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49 Commits

Author SHA1 Message Date
ab587740d8 Fix #25 2023-08-30 09:46:43 +02:00
0f4fe253e0 Manage packs thru LFS 2023-08-29 11:17:16 +02:00
3b13a44d9d Manage packs thru LFS 2023-08-29 09:16:18 +02:00
0ebe0c3734 Manage packs thru LFS 2023-08-29 09:16:05 +02:00
6a00dd8583 Manage packs thru LFS 2023-08-29 09:14:57 +02:00
5064b83f2b Fix #21 : Add the missing helper 2023-08-29 09:12:34 +02:00
58275c32e6 Fix #21 : Add the missing helper 2023-08-27 20:44:20 +02:00
c22b950f7c Fix #21 : Add the missing helper 2023-08-27 20:43:02 +02:00
893ca4cfa5 Fix Killing damage information 2023-08-27 16:21:58 +02:00
94065a3755 Fix Killing damage information 2023-08-27 16:21:10 +02:00
1d4d3054c3 Fix various issues 2023-08-26 22:27:17 +02:00
e5c6d3f42f Fix various issues 2023-08-26 22:25:28 +02:00
f914b9838e #7 Fix starting round 2023-08-26 21:22:42 +02:00
8a543068d2 #8 Fix column alignement 2023-08-26 21:03:25 +02:00
379b8358ee #2 Fix skill profiency 2023-08-26 20:59:41 +02:00
40ee7c3c40 Move repo to public area 2023-08-26 09:49:13 +02:00
a07f367b0c Move repo to public area 2023-08-26 09:48:07 +02:00
09bb7fb692 Move repo to public area 2023-08-26 05:38:10 +02:00
92dc81af24 Move repo to public area 2023-08-26 05:36:15 +02:00
d2430ee482 Move repo to public area 2023-08-26 05:15:18 +02:00
86780ce8ae Move repo to public area 2023-08-26 05:14:08 +02:00
b383481915 First official release 2023-08-25 23:00:21 +02:00
dca78fd4b6 Add changelog 2023-08-25 19:02:40 +02:00
f381269acf Add changelog 2023-08-25 18:58:48 +02:00
686ea4cea6 Fix manifest link 2023-08-25 18:55:34 +02:00
c915b85a7b Update README 2023-08-25 16:34:10 +02:00
5026e120c1 Equipment management 2023-08-24 23:12:55 +02:00
9cefc6f816 Equipment management 2023-08-24 20:32:12 +02:00
11d7c7d1c0 Equipment management 2023-08-24 20:32:00 +02:00
3abf9a9f8f Equipment management 2023-08-24 18:45:54 +02:00
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
119 changed files with 1607 additions and 494 deletions

1
.gitattributes vendored Normal file
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@ -0,0 +1 @@
packs/* filter=lfs diff=lfs merge=lfs -text

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@ -1,2 +1,28 @@
# 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.
It features :
- PC/NPC sheets
- Roll management and associated helpers
- Segment and Turn management in the combat tracker
- Official compendiums
![Snapshot](https://www.lahiette.com/leratierbretonnien/wp-content/uploads/2023/08/hero6_snapshot_02.webp "Snapshot")
Installation
Manifest URL: https://www.uberwald.me/gitea/uberwald/fvtt-hero-system-6/raw/branch/master/system.json
Project page : https://www.uberwald.me/gitea/uberwald/fvtt-hero-system-6
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.

33
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v11.0.20
- Enhance chat message output (cf #25)
- Enhance roll window
- Code simplification
v11.0.19
- Fix killing damage computation (again)
v11.0.18
- Fix killing damage computation
v11.0.17
- Fix tickets 1, 2, 3, 7, 8, 9, 10
- Implements effects tagging (#11)
v11.0.16
- Fix mental maneuvers rolls
- Renamed title
v11.0.15
- Fix target rolls for power
- Add maneuvers roll in the maneuver tab
- Renamed title
v11.0.14
- Initial public release

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{
"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"
}
}

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@ -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}),
@ -72,7 +76,9 @@ export class Hero6ActorSheet extends ActorSheet {
editScore: this.options.editScore,
isGM: game.user.isGM
}
this.formData = formData;
this.stockManeuverDisplayed = false
console.log("PC : ", formData, this.object);
return formData;
@ -87,9 +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 => {
@ -156,13 +162,19 @@ export class Hero6ActorSheet extends ActorSheet {
html.find('.roll-perception').click((event) => {
this.actor.rollPerception("int");
});
html.find('.roll-weapon').click((event) => {
const li = $(event.currentTarget).parents(".item")
this.actor.rollWeapon(li.data("item-id"));
});
html.find('.roll-power-attack').click((event) => {
const li = $(event.currentTarget).parents(".item")
this.actor.rollPowerAttack(li.data("item-id"));
});
html.find('.roll-direct').click((event) => {
const rollFormula = $(event.currentTarget).data("roll-formula")
const rollSource = $(event.currentTarget).data("roll-source")
Hero6Utility.processDirectRoll( { actorId: this.actor.id, rollFormula: rollFormula, rollSource: rollSource, mode:"directroll"} )
});
});
html.find('.roll-item').click((event) => {
const li = $(event.currentTarget).parents(".item");
let itemId = li.data("item-id")
@ -177,14 +189,8 @@ 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('.hold-action').click((event) => {
this.actor.holdAction()
});
@ -192,6 +198,16 @@ export class Hero6ActorSheet extends ActorSheet {
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);

