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11 Commits

Author SHA1 Message Date
2d328659b2 Combat Tracker + power enhancements 2023-04-06 16:57:19 +02:00
b9b8fa7c0d Update release 2023-03-28 15:41:15 +02:00
0368be050b Update combat tab 2023-03-24 10:17:20 +01:00
4ca23257cb Combat tab 2023-03-22 22:43:30 +01:00
e0adf04753 Combat tab 2023-03-21 20:43:41 +01:00
d399b29d84 WIP Hero 6 2023-03-21 14:01:27 +01:00
4d3f067bf9 Enhance march 2023-03-14 19:23:46 +01:00
3489dc6254 Enhance march 2023-03-14 19:23:19 +01:00
b23d0836fe Some fixes 2023-02-21 20:22:08 +01:00
0fe4202098 Enhance sheets 2023-02-14 15:34:37 +01:00
dc27fa8ff2 First actor sheet 2023-02-01 12:16:04 +01:00
29 changed files with 1699 additions and 1402 deletions

1
.gitignore vendored Normal file
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@ -0,0 +1 @@
.history/

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@ -1,3 +1,18 @@
{
}
{
"ACTOR": {
"TypeCharacter": "Character"
},
"ITEM": {
"TypeSkill": "Skill",
"TypePerk": "Perk",
"TypePower": "Power",
"TypeTalent": "Talent",
"TypeAdvantage": "Advantage",
"TypeMartialart": "Martial art",
"TypeLimitation": "Limitation",
"TypeComplication": "Complication",
"TypeEquipment": "Equipment",
"TypeCurrency": "Currency",
"TypeManeuver": "Maneuver"
}
}

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@ -13,10 +13,10 @@ export class Hero6ActorSheet extends ActorSheet {
return mergeObject(super.defaultOptions, {
classes: ["fvtt-hero-system-6", "sheet", "actor"],
template: "systems/fvtt-hero-system-6/templates/actor-sheet.hbs",
width: 960,
height: 720,
tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "skills" }],
template: "systems/fvtt-hero-system-6/templates/actors/actor-sheet.hbs",
width: 1124,
height: 916,
tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "main" }],
dragDrop: [{ dragSelector: ".item-list .item", dropSelector: null }],
editScore: true
});
@ -24,8 +24,7 @@ export class Hero6ActorSheet extends ActorSheet {
/* -------------------------------------------- */
async getData() {
const objectData = this.object.system
let actorData = duplicate(objectData)
const objectData = duplicate(this.object.system)
let formData = {
title: this.title,
@ -35,26 +34,36 @@ export class Hero6ActorSheet extends ActorSheet {
name: this.actor.name,
editable: this.isEditable,
cssClass: this.isEditable ? "editable" : "locked",
data: actorData,
system: objectData,
characteristics: this.actor.prepareCharac(),
defenses: duplicate(this.actor.system.defenses),
movements: duplicate(this.actor.system.movements),
limited: this.object.limited,
skills: this.actor.getSkills( ),
perks: this.actor.getPerks( ),
powers: await this.actor.getPowers( ),
talents: this.actor.getTalents( ),
complications: this.actor.getComplications( ),
maneuvers: this.actor.getManeuvers( ),
nonstockmaneuvers: this.actor.getNonStockManeuvers(),
weapons: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getWeapons()) ),
armors: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getArmors())),
shields: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getShields())),
spells: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getLore())),
equipments: this.actor.checkAndPrepareEquipments(duplicate(this.actor.getEquipmentsOnly()) ),
equippedWeapons: this.actor.checkAndPrepareEquipments(duplicate(this.actor.getEquippedWeapons()) ),
equippedArmor: this.actor.getEquippedArmor(),
equippedShield: this.actor.getEquippedShield(),
feats: duplicate(this.actor.getFeats()),
equipments: this.actor.checkAndPrepareEquipments(duplicate(this.actor.getEquipmentsMoneys()) ),
subActors: duplicate(this.actor.getSubActors()),
race: duplicate(this.actor.getRace()),
moneys: duplicate(this.actor.getMoneys()),
encCapacity: this.actor.getEncumbranceCapacity(),
saveRolls: this.actor.getSaveRoll(),
conditions: this.actor.getConditions(),
description: await TextEditor.enrichHTML(this.object.system.biodata.description, {async: true}),
notes: await TextEditor.enrichHTML(this.object.system.biodata.notes, {async: true}),
motivation: await TextEditor.enrichHTML(this.object.system.biodata.motivation, {async: true}),
quote: await TextEditor.enrichHTML(this.object.system.biodata.quote, {async: true}),
tactics: await TextEditor.enrichHTML(this.object.system.biodata.tactics, {async: true}),
campaignuse: await TextEditor.enrichHTML(this.object.system.biodata.campaignuse, {async: true}),
appearance: await TextEditor.enrichHTML(this.object.system.biodata.appearance, {async: true}),
notes1: await TextEditor.enrichHTML(this.object.system.biodata.notes1, {async: true}),
notes2: await TextEditor.enrichHTML(this.object.system.biodata.notes2, {async: true}),
notes3: await TextEditor.enrichHTML(this.object.system.biodata.notes3, {async: true}),
notes4: await TextEditor.enrichHTML(this.object.system.biodata.notes4, {async: true}),
notes5: await TextEditor.enrichHTML(this.object.system.biodata.notes5, {async: true}),
containersTree: this.actor.containersTree,
encCurrent: this.actor.encCurrent,
options: this.options,
@ -139,37 +148,28 @@ export class Hero6ActorSheet extends ActorSheet {
this.actor.incDecAmmo( li.data("item-id"), +1 )
} );
html.find('.roll-ability').click((event) => {
const abilityKey = $(event.currentTarget).data("ability-key");
this.actor.rollAbility(abilityKey);
html.find('.roll-charac').click((event) => {
const characKey = $(event.currentTarget).data("charac-key");
this.actor.rollCharac(characKey);
});
html.find('.roll-skill').click((event) => {
const li = $(event.currentTarget).parents(".item")
const skillId = li.data("item-id")
this.actor.rollSkill(skillId)
});
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")
this.actor.rollItem(itemId);
});
html.find('.roll-weapon').click((event) => {
const li = $(event.currentTarget).parents(".item");
const skillId = li.data("item-id")
this.actor.rollWeapon(skillId)
});
html.find('.roll-armor-die').click((event) => {
this.actor.rollArmorDie()
});
html.find('.roll-shield-die').click((event) => {
this.actor.rollShieldDie()
});
html.find('.roll-target-die').click((event) => {
this.actor.rollDefenseRanged()
});
html.find('.roll-save').click((event) => {
const saveKey = $(event.currentTarget).data("save-key")
this.actor.rollSave(saveKey)
});
html.find('.lock-unlock-sheet').click((event) => {
this.options.editScore = !this.options.editScore;
this.render(true);
@ -187,7 +187,11 @@ export class Hero6ActorSheet extends ActorSheet {
html.find('.update-field').change(ev => {
const fieldName = $(ev.currentTarget).data("field-name");
let value = Number(ev.currentTarget.value);
const fieldType = $(ev.currentTarget).data("dtype");
let value = ev.currentTarget.value
if (fieldType.toLowerCase() == "Number") {
value = Number(value)
}
this.actor.update( { [`${fieldName}`]: value } );
});
}

