}
</div>
<hr>
<h3>Notes 5 : </h3>
<div class="form-group editor">
<div class="small-editor">
{{editor notes5 target="system.biodata.notes5" button=true owner=owner
editable=editable}}
</div>
</div>
</div>
</div>
</section>
</form>

View File

@ -32,9 +32,12 @@
</a>
{{/if}}
{{log combat.flags}}
{{#if combatCount}}
{{#if combat.round}}
<h3 class="encounter-title noborder">Turn {{combat.turnNumber}} Segment {{combat.segmentNumber}}</h3>
<!--<h3 class="encounter-title noborder">Turn {{combat.turnNumber}} Segment {{combat.segmentNumber}}</h3>-->
<h3 class="encounter-title noborder">Turn {{combat.flags.world.turnData.turnNumber}} Segment {{combat.flags.world.turnData.segmentNumber}}</h3>
{{else}}
<h3 class="encounter-title noborder">{{localize 'COMBAT.NotStarted'}}</h3>
{{/if}}
@ -60,11 +63,11 @@
<ol id="combat-tracker" class="directory-list">
{{#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}}">
<img class="token-image" data-src="{{this.img}}" alt="{{this.name}}"/>
<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">
{{#if ../user.isGM}}
<a class="combatant-control {{#if this.hidden}}active{{/if}}" data-tooltip="COMBAT.ToggleVis" data-control="toggleHidden">

View File

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

View File

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

View File

@ -33,6 +33,12 @@
{{#if item}}
<li>{{item.name}} ({{upperFirst item.type}})</li>
{{#if (eq item.type "maneuver")}}
<li>{{item.system.effects}}</li>
{{#if item.system.haseffectroll}}
<li>{{item.system.effectrollformula}}</li>
{{/if}}
{{/if}}
{{/if}}
{{#if (exists bonusMalus)}}
@ -40,7 +46,7 @@
</li>
{{/if}}
<li><strong>Result : {{result}}</strong>
<li><strong>TOTAL : {{result}}</strong>
{{#if (exists margin)}}
({{#if isSuccess}}Success!!{{else}}Failure!{{/if}})
{{/if}}

View File

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

View File

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

View File

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

View File

@ -20,6 +20,8 @@
</li>
</ul>
</div>
{{> systems/fvtt-hero-system-6/templates/partials/partial-item-notes.hbs}}
</section>
</form>

View File

@ -67,5 +67,7 @@
</div>
</div>
{{> systems/fvtt-hero-system-6/templates/partials/partial-item-notes.hbs}}
</section>
</form>

View File

@ -21,5 +21,8 @@
{{> systems/fvtt-hero-system-6/templates/partials/partial-item-cost.hbs}}
</ul>
</div>
{{> systems/fvtt-hero-system-6/templates/partials/partial-item-notes.hbs}}
</section>
</form>

View File

@ -24,5 +24,7 @@
</ul>
</div>
{{> systems/fvtt-hero-system-6/templates/partials/partial-item-notes.hbs}}
</section>
</form>