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@ -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);
@ -61,14 +60,19 @@ export class Hero6Actor extends Actor {
/* -------------------------------------------- */
computeDerivatedData() {
if (this.type == "character") {
let newSTREND = this.computeSTREND()
if (newSTREND != this.system.characteristics.str.strend) {
this.update({ 'system.characteristics.str.strend': newSTREND })
}
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)
@ -163,6 +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
@ -199,12 +216,34 @@ export class Hero6Actor extends Actor {
skill.roll = charac.roll
}
}
console.log("SILL", skill)
if (skill.system.levels > 0) {
skill.roll += skill.system.levels
}
}
/* -------------------------------------------- */
prepareManeuver(maneuver) {
let subMode = "normal"
if (maneuver.system.maneuvertype == "mental") {
maneuver.roll = 11 + (Number(this.system.characteristics.omcv.value) || 0)
subMode = "omcv"
if (Number(maneuver.system.omcv)) {
maneuver.roll += (Number(maneuver.system.omcv) || 0)
} else {
maneuver.noOMCV = true
}
} else {
maneuver.roll = 11 + (Number(this.system.characteristics.ocv.value) || 0)
subMode = "ocv"
if (Number(maneuver.system.ocv)) {
maneuver.roll += (Number(maneuver.system.ocv) || 0)
} else {
maneuver.noOCV = true
}
}
return subMode
}
/* -------------------------------------------- */
getSkills() {
let comp = duplicate(this.items.filter(item => item.type == 'skill') || [])
@ -276,11 +315,18 @@ export class Hero6Actor extends Actor {
let maneuvers = {
general: this.items.filter(item => item.type == "maneuver" && item.system.maneuvertype == "general"),
offensive: this.items.filter(item => item.type == "maneuver" && item.system.maneuvertype == "offensive"),
defensive: this.items.filter(item => item.type == "maneuver" && item.system.maneuvertype == "defensive")
defensive: this.items.filter(item => item.type == "maneuver" && item.system.maneuvertype == "defensive"),
mental: this.items.filter(item => item.type == "maneuver" && item.system.maneuvertype == "mental")
}
Hero6Utility.sortArrayObjectsByName(maneuvers.general)
Hero6Utility.sortArrayObjectsByName(maneuvers.offensive)
Hero6Utility.sortArrayObjectsByName(maneuvers.defensive)
Hero6Utility.sortArrayObjectsByName(maneuvers.mental)
return maneuvers
}
getAllManeuvers() {
let maneuvers = this.items.filter(item => item.type == "maneuver")
Hero6Utility.sortArrayObjectsByName(maneuvers)
return maneuvers
}
getNonStockManeuvers() {
@ -293,6 +339,11 @@ 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)
@ -388,27 +439,51 @@ export class Hero6Actor extends Actor {
/* -------------------------------------------- */
async cleanCombat() {
await this.setFlag("world", "hold-action", false)
await this.setFlag("world", "abort-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
}
game.combat.rebuildInitiative()
}
async disableHoldAction() {
await this.setFlag("world", "hold-action", false)
}
async disableAbortAction() {
await this.setFlag("world", "abort-action", { state: false, count: 0 })
}
async abortAction() {
await this.disableHoldAction()
let abort = this.getFlag("world", "abort-action")
if ( abort.state) {
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)
}
game.combat.rebuildInitiative()
}
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")
@ -422,19 +497,27 @@ export class Hero6Actor extends Actor {
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))
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
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
}
/* -------------------------------------------- */
@ -464,8 +547,13 @@ export class Hero6Actor extends Actor {
/* -------------------------------------------- */
prepareCharacValues(charac) {
charac.total = charac.value
charac.roll = 9 + Math.round((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)
@ -476,6 +564,12 @@ 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
}
@ -547,6 +641,9 @@ export class Hero6Actor extends Actor {
rollData.actorImg = this.img
rollData.actorId = this.id
rollData.img = this.img
rollData.title = this.name
rollData.subMode = "normal"
rollData.characteristics = duplicate(this.system.characteristics)
if (chKey) {
rollData.charac = duplicate(this.system.characteristics[chKey])
this.prepareCharacValues(rollData.charac)
@ -565,12 +662,10 @@ export class Hero6Actor extends Actor {
const ray = new Ray(token.object?.center || token.center, defenderToken.center)
rollData.tokensDistance = canvas.grid.measureDistances([{ ray }], { gridSpaces: false })[0] / canvas.grid.grid.options.dimensions.distance
} else {
ui.notifications.info("No token connected to this actor, unable to compute distance.")
return
//ui.notifications.info("No token connected to this actor, unable to compute distance.")
//return
}
if (defender) {
rollData.forceAdvantage = defender.isAttackerAdvantage()
rollData.advantageFromTarget = true
}
}
console.log("ROLLDATA", rollData)
@ -581,6 +676,7 @@ export class Hero6Actor extends Actor {
rollPerception() {
let rollData = this.getCommonRollData("int")
rollData.isPerception = true
rollData.title = "Perception roll"
rollData.charac.roll = Number(rollData.charac.perceptionroll)
rollData.mode = "perception"
if (rollData.target) {
@ -594,6 +690,7 @@ export class Hero6Actor extends Actor {
rollCharac(chKey) {
let rollData = this.getCommonRollData(chKey)
rollData.mode = "charac"
rollData.title = "Characteristic roll"
if (rollData.target) {
ui.notifications.warn("You are targetting a token with a skill : please use a Weapon instead.")
return
@ -605,10 +702,14 @@ export class Hero6Actor extends Actor {
let item = this.items.get(itemId)
let rollData = this.getCommonRollData()
rollData.mode = "item"
rollData.title = Hero6Utility.upperFirst(item.type) + " - " + item.name
rollData.item = duplicate(item)
if (item.type == "skill") {
this.prepareSkill(rollData.item)
}
if (item.type == "maneuver") {
rollData.subMode = this.prepareManeuver(rollData.item)
}
this.startRoll(rollData)
}
/* -------------------------------------------- */
@ -620,11 +721,20 @@ export class Hero6Actor extends Actor {
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"))
//await Hero6Utility.showDiceSoNice(myRoll, game.settings.get("core", "rollMode"))
rollData.roll = myRoll
rollData.result = myRoll.total
rollData.bodyValue = Hero6Utility.computeBodyValue(myRoll)
let mult
if (item.system.damageeffect == "killing") { // As per issue #11
mult = new Roll("1d3").roll({ async: false })
rollData.killingMultiplier = mult.total
rollData.stunValue = Number(myRoll.total) * (Number(mult.total) + (Number(item.system.stunx) || 0))
} else {
rollData.stunValue = myRoll.total
}
let msgFlavor = await renderTemplate(`systems/fvtt-hero-system-6/templates/chat/chat-damage-result.hbs`, rollData)
let msg = await rollData.roll.toMessage({
@ -632,6 +742,11 @@ export class Hero6Actor extends Actor {
rollMode: game.settings.get("core", "rollMode"),
flavor: msgFlavor
})
if (mult) {
await Hero6Utility.showDiceSoNice(mult, game.settings.get("core", "rollMode"))
}
rollData.roll = duplicate(rollData.roll) // Convert to object
msg.setFlag("world", "rolldata", rollData)
console.log("Rolldata result", rollData)
@ -658,7 +773,6 @@ export class Hero6Actor extends Actor {
msg.setFlag("world", "rolldata", rollData)
console.log("Rolldata result", rollData)
}
/* -------------------------------------------- */
rollSkill(skillId) {
let skill = this.items.get(skillId)
@ -683,34 +797,57 @@ export class Hero6Actor extends Actor {
}
/* -------------------------------------------- */
rollWeapon(weaponId) {
async rollWeapon(weaponId) {
let weapon = this.items.get(weaponId)
if (weapon) {
weapon = duplicate(weapon)
let skill = this.items.find(item => item.name.toLowerCase() == weapon.system.skill.toLowerCase())
if (skill) {
skill = duplicate(skill)
Hero6Utility.updateSkill(skill)
let abilityKey = skill.system.ability
let rollData = this.getCommonRollData(abilityKey)
rollData.mode = "weapon"
rollData.skill = skill
rollData.weapon = weapon
rollData.img = weapon.img
if (!rollData.forceDisadvantage) { // This is an attack, check if disadvantaged
rollData.forceDisadvantage = this.isAttackDisadvantage()
}
/*if (rollData.weapon.system.isranged && rollData.tokensDistance > Hero6Utility.getWeaponMaxRange(rollData.weapon) ) {
ui.notifications.warn(`Your target is out of range of your weapon (max: ${Hero6Utility.getWeaponMaxRange(rollData.weapon)} - current : ${rollData.tokensDistance})` )
return
}*/
this.startRoll(rollData)
} else {
ui.notifications.warn("Unable to find the relevant skill for weapon " + weapon.name)
}
let rollData = this.getCommonRollData()
rollData.roll = 11 + (Number(this.system.characteristics.ocv.value) || 0) + (Number(weapon.system.ocv) || 0)
rollData.subMode = "ocv"
rollData.mode = "weapon"
rollData.item = weapon
rollData.img = weapon.img
this.startRoll(rollData)
} else {
ui.notifications.warn("Unable to find the weapon " + weapon.name)
}
}
/* -------------------------------------------- */
rollMentalManeuver(maneuverId) {
let maneuver = this.items.get(maneuverId)
if (maneuver) {
maneuver = duplicate(maneuver)
let rollData = this.getCommonRollData()
rollData.roll = 11 + (Number(this.system.characteristics.omcv.value) || 0) + (Number(maneuver.system.omcv) || 0)
rollData.mode = "mentalmaneuver"
rollData.item = maneuver
rollData.img = maneuver.img
this.startRoll(rollData)
} else {
ui.notifications.warn("Unable to find the maneuver " + maneuver.name)
}
}
/* -------------------------------------------- */
rollPowerAttack(powerId ) {
let power = this.items.get(powerId)
if (power) {
power = duplicate(power)
let rollData = this.getCommonRollData()
if (power.system.attackvalue == "ocv") {
rollData.roll = 11 + (Number(this.system.characteristics.ocv.value) || 0) + (Number(power.system.ocv) || 0)
rollData.subMode = "ocv"
} else {
rollData.roll = 11 + (Number(this.system.characteristics.omcv.value) || 0) + (Number(power.system.omcv) || 0)
rollData.subMode = "omcv"
}
rollData.mode = "powerattack"
rollData.item = power
rollData.img = power.img
this.startRoll(rollData)
} else {
ui.notifications.warn("Unable to find power " + power.name)
}
}
/* -------------------------------------------- */
async startRoll(rollData) {
let rollDialog = await Hero6RollDialog.create(this, rollData)