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@ -3,12 +3,9 @@ import { Hero6Utility } from "./hero6-utility.js";
import { Hero6RollDialog } from "./hero6-roll-dialog.js";
/* -------------------------------------------- */
const coverBonusTable = { "nocover": 0, "lightcover": 2, "heavycover": 4, "entrenchedcover": 6 };
const statThreatLevel = ["agi", "str", "phy", "com", "def", "per"]
const __subkey2title = {
"melee-dmg": "Melee Damage", "melee-atk": "Melee Attack", "ranged-atk": "Ranged Attack",
"ranged-dmg": "Ranged Damage", "dmg-res": "Damare Resistance"
}
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]]
/* -------------------------------------------- */
/* -------------------------------------------- */
@ -43,8 +40,8 @@ export class Hero6Actor extends Actor {
}
if (data.type == 'character') {
const skills = await Hero6Utility.loadCompendium("fvtt-hero-system-6.skills");
data.items = skills.map(i => i.toObject())
//const skills = await Hero6Utility.loadCompendium("fvtt-hero-system-6.skills");
//data.items = skills.map(i => i.toObject())
}
if (data.type == 'npc') {
}
@ -64,28 +61,12 @@ export class Hero6Actor extends Actor {
/* -------------------------------------------- */
computeHitPoints() {
if (this.type == "character") {
let hp = duplicate(this.system.secondary.hp)
let max = (this.system.abilities.str.value + this.system.abilities.con.value) * 6
if (max != hp.max || hp.value > max) {
hp.max = max
hp.value = max // Init case
this.update({ 'system.secondary.hp': hp })
}
}
}
/* -------------------------------------------- */
computeEffortPoints() {
if (this.type == "character") {
let effort = duplicate(this.system.secondary.effort)
let max = (this.system.abilities.con.value + this.system.abilities.int.value) * 6
if (max != effort.max || effort.value > max) {
effort.max = max
effort.value = max // Init case
this.update({ 'system.secondary.effort': effort })
}
}
computeDicesValue() {
this.system.biodata.presenceattack = Hero6Utility.getDerivatedDiceFormulas(this.system.characteristics.pre.value)
this.system.characteristics.str.strdice = Hero6Utility.getDerivatedDiceFormulas(this.system.characteristics.str.value)
}
/* -------------------------------------------- */
prepareDerivedData() {
@ -93,7 +74,7 @@ export class Hero6Actor extends Actor {
this.system.encCapacity = this.getEncumbranceCapacity()
this.buildContainerTree()
this.computeHitPoints()
this.computeEffortPoints()
this.computeDicesValue()
}
super.prepareDerivedData();
@ -112,30 +93,7 @@ export class Hero6Actor extends Actor {
/* -------------------------------------------- */
getMoneys() {
let comp = this.items.filter(item => item.type == 'money');
Hero6Utility.sortArrayObjectsByName(comp)
return comp;
}
/* -------------------------------------------- */
getFeats() {
let comp = duplicate(this.items.filter(item => item.type == 'feat') || []);
Hero6Utility.sortArrayObjectsByName(comp)
return comp;
}
/* -------------------------------------------- */
getFeatsWithDie() {
let comp = duplicate(this.items.filter(item => item.type == 'feat' && item.system.isfeatdie) || []);
Hero6Utility.sortArrayObjectsByName(comp)
return comp;
}
getFeatsWithSL() {
let comp = duplicate(this.items.filter(item => item.type == 'feat' && item.system.issl) || []);
Hero6Utility.sortArrayObjectsByName(comp)
return comp;
}
/* -------------------------------------------- */
getLore() {
let comp = duplicate(this.items.filter(item => item.type == 'spell') || []);
let comp = this.items.filter(item => item.type == 'currency');
Hero6Utility.sortArrayObjectsByName(comp)
return comp;
}
@ -207,23 +165,78 @@ export class Hero6Actor extends Actor {
}
return item;
}
/* -------------------------------------------- */
prepareSkill(skill) {
skill.roll = 0
skill.charac = "N/A"
if (skill.system.skillfamiliarity) {
skill.roll = 8;
} else if (skill.system.skillprofiency) {
skill.roll = 10;
} else if (skill.system.skilltype == "agility") {
skill.charac = "DEX"
let charac = duplicate(this.system.characteristics.dex)
this.prepareCharacValues(charac)
skill.roll = charac.roll
} else if (skill.system.skilltype == "interaction") {
skill.charac = "PRE"
let charac = duplicate(this.system.characteristics.pre)
this.prepareCharacValues(charac)
skill.roll = charac.roll
} else if (skill.system.skilltype == "intellect") {
skill.charac = "INT"
let charac = duplicate(this.system.characteristics.int)
this.prepareCharacValues(charac)
skill.roll = charac.roll
} else if (skill.system.skilltype == "background") {
skill.roll = 11
} else if (skill.system.skilltype == "custom") {
if (skill.system.characteristic == "manual") {
skill.roll = skill.system.base
} else {
skill.charac = skill.system.characteristic
let charac = duplicate(this.system.characteristics[skill.system.characteristic])
this.prepareCharacValues(charac)
skill.roll = charac.roll
}
}
if (skill.system.levels > 0) {
skill.roll += skill.system.levels
}
}
/* -------------------------------------------- */
getSkills() {
let comp = duplicate(this.items.filter(item => item.type == 'skill') || [])
for (let skill of comp) {
Hero6Utility.updateSkill(skill)
this.prepareSkill(skill)
}
Hero6Utility.sortArrayObjectsByName(comp)
return comp
}
/* -------------------------------------------- */
getRelevantAbility(statKey) {
let comp = duplicate(this.items.filter(item => item.type == 'skill' && item.system.ability == ability) || []);
return comp;
getPerks() {
let comp = duplicate(this.items.filter(item => item.type == 'perk') || [])
Hero6Utility.sortArrayObjectsByName(comp)
return comp
}
async getPowers() {
let comp = duplicate(this.items.filter(item => item.type == 'power') || [])
for (let c of comp) {
c.enrichDescription = c.name + "<br>" + await TextEditor.enrichHTML(c.system.description, { async: true })
}
Hero6Utility.sortArrayObjectsByName(comp)
return comp
}
getTalents() {
let comp = duplicate(this.items.filter(item => item.type == 'talent') || [])
Hero6Utility.sortArrayObjectsByName(comp)
return comp
}
getComplications() {
let comp = duplicate(this.items.filter(item => item.type == 'complication') || [])
Hero6Utility.sortArrayObjectsByName(comp)
return comp
}
/* -------------------------------------------- */
async equipItem(itemId) {
@ -258,35 +271,51 @@ export class Hero6Actor extends Actor {
}
return 0;
}
/* ------------------------------------------- */
getEquipments() {
return this.items.filter(item => item.type == 'shield' || item.type == 'armor' || item.type == "weapon" || item.type == "equipment");
}
/* ------------------------------------------- */
getEquipmentsOnly() {
return duplicate(this.items.filter(item => item.type == "equipment") || [])
}
/* ------------------------------------------- */
getSaveRoll() {
return {
reflex: {
"label": "Reflex Save",
"img": "systems/fvtt-hero-system-6/images/icons/saves/reflex_save.webp",
"value": this.system.abilities.agi.value + this.system.abilities.wit.value
},
fortitude: {
"label": "Fortitude Save",
"img": "systems/fvtt-hero-system-6/images/icons/saves/fortitude_save.webp",
"value": this.system.abilities.str.value + this.system.abilities.con.value
},
willpower: {
"label": "Willpower Save",
"img": "systems/fvtt-hero-system-6/images/icons/saves/will_save.webp",
"value": this.system.abilities.int.value + this.system.abilities.cha.value
}
getManeuvers() {
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")
}
Hero6Utility.sortArrayObjectsByName(maneuvers.general)
Hero6Utility.sortArrayObjectsByName(maneuvers.offensive)
Hero6Utility.sortArrayObjectsByName(maneuvers.defensive)
return maneuvers
}
getNonStockManeuvers() {
let maneuvers = this.items.filter(item => item.type == "maneuver" && !item.system.isstock)
Hero6Utility.sortArrayObjectsByName(maneuvers)
return maneuvers
}
getEquipments() {
let list = this.items.filter(item => item.type == "equipment" && item.system.subtype == "equipment");
Hero6Utility.sortArrayObjectsByName(list)
return list
}
getWeapons() {
let list = this.items.filter(item => item.type == "equipment" && item.system.subtype == "weapon");
Hero6Utility.sortArrayObjectsByName(list)
return list
}
getArmors() {
let list = this.items.filter(item => item.type == "equipment" && item.system.subtype == "armor");
Hero6Utility.sortArrayObjectsByName(list)
return list
}
getShields() {
let list = this.items.filter(item => item.type == "equipment" && item.system.subtype == "shield");
Hero6Utility.sortArrayObjectsByName(list)
return list
}
getEquipmentsMoneys() {
let list = duplicate(this.items.filter(item => item.type == "equipment" && (item.system.subtype == "equipment" || item.system.subtype == "money")) || [])
Hero6Utility.sortArrayObjectsByName(list)
return list
}
getEquipmentsOnly() {
let list = duplicate(this.items.filter(item => item.type == "equipment" && item.system.subtype == "equipment") || [])
Hero6Utility.sortArrayObjectsByName(list)
return list
}
/* ------------------------------------------- */
@ -332,18 +361,9 @@ export class Hero6Actor extends Actor {
}
/* -------------------------------------------- */
async rollArmor(rollData) {
let armor = this.getEquippedArmor()
if (armor) {
}
return { armor: "none" }
}
/* -------------------------------------------- */
async incDecHP(formula) {
let dmgRoll = new Roll(formula+"[dark-starsorange]").roll({ async: false })
let dmgRoll = new Roll(formula + "[dark-starsorange]").roll({ async: false })
await Hero6Utility.showDiceSoNice(dmgRoll, game.settings.get("core", "rollMode"))
let hp = duplicate(this.system.secondary.hp)
hp.value = Number(hp.value) + Number(dmgRoll.total)
@ -351,11 +371,6 @@ export class Hero6Actor extends Actor {
return Number(dmgRoll.total)
}
/* -------------------------------------------- */
getAbility(abilKey) {
return this.system.abilities[abilKey];
}
/* -------------------------------------------- */
async addObjectToContainer(itemId, containerId) {
let container = this.items.find(item => item.id == containerId && item.system.iscontainer)
@ -394,13 +409,23 @@ export class Hero6Actor extends Actor {
await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity
}
}
/* -------------------------------------------- */
getInitiativeScore(combatId, combatantId) {
if (this.type == 'character') {
this.rollMR(true, combatId, combatantId)
}
console.log("Init required !!!!")
return -1;
hasPhase( segmentNumber) {
let index = Math.min( Math.max(this.system.characteristics.spd.value, 1), 12) // Security bounds
let phases = __speed2Segments[index]
return phases.includes(segmentNumber)
}
/* -------------------------------------------- */
getSegments() {
let index = Math.min( Math.max(this.system.characteristics.spd.value, 1), 12) // Security bounds
return __speed2Segments[index]
}
/* -------------------------------------------- */
getBaseInit() {
let r = new Roll("1d6").roll({async: false})
let base = this.system.characteristics.dex.value + (r.total / 10)
return base
}
/* -------------------------------------------- */
@ -429,9 +454,16 @@ export class Hero6Actor extends Actor {
}
/* -------------------------------------------- */
syncRoll(rollData) {
this.lastRollId = rollData.rollId;
Hero6Utility.saveRollData(rollData);
prepareCharacValues(charac) {
charac.total = charac.value
charac.roll = 9 + Math.floor((charac.value) / 5)
}
prepareCharac() {
let characs = duplicate(this.system.characteristics)
for (let key in characs) {
this.prepareCharacValues(characs[key])
}
return characs
}
/* -------------------------------------------- */
@ -457,31 +489,6 @@ export class Hero6Actor extends Actor {
}
}
/* -------------------------------------------- */
async incrementSkillExp(skillId, inc) {
let skill = this.items.get(skillId)
if (skill) {
await this.updateEmbeddedDocuments('Item', [{ _id: skill.id, 'system.exp': skill.system.exp + inc }])
let chatData = {
user: game.user.id,
rollMode: game.settings.get("core", "rollMode"),
whisper: [game.user.id].concat(ChatMessage.getWhisperRecipients('GM')),
content: `<div>${this.name} has gained 1 exp in the skill ${skill.name} (exp = ${skill.system.exp})</div`
}
ChatMessage.create(chatData)
if (skill.system.exp >= 25) {
await this.updateEmbeddedDocuments('Item', [{ _id: skill.id, 'system.exp': 0, 'system.explevel': skill.system.explevel + 1 }])
let chatData = {
user: game.user.id,
rollMode: game.settings.get("core", "rollMode"),
whisper: [game.user.id].concat(ChatMessage.getWhisperRecipients('GM')),
content: `<div>${this.name} has gained 1 exp SL in the skill ${skill.name} (new exp SL : ${skill.system.explevel}) !</div`
}
ChatMessage.create(chatData)
}
}
}
/* -------------------------------------------- */
async incDecQuantity(objetId, incDec = 0) {
let objetQ = this.items.get(objetId)
@ -504,61 +511,16 @@ export class Hero6Actor extends Actor {
}
/* -------------------------------------------- */
isForcedAdvantage() {
return this.items.find(cond => cond.type == "condition" && cond.system.advantage)
}
isForcedDisadvantage() {
return this.items.find(cond => cond.type == "condition" && cond.system.disadvantage)
}
isForcedRollAdvantage() {
return this.items.find(cond => cond.type == "condition" && cond.system.rolladvantage)
}
isForcedRollDisadvantage() {
return this.items.find(cond => cond.type == "condition" && cond.system.rolldisadvantage)
}
isNoAdvantage() {
return this.items.find(cond => cond.type == "condition" && cond.system.noadvantage)
}
isNoAction() {
return this.items.find(cond => cond.type == "condition" && cond.system.noaction)
}
isAttackDisadvantage() {
return this.items.find(cond => cond.type == "condition" && cond.system.attackdisadvantage)
}
isDefenseDisadvantage() {
return this.items.find(cond => cond.type == "condition" && cond.system.defensedisadvantage)
}
isAttackerAdvantage() {
return this.items.find(cond => cond.type == "condition" && cond.system.targetadvantage)
}
/* -------------------------------------------- */
getCommonRollData(abilityKey = undefined) {
let noAction = this.isNoAction()
if (noAction) {
ui.notifications.warn("You can't do any actions du to the condition : " + noAction.name)
return
}
getCommonRollData(chKey = undefined) {
let rollData = Hero6Utility.getBasicRollData()
rollData.alias = this.name
rollData.actorImg = this.img
rollData.actorId = this.id
rollData.img = this.img
rollData.featsDie = this.getFeatsWithDie()
rollData.featsSL = this.getFeatsWithSL()
rollData.armors = this.getArmors()
rollData.conditions = this.getConditions()
rollData.featDieName = "none"
rollData.featSLName = "none"
rollData.rollAdvantage = "none"
rollData.advantage = "none"
rollData.disadvantage = "none"
rollData.forceAdvantage = this.isForcedAdvantage()
rollData.forceDisadvantage = this.isForcedDisadvantage()
rollData.forceRollAdvantage = this.isForcedRollAdvantage()
rollData.forceRollDisadvantage = this.isForcedRollDisadvantage()
rollData.noAdvantage = this.isNoAdvantage()
if (chKey) {
rollData.charac = duplicate(this.system.characteristics[chKey])
this.prepareCharacValues(rollData.charac)
}
if (rollData.defenderTokenId) {
let defenderToken = game.canvas.tokens.get(rollData.defenderTokenId)
let defender = defenderToken.actor
@ -581,26 +543,31 @@ export class Hero6Actor extends Actor {
rollData.advantageFromTarget = true
}
}
if (abilityKey) {
rollData.ability = this.getAbility(abilityKey)
rollData.selectedKill = undefined
}
console.log("ROLLDATA", rollData)
return rollData
}
/* -------------------------------------------- */
rollAbility(abilityKey) {
let rollData = this.getCommonRollData(abilityKey)
rollData.mode = "ability"
rollCharac(chKey) {
let rollData = this.getCommonRollData(chKey)
rollData.mode = "charac"
if (rollData.target) {
ui.notifications.warn("You are targetting a token with a skill : please use a Weapon instead.")
return
}
Hero6Utility.rollHero6(rollData)
this.startRoll(rollData)
}
/* -------------------------------------------- */
rollItem(itemId) {
let item = this.items.get(itemId)
let rollData = this.getCommonRollData()
rollData.mode = "item"
rollData.item = duplicate(item)
if (item.type == "skill") {
this.prepareSkill(rollData.item)
}
this.startRoll(rollData)
}
/* -------------------------------------------- */
@ -655,152 +622,8 @@ export class Hero6Actor extends Actor {
}
}
/* -------------------------------------------- */
rollDefenseMelee(attackRollData) {
let weapon = this.items.get(attackRollData.defenseWeaponId)
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.defenderTokenId = undefined // Cleanup
rollData.mode = "weapondefense"
rollData.shield = this.getEquippedShield()
rollData.attackRollData = duplicate(attackRollData)
rollData.skill = skill
rollData.weapon = weapon
rollData.img = weapon.img
if (!rollData.forceDisadvantage) { // This is an attack, check if disadvantaged
rollData.forceDisadvantage = this.isDefenseDisadvantage()
}
this.startRoll(rollData)
} else {
ui.notifications.warn("Unable to find the relevant skill for weapon " + weapon.name)
}
} else {
ui.notifications.warn("Weapon not found ! ")
}
}
/* -------------------------------------------- */
rollDefenseRanged(attackRollData) {
let rollData = this.getCommonRollData()
rollData.defenderTokenId = undefined // Cleanup
rollData.mode = "rangeddefense"
if ( attackRollData) {
rollData.attackRollData = duplicate(attackRollData)
rollData.effectiveRange = Hero6Utility.getWeaponRange(attackRollData.weapon)
rollData.tokensDistance = attackRollData.tokensDistance // QoL copy
}
rollData.sizeDice = Hero6Utility.getSizeDice(this.system.biodata.size)
rollData.distanceBonusDice = 0 //Math.max(0, Math.floor((rollData.tokensDistance - rollData.effectiveRange) + 0.5))
rollData.hasCover = "none"
rollData.situational = "none"
rollData.useshield = false
rollData.shield = this.getEquippedShield()
this.startRoll(rollData)
}
/* -------------------------------------------- */
rollShieldDie() {
let shield = this.getEquippedShield()
if (shield) {
shield = duplicate(shield)
let rollData = this.getCommonRollData()
rollData.mode = "shield"
rollData.shield = shield
rollData.useshield = true
rollData.img = shield.img
this.startRoll(rollData)
}
}
/* -------------------------------------------- */
async rollArmorDie(rollData = undefined) {
let armor = this.getEquippedArmor()
if (armor) {
armor = duplicate(armor)
let reduce = 0
let multiply = 1
let disadvantage = false
let advantage = false
let messages = ["Armor applied"]
if (rollData) {
if (Hero6Utility.isArmorLight(armor) && Hero6Utility.isWeaponPenetrating(rollData.attackRollData.weapon)) {
return { armorIgnored: true, nbSuccess: 0, messages: ["Armor ignored : Penetrating weapons ignore Light Armors."] }
}
if (Hero6Utility.isWeaponPenetrating(rollData.attackRollData.weapon)) {
messages.push("Armor reduced by 1 (Penetrating weapon)")
reduce = 1
}
if (Hero6Utility.isWeaponLight(rollData.attackRollData.weapon)) {
messages.push("Armor with advantage (Light weapon)")
advantage = true
}
if (Hero6Utility.isWeaponHeavy(rollData.attackRollData.weapon)) {
messages.push("Armor with disadvantage (Heavy weapon)")
disadvantage = true
}
if (Hero6Utility.isWeaponHack(rollData.attackRollData.weapon)) {
messages.push("Armor reduced by 1 (Hack weapon)")
reduce = 1
}
if (Hero6Utility.isWeaponUndamaging(rollData.attackRollData.weapon)) {
messages.push("Armor multiplied by 2 (Undamaging weapon)")
multiply = 2
}
}
let diceColor = armor.system.absorprionroll
let armorResult = await Hero6Utility.getRollTableFromDiceColor(diceColor, false)
console.log("Armor log", armorResult)
let armorValue = Math.max(0, (Number(armorResult.text) + reduce) * multiply)
if (advantage || disadvantage) {
let armorResult2 = await Hero6Utility.getRollTableFromDiceColor(diceColor, false)
let armorValue2 = Math.max(0, (Number(armorResult2.text) + reduce) * multiply)
if (advantage) {
armorValue = (armorValue2 > armorValue) ? armorValue2 : armorValue
messages.push(`Armor advantage - Roll 1 = ${armorValue} - Roll 2 = ${armorValue2}`)
}
if (disadvantage) {
armorValue = (armorValue2 < armorValue) ? armorValue2 : armorValue
messages.push(`Armor disadvantage - Roll 1 = ${armorValue} - Roll 2 = ${armorValue2}`)
}
}
armorResult.armorValue = armorValue
if (!rollData) {
ChatMessage.create({ content: "Armor result : " + armorValue })
}
messages.push("Armor result : " + armorValue)
return { armorIgnored: false, nbSuccess: armorValue, rawArmor: armorResult.text, messages: messages }
}
return { armorIgnored: true, nbSuccess: 0, messages: ["No armor equipped."] }
}
/* -------------------------------------------- */
rollSave(saveKey) {
let saves = this.getSaveRoll()
let save = saves[saveKey]
if (save) {
save = duplicate(save)
let rollData = this.getCommonRollData()
rollData.mode = "save"
rollData.save = save
if (rollData.target) {
ui.notifications.warn("You are targetting a token with a save roll - Not authorized.")
return
}
this.startRoll(rollData)
}
}
/* -------------------------------------------- */
async startRoll(rollData) {
this.syncRoll(rollData)
let rollDialog = await Hero6RollDialog.create(this, rollData)
rollDialog.render(true)
}

