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36 Commits

Author SHA1 Message Date
9ad34b4672 Enhance stats 2024-02-08 13:03:06 +01:00
ae36be975d Add missing compendiums 2024-01-26 16:46:41 +01:00
69eaa8fc66 Add missing compendiums 2024-01-26 08:45:59 +01:00
b741cffd96 Correction sur Items 2023-11-26 22:59:44 +01:00
e5296a4bcd Correction sur Items 2023-11-26 22:59:38 +01:00
9f93849a9d Add new compendiums 2023-11-25 11:54:49 +01:00
14c7e54b3d Add Jobs 2023-11-25 09:20:54 +01:00
ce3359b2f0 New icons 2023-10-31 16:35:44 +01:00
02bf6cc10a Add spells and psychics powers 2023-10-29 23:38:10 +01:00
dc5a1056b7 Add spells and psychics powers 2023-10-29 23:24:54 +01:00
c7ccc50db0 Fix HP location and damages 2023-10-24 07:05:01 +02:00
1f8275e153 Fix HP location and damages 2023-10-23 16:38:34 +02:00
e19e6df228 Add initiative and ammo 2023-10-21 14:16:28 +02:00
714485b688 Add initiative and ammo 2023-10-21 14:16:17 +02:00
ceed6efc0b Add initiative and ammo 2023-10-21 14:16:06 +02:00
06e265586b Add initiative and ammo 2023-10-21 10:25:39 +02:00
78edf6b80b New release with compendiums 2023-10-20 20:57:24 +02:00
60112d1a79 Sync compendiusm 2023-10-20 20:56:27 +02:00
652f24b863 Update compendiusm 2023-10-19 14:22:50 +02:00
69322cccfe Update compendiusm 2023-10-19 14:21:44 +02:00
5d0c53f52b Upgrade compendium 2023-10-19 11:43:22 +02:00
9557f18eb2 Fix cyber/genetic 2023-10-15 14:48:11 +02:00
c3758da16b Fix cyber/genetic 2023-10-14 11:25:30 +02:00
7dbc5e44b7 Lanage cyber stuff 2023-10-10 13:04:38 +02:00
880109f189 Lanage cyber stuff 2023-10-10 13:04:14 +02:00
2dbf8fc336 Weapons Damage stuff 2023-10-02 23:14:45 +02:00
9b7519afa7 Weapons Damage stuff 2023-10-02 23:07:58 +02:00
285d095d91 Update to v11 2023-09-30 08:25:57 +02:00
79333f8b14 Update to v11 2023-09-30 08:22:45 +02:00
5477e2be4b Add weapons attacks 2023-04-14 17:36:22 +02:00
f98852c69f Add weapons attacks 2023-04-14 17:28:40 +02:00
32b5868646 Add weapons attacks 2023-04-14 17:01:29 +02:00
606271e725 Fix weapons 2023-04-10 00:01:36 +02:00
2da3d19dbe Better rolls + perks 2023-01-02 14:54:59 +01:00
7ceada98fb Actor sheet v1.1 2022-12-31 10:22:49 +01:00
580b044c77 Actor sheet v1 2022-12-30 22:27:38 +01:00
132 changed files with 1675 additions and 1174 deletions

10
.gitignore vendored Normal file
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@@ -0,0 +1,10 @@
.vscode/settings.json
.idea
.history
todo.md
/.vscode
/ignored/
/node_modules/
/jsconfig.json
/package.json
/package-lock.json