View File

@ -31,7 +31,9 @@ export class Hero6Combat extends Combat {
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)
}
@ -40,13 +42,21 @@ export class Hero6Combat extends Combat {
}
/* -------------------------------------------- */
static holdAction(combatantId) {
const combatant = game.combat.combatants.get(combatantId)
combatant.actor.holdAction()
holdAction(combatantId) {
this.rebuildInitiative()
//console.log("Rebuilding.....")
}
/* -------------------------------------------- */
abortAction(actorId, abortState) {
this.rebuildInitiative()
}
/* -------------------------------------------- */
constructor(data, context) {
data.flags = { world: { turnData: { turnNumber: 0, segmentNumber: 12} } }
super(data, context);
this.turnNumber = 0;
@ -68,19 +78,53 @@ export class Hero6Combat extends Combat {
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
if (c.actor.hasPhase(this.segmentNumber) || c.actor.getHoldAction()) {
let baseInit = c.actor ? c.actor.getBaseInit() : 0;
let name = c.actor.name
if (c.actor.getHoldAction()) {
name = c.actor.name + " (H)"
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 (c.actor.getAbortAction()) {
if (isOnAbort) {
name = c.actor.name + " (A)"
c.actor.disableAbortAction()
if (c.actor.incAbortActionCount()) {
c.actor.disableAbortAction()
}
}
updList.push({ _id: id, name: name, initiative: baseInit, holdAction: c.holdAction })
} else {
@ -92,7 +136,6 @@ export class Hero6Combat extends Combat {
async rollInitiative(ids, formula = undefined, messageOptions = {}) {
ids = typeof ids === "string" ? [ids] : ids;
console.log("Roll INIT")
let updList = []
for (let cId = 0; cId < ids.length; cId++) {
const c = this.combatants.get(ids[cId])
@ -112,60 +155,144 @@ export class Hero6Combat extends Combat {
for (let c of this.combatants) {
this.computeInitiative(c, updList)
}
console.log(this.combatants, updList)
if (updList.length > 0) {
await this.updateEmbeddedDocuments("Combatant", updList);
//console.log("Rebuild INIT", updList)
for (let c of updList) {
if (c.initiative != 0) {
return true
}
}
}
return false
}
/* -------------------------------------------- */
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()
}
}
/* -------------------------------------------- */
nextRound() {
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.
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;
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)
}
}
let advanceTime = Math.max(this.turns.length - this.turn, 0) * CONFIG.time.turnTime;
advanceTime += CONFIG.time.roundTime;
let nextRound = this.round + 1;
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)
let turnData = this.getFlag("world", "hero6-turn-data")
if (!turnData) {
turnData = { turnNumber: 0, segmentNumber: 12 }
this.setFlag("world", "hero6-turn-data", turnData)
// Re-compute init of actors
hasCombatants = await this.rebuildInitiative()
//console.log("Going round....", nextRound, hasCombatants)
}
turnData = duplicate(turnData)
turnData.segmentNumber += 1
if (turnData.segmentNumber > 12) {
turnData.segmentNumber = 1
turnData.turnNumber++
}
this.setFlag("world", "hero6-turn-data", turnData)
this.turnNumber = turnData.turnNumber;
this.segmentNumber = turnData.segmentNumber;
// Re-compute init of actors
this.rebuildInitiative()
// 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) {
super._onCreateEmbeddedDocuments(type, documents, result, options, userId)
async _onCreateDescendantDocuments(type, documents, result, options, userId) {
//console.log("Added...")
if (game.user.isGM) {
await super._onCreateEmbeddedDocuments(type, documents, result, options, userId)
await this.rebuildInitiative()
}
}
/* -------------------------------------------- */
/* --------------------------------------------
_onUpdate(changed, options, userId) {
}
}*/
/* -------------------------------------------- */
static async checkTurnPosition() {

View File

@ -10,7 +10,8 @@ export const Hero6_CONFIG = {
maneuverTypes: {
"general": "General",
"offensive": "Offensive",
"defensive": "Defensive"
"defensive": "Defensive",
"mental": "Mental"
},
rollCharac : {
"str": "Strength",
@ -21,6 +22,13 @@ export const Hero6_CONFIG = {
"pre": "Presence",
"manual": "Manual",
},
damageEffect: {
"normal": "Normal",
"killing": "Killing",
"stunonly": "Stun Only",
"bodyonly": "Body Only",
"effect": "Effect"
},
skillType: {
"agility": "Agility",
"interaction": "Interaction",
@ -29,6 +37,10 @@ export const Hero6_CONFIG = {
"combat": "Combat" ,
"custom": "Custom"
},
attackTypes: {
"ocv": "OCV",
"omcv": "OMCV"
},
powerEquipmentType: {
"adjustment": "Adjustment",
"mental": "Mental",
@ -53,6 +65,5 @@ export const Hero6_CONFIG = {
"standard": "Standard",
"normal": "Normal",
"killing": "Killing",
"countbody": "Killing (Count BODY)"
}
}