View File

@ -1,21 +1,141 @@
import { Hero6Utility } from "./hero6-utility.js";
/* -------------------------------------------- */
export class Hero6Combat extends Combat {
export class Hero6CombatTracker extends CombatTracker {
/* -------------------------------------------- */
async rollInitiative(ids, formula = undefined, messageOptions = {} ) {
static get defaultOptions() {
var path = "systems/fvtt-hero-system-6/templates/apps/combat-tracker.hbs";
return foundry.utils.mergeObject(super.defaultOptions, {
template: path,
});
}
}
/* -------------------------------------------- */
export class Hero6Combat extends Combat {
/* -------------------------------------------- */
static init() {
Hooks.on("getCombatTrackerEntryContext", (html, options) => { Hero6Combat.pushMenuOptions(html, options); });
}
/* -------------------------------------------- */
static pushMenuOptions(html, options) {
let newOpt
for (let i = 0; i < options.length; i++) {
let option = options[i];
if (option.name == 'COMBAT.CombatantReroll') { // Replace !
option.name = "Hold action";
option.condition = true;
option.icon = '<i class="far fa-question-circle"></i>';
option.callback = target => {
Hero6Combat.holdAction(target.data('combatant-id'));
}
newOpt = duplicate(option)
}
}
newOpt.name = "Abort action"
newOpt.callback = target => {
Hero6Combat.abortAction(target.data('combatant-id'));
}
options.push( newOpt)
}
/* -------------------------------------------- */
static holdAction(combatantId) {
console.log("Combatant HOLD : ", combatantId)
const combatant = game.combat.combatants.get(combatantId)
combatant.setFlag("world", "hero6-hold-action", true)
combatant.update({name: combatant.name + " (H)"})
console.log("HOLD", combatant)
}
/* -------------------------------------------- */
static abortAction(html, combatantId) {
console.log("Combatant ABORT : ", combatantId);
const combatant = game.combat.combatants.get(combatantId);
combatant.setFlag("world", "hero6-abort-action", true)
combatant.update({name: combatant.name + " (A)"})
console.log("ABORT", combatant)
}
/* -------------------------------------------- */
constructor(data, context) {
super(data, context);
this.turnNumber = 1;
this.segmentNumber = 12;
}
/* -------------------------------------------- */
async computeInitiative(c) {
let id = c._id || c.id
if (c.actor.hasPhase(this.segmentNumber)) {
let baseInit = c.actor ? c.actor.getBaseInit() : - 1;
await this.updateEmbeddedDocuments("Combatant", [{ _id: id, initiative: baseInit }]);
} else {
await this.updateEmbeddedDocuments("Combatant", [{ _id: id, initiative: -1, visible: false, active: false }]);
}
console.log("Combatant", c)
}
/* -------------------------------------------- */
async rollInitiative(ids, formula = undefined, messageOptions = {}) {
ids = typeof ids === "string" ? [ids] : ids;
for (let cId = 0; cId < ids.length; cId++) {
const c = this.combatants.get(ids[cId]);
let id = c._id || c.id;
let initBonus = c.actor ? c.actor.getInitiativeScore( this.id, id ) : -1;
await this.updateEmbeddedDocuments("Combatant", [ { _id: id, initiative: initBonus } ]);
const c = this.combatants.get(ids[cId])
await this.computeInitiative(c)
}
return this;
}
/* -------------------------------------------- */
nextRound() {
let turn = this.turn === null ? null : 0; // Preserve the fact that it's no-one's turn currently.
if (this.settings.skipDefeated && (turn !== null)) {
turn = this.turns.findIndex(t => !t.isDefeated);
if (turn === -1) {
ui.notifications.warn("COMBAT.NoneRemaining", { localize: true });
turn = 0;
}
}
let advanceTime = Math.max(this.turns.length - this.turn, 0) * CONFIG.time.turnTime;
advanceTime += CONFIG.time.roundTime;
let nextRound = this.round + 1;
let turnData = this.getFlag("world", "hero6-turn-data")
if (!turnData) {
turnData = { turnNumber: 1, segmentNumber: 12 }
this.setFlag("world", "hero6-turn-data", turnData)
}
turnData = duplicate(turnData)
turnData.segmentNumber -= 1
if (turnData.segmentNumber <= 0) {
turnData.segmentNumber = 12
turnData.turnNumber++
}
this.setFlag("world", "hero6-turn-data", turnData)
this.turnNumber = turnData.turnNumber;
this.segmentNumber = turnData.segmentNumber;
// Re-compute init of actors
for (let c of this.combatants) {
this.computeInitiative(c)
}
// Update the document, passing data through a hook first
const updateData = { round: nextRound, turn, segmentNumber: turnData.segmentNumber, turnNumber: turnData.turnNumber };
const updateOptions = { advanceTime, direction: 1 };
Hooks.callAll("combatRound", this, updateData, updateOptions);
return this.update(updateData, updateOptions);
}
/* -------------------------------------------- */
async _onCreateEmbeddedDocuments(type, documents, result, options, userId) {
console.log(">>>>", documents)
super._onCreateEmbeddedDocuments(type, documents, result, options, userId)
}
/* -------------------------------------------- */
_onUpdate(changed, options, userId) {
}

View File

@ -1,6 +1,17 @@
export const Hero6_CONFIG = {
equipmentSubType: {
equipment: "Equipment",
weapon: "Weapon",
armor: "Armor",
shield: "Shield",
money: "Money"
},
maneuverTypes: {
"general": "General",
"offensive": "Offensive",
"defensive": "Defensive"
},
rollCharac : {
"str": "Strength",
"dex": "Dexterity",
@ -37,5 +48,11 @@ export const Hero6_CONFIG = {
powerSenseAffecting: {
"none": "None",
"senseaffecting": "Sense-Affecting",
},
powerEffectRoll: {
"standard": "Standard",
"normal": "Normal",
"killing": "Killing",
"countbody": "Killing (Count BODY)"
}
}

View File

@ -145,6 +145,16 @@ export class Hero6ItemSheet extends ItemSheet {
let itemType = li.data("item-type");
});
html.find('.item-skill-profiency').click(ev => {
this.object.update( {'system.levels': 12, 'system.cost': 2} )
} )
html.find('.item-skill-familiarity').click(ev => {
this.object.update( {'system.levels': 10, 'system.cost': 1} )
} )
html.find('.item-skill-everyman').click(ev => {
this.object.update( {'system.levels': 8, 'system.cost': 0} )
} )
html.find('.view-subitem').click(ev => {
this.viewSubitem(ev);
});