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@@ -13,10 +13,10 @@ export class DarkStarsActorSheet extends ActorSheet {
return mergeObject(super.defaultOptions, {
classes: ["fvtt-dark-stars", "sheet", "actor"],
template: "systems/fvtt-dark-stars/templates/actor-sheet.hbs",
template: "systems/fvtt-dark-stars/templates/actors/actor-sheet.hbs",
width: 960,
height: 720,
tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "skills" }],
tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "main" }],
dragDrop: [{ dragSelector: ".item-list .item", dropSelector: null }],
editScore: true
});
@@ -35,23 +35,24 @@ export class DarkStarsActorSheet extends ActorSheet {
name: this.actor.name,
editable: this.isEditable,
cssClass: this.isEditable ? "editable" : "locked",
data: actorData,
system: actorData,
limited: this.object.limited,
skills: this.actor.getSkills( ),
perks: this.actor.getPerks( ),
weapons: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getWeapons()) ),
ammos: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getAmmos()) ),
spells: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getSpells()) ),
powers: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getPowers()) ),
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()) ),
cybers: this.actor.checkAndPrepareEquipments(duplicate(this.actor.getCybers()) ),
genetics: this.actor.checkAndPrepareEquipments(duplicate(this.actor.getGenetics()) ),
equippedArmor: this.actor.getEquippedArmor(),
equippedShield: this.actor.getEquippedShield(),
feats: duplicate(this.actor.getFeats()),
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}),
@@ -98,17 +99,6 @@ export class DarkStarsActorSheet extends ActorSheet {
this.actor.createEmbeddedDocuments('Item', [{ name: "NewItem", type: dataType }], { renderSheet: true })
})
html.find('.equip-activate').click(ev => {
const li = $(ev.currentTarget).parents(".item")
let itemId = li.data("item-id")
this.actor.equipActivate( itemId)
});
html.find('.equip-deactivate').click(ev => {
const li = $(ev.currentTarget).parents(".item")
let itemId = li.data("item-id")
this.actor.equipDeactivate( itemId)
});
html.find('.subactor-edit').click(ev => {
const li = $(ev.currentTarget).parents(".item");
let actorId = li.data("actor-id");
@@ -121,6 +111,17 @@ export class DarkStarsActorSheet extends ActorSheet {
let actorId = li.data("actor-id");
this.actor.delSubActor(actorId);
});
html.find('.edit-weapon-ammo').change(ev => {
const li = $(ev.currentTarget).parents(".item")
let weaponId = li.data("item-id")
this.actor.setWeaponAmmo( weaponId, ev.currentTarget.value )
})
html.find('.skill-used-id').change(event => {
const li = $(event.currentTarget).parents(".item");
this.actor.setSkillUsed( li.data("item-id"), event.currentTarget.checked );
} );
html.find('.quantity-minus').click(event => {
const li = $(event.currentTarget).parents(".item");
this.actor.incDecQuantity( li.data("item-id"), -1 );
@@ -139,10 +140,6 @@ export class DarkStarsActorSheet 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-skill').click((event) => {
const li = $(event.currentTarget).parents(".item")
const skillId = li.data("item-id")
@@ -154,20 +151,6 @@ export class DarkStarsActorSheet extends ActorSheet {
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) => {