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@ -147,13 +147,13 @@ export class Hero6ItemSheet extends ItemSheet {
});
html.find('.item-skill-profiency').click(ev => {
this.object.update( {'system.levels': 12, 'system.cost': 2} )
this.object.update( {'system.skillfamiliarity': false, 'system.cost': 2} )
} )
html.find('.item-skill-familiarity').click(ev => {
this.object.update( {'system.levels': 10, 'system.cost': 1} )
this.object.update( {'system.skillprofiency': false, 'system.cost': 1} )
} )
html.find('.item-skill-everyman').click(ev => {
this.object.update( {'system.levels': 8, 'system.cost': 0} )
this.object.update( {'system.cost': 0} )
} )
html.find('.view-subitem').click(ev => {

View File

@ -41,7 +41,7 @@ Hooks.once("init", async function () {
// Set an initiative formula for the system
CONFIG.Combat.initiative = {
formula: "1d6",
decimals: 3
decimals: 2
};
/* ------------------------------- ------------- */
@ -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>
` });
}

View File

@ -5,7 +5,7 @@ export class Hero6RollDialog extends Dialog {
/* -------------------------------------------- */
static async create(actor, rollData) {
let options = { classes: ["Hero6Dialog"], width: 460, height: 'fit-content', 'z-index': 99999 };
let options = { classes: ["Hero6Dialog"], width: 320, height: 'fit-content', 'z-index': 99999 };
let html = await renderTemplate('systems/fvtt-hero-system-6/templates/apps/roll-dialog-generic.hbs', rollData);
return new Hero6RollDialog(actor, rollData, html, options);
@ -14,7 +14,7 @@ export class Hero6RollDialog extends Dialog {
/* -------------------------------------------- */
constructor(actor, rollData, html, options, close = undefined) {
let conf = {
title: (rollData.mode == "skill") ? "Skill" : "Attribute",
title: "Roll window",
content: html,
buttons: {
roll: {

View File

@ -43,6 +43,9 @@ export class Hero6Utility {
Handlebars.registerHelper('mul', function (a, b) {
return Number(a) * Number(b);
})
Handlebars.registerHelper('add', function (a, b) {
return (Number(a) || 0) + (Number(b) || 0);
})
Handlebars.registerHelper('locationLabel', function (key) {
return __locationNames[key]
})
@ -52,6 +55,9 @@ export class Hero6Utility {
}
return false
})
Handlebars.registerHelper('fixNum', function (value) {
return Number(value) || 0
})
Handlebars.registerHelper('checkInit', function (value) {
let myValue = Number(value) || 0
return myValue > 0
@ -124,6 +130,10 @@ 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()
}
}
/* -------------------------------------------- */
@ -159,6 +169,7 @@ 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',
@ -230,12 +241,21 @@ 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)
@ -329,6 +349,7 @@ export class Hero6Utility {
// ability/save/size => 0
let diceFormula = "3d6"
let target = 10
if (rollData.charac) {
target = rollData.charac.roll
}
@ -342,7 +363,7 @@ 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

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@ -0,0 +1 @@
MANIFEST-000156

0
packs/complications/LOCK Normal file
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8
packs/complications/LOG Normal file
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@ -0,0 +1,8 @@
2023/08/29-16:25:42.990569 7f2deaffd6c0 Recovering log #154
2023/08/29-16:25:43.182272 7f2deaffd6c0 Delete type=3 #152
2023/08/29-16:25:43.182363 7f2deaffd6c0 Delete type=0 #154
2023/08/29-16:40:28.792648 7f2b69bff6c0 Level-0 table #159: started
2023/08/29-16:40:28.792681 7f2b69bff6c0 Level-0 table #159: 0 bytes OK
2023/08/29-16:40:28.800879 7f2b69bff6c0 Delete type=0 #157
2023/08/29-16:40:28.808756 7f2b69bff6c0 Manual compaction at level-0 from '!items!05yAsPAteobyHoVT' @ 72057594037927935 : 1 .. '!items!yFhVFTqzLKcqApBr' @ 0 : 0; will stop at (end)
2023/08/29-16:40:28.808800 7f2b69bff6c0 Manual compaction at level-1 from '!items!05yAsPAteobyHoVT' @ 72057594037927935 : 1 .. '!items!yFhVFTqzLKcqApBr' @ 0 : 0; will stop at (end)

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@ -0,0 +1,8 @@
2023/08/29-16:09:59.520040 7f2deb7fe6c0 Recovering log #150
2023/08/29-16:09:59.534549 7f2deb7fe6c0 Delete type=3 #148
2023/08/29-16:09:59.534629 7f2deb7fe6c0 Delete type=0 #150
2023/08/29-16:24:59.318786 7f2b69bff6c0 Level-0 table #155: started
2023/08/29-16:24:59.318844 7f2b69bff6c0 Level-0 table #155: 0 bytes OK
2023/08/29-16:24:59.325770 7f2b69bff6c0 Delete type=0 #153
2023/08/29-16:24:59.342348 7f2b69bff6c0 Manual compaction at level-0 from '!items!05yAsPAteobyHoVT' @ 72057594037927935 : 1 .. '!items!yFhVFTqzLKcqApBr' @ 0 : 0; will stop at (end)
2023/08/29-16:24:59.342392 7f2b69bff6c0 Manual compaction at level-1 from '!items!05yAsPAteobyHoVT' @ 72057594037927935 : 1 .. '!items!yFhVFTqzLKcqApBr' @ 0 : 0; will stop at (end)

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packs/equipment/000099.ldb Normal file

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packs/equipment/CURRENT Normal file
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@ -0,0 +1 @@
MANIFEST-000158

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@ -0,0 +1,8 @@
2023/08/29-16:25:42.891384 7f2deb7fe6c0 Recovering log #156
2023/08/29-16:25:42.986762 7f2deb7fe6c0 Delete type=3 #154
2023/08/29-16:25:42.986861 7f2deb7fe6c0 Delete type=0 #156
2023/08/29-16:40:28.741963 7f2b69bff6c0 Level-0 table #161: started
2023/08/29-16:40:28.742013 7f2b69bff6c0 Level-0 table #161: 0 bytes OK
2023/08/29-16:40:28.749774 7f2b69bff6c0 Delete type=0 #159
2023/08/29-16:40:28.776172 7f2b69bff6c0 Manual compaction at level-0 from '!folders!48DCB6UNXCsERTXK' @ 72057594037927935 : 1 .. '!items!zFQRJSrYV4E12NgW' @ 0 : 0; will stop at (end)
2023/08/29-16:40:28.776271 7f2b69bff6c0 Manual compaction at level-1 from '!folders!48DCB6UNXCsERTXK' @ 72057594037927935 : 1 .. '!items!zFQRJSrYV4E12NgW' @ 0 : 0; will stop at (end)