View File

@ -13,7 +13,7 @@ import { Hero6ItemSheet } from "./hero6-item-sheet.js";
import { Hero6ActorSheet } from "./hero6-actor-sheet.js";
import { Hero6NPCSheet } from "./hero6-npc-sheet.js";
import { Hero6Utility } from "./hero6-utility.js";
import { Hero6Combat } from "./hero6-combat.js";
import { Hero6Combat, Hero6CombatTracker } from "./hero6-combat.js";
import { Hero6Item } from "./hero6-item.js";
import { Hero6Hotbar } from "./hero6-hotbar.js"
import { Hero6Commands } from "./hero6-commands.js"
@ -41,7 +41,7 @@ Hooks.once("init", async function () {
// Set an initiative formula for the system
CONFIG.Combat.initiative = {
formula: "1d6",
decimals: 1
decimals: 3
};
/* -------------------------------------------- */
@ -54,6 +54,8 @@ Hooks.once("init", async function () {
CONFIG.Combat.documentClass = Hero6Combat
CONFIG.Actor.documentClass = Hero6Actor
CONFIG.Item.documentClass = Hero6Item
CONFIG.ui.combat = Hero6CombatTracker;
/* -------------------------------------------- */
// Register sheet application classes
@ -65,6 +67,7 @@ Hooks.once("init", async function () {
Items.registerSheet("fvtt-hero-system-6", Hero6ItemSheet, { makeDefault: true });
Hero6Utility.init()
Hero6Combat.init()
});
/* -------------------------------------------- */
@ -91,12 +94,6 @@ Hooks.once("ready", function () {
});
}
// CSS patch for v9
if (game.version) {
let sidebar = document.getElementById("sidebar");
sidebar.style.width = "min-content";
}
welcomeMessage();
Hero6Utility.ready()
Hero6Commands.init()

View File

@ -5,8 +5,8 @@ export class Hero6RollDialog extends Dialog {
/* -------------------------------------------- */
static async create(actor, rollData) {
let options = { classes: ["Hero6Dialog"], width: 540, height: 340, 'z-index': 99999 };
let html = await renderTemplate('systems/fvtt-hero-system-6/templates/roll-dialog-generic.hbs', rollData);
let options = { classes: ["Hero6Dialog"], width: 460, 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);
}
@ -44,7 +44,7 @@ export class Hero6RollDialog extends Dialog {
/* -------------------------------------------- */
async refreshDialog() {
const content = await renderTemplate("systems/fvtt-hero-system-6/templates/roll-dialog-generic.hbs", this.rollData)
const content = await renderTemplate("systems/fvtt-hero-system-6/templates/apps/roll-dialog-generic.hbs", this.rollData)
this.data.content = content
this.render(true)
}
@ -76,8 +76,8 @@ export class Hero6RollDialog extends Dialog {
html.find('#situational').change((event) => {
this.rollData.situational = event.currentTarget.value
})
html.find('#distanceBonusDice').change((event) => {
this.rollData.distanceBonusDice = Number(event.currentTarget.value)
html.find('#bonusMalus').change((event) => {
this.rollData.bonusMalus = Number(event.currentTarget.value)
})
}

View File

@ -20,11 +20,17 @@ export class Hero6Utility {
Handlebars.registerHelper('count', function (list) {
return list.length;
})
Handlebars.registerHelper('exists', function (val) {
return val != null && val != undefined;
});
Handlebars.registerHelper('includes', function (array, val) {
return array.includes(val);
})
Handlebars.registerHelper('upper', function (text) {
return text.toUpperCase();
if (text) {
return text.toUpperCase();
}
return text
})
Handlebars.registerHelper('lower', function (text) {
return text.toLowerCase()
@ -40,15 +46,14 @@ export class Hero6Utility {
return parseInt(a) * parseInt(b);
})
Handlebars.registerHelper('locationLabel', function (key) {
return __locationNames[key]
return __locationNames[key]
})
Handlebars.registerHelper('isSkillCustom', function (key) {
if (key == "custom" || key == "background" ) {
if (key == "custom") {
return true;
}
return false
})
this.gameSettings()
@ -74,6 +79,19 @@ export class Hero6Utility {
}) */
}
/*-------------------------------------------- */
static getDerivatedDiceFormulas(value) {
let rollFormula = Math.floor(value / 5) + "d6"
let displayFormula = Math.floor(value / 5)
if (value % 5 > 2) {
rollFormula += "+round(1d6/2)"
displayFormula += " 1/2d6"
} else {
displayFormula += "d6"
}
return { rollFormula: rollFormula, displayFormula: displayFormula }
}
/*-------------------------------------------- */
static upperFirst(text) {
if (typeof text !== 'string') return text
@ -150,7 +168,8 @@ export class Hero6Utility {
const templatePaths = [
'systems/fvtt-hero-system-6/templates/partials/editor-notes-gm.hbs',
'systems/fvtt-hero-system-6/templates/partials/partial-roll-select.hbs',
'systems/fvtt-hero-system-6/templates/partials/partial-actor-ability-block.hbs',
'systems/fvtt-hero-system-6/templates/partials/partial-actor-characteristic-block.hbs',
'systems/fvtt-hero-system-6/templates/partials/partial-actor-full-charac.hbs',
'systems/fvtt-hero-system-6/templates/partials/partial-actor-status.hbs',
'systems/fvtt-hero-system-6/templates/partials/partial-options-abilities.hbs',
'systems/fvtt-hero-system-6/templates/partials/partial-item-nav.hbs',
@ -159,6 +178,9 @@ export class Hero6Utility {
'systems/fvtt-hero-system-6/templates/partials/partial-item-cost.hbs',
'systems/fvtt-hero-system-6/templates/partials/partial-power-equipment-cost.hbs',
'systems/fvtt-hero-system-6/templates/partials/partial-item-hasroll.hbs',
'systems/fvtt-hero-system-6/templates/partials/partial-actor-equipment.hbs',
'systems/fvtt-hero-system-6/templates/partials/partial-actor-equipment-section.hbs',
'systems/fvtt-hero-system-6/templates/partials/partial-power-maneuver-effect.hbs'
]
return loadTemplates(templatePaths);
}
@ -287,100 +309,48 @@ export class Hero6Utility {
}
}
/* -------------- ----------------------------- */
static computeBodyValue(roll) {
let bodyValue = 0
for (let term of roll.terms) {
if (term.constructor.name == "Die") {
for (let value of term.values) {
if (value > 1) {
bodyValue += 1
}
if (value == 6) {
bodyValue += 1
}
}
}
if (term.constructor.name == "NumericTerm") {
if (term.total > 1) {
bodyValue += 1
}
if (term.total == 6) {
bodyValue += 1
}
}
}
return bodyValue
}
/* -------------------------------------------- */
static async rollHero6(rollData) {
let actor = game.actors.get(rollData.actorId)
// ability/save/size => 0
let diceFormula
let startFormula = "0d6cs>=5[blue]"
if (rollData.ability) {
startFormula = String(rollData.ability.value) + "d6cs>=5[blue]"
let diceFormula = "3d6"
let target = 10
if (rollData.charac) {
target = rollData.charac.roll
}
if (rollData.save) {
startFormula = String(rollData.save.value) + "d6cs>=5[blue]"
}
if (rollData.sizeDice) {
let nb = rollData.sizeDice.nb + rollData.distanceBonusDice + this.getDiceFromCover(rollData.hasCover) + this.getDiceFromSituational(rollData.situational)
startFormula = String(nb) + String(rollData.sizeDice.dice) + "cs>=5[blue]"
}
diceFormula = startFormula
// skill => 2
// feat => 4
// bonus => 6
if (rollData.skill) {
let level = rollData.skill.system.level
if (rollData.skill.system.issl2) {
rollData.hasSLBonus = true
level += 2
if (level > 7) { level = 7 }
}
rollData.skill.system.skilldice = __skillLevel2Dice[level]
diceFormula += "+" + String(rollData.skill.system.skilldice) + "cs>=5[black]"
if (rollData.skill.system.skilltype == "complex" && rollData.skill.system.level == 0) {
rollData.complexSkillDisadvantage = true
rollData.rollAdvantage = "roll-disadvantage"
}
if (rollData.skill.system.isfeatdie) {
rollData.hasFeatDie = true
diceFormula += "+ 1d10cs>=5[hero6-purple]"
} else {
diceFormula += `+ 0d10cs>=5[hero6-purple]`
}
if (rollData.skill.system.bonusdice != "none") {
rollData.hasBonusDice = rollData.skill.system.bonusdice
diceFormula += `+ ${rollData.hasBonusDice}cs>=5[black]`
} else {
diceFormula += `+ 0d6cs>=5[black]`
}
} else {
diceFormula += `+ 0d8cs=>5 + 0d10cs>=5 + 0d6cs>=5`
}
// advantage => 8
let advFormula = "+ 0d8cs>=5"
if (rollData.advantage == "advantage1" || rollData.forceAdvantage) {
advFormula = "+ 1d8cs>=5[hero6-darkgreen]"
}
if (rollData.advantage == "advantage2") {
advFormula = "+ 2d8cs>=5[hero6-darkgreen]"
}
diceFormula += advFormula
// disadvantage => 10
let disFormula = "- 0d8cs>=5"
if (rollData.disadvantage == "disadvantage1" || rollData.forceDisadvantage) {
disFormula = "- 1d8cs>=5[red]"
}
if (rollData.disadvantage == "disadvantage2") {
disFormula = "- 2d8cs>=5[red]"
}
diceFormula += disFormula
// armor => 12
let skillArmorPenalty = 0
for (let armor of rollData.armors) {
if (armor.system.equipped) {
skillArmorPenalty += armor.system.skillpenalty
}
}
if (rollData.skill && rollData.skill.system.armorpenalty && skillArmorPenalty > 0) {
rollData.skillArmorPenalty = skillArmorPenalty
diceFormula += `- ${skillArmorPenalty}d8cs>=5`
} else {
diceFormula += `- 0d8cs>=5`
}
// shield => 14
if (rollData.useshield && rollData.shield) {
diceFormula += "+ 1" + String(rollData.shield.system.shielddie) + "cs>=5[yellow]"
} else {
diceFormula += " + 0d6cs>=5"
if (rollData.item) {
target = rollData.item.roll || rollData.item.system.roll
}
target += rollData.bonusMalus
// Performs roll
console.log("Roll formula", diceFormula)
@ -389,77 +359,51 @@ export class Hero6Utility {
myRoll = new Roll(diceFormula).roll({ async: false })
await this.showDiceSoNice(myRoll, game.settings.get("core", "rollMode"))
}
rollData.rollOrder = 0
rollData.roll = myRoll
rollData.nbSuccess = myRoll.total
if (rollData.rollAdvantage == "none" && rollData.forceRollAdvantage) {
rollData.rollAdvantage = "roll-advantage"
rollData.target = target
rollData.diceFormula = diceFormula
rollData.result = myRoll.total
rollData.isSuccess = false
if (rollData.result <= target) {
rollData.isSuccess = true
}
if (rollData.rollAdvantage == "none" && rollData.forceRollDisadvantage) {
rollData.rollAdvantage = "roll-disadvantage"
if (myRoll.terms[0].total == 3) { // Always a success
rollData.isSuccess = true
}
if (rollData.rollAdvantage != "none") {
rollData.rollOrder = 1
rollData.rollType = (rollData.rollAdvantage == "roll-advantage") ? "Advantage" : "Disadvantage"
this.createChatWithRollMode(rollData.alias, {
content: await renderTemplate(`systems/fvtt-hero-system-6/templates/chat-generic-result.hbs`, rollData)
})
rollData.rollOrder = 2
let myRoll2 = new Roll(diceFormula).roll({ async: false })
await this.showDiceSoNice(myRoll2, game.settings.get("core", "rollMode"))
rollData.roll = myRoll2 // Tmp switch to display the proper results
rollData.nbSuccess = myRoll2.total
this.createChatWithRollMode(rollData.alias, {
content: await renderTemplate(`systems/fvtt-hero-system-6/templates/chat-generic-result.hbs`, rollData)
})
rollData.roll = myRoll // Revert the tmp switch
rollData.nbSuccess = myRoll.total
if (rollData.rollAdvantage == "roll-advantage") {
if (myRoll2.total > rollData.nbSuccess) {
hasChanged = true
rollData.roll = myRoll2
rollData.nbSuccess = myRoll2.total
}
} else {
if (myRoll2.total < rollData.nbSuccess) {
rollData.roll = myRoll2
rollData.nbSuccess = myRoll2.total
}
}
rollData.rollOrder = 3
if (myRoll.terms[0].total == 18) { // Always a failure
rollData.isSuccess = false
}
rollData.nbSuccess = Math.max(0, rollData.nbSuccess)
rollData.margin = target - rollData.result
rollData.isFirstRollAdvantage = false
// Manage exp
if (rollData.skill && rollData.skill.system.level > 0) {
let nbSkillSuccess = rollData.roll.terms[2].total
if (nbSkillSuccess == 0 || nbSkillSuccess == rollData.skill.system.level) {
actor.incrementSkillExp(rollData.skill.id, 1)
}
if (rollData.item && rollData.item.system.computebody) {
rollData.bodyValue = this.computeBody(myRoll)
}
this.saveRollData(rollData)
actor.lastRoll = rollData
this.createChatWithRollMode(rollData.alias, {
content: await renderTemplate(`systems/fvtt-hero-system-6/templates/chat-generic-result.hbs`, rollData)
})
console.log("Rolldata result", rollData)
// Message response
this.displayDefenseMessage(rollData)
// Manage defense result
this.processAttackDefense(rollData)
this.outputRollMessage(rollData)
}
/* -------------------------------------------- */
/* -------------- ----------------------------- */
static processDirectRoll(rollData) {
let roll = new Roll(rollData.rollFormula).roll({ async: false })
rollData.roll = roll
rollData.result = roll.total
rollData.bodyValue = this.computeBody(rollData.roll)
this.outputRollMessage(rollData)
}
/* -------------- ----------------------------- */
static async outputRollMessage(rollData) {
let msg = await this.createChatWithRollMode(rollData.alias, {
content: await renderTemplate(`systems/fvtt-hero-system-6/templates/chat/chat-generic-result.hbs`, rollData)
})
msg.setFlag("world", "rolldata", rollData)
console.log("Rolldata result", rollData)
}
/* -------------- ----------------------------- */
static sortArrayObjectsByName(myArray) {
myArray.sort((a, b) => {
let fa = a.name.toLowerCase();
@ -532,7 +476,7 @@ export class Hero6Utility {
}
/* -------------------------------------------- */
static createChatMessage(name, rollMode, chatOptions) {
static async createChatMessage(name, rollMode, chatOptions) {
switch (rollMode) {
case "blindroll": // GM only
if (!game.user.isGM) {
@ -550,7 +494,7 @@ export class Hero6Utility {
break;
}
chatOptions.alias = chatOptions.alias || name;
ChatMessage.create(chatOptions);
return await ChatMessage.create(chatOptions);
}
/* -------------------------------------------- */
@ -558,7 +502,7 @@ export class Hero6Utility {
let rollData = {
rollId: randomID(16),
rollMode: game.settings.get("core", "rollMode"),
advantage: "none"
bonusMalus: 0
}
Hero6Utility.updateWithTarget(rollData)
return rollData
@ -573,8 +517,8 @@ export class Hero6Utility {
}
/* -------------------------------------------- */
static createChatWithRollMode(name, chatOptions) {
this.createChatMessage(name, game.settings.get("core", "rollMode"), chatOptions)
static async createChatWithRollMode(name, chatOptions) {
return await this.createChatMessage(name, game.settings.get("core", "rollMode"), chatOptions)
}
/* -------------------------------------------- */