View File

@@ -64,26 +64,35 @@ export class DarkStarsActor 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 })
}
computeDerivated() {
let attr = this.system.attributes
let deriv = this.system.derivated
let secondary = this.system.secondary
deriv.csb.value = Math.round((attr.dex.value + attr.sel.value) / 2) + deriv.csb.bonus
deriv.asb.value = Math.round((attr.int.value + attr.edu.value) / 2) + deriv.asb.bonus
deriv.ssb.value = Math.round((attr.cha.value + attr.emp.value + attr.att.value) / 3) + deriv.ssb.bonus
deriv.msb.value = Math.round((attr.con.value + attr.str.value ) / 2) + deriv.msb.bonus
deriv.psb.value = Math.round((attr.str.value + attr.dex.value + attr.con.value) / 3) + deriv.psb.bonus
deriv.ego.value = attr.str.value + attr.cha.value + attr.sel.value + attr.emp.value + deriv.ego.bonus
deriv.hup.value = (attr.emp.value * 10) + deriv.hup.bonus
deriv.ss.value = (attr.edu.value * 10) + (attr.int.value * 10) + 250 + deriv.ss.bonus
deriv.mcdb.value = Math.round( (attr.str.value + attr.siz.value) / 4) + deriv.mcdb.bonus
deriv.si.value = Math.round( ((attr.dex.value + attr.sel.value) / 5) + 0.5) + deriv.si.bonus
secondary.hp.max = ((attr.con.value + attr.siz.value ) * 2) + secondary.hp.bonus
for(let key in this.system.hitlocations) {
let loc = this.system.hitlocations[key]
loc.max = Math.floor(secondary.hp.max * loc.ratio)
}
secondary.fp.max = 10 + attr.str.value + attr.con.value + secondary.fp.bonus
}
/* -------------------------------------------- */
@@ -91,9 +100,9 @@ export class DarkStarsActor extends Actor {
if (this.type == 'character' || game.user.isGM) {
this.system.encCapacity = this.getEncumbranceCapacity()
this.computeDerivated()
this.buildContainerTree()
this.computeHitPoints()
this.computeEffortPoints()
}
super.prepareDerivedData();
@@ -110,35 +119,6 @@ export class DarkStarsActor extends Actor {
return 1;
}
/* -------------------------------------------- */
getMoneys() {
let comp = this.items.filter(item => item.type == 'money');
DarkStarsUtility.sortArrayObjectsByName(comp)
return comp;
}
/* -------------------------------------------- */
getFeats() {
let comp = duplicate(this.items.filter(item => item.type == 'feat') || []);
DarkStarsUtility.sortArrayObjectsByName(comp)
return comp;
}
/* -------------------------------------------- */
getFeatsWithDie() {
let comp = duplicate(this.items.filter(item => item.type == 'feat' && item.system.isfeatdie) || []);
DarkStarsUtility.sortArrayObjectsByName(comp)
return comp;
}
getFeatsWithSL() {
let comp = duplicate(this.items.filter(item => item.type == 'feat' && item.system.issl) || []);
DarkStarsUtility.sortArrayObjectsByName(comp)
return comp;
}
/* -------------------------------------------- */
getLore() {
let comp = duplicate(this.items.filter(item => item.type == 'spell') || []);
DarkStarsUtility.sortArrayObjectsByName(comp)
return comp;
}
getEquippedWeapons() {
let comp = duplicate(this.items.filter(item => item.type == 'weapon' && item.system.equipped) || []);
DarkStarsUtility.sortArrayObjectsByName(comp)
@@ -150,6 +130,16 @@ export class DarkStarsActor extends Actor {
DarkStarsUtility.sortArrayObjectsByName(comp)
return comp;
}
getSpells() {
let comp = duplicate(this.items.filter(item => item.type == 'spell') || []);
DarkStarsUtility.sortArrayObjectsByName(comp)
return comp;
}
getPowers() {
let comp = duplicate(this.items.filter(item => item.type == 'psychic') || []);
DarkStarsUtility.sortArrayObjectsByName(comp)
return comp;
}
getEquippedArmor() {
let comp = this.items.find(item => item.type == 'armor' && item.system.equipped)
if (comp) {
@@ -158,6 +148,17 @@ export class DarkStarsActor extends Actor {
return undefined
}
/* -------------------------------------------- */
getCybers() {
let comp = duplicate(this.items.filter(item => item.type == 'cyber') || []);
DarkStarsUtility.sortArrayObjectsByName(comp)
return comp;
}
getGenetics() {
let comp = duplicate(this.items.filter(item => item.type == 'genetic') || []);
DarkStarsUtility.sortArrayObjectsByName(comp)
return comp;
}
/* -------------------------------------------- */
getShields() {
let comp = duplicate(this.items.filter(item => item.type == 'shield') || []);
DarkStarsUtility.sortArrayObjectsByName(comp)
@@ -171,12 +172,14 @@ export class DarkStarsActor extends Actor {
return undefined
}
/* -------------------------------------------- */
getRace() {
let race = this.items.filter(item => item.type == 'race')
return race[0] ?? [];