View File

@ -1,9 +1,9 @@
<form class="{{cssClass}}" autocomplete="off">
<header class="sheet-header">
<img class="item-sheet-img" src="{{img}}" data-edit="img" title="{{name}}"/>
<div class="header-fields">
<h1 class="charname"><input name="name" type="text" value="{{name}}" placeholder="Name"/></h1>
</div>
<img class="item-sheet-img" src="{{img}}" data-edit="img" title="{{name}}" />
<div class="header-fields">
<h1 class="charname"><input name="name" type="text" value="{{name}}" placeholder="Name" /></h1>
</div>
</header>
{{> systems/fvtt-hero-system-6/templates/partials/partial-item-nav.hbs}}
@ -16,33 +16,136 @@
<div class="tab details" data-group="primary" data-tab="details">
<ul>
{{> systems/fvtt-hero-system-6/templates/partials/partial-power-equipment-cost.hbs}}
<li class="flexrow"><label class="item-field-label-long">Subtype</label>
<select class="item-field-label-long" type="text" name="system.subtype" value="{{system.subtype}}" data-dtype="String">
{{#select system.subtype}}
{{#each config.equipmentSubType as |name key|}}
<option value="{{key}}">{{name}}</option>
{{/each}}
{{/select}}
</select>
</li>
<li class="flexrow"><label class="item-field-label-long">Equipped ?</label>
<label class="item-field-label-medium"><input type="checkbox" name="system.equipped" {{checked system.equipped}}/></label>
<label class="item-field-label-medium"><input type="checkbox" name="system.equipped" {{checked
system.equipped}} /></label>
</li>
<li class="flexrow"><label class="item-field-label-long">Quantity</label>
<input type="text" class="item-field-label-short" name="system.quantity" value="{{system.quantity}}"
data-dtype="Number" />
</li>
<li class="flexrow">
<label class="item-field-label-long">Value</label>
<input type="text" class="item-field-label-medium input-numeric-short padd-right" name="system.value"
value="{{system.value}}" data-dtype="Number" />
&nbsp;
<label class="item-field-label-long">Total Value</label>
<label class="item-field-label-long">{{mul system.value system.quantity}}</label>
</li>
<li class="flexrow"><label class="item-field-label-long">Weight</label>
<input type="text" class="item-field-label-medium input-numeric-short padd-right" name="system.weight" value="{{system.weight}}" data-dtype="Number"/>
<input type="text" class="item-field-label-medium input-numeric-short padd-right" name="system.weight"
value="{{system.weight}}" data-dtype="Number" />
&nbsp;
<label class="item-field-label-long">Total Weight</label>
<label class="item-field-label-long">{{mul system.weight system.quantity}}</label>
</li>
<li class="flexrow"><label class="item-field-label-long">Value</label>
<input type="text" class="item-field-label-medium input-numeric-short padd-right" name="system.value" value="{{system.value}}" data-dtype="Number"/>
{{> systems/fvtt-hero-system-6/templates/partials/partial-power-equipment-cost.hbs quantityDone=1}}
<li class="flexrow"><label class="item-field-label-long">Subtype</label>
<select class="item-field-label-long" type="text" name="system.subtype" value="{{system.subtype}}"
data-dtype="String">
{{#select system.subtype}}
{{#each config.equipmentSubType as |name key|}}
<option value="{{key}}">{{name}}</option>
{{/each}}
{{/select}}
</select>
</li>
{{#if (eq system.subtype "weapon") }}
<li class="flexrow"><label class="item-field-label-long">OCV</label>
<input type="text" class="item-field-label-short" name="system.ocv" value="{{system.ocv}}"
data-dtype="Number" />
</li>
<li class="flexrow"><label class="item-field-label-long">OMCV</label>
<input type="text" class="item-field-label-short" name="system.omcv" value="{{system.omcv}}"
data-dtype="Number" />
</li>
<li class="flexrow"><label class="item-field-label-long">RMod</label>
<input type="text" class="item-field-label-short" name="system.rmod" value="{{system.rmod}}"
data-dtype="Number" />
</li>
{{/if}}
{{#if (eq system.subtype "shield") }}
<li class="flexrow"><label class="item-field-label-long">OCV</label>
<input type="text" class="item-field-label-short" name="system.ocv" value="{{system.ocv}}"
data-dtype="Number" />
</li>
<li class="flexrow"><label class="item-field-label-long">DCV</label>
<input type="text" class="item-field-label-short" name="system.dcv" value="{{system.dcv}}"
data-dtype="Number" />
</li>
<li class="flexrow"><label class="item-field-label-long">OMCV</label>
<input type="text" class="item-field-label-short" name="system.omcv" value="{{system.omcv}}"
data-dtype="Number" />
</li>
<li class="flexrow"><label class="item-field-label-long">DMCV</label>
<input type="text" class="item-field-label-short" name="system.dmcv" value="{{system.dmcv}}"
data-dtype="Number" />
</li>
{{/if}}
{{#if (eq system.subtype "armor") }}
<li class="flexrow"><label class="item-field-label-long">DCV</label>
<input type="text" class="item-field-label-short" name="system.dcv" value="{{system.dcv}}"
data-dtype="Number" />
</li>
<li class="flexrow"><label class="item-field-label-long">DMCV</label>
<input type="text" class="item-field-label-short" name="system.dmcv" value="{{system.dmcv}}"
data-dtype="Number" />
</li>
{{/if}}
{{#if (or (eq system.subtype "armor") (eq system.subtype "shield")) }}
<li class="flexrow"><label class="item-field-label-long">PD</label>
<input type="text" class="item-field-label-short" name="system.pd" value="{{system.pd}}"
data-dtype="Number" />
</li>
<li class="flexrow"><label class="item-field-label-long">ED</label>
<input type="text" class="item-field-label-short" name="system.ed" value="{{system.ed}}"
data-dtype="Number" />
</li>
<li class="flexrow"><label class="item-field-label-long">rPD</label>
<input type="text" class="item-field-label-short" name="system.rpd" value="{{system.rpd}}"
data-dtype="Number" />
</li>
<li class="flexrow"><label class="item-field-label-long">rED</label>
<input type="text" class="item-field-label-short" name="system.red" value="{{system.red}}"
data-dtype="Number" />
</li>
<li class="flexrow"><label class="item-field-label-long">Mental Defense</label>
<input type="text" class="item-field-label-short" name="system.mentaldefense" value="{{system.mentaldefense}}"
data-dtype="Number" />
</li>
<li class="flexrow"><label class="item-field-label-long">Power Defense</label>
<input type="text" class="item-field-label-short" name="system.powerdefense" value="{{system.powerdefense}}"
data-dtype="Number" />
</li>
<li class="flexrow"><label class="item-field-label-long">Flash Defense</label>
<input type="text" class="item-field-label-short" name="system.flashdefense" value="{{system.flashdefense}}"
data-dtype="Number" />
</li>
<li class="flexrow"><label class="item-field-label-long">Other Defense</label>
<input type="text" class="item-field-label-short" name="system.otherdefense" value="{{system.otherdefense}}"
data-dtype="Number" />
</li>
{{/if}}
{{> systems/fvtt-hero-system-6/templates/partials/partial-item-hasroll.hbs}}
{{> systems/fvtt-hero-system-6/templates/partials/partial-item-cost.hbs}}
</ul>
</div>
{{> systems/fvtt-hero-system-6/templates/partials/partial-item-notes.hbs}}
</section>
</form>
</form>