View File

@ -51,7 +51,7 @@
background: rgba(66, 66, 64, 0.95);
} /* For title, sidebar character and scene */
.sheet nav.sheet-tabs {
font-size: 0.8rem;
font-size: 0.7rem;
color: rgba(224, 208, 197, 0.9);
background: rgba(66, 66, 64, 0.95);
} /* For nav and title */
@ -79,7 +79,7 @@
.window-app.sheet .window-content {
margin: 0;
padding: 0;
color: rgba(224, 208, 197, 0.9);
/*color: rgba(224, 208, 197, 0.9);*/
}
input {
background: rgba(228, 240, 240, 0.75);
@ -173,19 +173,6 @@ table { border: 1px solid #7a7971;}
grid-template-columns: repeat(12, minmax(0, 1fr));
}
.flex-group-center,
.flex-group-left,
.flex-group-right {
-webkit-box-pack: center;
-ms-flex-pack: center;
justify-content: center;
-webkit-box-align: center;
-ms-flex-align: center;
align-items: center;
text-align: center;
padding: 5px;
}
.flex-group-left {
-webkit-box-pack: start;
-ms-flex-pack: start;
@ -447,7 +434,7 @@ form .form-group label {
.window-app .window-content, .window-app.sheet .window-content .sheet-body{
font-size: 0.8rem;
background: url("../images/ui/pc_sheet_bg.webp") repeat left top;
/*background: url("../images/ui/pc_sheet_bg.webp") repeat left top;*/
background: rgba(228, 240, 240, 0.75);
color: rgba(66, 66, 64, 0.95);
}
@ -466,7 +453,7 @@ section.sheet-body{padding: 0.25rem 0.5rem;}
.sheet nav.sheet-tabs {
font-size: 0.70rem;
font-weight: bold;
height: 3rem;
height: 2.5rem;
flex: 0 0 3rem;
margin: 0;
padding: 0 0 0 0.25rem;
@ -483,7 +470,7 @@ section.sheet-body{padding: 0.25rem 0.5rem;}
nav.sheet-tabs .item {
position: relative;
padding: 0 0.25rem;
padding: 0 0.15rem;
}
nav.sheet-tabs .item:after {
@ -546,7 +533,7 @@ ul, li {
}
.sheet li {
margin: 0.010rem;
margin: 0.1rem;
padding: 0.25rem;
}
.header-fields li {
@ -574,10 +561,10 @@ ul, li {
}
.list-item {
margin: 0.125rem;
box-shadow: inset 0px 0px 1px #00000096;
border-radius: 0.25rem;
padding: 0.125rem;
margin: 0.2rem;
/*box-shadow: inset 0px 0px 1px #00000096;*/
/*border-radius: 0.25rem;*/
padding: 0.2rem;
flex: 1 1 5rem;
display: flex !important;
}
@ -639,17 +626,6 @@ ul, li {
font-weight: bold;
flex-grow: 0;
}
.secondaire-label,
.arme-label,
.generic-label,
.competence-label,
.devotion-label,
.sort-label,
.technique-label,
.ability-label,
.arme-label,
.armure-label,
.equipement-label,
.description-label {
flex-grow: 2;
margin-left: 4px;
@ -963,7 +939,7 @@ ul, li {
}
#sidebar #sidebar-tabs i{
width: 25px;
/*width: 25px;*/
height: 25px;
display: inline-block;
background-position:center;
@ -1327,15 +1303,15 @@ Focus FOC: #ff0084
max-width: 128px;
justify-content: flex-start;
}
.ability-item {
.charac-item {
flex-grow: 1;
justify-content: flex-start;
margin: 2px;
}
.ability-block {
.charac-block {
min-width: 160px;
}
.ability-margin {
.charac-margin {
margin-left: 4px;
margin-top: 5px;
}
@ -1343,11 +1319,11 @@ Focus FOC: #ff0084
margin-left: 4px;
margin-top: 3px;
}
.item-ability-roll {
.item-charac-roll {
max-height: 42px;
min-height: 36px;
}
.item-ability-roll select, .item-ability-roll input {
.item-charac-roll select, .item-ability-roll input {
margin-top: 4px;
margin-right: 2px;
}
@ -1431,9 +1407,35 @@ Focus FOC: #ff0084
max-width: 8rem;
min-width: 8rem;
}
.item-field-label-long-img {
flex-grow:1;
max-width: 10rem;
min-width: 10rem;
}
.item-field-label-long2 {
flex-grow:1;
max-width: 16rem;
min-width: 16rem;
}
.item-field-label-long3 {
flex-grow:1;
max-width: 30rem;
min-width: 30rem;
}
.item-field-label-long4 {
flex-grow:1;
max-width: 40rem;
min-width: 40rem;
}
.item-control-end {
align-self: flex-end;
}
.margin-item-list {
margin-top: 4px;
}
.margin-image-right {
margin-right: 4px;
}
.alternate-list {
margin-top: 4px;
flex-wrap: nowrap;
@ -1446,3 +1448,11 @@ Focus FOC: #ff0084
min-width:2rem;
max-width: 2rem;
}
.biodata-portrait {
min-height: 512px;
min-width: 256px;
}
.textarea-full-height {
min-height: 100%;
height: 100%;
}

View File

@ -91,7 +91,7 @@
"styles": [
"styles/simple.css"
],
"version": "10.0.6",
"version": "10.0.34",
"compatibility": {
"minimum": "10",
"verified": "10",
@ -99,7 +99,7 @@
},
"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-v10.0.6.zip",
"download": "https://www.uberwald.me/gitea/uberwald/fvtt-hero-system-6/archive/fvtt-hero-system-6-v10.0.34.zip",
"url": "https://www.uberwald.me/gitea/uberwald/",
"background": "images/ui/hro6_welcome_page.webp",
"id": "fvtt-hero-system-6"