8
packs/equipment/LOG.old Normal file
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@ -0,0 +1,8 @@
2023/08/29-16:09:59.496232 7f2dea7fc6c0 Recovering log #152
2023/08/29-16:09:59.514894 7f2dea7fc6c0 Delete type=3 #150
2023/08/29-16:09:59.515025 7f2dea7fc6c0 Delete type=0 #152
2023/08/29-16:24:59.281362 7f2b69bff6c0 Level-0 table #157: started
2023/08/29-16:24:59.281398 7f2b69bff6c0 Level-0 table #157: 0 bytes OK
2023/08/29-16:24:59.289117 7f2b69bff6c0 Delete type=0 #155
2023/08/29-16:24:59.305137 7f2b69bff6c0 Manual compaction at level-0 from '!folders!48DCB6UNXCsERTXK' @ 72057594037927935 : 1 .. '!items!zFQRJSrYV4E12NgW' @ 0 : 0; will stop at (end)
2023/08/29-16:24:59.312278 7f2b69bff6c0 Manual compaction at level-1 from '!folders!48DCB6UNXCsERTXK' @ 72057594037927935 : 1 .. '!items!zFQRJSrYV4E12NgW' @ 0 : 0; will stop at (end)

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packs/maneuvers/000129.ldb Normal file

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1
packs/maneuvers/CURRENT Normal file
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@ -0,0 +1 @@
MANIFEST-000150

0
packs/maneuvers/LOCK Normal file
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8
packs/maneuvers/LOG Normal file
View File

@ -0,0 +1,8 @@
2023/08/29-16:25:43.164843 7f2debfff6c0 Recovering log #148
2023/08/29-16:25:43.338845 7f2debfff6c0 Delete type=3 #146
2023/08/29-16:25:43.338920 7f2debfff6c0 Delete type=0 #148
2023/08/29-16:40:28.801017 7f2b69bff6c0 Level-0 table #153: started
2023/08/29-16:40:28.801061 7f2b69bff6c0 Level-0 table #153: 0 bytes OK
2023/08/29-16:40:28.808558 7f2b69bff6c0 Delete type=0 #151
2023/08/29-16:40:28.808780 7f2b69bff6c0 Manual compaction at level-0 from '!items!0HeZcvevni63brWf' @ 72057594037927935 : 1 .. '!items!yAT32VYV2aIWOBkK' @ 0 : 0; will stop at (end)
2023/08/29-16:40:28.808811 7f2b69bff6c0 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 @@
2023/08/29-16:09:59.537488 7f2debfff6c0 Recovering log #144
2023/08/29-16:09:59.555680 7f2debfff6c0 Delete type=3 #142
2023/08/29-16:09:59.555787 7f2debfff6c0 Delete type=0 #144
2023/08/29-16:24:59.334341 7f2b69bff6c0 Level-0 table #149: started
2023/08/29-16:24:59.334391 7f2b69bff6c0 Level-0 table #149: 0 bytes OK
2023/08/29-16:24:59.342219 7f2b69bff6c0 Delete type=0 #147
2023/08/29-16:24:59.342377 7f2b69bff6c0 Manual compaction at level-0 from '!items!0HeZcvevni63brWf' @ 72057594037927935 : 1 .. '!items!yAT32VYV2aIWOBkK' @ 0 : 0; will stop at (end)
2023/08/29-16:24:59.342413 7f2b69bff6c0 Manual compaction at level-1 from '!items!0HeZcvevni63brWf' @ 72057594037927935 : 1 .. '!items!yAT32VYV2aIWOBkK' @ 0 : 0; will stop at (end)

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packs/perks/000005.ldb Normal file

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0
packs/perks/000158.log Normal file
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1
packs/perks/CURRENT Normal file
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@ -0,0 +1 @@
MANIFEST-000156

0
packs/perks/LOCK Normal file
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8
packs/perks/LOG Normal file
View File

@ -0,0 +1,8 @@
2023/08/29-16:25:43.185065 7f2dea7fc6c0 Recovering log #154
2023/08/29-16:25:43.371993 7f2dea7fc6c0 Delete type=3 #152
2023/08/29-16:25:43.372074 7f2dea7fc6c0 Delete type=0 #154
2023/08/29-16:40:28.785308 7f2b69bff6c0 Level-0 table #159: started
2023/08/29-16:40:28.785364 7f2b69bff6c0 Level-0 table #159: 0 bytes OK
2023/08/29-16:40:28.792517 7f2b69bff6c0 Delete type=0 #157
2023/08/29-16:40:28.808742 7f2b69bff6c0 Manual compaction at level-0 from '!items!L3vwlIh3oloE6A8W' @ 72057594037927935 : 1 .. '!items!yWTR7MCOtGWm1KCz' @ 0 : 0; will stop at (end)
2023/08/29-16:40:28.808790 7f2b69bff6c0 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 @@
2023/08/29-16:09:59.537875 7f2dea7fc6c0 Recovering log #150
2023/08/29-16:09:59.558667 7f2dea7fc6c0 Delete type=3 #148
2023/08/29-16:09:59.558997 7f2dea7fc6c0 Delete type=0 #150
2023/08/29-16:24:59.312392 7f2b69bff6c0 Level-0 table #155: started
2023/08/29-16:24:59.312430 7f2b69bff6c0 Level-0 table #155: 0 bytes OK
2023/08/29-16:24:59.318578 7f2b69bff6c0 Delete type=0 #153
2023/08/29-16:24:59.342333 7f2b69bff6c0 Manual compaction at level-0 from '!items!L3vwlIh3oloE6A8W' @ 72057594037927935 : 1 .. '!items!yWTR7MCOtGWm1KCz' @ 0 : 0; will stop at (end)
2023/08/29-16:24:59.342384 7f2b69bff6c0 Manual compaction at level-1 from '!items!L3vwlIh3oloE6A8W' @ 72057594037927935 : 1 .. '!items!yWTR7MCOtGWm1KCz' @ 0 : 0; will stop at (end)

BIN
packs/perks/MANIFEST-000156 Normal file

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packs/powers/000062.ldb Normal file

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packs/powers/000159.log Normal file
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packs/powers/CURRENT Normal file
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@ -0,0 +1 @@
MANIFEST-000157