View File

@ -11,13 +11,16 @@
{{!-- Sheet Body --}}
<section class="sheet-body">
{{> systems/fvtt-hero-system-6/templates/partials/partial-item-description.hbs}}
<div class="tab details" data-group="primary" data-tab="details">
<ul>
{{> systems/fvtt-hero-system-6/templates/partials/partial-item-description.hbs}}
{{> systems/fvtt-hero-system-6/templates/partials/partial-item-cost.hbs}}
</ul>
</div>
{{> systems/fvtt-hero-system-6/templates/partials/partial-item-notes.hbs}}
</section>
</form>

View File

@ -38,11 +38,11 @@
</li>
<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 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 class="flexrow"><label class="item-field-label-medium">Effects</label>
@ -53,5 +53,8 @@
</ul>
</div>
{{> systems/fvtt-hero-system-6/templates/partials/partial-item-notes.hbs}}
</section>
</form>

View File

@ -21,5 +21,8 @@
{{> systems/fvtt-hero-system-6/templates/partials/partial-item-cost.hbs}}
</ul>
</div>
{{> systems/fvtt-hero-system-6/templates/partials/partial-item-notes.hbs}}
</section>
</form>

View File

@ -25,5 +25,8 @@
{{> systems/fvtt-hero-system-6/templates/partials/partial-item-cost.hbs}}
</ul>
</div>
{{> systems/fvtt-hero-system-6/templates/partials/partial-item-notes.hbs}}
</section>
</form>