View File

@ -8,15 +8,32 @@
"biodata": {
"species": "",
"age": 0,
"campaign":"",
"alternateids":"",
"player": "",
"gm": "",
"gender": 0,
"character": "",
"mass":"",
"religion": "",
"weight": "",
"height": "",
"background": "",
"motivation": "",
"quote" : "",
"tactics": "",
"campaignuse": "",
"appearance": "",
"description": "",
"notes": "",
"gmnotes": ""
"points": 0,
"complications": 0,
"xpearned": 0,
"xpspent": 0,
"combatskills": "",
"presenceattack": {},
"gmnotes": "",
"combatnotes1":""
}
},
"characteristics": {
@ -25,36 +42,53 @@
"label": "Strength",
"value": 10,
"base": 10,
"category": "main",
"strdice": {},
"lift": "",
"strend": 0,
"hasroll": true,
"realcost": 0,
"activecost": 0
},
"dex": {
"label": "Dexterity",
"value": 10,
"base": 10
"base": 10,
"hasroll": true,
"category": "main"
},
"con": {
"label": "Constitution",
"hasroll": true,
"category": "main",
"value": 10,
"base": 10
},
"int": {
"label": "Intelligence",
"hasroll": true,
"category": "main",
"value": 10,
"base": 10
"base": 10,
"perceptionroll": 10
},
"ego": {
"label": "Ego",
"hasroll": true,
"category": "main",
"value": 10,
"base": 10
},
"pre": {
"label": "Presence",
"hasroll": true,
"category": "main",
"value": 10,
"base": 10
},
"ocv": {
"label": "OCV",
"hasroll": false,
"base": 3,
"autoMod": "0",
"userMod": "0",
@ -63,6 +97,7 @@
},
"dcv": {
"label": "DCV",
"hasroll": false,
"base": 3,
"autoMod": "0",
"userMod": "0",
@ -71,6 +106,7 @@
},
"omcv": {
"label": "OMCV",
"hasroll": false,
"base": 3,
"autoMod": "0",
"userMod": "0",
@ -79,6 +115,7 @@
},
"dmcv": {
"label": "DMCV",
"hasroll": false,
"base": 3,
"autoMod": "0",
"userMod": "0",
@ -87,11 +124,14 @@
},
"spd": {
"label": "Speed",
"hasroll": false,
"value": 2,
"base": 2
},
"pd": {
"label": "PD",
"hasroll": false,
"isdefense": true,
"value": 2,
"base": 2,
"pd_nonresistant_total": 0,
@ -101,6 +141,8 @@
},
"ed": {
"label": "ED",
"hasroll": false,
"isdefense": true,
"value": 2,
"base": 2,
"ed_nonresistant_total": 0,
@ -110,21 +152,39 @@
},
"rec": {
"label": "REC",
"hasroll": false,
"value": 4,
"base": 4
},
"end": {
"label": "REC",
"label": "END",
"hasroll": false,
"isvital": true,
"damage": 0,
"value": 20,
"max": 20
},
"stun": {
"label": "STUN",
"hasroll": false,
"isvital": true,
"damage": 0,
"value": 20,
"max": 20
},
"other": {
"label": "OTHER",
"hasroll": false,
"isvital": true,
"damage": 0,
"value": 20,
"max": 20
},
"body": {
"label": "Body",
"label": "BODY",
"hasroll": false,
"isvital": true,
"damage": 0,
"value": 10,
"max": 10,
"loc": {
@ -148,39 +208,104 @@
},
"running": {
"label": "Running",
"ismovement": true,
"hasroll": false,
"value": 12,
"base": 12
},
"swimming": {
"label": "Swimming",
"ismovement": true,
"hasroll": false,
"value": 4,
"base": 4
},
"leaping": {
"label": "Leaping",
"ismovement": true,
"hasroll": false,
"value": 4,
"base": 4,
"leaping_horizontal_base": 0,
"leaping_horizontal_total": 0,
"leaping_vertical_base": 0,
"leaping_vertical_total": 0
},
"flying": {
"label": "Flying",
"value": 0,
"base": 0
}
}
}
},
"core": {
}
"movements": {
"movements": {
"fly": {
"label": "Fly",
"value": 0
},
"teleport": {
"label": "Teleport",
"value": 0
},
"tunnel": {
"label": "Tunnel",
"value": 0
},
"move1": {
"label": "N/A",
"iseditable": true,
"value": 0
},
"move2": {
"label": "N/A",
"iseditable": true,
"value": 0
}
}
},
"defenses": {
"defenses": {
"mental": {
"label": "Mental",
"value": 0,
"resistant": ""
},
"power": {
"label": "Power",
"value": 0,
"resistant": ""
},
"flash": {
"label": "Flash",
"value": 0,
"resistant": ""
},
"def1": {
"label": "N/A",
"value": 0,
"iseditable": true,
"resistant": ""
},
"def2": {
"label": "N/A",
"value": 0,
"iseditable": true,
"resistant": ""
},
"def3": {
"label": "N/A",
"value": 0,
"iseditable": true,
"resistant": ""
}
}
},
"core": {}
},
"character": {
"templates": [
"biodata",
"core"
]
"biodata",
"characteristics",
"defenses",
"movements"
],
"subactors": []
}
},
"Item": {
@ -190,6 +315,7 @@
"talent",
"power",
"advantage",
"maneuver",
"limitation",
"complication",
"equipment"
@ -216,12 +342,27 @@
"quantity": 0,
"range": "",
"damage": "",
"endurance": 0,
"endurance": 0,
"hasroll": false,
"roll": 0,
"roll": 0,
"computebody": false,
"haseffectroll": false,
"effectroll": "standard",
"effectrollformula": "",
"items": {}
}
},
"maneuver": {
"templates": [
"common"
],
"maneuvertype": "general",
"pha": "",
"ocv": 0,
"dcv" : 0,
"isstock": false,
"active": false
},
"advantage": {
"templates": [
"common"
@ -238,6 +379,10 @@
"base": "",
"levelscost": 0,
"levels": 0,
"skilllevelonly": false,
"skillfamiliarity": false,
"skilleveryman": false,
"skillprofiency": false,
"templates": [
"common"
]
@ -253,6 +398,7 @@
"common",
"power"
],
"subtype": "equipment",
"value": 0,
"weight": 0,
"moneycost": 0
@ -286,15 +432,6 @@
"impenetrable": 0,
"value": 0
},
"maneuver": {
"templates": [
"common"
],
"phase": 0,
"ocv": "+0",
"dcv": "+0",
"active": false
},
"movement": {
"templates": [
"common"
@ -327,15 +464,6 @@
"templates": [
"common"
]
},
"martialart": {
"maneuver_phase": 0,
"maneuver_ocv": 0,
"maneuver_dcv": 0,
"maneuver_effect": "",
"templates": [
"common"
]
}
}
}

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,127 @@
<section class="{{cssClass}} directory flexcol" id="{{cssId}}" data-tab="{{tabName}}">
<header class="combat-tracker-header">
{{#if user.isGM}}
<nav class="encounters flexrow" aria-label="COMBAT.NavLabel">
<a class="combat-button combat-create" data-tooltip="COMBAT.Create">
<i class="fas fa-plus"></i>
</a>
{{#if combatCount}}
<a class="combat-button combat-cycle" data-tooltip="COMBAT.EncounterPrevious"
{{#if previousId}}data-document-id="{{previousId}}"{{else}}disabled{{/if}}>
<i class="fas fa-caret-left"></i>
</a>
<h4 class="encounter">{{localize "COMBAT.Encounter"}} {{currentIndex}} / {{combatCount}}</h4>
<a class="combat-button combat-cycle" data-tooltip="COMBAT.EncounterNext"
{{#if nextId}}data-document-id="{{nextId}}"{{else}}disabled{{/if}}>
<i class="fas fa-caret-right"></i>
</a>
{{/if}}
<a class="combat-button combat-control" data-tooltip="COMBAT.Delete" data-control="endCombat" {{#unless combatCount}}disabled{{/unless}}>
<i class="fas fa-trash"></i>
</a>
</nav>
{{/if}}
<div class="encounter-controls flexrow {{#if hasCombat}}combat{{/if}}">
{{#if user.isGM}}
<a class="combat-button combat-control" data-tooltip="COMBAT.RollAll" data-control="rollAll" {{#unless turns}}disabled{{/unless}}>
<i class="fas fa-users"></i>
</a>
<a class="combat-button combat-control" data-tooltip="COMBAT.RollNPC" data-control="rollNPC" {{#unless turns}}disabled{{/unless}}>
<i class="fas fa-users-cog"></i>
</a>
{{/if}}
{{#if combatCount}}
{{#if combat.round}}
<h3 class="encounter-title noborder">Turn {{combat.turnNumber}} Segment {{combat.segmentNumber}}</h3>
{{else}}
<h3 class="encounter-title noborder">{{localize 'COMBAT.NotStarted'}}</h3>
{{/if}}
{{else}}
<h3 class="encounter-title noborder">{{localize "COMBAT.None"}}</h3>
{{/if}}
{{#if user.isGM}}
<a class="combat-button combat-control" data-tooltip="COMBAT.InitiativeReset" data-control="resetAll"
{{#unless hasCombat}}disabled{{/unless}}>
<i class="fas fa-undo"></i>
</a>
<a class="combat-button combat-control" data-tooltip="{{labels.scope}}"
data-control="toggleSceneLink" {{#unless hasCombat}}disabled{{/unless}}>
<i class="fas fa-{{#unless linked}}un{{/unless}}link"></i>
</a>
<a class="combat-button combat-settings" data-tooltip="COMBAT.Settings" data-control="trackerSettings">
<i class="fas fa-cog"></i>
</a>
{{/if}}
</div>
</header>
<ol id="combat-tracker" class="directory-list">
{{#each turns}}
{{#if (ne this.initiative "-1")}}
<li class="combatant actor directory-item flexrow {{this.css}}" data-combatant-id="{{this.id}}">
<img class="token-image" data-src="{{this.img}}" alt="{{this.name}}"/>
<div class="token-name flexcol">
<h4>{{this.name}} {{log this}} {{#if this.holdAction}}(H){{/if}}</h4>
<div class="combatant-controls flexrow">
{{#if ../user.isGM}}
<a class="combatant-control {{#if this.hidden}}active{{/if}}" data-tooltip="COMBAT.ToggleVis" data-control="toggleHidden">
<i class="fas fa-eye-slash"></i>
</a>
<a class="combatant-control {{#if this.defeated}}active{{/if}}" data-tooltip="COMBAT.ToggleDead" data-control="toggleDefeated">
<i class="fas fa-skull"></i>
</a>
{{/if}}
{{#if this.canPing}}
<a class="combatant-control" data-tooltip="COMBAT.PingCombatant" data-control="pingCombatant">
<i class="fa-solid fa-bullseye-arrow"></i>
</a>
{{/if}}
<div class="token-effects">
{{#each this.effects}}
<img class="token-effect" src="{{this}}"/>
{{/each}}
</div>
</div>
</div>
{{#if this.hasResource}}
<div class="token-resource">
<span class="resource">{{this.resource}}</span>
</div>
{{/if}}
<div class="token-initiative">
{{#if this.hasRolled}}
<span class="initiative">{{this.initiative}}</span>
{{else if this.owner}}
<a class="combatant-control roll" data-tooltip="COMBAT.InitiativeRoll" data-control="rollInitiative"></a>
{{/if}}
</div>
</li>
{{/if}}
{{/each}}
</ol>
<nav id="combat-controls" class="directory-footer flexrow" data-tooltip-direction="UP">
{{#if hasCombat}}
{{#if user.isGM}}
{{#if round}}
<a class="combat-control" data-tooltip="COMBAT.RoundPrev" data-control="previousRound"><i class="fas fa-step-backward"></i></a>
<a class="combat-control" data-tooltip="COMBAT.TurnPrev" data-control="previousTurn"><i class="fas fa-arrow-left"></i></a>
<a class="combat-control center" data-control="endCombat">{{localize 'COMBAT.End'}}</a>
<a class="combat-control" data-tooltip="COMBAT.TurnNext" data-control="nextTurn"><i class="fas fa-arrow-right"></i></a>
<a class="combat-control" data-tooltip="COMBAT.RoundNext" data-control="nextRound"><i class="fas fa-step-forward"></i></a>
{{else}}
<a class="combat-control center" data-control="startCombat">{{localize 'COMBAT.Begin'}}</a>
{{/if}}
{{else if control}}
<a class="combat-control" data-tooltip="COMBAT.TurnPrev" data-control="previousTurn"><i class="fas fa-arrow-left"></i></a>
<a class="combat-control center" data-control="nextTurn">{{localize 'COMBAT.TurnEnd'}}</a>
<a class="combat-control" data-tooltip="COMBAT.TurnNext" data-control="nextTurn"><i class="fas fa-arrow-right"></i></a>
{{/if}}
{{/if}}
</nav>
</section>