0
packs/powers/LOCK Normal file
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8
packs/powers/LOG Normal file
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@ -0,0 +1,8 @@
2023/08/29-16:25:42.990448 7f2deb7fe6c0 Recovering log #155
2023/08/29-16:25:43.154128 7f2deb7fe6c0 Delete type=3 #153
2023/08/29-16:25:43.154225 7f2deb7fe6c0 Delete type=0 #155
2023/08/29-16:40:28.776406 7f2b69bff6c0 Level-0 table #160: started
2023/08/29-16:40:28.776459 7f2b69bff6c0 Level-0 table #160: 0 bytes OK
2023/08/29-16:40:28.785118 7f2b69bff6c0 Delete type=0 #158
2023/08/29-16:40:28.808720 7f2b69bff6c0 Manual compaction at level-0 from '!items!3vinyVxuFdrQDCBo' @ 72057594037927935 : 1 .. '!items!zpF2QY4tx7qdBomQ' @ 0 : 0; will stop at (end)
2023/08/29-16:40:28.808771 7f2b69bff6c0 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 @@
2023/08/29-16:09:59.520160 7f2debfff6c0 Recovering log #151
2023/08/29-16:09:59.534547 7f2debfff6c0 Delete type=3 #149
2023/08/29-16:09:59.534665 7f2debfff6c0 Delete type=0 #151
2023/08/29-16:24:59.305197 7f2b69bff6c0 Level-0 table #156: started
2023/08/29-16:24:59.305251 7f2b69bff6c0 Level-0 table #156: 0 bytes OK
2023/08/29-16:24:59.312157 7f2b69bff6c0 Delete type=0 #154
2023/08/29-16:24:59.312296 7f2b69bff6c0 Manual compaction at level-0 from '!items!3vinyVxuFdrQDCBo' @ 72057594037927935 : 1 .. '!items!zpF2QY4tx7qdBomQ' @ 0 : 0; will stop at (end)
2023/08/29-16:24:59.312312 7f2b69bff6c0 Manual compaction at level-1 from '!items!3vinyVxuFdrQDCBo' @ 72057594037927935 : 1 .. '!items!zpF2QY4tx7qdBomQ' @ 0 : 0; will stop at (end)

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packs/skills/CURRENT Normal file
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MANIFEST-000158

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8
packs/skills/LOG Normal file
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@ -0,0 +1,8 @@
2023/08/29-16:25:42.891392 7f2dea7fc6c0 Recovering log #156
2023/08/29-16:25:42.986777 7f2dea7fc6c0 Delete type=3 #154
2023/08/29-16:25:42.986886 7f2dea7fc6c0 Delete type=0 #156
2023/08/29-16:40:28.763206 7f2b69bff6c0 Level-0 table #161: started
2023/08/29-16:40:28.763254 7f2b69bff6c0 Level-0 table #161: 0 bytes OK
2023/08/29-16:40:28.775955 7f2b69bff6c0 Delete type=0 #159
2023/08/29-16:40:28.776250 7f2b69bff6c0 Manual compaction at level-0 from '!items!0663RVbZRl0oZ0Dr' @ 72057594037927935 : 1 .. '!items!zLKcnLGEcMwECjni' @ 0 : 0; will stop at (end)
2023/08/29-16:40:28.776293 7f2b69bff6c0 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
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@ -0,0 +1,8 @@
2023/08/29-16:09:59.496231 7f2deb7fe6c0 Recovering log #152
2023/08/29-16:09:59.514870 7f2deb7fe6c0 Delete type=3 #150
2023/08/29-16:09:59.515006 7f2deb7fe6c0 Delete type=0 #152
2023/08/29-16:24:59.297215 7f2b69bff6c0 Level-0 table #157: started
2023/08/29-16:24:59.297268 7f2b69bff6c0 Level-0 table #157: 0 bytes OK
2023/08/29-16:24:59.304916 7f2b69bff6c0 Delete type=0 #155
2023/08/29-16:24:59.312266 7f2b69bff6c0 Manual compaction at level-0 from '!items!0663RVbZRl0oZ0Dr' @ 72057594037927935 : 1 .. '!items!zLKcnLGEcMwECjni' @ 0 : 0; will stop at (end)
2023/08/29-16:24:59.312303 7f2b69bff6c0 Manual compaction at level-1 from '!items!0663RVbZRl0oZ0Dr' @ 72057594037927935 : 1 .. '!items!zLKcnLGEcMwECjni' @ 0 : 0; will stop at (end)

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MANIFEST-000156

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8
packs/talents/LOG Normal file
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@ -0,0 +1,8 @@
2023/08/29-16:25:43.341031 7f2deb7fe6c0 Recovering log #154
2023/08/29-16:25:43.476661 7f2deb7fe6c0 Delete type=3 #152
2023/08/29-16:25:43.476735 7f2deb7fe6c0 Delete type=0 #154
2023/08/29-16:40:28.808880 7f2b69bff6c0 Level-0 table #159: started
2023/08/29-16:40:28.808911 7f2b69bff6c0 Level-0 table #159: 0 bytes OK
2023/08/29-16:40:28.815205 7f2b69bff6c0 Delete type=0 #157
2023/08/29-16:40:28.815419 7f2b69bff6c0 Manual compaction at level-0 from '!items!1oojD2KMJsxNlMez' @ 72057594037927935 : 1 .. '!items!znoFgVzNQOCTGUBl' @ 0 : 0; will stop at (end)
2023/08/29-16:40:28.815460 7f2b69bff6c0 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
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@ -0,0 +1,8 @@
2023/08/29-16:09:59.560765 7f2deaffd6c0 Recovering log #150
2023/08/29-16:09:59.570734 7f2deaffd6c0 Delete type=3 #148
2023/08/29-16:09:59.570804 7f2deaffd6c0 Delete type=0 #150
2023/08/29-16:24:59.325881 7f2b69bff6c0 Level-0 table #155: started
2023/08/29-16:24:59.325905 7f2b69bff6c0 Level-0 table #155: 0 bytes OK
2023/08/29-16:24:59.334131 7f2b69bff6c0 Delete type=0 #153
2023/08/29-16:24:59.342366 7f2b69bff6c0 Manual compaction at level-0 from '!items!1oojD2KMJsxNlMez' @ 72057594037927935 : 1 .. '!items!znoFgVzNQOCTGUBl' @ 0 : 0; will stop at (end)
2023/08/29-16:24:59.342401 7f2b69bff6c0 Manual compaction at level-1 from '!items!1oojD2KMJsxNlMez' @ 72057594037927935 : 1 .. '!items!znoFgVzNQOCTGUBl' @ 0 : 0; will stop at (end)

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packs/weapons/000088.log Normal file
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@ -0,0 +1 @@
MANIFEST-000086

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7
packs/weapons/LOG Normal file
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@ -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)