}
/* -------------------------------------------- */
checkAndPrepareEquipment(item) {
// Dynamic assign ammo for the weapon
if (item.type == "weapon" && item.system.needammo) {
let ammo = this.items.find(ammo => ammo.type == "ammo" && item.system.ammoid == ammo.id)
if (ammo) {
item.ammo = duplicate(ammo)
}
}
}
/* -------------------------------------------- */
@@ -200,6 +203,12 @@ export class DarkStarsActor extends Actor {
return comp;
}
/* -------------------------------------------- */
getAmmos() {
let comp = duplicate(this.items.filter(item => item.type == 'ammo') || []);
DarkStarsUtility.sortArrayObjectsByName(comp)
return comp;
}
/* -------------------------------------------- */
getItemById(id) {
let item = this.items.find(item => item.id == id);
if (item) {
@@ -207,24 +216,45 @@ export class DarkStarsActor extends Actor {
}
return item;
}
/* -------------------------------------------- */
setWeaponAmmo(weaponId, ammoId) {
let weapon = this.items.get(weaponId)
if(weapon) {
this.updateEmbeddedDocuments('Item', [ {_id: weapon.id, 'system.ammoid': ammoId} ])
}
}
/* -------------------------------------------- */
setSkillUsed( skillId, checked) {
let skill = this.items.get(skillId)
if(skill) {
this.updateEmbeddedDocuments('Item', [ {_id: skill.id, 'system.used': checked} ])
}
}
/* -------------------------------------------- */
updateSkill(skill) {
skill.derivated = duplicate(this.system.derivated[skill.system.base])
skill.total = skill.system.value + skill.derivated.value + skill.system.bonus
}
/* -------------------------------------------- */
getSkills() {
this.computeDerivated()
let comp = duplicate(this.items.filter(item => item.type == 'skill') || [])
for (let skill of comp) {
DarkStarsUtility.updateSkill(skill)
this.updateSkill(skill)
}
DarkStarsUtility.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') || [])
DarkStarsUtility.sortArrayObjectsByName(comp)
return comp
}
/* -------------------------------------------- */
async equipItem(itemId) {
let item = this.items.find(item => item.id == itemId)
@@ -372,7 +402,7 @@ export class DarkStarsActor extends Actor {
} else {
await this.updateEmbeddedDocuments("Item", [{ _id: object.id, 'system.containerid': containerId }])
}
} else if (object && object.system.containerid) { // remove from container
} else if (object?.system.containerid) { // remove from container
console.log("Removeing: ", object)
await this.updateEmbeddedDocuments("Item", [{ _id: object.id, 'system.containerid': "" }]);
}
@@ -389,18 +419,20 @@ export class DarkStarsActor extends Actor {
/* -------------------------------------------- */
async equipGear(equipmentId) {
let item = this.items.find(item => item.id == equipmentId);
if (item && item.system) {
if (item?.system) {
let update = { _id: item.id, "system.equipped": !item.system.equipped };
await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity
}
}
/* -------------------------------------------- */
getInitiativeScore(combatId, combatantId) {
if (this.type == 'character') {
this.rollMR(true, combatId, combatantId)
hasLastWord() {
return this.items.find(i => i.type == "perk" && i.name.toLowerCase() === "last word")
}
console.log("Init required !!!!")
return -1;
/* -------------------------------------------- */
getInitiativeScore() {
let initFormula = (this.system.derivated.si.value + this.system.derivated.si.bonus) + "d6"
let initRoll = new Roll(initFormula).roll({ async: false })
return initRoll.total
}
/* -------------------------------------------- */
@@ -428,12 +460,6 @@ export class DarkStarsActor extends Actor {
await this.update({ 'system.subactors': newArray });
}
/* -------------------------------------------- */
syncRoll(rollData) {
this.lastRollId = rollData.rollId;
DarkStarsUtility.saveRollData(rollData);
}
/* -------------------------------------------- */
getOneSkill(skillId) {
let skill = this.items.find(item => item.type == 'skill' && item.id == skillId)
@@ -488,7 +514,7 @@ export class DarkStarsActor extends Actor {
if (objetQ) {
let newQ = objetQ.system.quantity + incDec
if (newQ >= 0) {
const updated = await this.updateEmbeddedDocuments('Item', [{ _id: objetQ.id, 'system.quantity': newQ }]) // pdates one EmbeddedEntity
await this.updateEmbeddedDocuments('Item', [{ _id: objetQ.id, 'system.quantity': newQ }]) // pdates one EmbeddedEntity
}
}
}
@@ -498,7 +524,7 @@ export class DarkStarsActor extends Actor {
if (objetQ) {
let newQ = objetQ.system.ammocurrent + incDec;