View File

@ -6,162 +6,55 @@
<h1 class="dialog-roll-title roll-dialog-header">{{title}}</h1>
</header>
<div class="flexcol">
{{#if sizeDice}}
<div class="flexrow">
<span class="roll-dialog-label">Size basic dices : </span>
<span class="roll-dialog-label">{{sizeDice.nb}}{{sizeDice.dice}}</span>
</div>
<div class="flexcol">
<div class="flexrow">
<span class="roll-dialog-label">Distance bonus dice(s) : </span>
<select class="status-small-label color-class-common" type="text" id="distanceBonusDice" value="{{distanceBonusDice}}" data-dtype="String" >
{{#select distanceBonusDice}}
<option value="0">0</option>
<option value="1">1</option>
<option value="2">2</option>
<option value="3">3</option>
<option value="4">4</option>
{{/select}}
</select>
</div>
{{/if}}
{{#if charac}}
<div class="flexrow">
<span class="item-field-label-long margin-item-list">Characteristic : </span>
<span class="item-field-label-medium margin-item-list">{{charac.roll}}-</span>
</div>
{{/if}}
{{#if hasCover}}
<div class="flexrow">
<span class="roll-dialog-label">Cover : </span>
<select class="status-small-label color-class-common" type="text" id="hasCover" value="{{hasCover}}" data-dtype="String" >
{{#select hasCover}}
<option value="none">None</option>
<option value="cover50">Cover at 50% (+1 dice)</option>
{{/select}}
</select>
</div>
{{/if}}
{{#if situational}}
<div class="flexrow">
<span class="roll-dialog-label">Situational : </span>
<select class="status-small-label color-class-common" type="text" id="situational" value="{{situational}}" data-dtype="String" >
{{#select situational}}
<option value="none">None</option>
<option value="dodge">Dodge (+1 dice)</option>
<option value="prone">Prone (+1 dice)</option>
<option value="moving">Moving (+1 dice)</option>
<option value="Engaged">Engaged (+1 dice)</option>
{{/select}}
</select>
</div>
{{/if}}
{{#if save}}
<div class="flexrow">
<span class="roll-dialog-label">{{save.label}} : </span>
<span class="roll-dialog-label">{{save.value}}d6</span>
</div>
{{/if}}
{{#if ability}}
<div class="flexrow">
<span class="roll-dialog-label">Ability : </span>
<span class="roll-dialog-label">{{ability.value}}d6</span>
</div>
{{/if}}
{{#if weapon}}
<div class="flexrow">
<span class="roll-dialog-label">Weapon : </span>
<span class="roll-dialog-label">{{weapon.name}}</span>
</div>
{{/if}}
{{#if shield}}
<div class="flexrow">
<span class="roll-dialog-label">Use shield ? : </span>
<span class="roll-dialog-label"><input type="checkbox" id="useshield" name="useshield" {{checked useshield}}/></span>
</div>
<div class="flexrow">
<span class="roll-dialog-label">{{shield.name}} : </span>
<span class="roll-dialog-label">{{shield.data.shielddie}}</span>
</div>
{{/if}}
{{#if skill}}
<div class="flexrow">
<span class="roll-dialog-label">Skill : </span>
<span class="roll-dialog-label">{{skill.name}} - {{skill.data.skilldice}}</span>
</div>
<div class="flexrow">
<span class="roll-dialog-label">Feature die or SL+2? : </span>
<span class="roll-dialog-label">{{#if skill.data.isfeatdie}} Yes {{else}} No {{/if}}</span>
</div>
{{/if}}
{{#if noAdvantage}}
<div>
<span class="roll-dialog-label">No advantage due to condition : {{noAdvantage.name}}</span>
</div>
{{#if item}}
<div class="flexrow">
<span class="item-field-label-long margin-item-list">{{upperFirst item.type}} - {{upperFirst item.name}}</span>
{{#if item.roll}}
<span class="item-field-label-medium margin-item-list">{{item.roll}}-</span>
{{else}}
<div class="flexrow">
<span class="roll-dialog-label">Advantage : </span>
<select class="status-small-label color-class-common" type="text" id="advantage" value="{{advantage}}" data-dtype="String" >
{{#select advantage}}
<option value="none">None</option>
<option value="advantage1">1 Advantage</option>
<option value="advantage2">2 Advantages</option>
{{/select}}
</select>
</div>
<span class="item-field-label-medium margin-item-list">{{item.system.roll}}-</span>
{{/if}}
<div class="flexrow">
<span class="roll-dialog-label">Disadvantage : </span>
<select class="status-small-label color-class-common" type="text" id="disadvantage" value="{{disadvantage}}" data-dtype="String" >
{{#select disadvantage}}
<option value="none">None</option>
<option value="disadvantage1">1 Disadvantage</option>
<option value="disadvantage2">2 Disadvantages</option>
{{/select}}
</select>
</div>
<div class="flexrow">
<span class="roll-dialog-label">Roll with Advantage/Disadvantage : </span>
<select class="status-small-label color-class-common" type="text" id="rollAdvantage" value="{{rollAdvantage}}" data-dtype="String" >
{{#select rollAdvantage}}
<option value="none">None</option>
<option value="roll-advantage">Roll with Advantage</option>
<option value="roll-disadvantage">Roll with Disadvantage</option>
{{/select}}
</select>
</div>
{{#if forceAdvantage}}
<div class="flexrow">
<span class="roll-dialog-label">1 Advantage from condition : {{forceAdvantage.name}}
{{#if advantageFromTarget}} (Provided by targetted actor) {{/if}}
</span>
</div>
{{/if}}
{{#if forceDisadvantage}}
<div class="flexrow">
<span class="roll-dialog-label">1 Disadvantage from condition : {{forceDisadvantage.name}} </span>
</div>
{{/if}}
{{#if forceRollAdvantage}}
<div class="flexrow">
<span class="roll-dialog-label">Roll Advantage from condition : {{forceRollAdvantage.name}} </span>
</div>
{{/if}}
{{#if forceRollDisadvantage}}
<div class="flexrow">
<span class="roll-dialog-label">Roll Disadvantage from condition : {{forceRollDisadvantage.name}} </span>
</div>
{{/if}}
</div>
{{/if}}
<div class="flexrow">
<span class="item-field-label-long margin-item-list">Bonus/Penalty : </span>
<select class="item-field-label-medium" type="text" id="bonusMalus" value="{{bonusMalus}}" data-dtype="Number" >
{{#select bonusMalus}}
<option value="-10">-10</option>
<option value="-9">-9</option>
<option value="-8">-8</option>
<option value="-7">-7</option>
<option value="-6">-6</option>
<option value="-5">-5</option>
<option value="-4">-4</option>
<option value="-3">-3</option>
<option value="-2">-2</option>
<option value="-1">-1</option>
<option value="0">0</option>
<option value="1">1</option>
<option value="2">2</option>
<option value="3">3</option>
<option value="4">4</option>
<option value="5">5</option>
<option value="6">6</option>
<option value="7">7</option>
<option value="8">8</option>
<option value="9">9</option>
<option value="10">10</option>
{{/select}}
</select>
</div>
</div>
</form>

View File

@ -18,131 +18,42 @@
<div>
<ul>
{{#if (eq rollOrder 1)}}
<li><strong>Roll with {{rollType}} - Roll 1</strong></li>
{{/if}}
{{#if (eq rollOrder 2)}}
<li><strong>Roll with {{rollType}} - Roll 2</strong></li>
{{/if}}
{{#if (eq rollOrder 3)}}
<li><strong>Roll with {{rollType}} - Final result !</strong></li>
{{/if}}
{{#if save}}
<li>Save : {{save.label}} - {{save.value}}d6
({{#each roll.terms.0.results as |die idx|}}
{{die.result}}&nbsp;
{{/each}})
{{#if target}}
<li>Target Roll : {{target}}-
</li>
{{/if}}
{{#if sizeDice}}
<li>Size/Range/Cover/Situational dices
({{#each roll.terms.0.results as |die idx|}}
{{die.result}}&nbsp;
{{/each}})
{{#if rollSource}}
<li>Roll : {{rollSource}}</li>
{{/if}}
{{#if charac}}
<li>CHAR : {{charac.label}}</li>
{{/if}}
{{#if item}}
<li>{{item.name}} ({{upperFirst item.type}})</li>
{{/if}}
{{#if (exists bonusMalus)}}
<li>Bonus/Penalty : {{bonusMalus}}
</li>
{{/if}}
{{#if ability}}
<li>Ability : {{ability.label}} - {{ability.value}}d6
({{#each roll.terms.0.results as |die idx|}}
{{die.result}}&nbsp;
{{/each}})
</li>
{{/if}}
{{#if skill}}
<li>Skill : {{skill.name}} - {{skill.data.skilldice}}
{{#if featSL}}
- with Feat SL +{{featSL}}
<li><strong>Result : {{result}}</strong>
{{#if (exists margin)}}
({{#if isSuccess}}Success!!{{else}}Failure!{{/if}})
{{/if}}
&nbsp;({{#each roll.terms.2.results as |die idx|}}
{{die.result}}&nbsp;
{{/each}})
</li>
{{/if}}
{{#if noAdvantage}}
<li>No advantage due to condition : {{noAdvantage.name}}</li>
{{else}}
{{#if (or (eq advantage "advantage1") forceAdvantage)}}
<li>1 Advantage Die !
&nbsp;({{#each roll.terms.8.results as |die idx|}}
{{die.result}}&nbsp;
{{/each}})
</li>
{{/if}}
{{#if (eq advantage "advantage2") }}
<li>2 Advantage Dice !
&nbsp;({{#each roll.terms.8.results as |die idx|}}
{{die.result}}&nbsp;
{{/each}})
</li>
{{/if}}
{{/if}}
{{#if (or (eq disadvantage "disadvantage1") forceDisadvantage)}}
<li>1 Disadvantage Die !
&nbsp;({{#each roll.terms.10.results as |die idx|}}
{{die.result}}&nbsp;
{{/each}})
</li>
{{/if}}
{{#if (eq disadvantage "disadvantage2")}}
<li>2 Disadvantage Dice !
&nbsp;({{#each roll.terms.10.results as |die idx|}}
{{die.result}}&nbsp;
{{/each}})
</li>
{{/if}}
{{#if (eq rollAdvantage "roll-advantage")}}
<li>Roll with Advantage !</li>
{{/if}}
{{#if (eq rollAdvantage "roll-disadvantage")}}
<li>Roll with Disadvantage !</li>
{{#if (exists bodyValue)}}
<li><strong>BODY : {{bodyValue}}</strong>
{{/if}}
{{#if skillArmorPenalty}}
<li>Armor Penalty : {{skillArmorPenalty}} Disadvantage Dice
&nbsp;({{#each roll.terms.12.results as |die idx|}}
{{die.result}}&nbsp;
{{/each}})
</li>
{{#if (exists margin)}}
<li><strong>Margin : {{margin}}</strong>
{{/if}}
{{#if hasBonusDice}}
<li>Skill bonus dice : {{hasBonusDice}}
&nbsp;({{#each roll.terms.6.results as |die idx|}}
{{die.result}}&nbsp;
{{/each}})
</li>
{{/if}}
{{#if complexSkillDisadvantage}}
<li>Roll with Disadvantage because of Complex Skill at SL 0 !</li>
{{/if}}
{{#if hasFeatDie}}
<li>Feat Die : d10
&nbsp;({{#each roll.terms.4.results as |die idx|}}
{{die.result}}&nbsp;
{{/each}})
</li>
{{/if}}
{{#if useshield}}
<li>Shield : {{shield.name}} - {{shield.data.shielddie}}
({{#each roll.terms.14.results as |die idx|}}
{{die.result}}&nbsp;
{{/each}})
</li>
{{/if}}
<li><strong>Number of successes</strong> {{nbSuccess}} </li>
<!-- <button class="chat-card-button reroll-level-remaining" data-roll-id="{{rollId}}">Reroll</button> -->
</ul>
</div>

View File

@ -16,10 +16,10 @@
<div class="tab details" data-group="primary" data-tab="details">
<ul>
<li class="flexrow"><label class="generic-label">Quantity</label>
<input type="text" class="input-numeric-short padd-right" name="system.quantity" value="{{data.quantity}}" data-dtype="Number"/>
<input type="text" class="input-numeric-short padd-right" name="system.quantity" value="{{system.quantity}}" data-dtype="Number"/>
</li>
<li class="flexrow"><label class="generic-label">Unit value</label>
<input type="text" class="input-numeric-short padd-right" name="system.value" value="{{data.value}}" data-dtype="Number"/>
<input type="text" class="input-numeric-short padd-right" name="system.value" value="{{system.value}}" data-dtype="Number"/>
</li>
</ul>
</div>

View File

@ -16,20 +16,30 @@
<div class="tab details" data-group="primary" data-tab="details">
<ul>
{{> systems/fvtt-hero-system-6/templates/partials/partial-power-equipment-cost.hbs}}
{{> systems/fvtt-hero-system-6/templates/partials/partial-power-equipment-cost.hbs}}
<li class="flexrow"><label class="item-field-label-long">Equipped ?</label>
<label class="item-field-label-medium"><input type="checkbox" name="system.equipped" {{checked system.equipped}}/></label>
</li>
<li class="flexrow"><label class="item-field-label-long">Subtype</label>
<select class="item-field-label-long" type="text" name="system.subtype" value="{{system.subtype}}" data-dtype="String">
{{#select system.subtype}}
{{#each config.equipmentSubType as |name key|}}
<option value="{{key}}">{{name}}</option>
{{/each}}
{{/select}}
</select>
</li>
<li class="flexrow"><label class="item-field-label-long">Weight</label>
<input type="text" class="item-field-label-medium input-numeric-short padd-right" name="system.weight" value="{{system.weight}}" data-dtype="Number"/>
</li>
<li class="flexrow"><label class="item-field-label-long">Value</label>
<input type="text" class="item-field-label-medium input-numeric-short padd-right" name="system.value" value="{{system.value}}" data-dtype="Number"/>
</li>
<li class="flexrow"><label class="item-field-label-long">Equipped ?</label>
<label class="item-field-label-medium"><input type="checkbox" name="system.equipped" {{checked system.equipped}}/></label>
</li>
{{> systems/fvtt-hero-system-6/templates/partials/partial-item-cost.hbs}}
<li class="flexrow"><label class="item-field-label-long">Weight</label>
<input type="text" class="item-field-label-medium input-numeric-short padd-right" name="system.weight" value="{{system.weight}}" data-dtype="Number"/>
</li>
<li class="flexrow"><label class="item-field-label-long">Value</label>
<input type="text" class="item-field-label-medium input-numeric-short padd-right" name="system.value" value="{{system.value}}" data-dtype="Number"/>
</li>
{{> systems/fvtt-hero-system-6/templates/partials/partial-item-cost.hbs}}
</ul>
</div>