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@ -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;
@ -645,6 +649,11 @@ ul, li {
align-content: center;
}
.content-center {
align-content: center;
text-align: center;
}
.attribut-value,
.carac-value {
flex-grow: 0;
@ -812,10 +821,13 @@ ul, li {
.roll-dialog-header {
height: 52px;
}
.dialog-roll-title {
margin-left: 8px;
}
.actor-icon {
float: left;
width: 48px;
max-width: 48px;
height: 48px;
padding: 2px 6px 2px 2px;
}
@ -1035,6 +1047,31 @@ 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 +1155,8 @@ 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 +1295,9 @@ Focus FOC: #ff0084
background: black;
color: white;
}
.item-packed {
flex-grow:0;
}
.items-title-text {
margin-left: 4px;
}
@ -1328,6 +1368,12 @@ 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;
@ -1373,7 +1419,12 @@ 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;
@ -1382,4 +1433,17 @@ 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;
}
.compendium .directory-list .directory-item .folder-header h3 {
color:#000
}

View File

@ -5,7 +5,7 @@
"flags": {}
}
],
"description": "Hero System v6 for FoundryVTT (Official)",
"description": "Hero System 6E for FoundryVTT (Official)",
"esmodules": [
"modules/hero6-main.js"
],
@ -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": "10.0.43",
"version": "11.0.20",
"compatibility": {
"minimum": "10",
"verified": "10",
"maximum": "11"
"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-v10.0.43.zip",
"url": "https://www.uberwald.me/gitea/uberwald/",
"background": "images/ui/hro6_welcome_page.webp",
"title": "Hero System 6E Basic (Official)",
"manifest": "https://www.uberwald.me/gitea/public/fvtt-hero-system-6/raw/branch/master/system.json",
"download": "https://www.uberwald.me/gitea/public/fvtt-hero-system-6/archive/fvtt-hero-system-6-v11.0.20.zip",
"url": "https://www.uberwald.me/public/uberwald/",
"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": {
@ -56,6 +57,7 @@
"value": 10,
"base": 10,
"hasroll": true,
"initiative": 10,
"category": "main"
},
"con": {
@ -71,7 +73,7 @@
"category": "main",
"value": 10,
"base": 10,
"perceptionroll": 10
"perceptionroll": 11
},
"ego": {
"label": "EGO",
@ -89,7 +91,7 @@
},
"ocv": {
"label": "OCV",
"hasroll": false,
"hasroll": true,
"base": 3,
"autoMod": "0",
"userMod": "0",
@ -107,7 +109,7 @@
},
"omcv": {
"label": "OMCV",
"hasroll": false,
"hasroll": true,
"base": 3,
"autoMod": "0",
"userMod": "0",
@ -204,6 +206,7 @@
"ismovement": true,
"hasroll": false,
"value": 12,
"ncvalue": 24,
"base": 12
},
"swimming": {
@ -211,6 +214,7 @@
"ismovement": true,
"hasroll": false,
"value": 4,
"ncvalue": 8,
"base": 4
},
"leaping": {
@ -218,6 +222,7 @@
"ismovement": true,
"hasroll": false,
"value": 4,
"ncvalue": 8,
"base": 4,
"leaping_horizontal_base": 0,
"leaping_horizontal_total": 0,
@ -230,25 +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
}
}
},
@ -299,6 +310,15 @@
"movements"
],
"subactors": []
},
"minion": {
"templates": [
"biodata",
"characteristics",
"defenses",
"movements"
],
"subactors": []
}
},
"Item": {
@ -334,14 +354,19 @@
"levels": 0,
"quantity": 1,
"range": "",
"damageeffect": "normal",
"damage": "",
"stunx": 0,
"endurance": 0,
"hasroll": false,
"attackvalue": "ocv",
"roll": 0,
"computebody": false,
"haseffectroll": false,
"effectroll": "standard",
"effectrollformula": "",
"hascharges": false,
"nbcharges": 0,
"items": {}
}
},
@ -353,6 +378,8 @@
"pha": "",
"ocv": "",
"dcv" : "",
"omcv": "",
"dmcv" : "",
"isstock": false,
"active": false
},
@ -394,7 +421,19 @@
"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>
@ -117,78 +127,116 @@
{{!-- 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" disabled value="{{characteristics.str.strend}}" data-dtype="Number" />
<input type="text" class="item-field-label-short update-field"
data-field-name="system.characteristics.str.strend" disabled value="{{characteristics.str.strend}}"
data-dtype="Number" />
</li>
</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}} 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-short">
<label class="short-label">DCV</label>
</span>
<span class="item-field-label-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}}">
{{#each maneuvers as |mlist mtype|}}
<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 mtype}} Maneuver</label>
</span>
<span class="item-field-label-very-short">
<label class="short-label">PHA</label>
</span>
{{#if (eq mtype "mental")}}
<span class="item-field-label-very-short">
<label class="short-label">OMCV</label>
</span>
<span class="item-field-label-very-short">
<label class="short-label">DMCV</label>
</span>
{{else}}
<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>
{{/if}}
<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>
<span class="item-field-label-long">{{maneuver.name}}</span>
src="{{maneuver.img}}" />
</a>
<span class="item-field-label-long">
<a class="roll-item"><i class="fas fa-dice"></i></a>
{{maneuver.name}}
</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-short">{{maneuver.system.dcv}}</span>
<span class="item-field-label-very-short content-center">{{maneuver.system.pha}}</span>
{{#if (eq ../mtype "mental")}}
<span class="item-field-label-very-short content-center">{{maneuver.system.omcv}}</span>
<span class="item-field-label-very-short content-center">{{maneuver.system.dmcv}}</span>
{{else}}
<span class="item-field-label-very-short content-center">{{maneuver.system.ocv}}</span>
<span class="item-field-label-very-short content-center">{{maneuver.system.dcv}}</span>
{{/if}}
<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>
<span class="item-field-label-long">{{maneuver.system.effects}}</span>
<span class="item-field-label-short">&nbsp;</span>
<div class="item-controls item-controls-fixed">
<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" />
<span class="item-field-label-very-short">&nbsp;</span>
<button class="chat-card-button item-field-label-medium hold-action">Hold/Unhold</button>
<button class="chat-card-button item-field-label-medium abort-action">Abort/Unabort</button>
<span class="">&nbsp;</span>
<label class="item-field-label-long">Presence attack</label>
<a class="roll-direct" data-roll-source="Presence attack" data-roll-formula="{{system.biodata.presenceattack.rollFormula}}"><i class="fas fa-dice"></i>{{system.biodata.presenceattack.displayFormula}}</a>
<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>
@ -197,24 +245,26 @@
<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>
@ -224,57 +274,73 @@
<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">Normal</label>
</span>
<span class="item-field-label-short">
<label class="short-label">Resistant</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">
@ -282,66 +348,75 @@
<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">
<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>
</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>
@ -351,28 +426,28 @@
<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>
@ -399,7 +474,8 @@
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>
@ -426,8 +502,9 @@
<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}}
@ -457,8 +534,9 @@
<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}}
@ -474,6 +552,10 @@
{{!-- 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">
@ -488,29 +570,80 @@
<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}}">
{{#each allmaneuvers as |maneuver key|}}
{{#if (ne maneuver.system.maneuvertype "mental")}}
<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-long"><a class="roll-item"><i class="fas fa-dice"></i>{{maneuver.name}}</a></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>
{{/if}}
{{/each}}
</ul>
<ul class="stat-list alternate-list item-list">
<li class="item flexrow list-item items-title-bg">
<span class="item-field-label-long-img">
<label class="">Mental Maneuvers</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">OMCV</label>
</span>
<span class="item-field-label-short">
<label class="short-label">DMCV</label>
</span>
<span class="item-field-label-long3">
<label class="short-label">Effects</label>
</span>
</li>
{{#each allmaneuvers as |maneuver key|}}
{{#if (eq maneuver.system.maneuvertype "mental")}}
<div class="">
<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">
<a class="roll-item"><i class="fas fa-dice"></i>
{{maneuver.name}}
</a>
</span>
<span class="item-field-label-short content-center">{{maneuver.system.pha}}</span>
<span class="item-field-label-short content-center">{{maneuver.system.omcv}}</span>
<span class="item-field-label-short content-center">{{maneuver.system.dmcv}}</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>
{{/if}}
{{/each}}
</ul>
</div>
{{!-- Powers Tab --}}
@ -543,13 +676,24 @@
{{#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>
{{#if (eq system.typemodifier "attack")}}
<span class="item-field-label-long3">
<a class="roll-power-attack">
<i class="fas fa-dice"></i>
{{power.name}}
</a>
</span>
{{else}}
<span class="item-field-label-long3">{{power.name}}</span>
{{/if}}
<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>
<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}}
@ -580,8 +724,9 @@
<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}}
@ -604,13 +749,19 @@
<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>
@ -665,7 +816,7 @@
<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="small-editor">
@ -693,7 +844,7 @@
</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}}