View File

@ -17,7 +17,7 @@
<ul>
<li class="flexrow"><label class="item-field-label-long">Type</label>
<select class="item-field-label-medium" type="text" name="system.skilltype" value="{{system.skilltype}}" data-dtype="String">
{{#select system.skilltype}}
{{#select (lower system.skilltype)}}
{{#each config.skillType as |char key|}}
<option value="{{key}}">{{char}}</option>
{{/each}}
@ -28,14 +28,14 @@
{{#if (isSkillCustom system.skilltype)}}
<li class="flexrow"><label class="item-field-label-long">Base characteristic</label>
<select class="item-field-label-medium" type="text" name="system.characteristic" value="{{system.characteristic}}" data-dtype="String">
{{#select system.characteristic}}
{{#select (lower system.characteristic)}}
{{#each config.rollCharac as |char key|}}
<option value="{{key}}">{{char}}</option>
{{/each}}
{{/select}}
</select>
</li>
{{#if (eq system.characteristic "manual")}}
{{#if (eq (lower system.characteristic) "manual")}}
<li class="flexrow"><label class="item-field-label-long">Base value</label>
<input type="text" class="item-field-label-medium" name="system.base" value="{{system.base}}" data-dtype="Number" {{#if (ne system.characteristic "manual")}}disabled{{/if}} />
</li>
@ -79,5 +79,8 @@
</ul>
</div>
{{> systems/fvtt-hero-system-6/templates/partials/partial-item-notes.hbs}}
</section>
</form>

View File

@ -22,6 +22,8 @@
</ul>
</div>
{{> systems/fvtt-hero-system-6/templates/partials/partial-item-notes.hbs}}
</section>
</form>

View File

@ -103,5 +103,7 @@
</div>
</div>
{{> systems/fvtt-hero-system-6/templates/partials/partial-item-notes.hbs}}
</section>
</form>

View File

@ -3,23 +3,114 @@
<span class="item-name-img">
<label class="">&nbsp;</label>
</span>
<span class="item-field-label-long-img">
<label class="">{{title}}</label>
<span class="item-field-label-very-short">
<label class="item-field-label-very-short">Qty</label>
</span>
<span class="item-field-label-long4">
<label class="item-field-label-long4">Display</label>
<span class="item-field-label-long2">
<label class="item-field-label-long2">{{title}}</label>
</span>
{{#if (or (eq title "Money") (eq title "Equipment"))}}
<span class="item-field-label-very-short">
<label class="item-field-label-very-short">&nbsp;</label>
</span>
<span class="item-field-label-very-short">
<label class="item-field-label-very-short">&nbsp;</label>
</span>
<span class="item-field-label-very-short">
<label class="item-field-label-very-short">&nbsp;</label>
</span>
<span class="item-field-label-very-short">
<label class="item-field-label-very-short">&nbsp;</label>
</span>
<span class="item-field-label-very-short">
<label class="item-field-label-very-short">&nbsp;</label>
</span>
{{/if}}
{{#if (eq title "Weapons")}}
<span class="item-field-label-very-short">
<label class="item-field-label-very-short">OCV</label>
</span>
<span class="item-field-label-very-short">
<label class="item-field-label-very-short">DCV</label>
</span>
<span class="item-field-label-very-short">
<label class="item-field-label-very-short">rMod</label>
</span>
<span class="item-field-label-very-short">
<label class="item-field-label-very-short">&nbsp;</label>
</span>
<span class="item-field-label-very-short">
<label class="item-field-label-very-short">&nbsp;</label>
</span>
{{/if}}
{{#if (eq title "Shields")}}
<span class="item-field-label-very-short">
<label class="item-field-label-very-short">OCV</label>
</span>
<span class="item-field-label-very-short">
<label class="item-field-label-very-short">DCV</label>
</span>
<span class="item-field-label-very-short">
<label class="item-field-label-very-short">OMCV</label>
</span>
<span class="item-field-label-very-short">
<label class="item-field-label-very-short">DMCV</label>
</span>
<span class="item-field-label-very-short">
<label class="item-field-label-very-short">&nbsp;</label>
</span>
{{/if}}
{{#if (eq title "Armor")}}
<span class="item-field-label-very-short">
<label class="item-field-label-very-short">PD</label>
</span>
<span class="item-field-label-very-short">
<label class="item-field-label-very-short">ED</label>
</span>
<span class="item-field-label-very-short">
<label class="item-field-label-very-short">rPD</label>
</span>
<span class="item-field-label-very-short">
<label class="item-field-label-very-short">rED</label>
</span>
<span class="item-field-label-very-short">
<label class="item-field-label-very-short">DCV</label>
</span>
{{/if}}
<span class="item-field-label-long2">
<label class="item-field-label-long2">Display</label>
</span>
{{#if (and (ne title "Armor") (ne title "Shields"))}}
<span class="item-field-label-short">
<label class="item-field-label-short">Effect</label>
</span>
{{else}}
<span class="item-field-label-short">
<label class="item-field-label-short">&nbsp;</label>
</span>
{{/if}}
<span class="item-field-label-short">
<label class="item-field-label-short">Roll</label>
</span>
<span class="item-field-label-medium">
<label class="item-field-label-medium">END</label>
<span class="item-field-label-very-short">
<label class="item-field-label-very-short">END</label>
</span>
<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>
<span class="item-field-label-very-short">
<label class="item-field-label-very-short">Value</label>
</span>
<span class="item-field-label-short">
<label class="item-field-label-short">Weight</label>
</span>
<div class="item-controls item-controls-fixed-small">
<a class="item-control item-add" data-type="equipment" title="Create Item"><i class="fas fa-plus item-controls-fixed-small"></i></a>
</div>
</li>