if (newQ >= 0 && newQ <= objetQ.system.ammomax) {
const updated = await this.updateEmbeddedDocuments('Item', [{ _id: objetQ.id, 'system.ammocurrent': newQ }]); // pdates one EmbeddedEntity
await this.updateEmbeddedDocuments('Item', [{ _id: objetQ.id, 'system.ammocurrent': newQ }]); // pdates one EmbeddedEntity
}
}
}
@@ -532,6 +558,13 @@ export class DarkStarsActor extends Actor {
return this.items.find(cond => cond.type == "condition" && cond.system.targetadvantage)
}
/* -------------------------------------------- */
modifyRerolls( value) {
let rerolls = duplicate(this.system.various.rerolls)
rerolls.value += value
this.update({ 'system.various.rerolls': rerolls })
}
/* -------------------------------------------- */
getCommonRollData(abilityKey = undefined) {
let noAction = this.isNoAction()
@@ -545,20 +578,10 @@ export class DarkStarsActor extends Actor {
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()
rollData.rerolls = this.system.various.rerolls.value
if (rollData.defenderTokenId) {
let defenderToken = game.canvas.tokens.get(rollData.defenderTokenId)
let defender = defenderToken.actor
@@ -607,15 +630,11 @@ export class DarkStarsActor extends Actor {
rollSkill(skillId) {
let skill = this.items.get(skillId)
if (skill) {
if (skill.system.islore && skill.system.level == 0) {
ui.notifications.warn("You can't use Lore Skills with a SL of 0.")
return
}
skill = duplicate(skill)
DarkStarsUtility.updateSkill(skill)
let abilityKey = skill.system.ability
let rollData = this.getCommonRollData(abilityKey)
this.updateSkill(skill)
let rollData = this.getCommonRollData()
rollData.mode = "skill"
rollData.title = "Skill " + skill.name
rollData.skill = skill
rollData.img = skill.img
if (rollData.target) {
@@ -634,20 +653,13 @@ export class DarkStarsActor extends Actor {
let skill = this.items.find(item => item.name.toLowerCase() == weapon.system.skill.toLowerCase())
if (skill) {
skill = duplicate(skill)
DarkStarsUtility.updateSkill(skill)
let abilityKey = skill.system.ability
let rollData = this.getCommonRollData(abilityKey)
this.updateSkill(skill)
let rollData = this.getCommonRollData()
rollData.mode = "weapon"
rollData.skill = skill
rollData.weapon = weapon
this.checkAndPrepareEquipment(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 > DarkStarsUtility.getWeaponMaxRange(rollData.weapon) ) {
ui.notifications.warn(`Your target is out of range of your weapon (max: ${DarkStarsUtility.getWeaponMaxRange(rollData.weapon)} - current : ${rollData.tokensDistance})` )
return
}*/
this.startRoll(rollData)
} else {
ui.notifications.warn("Unable to find the relevant skill for weapon " + weapon.name)
@@ -655,152 +667,8 @@ export class DarkStarsActor 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)
DarkStarsUtility.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 = DarkStarsUtility.getWeaponRange(attackRollData.weapon)
rollData.tokensDistance = attackRollData.tokensDistance // QoL copy
}
rollData.sizeDice = DarkStarsUtility.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 (DarkStarsUtility.isArmorLight(armor) && DarkStarsUtility.isWeaponPenetrating(rollData.attackRollData.weapon)) {
return { armorIgnored: true, nbSuccess: 0, messages: ["Armor ignored : Penetrating weapons ignore Light Armors."] }
}
if (DarkStarsUtility.isWeaponPenetrating(rollData.attackRollData.weapon)) {
messages.push("Armor reduced by 1 (Penetrating weapon)")
reduce = 1
}
if (DarkStarsUtility.isWeaponLight(rollData.attackRollData.weapon)) {
messages.push("Armor with advantage (Light weapon)")
advantage = true
}
if (DarkStarsUtility.isWeaponHeavy(rollData.attackRollData.weapon)) {
messages.push("Armor with disadvantage (Heavy weapon)")
disadvantage = true
}
if (DarkStarsUtility.isWeaponHack(rollData.attackRollData.weapon)) {
messages.push("Armor reduced by 1 (Hack weapon)")
reduce = 1
}
if (DarkStarsUtility.isWeaponUndamaging(rollData.attackRollData.weapon)) {
messages.push("Armor multiplied by 2 (Undamaging weapon)")
multiply = 2
}
}
let diceColor = armor.system.absorprionroll
let armorResult = await DarkStarsUtility.getRollTableFromDiceColor(diceColor, false)
console.log("Armor log", armorResult)
let armorValue = Math.max(0, (Number(armorResult.text) + reduce) * multiply)
if (advantage || disadvantage) {
let armorResult2 = await DarkStarsUtility.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 DarkStarsRollDialog.create(this, rollData)
rollDialog.render(true)
}