View File

@ -1,9 +1,11 @@
<form class="skill-roll-dialog">
<header class="roll-dialog-header">
{{#if img}}
<img class="actor-icon" src="{{img}}" data-edit="img" title="{{name}}" />
{{/if}}
<h1 class="dialog-roll-title roll-dialog-header">{{title}}</h1>
<div class="flexrow">
{{#if img}}
<img class="actor-icon" src="{{img}}" data-edit="img" title="{{name}}" />
{{/if}}
<h2 class="dialog-roll-title roll-dialog-header">{{title}}</h2>
</div>
</header>
<div class="flexcol">
@ -15,6 +17,28 @@
</div>
{{/if}}
{{#if (eq subMode "ocv")}}
<div class="flexrow">
<span class="item-field-label-long margin-item-list">OCV : </span>
<span class="item-field-label-medium margin-item-list">{{characteristics.ocv.value}}</span>
</div>
<div class="flexrow">
<span class="item-field-label-long margin-item-list">{{upperFirst item.type}} OCV : </span>
<span class="item-field-label-medium margin-item-list">{{fixNum item.system.ocv}}</span>
</div>
{{/if}}
{{#if (eq subMode "omcv")}}
<div class="flexrow">
<span class="item-field-label-long margin-item-list">OMCV : </span>
<span class="item-field-label-medium margin-item-list">{{characteristics.omcv.value}}</span>
</div>
<div class="flexrow">
<span class="item-field-label-long margin-item-list">{{upperFirst item.type}} OMCV : </span>
<span class="item-field-label-medium margin-item-list">{{fixNum item.system.omcv}}</span>
</div>
{{/if}}
{{#if item}}
<div class="flexrow">
<span class="item-field-label-long margin-item-list">{{upperFirst item.type}} - {{upperFirst item.name}}</span>

View File

@ -7,12 +7,6 @@
<hr>
{{#if img}}
<div >
<img class="chat-icon" src="{{img}}" alt="{{name}}" />
</div>
{{/if}}
<div class="flexcol">
</div>

View File

@ -7,22 +7,35 @@
<hr>
{{#if img}}
<div >
<img class="chat-icon" src="{{img}}" alt="{{name}}" />
</div>
{{/if}}
<div class="flexcol">
</div>
<div>
<ul>
<li>Name : {{title}}</li>
<li>Damage Effect: {{upperFirst item.system.damageeffect}}</li>
<li>Damage formula : {{diceFormula}}</li>
<li><strong>TOTAL : {{result}}</strong></li>
<li><strong>Total formula : {{result}}</strong></li>
{{#if (eq item.system.damageeffect "normal")}}
<li><strong>BODY : {{bodyValue}}</strong></li>
{{/if}}
{{#if (eq item.system.damageeffect "killing")}}
<li><strong>1d3 result + STUNx : {{killingMultiplier}} + {{item.system.stunx}} = {{add killingMultiplier item.system.stunx}}</strong></li>
<li><strong>STUN : {{stunValue}}</strong></li>
<li><strong>BODY : {{result}}</strong></li>
<li><strong>Penetrating BODY : {{bodyValue}}</strong></li>
{{/if}}
{{#if (eq item.system.damageeffect "stunonly")}}
<li><strong>STUN : {{stunValue}}</strong></li>
{{/if}}
{{#if (eq item.system.damageeffect "bodyonly")}}
<li><strong>BODY : {{bodyValue}}</strong></li>
{{/if}}
</ul>
</div>

View File

@ -7,12 +7,6 @@
<hr>
{{#if img}}
<div >
<img class="chat-icon" src="{{img}}" alt="{{name}}" />
</div>
{{/if}}
<div class="flexcol">
</div>
@ -23,6 +17,21 @@
</li>
{{/if}}
{{#if weapon}}
<li>Weapon : {{weapon.name}}
</li>
{{/if}}
{{#if maneuver}}
<li>Maneuver : {{maneuver.name}}
</li>
{{/if}}
{{#if power}}
<li>Power : {{power.name}}
</li>
{{/if}}
{{#if rollSource}}
<li>Roll : {{rollSource}}</li>
{{/if}}
@ -33,6 +42,12 @@
{{#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)}}
@ -42,7 +57,7 @@
<li><strong>TOTAL : {{result}}</strong>
{{#if (exists margin)}}
({{#if isSuccess}}Success!!{{else}}Failure!{{/if}})
(<strong>{{#if isSuccess}}Success!!{{else}}Failure!{{/if}}</strong>)
{{/if}}
</li>
@ -51,7 +66,15 @@
{{/if}}
{{#if (exists margin)}}
<li><strong>Margin : {{margin}}</strong>
{{#if (eq subMode "normal")}}
<li><strong>Margin : {{margin}}</strong>
{{/if}}
{{#if (eq subMode "ocv")}}
<li><strong>Margin (DCV Hit): {{margin}}</strong>
{{/if}}
{{#if (eq subMode "omcv")}}
<li><strong>Margin (DMCV Hit): {{margin}}</strong>
{{/if}}
{{/if}}
</ul>

View File

@ -7,12 +7,6 @@
<hr>
{{#if img}}
<div >
<img class="chat-icon" src="{{img}}" alt="{{name}}" />
</div>
{{/if}}
<div class="flexcol">
</div>

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