View File

@ -1,14 +1,53 @@
<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>
<span class="item-name-label">{{equip.name}}</span>
<span class="item-field-label-long4"><label>{{equip.system.displayname}}
<span class="item-field-label-very-short"><label>{{equip.system.quantity}}</label> </span>
<span class="item-field-label-long2">{{equip.name}}</span>
{{#if (or (eq equip.system.subtype "money") (eq equip.system.subtype "equipment"))}}
<span class="item-field-label-very-short"><label>&nbsp;</label> </span>
<span class="item-field-label-very-short"><label>&nbsp;</label> </span>
<span class="item-field-label-very-short"><label>&nbsp;</label> </span>
<span class="item-field-label-very-short"><label>&nbsp;</label> </span>
<span class="item-field-label-very-short"><label>&nbsp;</label> </span>
{{/if}}
{{#if (eq equip.system.subtype "weapon")}}
<span class="item-field-label-very-short"><label>{{equip.system.ocv}}</label> </span>
<span class="item-field-label-very-short"><label>{{equip.system.omcv}}</label> </span>
<span class="item-field-label-very-short"><label>{{equip.system.rmod}}</label> </span>
<span class="item-field-label-very-short"><label>&nbsp;</label> </span>
<span class="item-field-label-very-short"><label>&nbsp;</label> </span>
{{/if}}
{{#if (eq equip.system.subtype "shield")}}
<span class="item-field-label-very-short"><label>{{equip.system.ocv}}</label> </span>
<span class="item-field-label-very-short"><label>{{equip.system.omcv}}</label> </span>
<span class="item-field-label-very-short"><label>{{equip.system.dcv}}</label> </span>
<span class="item-field-label-very-short"><label>{{equip.system.dmcv}}</label> </span>
<span class="item-field-label-very-short"><label>&nbsp;</label> </span>
{{/if}}
{{#if (eq equip.system.subtype "armor")}}
<span class="item-field-label-very-short"><label>{{equip.system.pd}}</label> </span>
<span class="item-field-label-very-short"><label>{{equip.system.ed}}</label> </span>
<span class="item-field-label-very-short"><label>{{equip.system.rpd}}</label> </span>
<span class="item-field-label-very-short"><label>{{equip.system.red}}</label> </span>
<span class="item-field-label-very-short"><label>{{equip.system.dcv}}</label> </span>
{{/if}}
<span class="item-field-label-long2"><label>{{equip.system.displayname}}
</label>
</span>
{{#if (and (ne equip.system.subtype "armor") (ne equip.system.subtype "shield"))}}
<span class="item-field-label-short"><label><a class="roll-damage" data-type="perk"><i class="fas fa-dice"></i>{{equip.system.damage}}</a>
</label>
</span>
{{else}}
<span class="item-field-label-short"><label>&nbsp;</label></span>
{{/if}}
{{#if equip.system.hasroll}}
<span class="item-field-label-short"><a class="roll-item" data-type="perk"><i class="fas fa-dice"></i>{{equip.system.roll}}-</a></span>
@ -16,11 +55,12 @@
<span class="item-field-label-short">&nbsp;</span>
{{/if}}
<span class="item-field-label-medium"><label>{{equip.system.endurance}}
</label>
</span>
<span class="item-field-label-very-short"><label>{{equip.system.endurance}}</label> </span>
<span class="item-field-label-very-short"><label>{{mul equip.system.quantity equip.system.value}}</label> </span>
<span class="item-field-label-short"><label>{{mul equip.system.quantity equip.system.weight}}</label> </span>
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed">
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
</div>