View File

@@ -4,27 +4,44 @@ import { DarkStarsUtility } from "./dark-stars-utility.js";
export class DarkStarsCombat extends Combat {
/* -------------------------------------------- */
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 } ]);
processOtherTurns(c, initScore) {
let toCreate = []
let token = canvas.tokens.get(c.tokenId)
let hasLastWord = token.actor.hasLastWord()
while ( (initScore > 5) || (hasLastWord && initScore >= 5)) {
initScore -= 5;
toCreate.push({tokenId: c.tokenId, sceneId: c.sceneId, actorId: c.actorId, hidden: c.hidden, initiative: initScore, flags: { world: { isDuplicated: true} } } );
}
this.createEmbeddedDocuments("Combatant", toCreate);
}
/* -------------------------------------------- */
async rollInitiative(ids, formula = undefined, messageOptions = {}) {
ids = typeof ids === "string" ? [ids] : ids;
for (let cId of ids) {
const c = this.combatants.get(cId);
let id = c._id || c.id;
let initScore = c.actor ? c.actor.getInitiativeScore(this.id, id) : -1;
await this.updateEmbeddedDocuments("Combatant", [{ _id: id, initiative: initScore }]);
setTimeout(() => this.processOtherTurns(c, initScore), 400)
}
return this;
}
/* -------------------------------------------- */
nextRound() {
super.nextRound()
let toDelete = []
for (let c of this.combatants) {
if (c.flags?.world?.isDuplicated) {
toDelete.push(c._id)
}
}
this.deleteEmbeddedDocuments("Combatant", toDelete);
}
/* -------------------------------------------- */
_onUpdate(changed, options, userId) {
}
/* -------------------------------------------- */
static async checkTurnPosition() {
while (game.combat.turn > 0) {
await game.combat.previousTurn()
}
}
}

View File

@@ -3,7 +3,6 @@ export const DARKSTARS_CONFIG = {
basebonus : {
"csb": "CSB",
"asb": "SSB",
"ssb": "SSB",
"msb": "MSB",
"psb": "PSB",
@@ -33,7 +32,22 @@ export const DARKSTARS_CONFIG = {
perktypes: {
"normal": "Normal",
"advanced": "Advanced",
"role": "Role"
"role": "Role",
"job": "Job"
},
magicTypes: {
"lemurian": "Lemurian",
"bloodmagic": "Blood Magic Ritual",
"ritual": "Ritual",
"miracle": "Miracle"
},
cyberTypes: {
"I": "I",
"P": "P",
"U": "U",
"W": "W",
"E": "E",
"GS": "GS"
},
range: {
"1": "Close",

View File

@@ -132,21 +132,9 @@ export class DarkStarsItemSheet extends ItemSheet {
this.deleteSubitem(ev);
});
// Update Inventory Item
html.find('.item-delete').click(ev => {
const li = $(ev.currentTarget).parents(".item");
let itemId = li.data("item-id");
let itemType = li.data("item-type");
});
html.find('.view-subitem').click(ev => {
this.viewSubitem(ev);
});
html.find('.view-spec').click(ev => {
this.manageSpec();
});
}

View File

@@ -8,7 +8,9 @@ export const defaultItemImg = {
perk: "systems/fvtt-dark-stars/images/icons/perk.webp",
ability: "systems/fvtt-dark-stars/images/icons/ability.webp",
genetic: "systems/fvtt-dark-stars/images/icons/genetic.webp",
cyber: "systems/fvtt-dark-stars/images/icons/cyber.webp"
cyber: "systems/fvtt-dark-stars/images/icons/cyber.webp",
spell: "systems/fvtt-dark-stars/images/icons/magic.webp",
psychic: "systems/fvtt-dark-stars/images/icons/psychicpowers.webp",
}
/**

View File

@@ -18,6 +18,7 @@ import { DarkStarsItem } from "./dark-stars-item.js";
import { DarkStarsHotbar } from "./dark-stars-hotbar.js"
import { DarkStarsCommands } from "./dark-stars-commands.js"
import { DARKSTARS_CONFIG } from "./dark-stars-config.js";
import { ClassCounter} from "https://www.uberwald.me/fvtt_appcount/count-class-ready.js"
/* -------------------------------------------- */
/* Foundry VTT Initialization */
@@ -91,15 +92,11 @@ Hooks.once("ready", function () {
});
}
// CSS patch for v9
if (game.version) {
let sidebar = document.getElementById("sidebar");
sidebar.style.width = "min-content";
}
welcomeMessage();
DarkStarsUtility.ready()
DarkStarsCommands.init()
ClassCounter.registerUsageCount()
})
/* -------------------------------------------- */