View File

@ -0,0 +1,57 @@
<form class="{{cssClass}}" autocomplete="off">
<header class="sheet-header">
<img class="item-sheet-img" src="{{img}}" data-edit="img" title="{{name}}"/>
<div class="header-fields">
<h1 class="charname"><input name="name" type="text" value="{{name}}" placeholder="Name"/></h1>
</div>
</header>
{{> systems/fvtt-hero-system-6/templates/partials/partial-item-nav.hbs}}
{{!-- Sheet Body --}}
<section class="sheet-body">
{{> systems/fvtt-hero-system-6/templates/partials/partial-item-description.hbs}}
<div class="tab details" data-group="primary" data-tab="details">
<ul>
<li class="flexrow"><label class="item-field-label-long">Type</label>
<select class="item-field-label-long" type="text" name="system.maneuvertype" value="{{system.maneuvertype}}" data-dtype="String">
{{#select system.maneuvertype}}
{{#each config.maneuverTypes as |name key|}}
<option value="{{key}}">{{name}}</option>
{{/each}}
{{/select}}
</select>
</li>
{{> systems/fvtt-hero-system-6/templates/partials/partial-power-maneuver-effect.hbs}}
<li class="flexrow"><label class="item-field-label-medium">Is stock ?</label>
<label class="item-field-label-medium"><input type="checkbox" name="system.isstock" {{checked system.isstock}}/></label>
</li>
<li class="flexrow"><label class="item-field-label-medium">PHA</label>
<input type="text" class="item-field-label-medium" name="system.pha" value="{{system.pha}}" data-dtype="String"/>
</li>
<li class="flexrow"><label class="item-field-label-medium">OCV</label>
<input type="text" class="item-field-label-medium" name="system.ocv" value="{{system.ocv}}" data-dtype="Number"/>
</li>
<li class="flexrow"><label class="item-field-label-medium">DCV</label>
<input type="text" class="item-field-label-medium" name="system.dcv" value="{{system.dcv}}" data-dtype="Number"/>
</li>
<li class="flexrow"><label class="item-field-label-medium">Effects</label>
<input type="text" class="item-field-label-long" name="system.effects" value="{{system.effects}}" data-dtype="String"/>
</li>
{{> systems/fvtt-hero-system-6/templates/partials/partial-item-cost.hbs}}
</ul>
</div>
</section>
</form>

View File

@ -18,6 +18,8 @@
<ul>
{{> systems/fvtt-hero-system-6/templates/partials/partial-item-hasroll.hbs}}
{{> systems/fvtt-hero-system-6/templates/partials/partial-power-maneuver-effect.hbs}}
{{> systems/fvtt-hero-system-6/templates/partials/partial-power-equipment-cost.hbs}}
{{> systems/fvtt-hero-system-6/templates/partials/partial-item-cost.hbs}}

View File

@ -46,6 +46,29 @@
<input type="text" class="item-field-label-medium" name="system.levels" value="{{system.levels}}" data-dtype="Number"/>
</li>
<li class="flexrow"><label class="item-field-label-long">Skill levels only</label>
<input type="checkbox" class="item-field-label-medium" name="system.skilllevelonly" {{checked system.skilllevelonly}}
{{#if (or system.skillfamiliarity system.skillprofiency)}}disabled{{/if}}
data-dtype="Number"/>
</li>
<li class="flexrow"><label class="item-field-label-long">Familiarity only</label>
<input type="checkbox" class="item-field-label-medium item-skill-familiarity" name="system.skillfamiliarity" {{checked system.skillfamiliarity}}
{{#if (or system.skillprofiency system.skilllevelonly)}}disabled{{/if}}
data-dtype="Number"/>
</li>
{{#if system.skillfamiliarity}}
<li class="flexrow"><label class="item-field-label-long">Everyman skill</label>
<input type="checkbox" class="item-field-label-medium item-skill-everyman" name="system.skilleveryman" {{checked system.skilleveryman}} data-dtype="Number"/>
</li>
{{/if}}
<li class="flexrow"><label class="item-field-label-long">Proficency</label>
<input type="checkbox" class="item-field-label-medium item-skill-profiency" name="system.skillprofiency" {{checked system.skillprofiency}}
{{#if (or system.skillfamiliarity system.skilllevelonly)}}disabled{{/if}}
data-dtype="Number"/>
</li>
{{#if (ne system.skilltype "combat")}}
<li class="flexrow"><label class="item-field-label-long">Levels Cost</label>
<input type="text" class="item-field-label-medium" name="system.levelscost" value="{{system.levelscost}}" data-dtype="Number"/>

View File

@ -1,19 +0,0 @@
<li class="item flexrow list-item item-ability-roll" data-attr-key="{{key}}">
<span class="ability-label ability-margin" name="{{key}}">
<h4 class="ability-text-white ability-margin"><a class="roll-ability ability-margin" data-ability-key="{{key}}">{{ability.label}}</a></h4>
</span>
<select class="status-small-label color-class-common" type="text" name="system.abilities.{{key}}.value" value="{{ability.value}}"
data-dtype="Number" {{#unless @root.editScore}}disabled{{/unless}}>
{{#select ability.value}}
<option value="0">0</option>
<option value="1">1</option>
<option value="2">2</option>
<option value="3">3</option>
<option value="4">4</option>
<option value="5">5</option>
<option value="6">6</option>
<option value="7">7</option>
<option value="8">8</option>
{{/select}}
</select>
</li>

View File

@ -0,0 +1,9 @@
<li class="item flexrow list-item" data-attr-key="{{key}}">
<span class="item-field-label-medium" name="{{key}}">
<h4 class="item-field-label-medium margin-item-list">{{charac.label}}</a></h4>
</span>
<input type="text" class="item-field-label-short" name="system.characteristics.{{key}}.value" value="{{charac.value}}" data-dtype="Number"/>
&nbsp;
<!-- <h4 class="item-field-label-short margin-item-list">{{charac.total}}</h4>-->
<h4 class="item-field-label-short margin-item-list"><a class="roll-charac" data-charac-key="{{key}}"><i class="fas fa-dice"></i>{{charac.roll}}-</a></h4>
</li>

View File

@ -0,0 +1,32 @@
<ul class="item-list alternate-list">
<li class="item flexrow list-item items-title-bg">
<span class="item-field-label-long-img">
<label class="">{{title}}</label>
</span>
<span class="item-field-label-medium">
<label class="item-field-label-medium">Value</label>
</span>
<span class="item-field-label-medium">
<label class="item-field-label-medium">Mass</label>
</span>
<span class="item-field-label-medium">
<label class="item-field-label-medium">Quantity</label>
</span>
<span class="item-field-label-short">
<label class="item-field-label-short">Roll</label>
</span>
<span class="item-field-label-medium">
<label class="item-field-label-medium">END</label>
</span>
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed">
<a class="item-control item-add" data-type="equipment" title="Create Item"><i class="fas fa-plus"></i></a>
</div>
</li>
<ul class="item-list list-item-shadow2">
{{#each items as |equip key|}}
{{> systems/fvtt-hero-system-6/templates/partials/partial-actor-equipment.hbs equip=equip}}
{{/each}}
</ul>
</ul>

View File

@ -1,37 +1,31 @@
<li class="item flexrow list-item list-item-shadow" data-item-id="{{equip._id}}">
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img" src="{{equip.img}}" /></a>
{{#if (eq level 1)}}
<span class="item-name-label">{{equip.name}}</span>
{{else}}
<span class="item-name-label-level2">{{equip.name}}</span>
{{/if}}
<span class="item-field-label-long"><label>
{{equip.system.quantity}}
(<a class="quantity-minus plus-minus-button">&nbsp;-</a>/<a class="quantity-plus plus-minus-button">+</a>)
<span class="item-field-label-medium"><label>{{equip.system.value}}
</label>
</span>
<span class="item-field-label-medium">
&nbsp;-&nbsp;
</span>
<span class="item-field-label-short">
{{#if equip.system.iscontainer}}
{{equip.system.contentsEnc}}
{{else}}
{{mul equip.system.weight equip.system.quantity}}
{{/if}}
</span>
<span class="item-field-label-medium">
&nbsp;-&nbsp;
</span>
<span class="item-field-label-medium"><label>{{equip.system.weight}}
</label>
</span>
<span class="item-field-label-medium"><label>{{equip.system.quantity}}
</label>
</span>
{{#if equip.system.hasroll}}
<span class="item-field-label-short"><a class="roll-item" data-type="perk"><i class="fas fa-dice"></i>{{equip.system.roll}}-</a></span>
{{else}}
<span class="item-field-label-short">&nbsp;</span>
{{/if}}
<span class="item-field-label-medium"><label>{{equip.system.endurance}}
</label>
</span>
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed">
{{#if (eq level 1)}}
<a class="item-control item-equip" title="Worn">{{#if equip.system.equipped}}<i
class="fas fa-circle"></i>{{else}}<i class="fas fa-genderless"></i>{{/if}}</a>
{{/if}}
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
</div>
</li>

View File

@ -0,0 +1,20 @@
<li class="item stat flexrow list-item list-item-shadow" data-attr-key="{{key}}">
<input type="text" class="item-field-label-medium" name="system.characteristics.{{key}}.value" value="{{charac.value}}" data-dtype="Number"/>
<span class="item-field-label-medium" name="{{key}}">
<h4 class="item-field-label-medium margin-item-list">{{charac.label}}</a></h4>
</span>
<h4 class="item-field-label-short margin-item-list">{{charac.base}}</h4>
{{#if charac.hasroll}}
<h4 class="item-field-label-short margin-item-list"><a class="roll-charac" data-charac-key="{{key}}"><i class="fas fa-dice"></i>{{charac.roll}}-</a></h4>
{{else}}
<h4 class="item-field-label-short margin-item-list">&nbsp;</h4>
{{/if}}
<input type="text" class="item-field-label-long2" name="system.characteristics.{{key}}.notes" value="{{charac.notes}}" data-dtype="String"/>
</li>

View File

@ -6,4 +6,8 @@
<li class="flexrow"><label class="item-field-label-long">Roll</label>
<input type="text" class="item-field-label-medium" name="system.roll" value="{{system.roll}}" data-dtype="Number"/>
</li>
<li class="flexrow"><label class="item-field-label-long">Computes BODY ?</label>
<label class="item-field-label-medium"><input type="checkbox" name="system.computebody" {{checked system.computebody}}/></label>
</li>
{{/if}}

View File

@ -0,0 +1,20 @@
<li class="flexrow"><label class="item-field-label-long">Has Effect Roll ?</label>
<label class="item-field-label-medium"><input type="checkbox" name="system.haseffectroll" {{checked
system.haseffectroll}} /></label>
</li>
{{#if system.haseffectroll}}
<li class="flexrow"><label class="item-field-label-long">Effect Roll</label>
<select class="item-field-label-long" type="text" name="system.effectroll" value="{{system.effectroll}}"
data-dtype="String">
{{#select system.effectroll}}
{{#each config.powerEffectRoll as |name key|}}
<option value="{{key}}">{{name}}</option>
{{/each}}
{{/select}}
</select>
</li>
<li class="flexrow"><label class="item-field-label-long">Effect roll formula</label>
<input type="text" class="item-field-label-long" name="system.effectrollformula" value="{{system.effectrollformula}}" data-dtype="String"/>
</li>
{{/if}}