View File

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

View File

@ -4,13 +4,6 @@
<input type="text" class="" name="system.displayname" value="{{system.displayname}}" data-dtype="string"/>
</div>
<div>
<label class="generic-label">Notes</label>
<div class="medium-editor item-text-long-line">
{{editor notes target="system.notes" button=true owner=owner editable=editable}}
</div>
</div>
<div>
<label class="generic-label">Description</label>
<div class="medium-editor item-text-long-line">

View File

@ -2,4 +2,5 @@
<nav class="sheet-tabs tabs" data-group="primary">
<a class="item" data-tab="description">Description</a>
<a class="item" data-tab="details">Details</a>
<a class="item" data-tab="notes">Notes</a>
</nav>

View File

@ -0,0 +1,8 @@
<div class="tab notes" data-group="primary" data-tab="notes">
<div>
<label class="generic-label">Notes</label>
<div class="small-editor item-text-long-line">
{{editor notes target="system.notes" button=true owner=owner editable=editable}}
</div>
</div>
</div>

View File

@ -1,6 +1,6 @@
<li class="flexrow"><label class="item-field-label-long">Type</label>
<select class="item-field-label-long" type="text" name="system.petype" value="{{system.petype}}" data-dtype="String">
{{#select system.petype}}
{{#select (lower system.petype)}}
{{#each config.powerEquipmentType as |name key|}}
<option value="{{key}}">{{name}}</option>
{{/each}}
@ -10,7 +10,7 @@
<li class="flexrow"><label class="item-field-label-long">Type Modifier</label>
<select class="item-field-label-long" type="text" name="system.typemodifier" value="{{system.typemodifier}}" data-dtype="String">
{{#select system.typemodifier}}
{{#select (lower system.typemodifier)}}
{{#each config.powerTypeModifiers as |name key|}}
<option value="{{key}}">{{name}}</option>
{{/each}}
@ -22,15 +22,31 @@
<label class="item-field-label-medium"><input type="checkbox" name="system.senseaffecting" {{checked system.senseaffecting}}/></label>
</li>
{{#if (and (ne system.subtype "armor") (ne system.subtype "shield"))}}
<li class="flexrow"><label class="item-field-label-long">Range</label>
<input type="text" class="item-field-label-medium" name="system.range" value="{{system.range}}" data-dtype="String"/>
</li>
<li class="flexrow"><label class="item-field-label-long">Damage</label>
<input type="text" class="item-field-label-medium" name="system.damage" value="{{system.damage}}" data-dtype="String"/>
</li>
{{/if}}
<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"/>
</li>
<li class="flexrow"><label class="item-field-label-long">Has Charges ?</label>
<label class="item-field-label-medium"><input type="checkbox" name="system.hascharges" {{checked system.hascharges}}/></label>
</li>
{{#if system.hascharges}}
<li class="flexrow"><label class="item-field-label-long">Number of Charges</label>
<input type="text" class="item-field-label-short" name="system.nbcharges" value="{{system.nbcharges}}" data-dtype="Number"/>
</li>
{{/if}}
{{#if quantityDone}}
{{else}}
<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>
{{/if}}