View File

@@ -5,8 +5,8 @@ export class DarkStarsRollDialog extends Dialog {
/* -------------------------------------------- */
static async create(actor, rollData) {
let options = { classes: ["DarkStarsDialog"], width: 540, height: 340, 'z-index': 99999 };
let html = await renderTemplate('systems/fvtt-dark-stars/templates/roll-dialog-generic.hbs', rollData);
let options = { classes: ["DarkStarsDialog"], width: 420, height: 'fit-content', 'z-index': 99999 };
let html = await renderTemplate('systems/fvtt-dark-stars/templates/apps/roll-dialog-generic.hbs', rollData);
return new DarkStarsRollDialog(actor, rollData, html, options);
}
@@ -58,27 +58,17 @@ export class DarkStarsRollDialog extends Dialog {
}
$(function () { onLoad(); });
html.find('#advantage').change((event) => {
this.rollData.advantage = event.currentTarget.value
html.find('#bonusMalus').change((event) => {
this.rollData.bonusMalus = Number(event.currentTarget.value)
})
html.find('#disadvantage').change((event) => {
this.rollData.disadvantage = event.currentTarget.value
html.find('#above-effective-range').change((event) => {
this.rollData.isAboveEffectiveRange = event.currentTarget.checked
})
html.find('#rollAdvantage').change((event) => {
this.rollData.rollAdvantage = event.currentTarget.value
})
html.find('#useshield').change((event) => {
this.rollData.useshield = event.currentTarget.checked
})
html.find('#hasCover').change((event) => {
this.rollData.hasCover = event.currentTarget.value
})
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('#weapon-aiming').change((event) => {
this.rollData.weaponAiming = String(event.currentTarget.value)
})
}
}

View File

@@ -87,26 +87,16 @@ export class DarkStarsUtility {
static async chatListeners(html) {
html.on("click", '.view-item-from-chat', event => {
game.system.crucible.creator.openItemView(event)
game.system.darkstars.creator.openItemView(event)
})
html.on("click", '.roll-defense-melee', event => {
let rollId = $(event.currentTarget).data("roll-id")
let rollData = DarkStarsUtility.getRollData(rollId)
rollData.defenseWeaponId = $(event.currentTarget).data("defense-weapon-id")
let actor = game.canvas.tokens.get(rollData.defenderTokenId).actor
if (actor && (game.user.isGM || actor.isOwner)) {
actor.rollDefenseMelee(rollData)
}
html.on("click", '.chat-reroll', event => {
let messageId = this.findChatMessageId(event.currentTarget)
let message = game.messages.get(messageId)
let rollData = message.getFlag("world", "darkstars-roll-data")
rollData.reroll = true
rollData.roll = undefined
this.rollDarkStars(rollData)
})
html.on("click", '.roll-defense-ranged', event => {
let rollId = $(event.currentTarget).data("roll-id")
let rollData = DarkStarsUtility.getRollData(rollId)
let defender = game.canvas.tokens.get(rollData.defenderTokenId).actor
if (defender && (game.user.isGM || defender.isOwner)) {
defender.rollDefenseRanged(rollData)
}
})
}
/* -------------------------------------------- */
@@ -249,176 +239,97 @@ export class DarkStarsUtility {
}
}
/* -------------------------------------------- */
static getAimingMalus(location) {
if (location == "arm" || location == "head") {
return -50
}
if (location == "torso" || location == "leg") {
return -30
}
if (location == "hand") {
return -70
}
return 0
}
/* -------------------------------------------- */
static getAimingLocation(roll) {
if (roll == 1) return "head"
if (roll >= 2 && roll <= 4) return "chest"
if (roll >= 5 && roll <= 6) return "abdomen"
if (roll == 7) return "leftarm"
if (roll == 8) return "rightarm"
if (roll == 9) return "rightleg"
if (roll == 10) return "leftleg"
return "abdomen"
}
/* -------------------------------------------- */
static locationMultiplier(location) {
if (location == "head") return 0.3
if (location.includes("arm")) return 0.2
if (location.includes("leg")) return 0.4
if (location == "chest") return 0.5
return 0.3 // Abdomen case
}
/* -------------------------------------------- */
static async rollDarkStars(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]"
}
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
rollData.percentValue = 0
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.percentValue = rollData.skill.total
}
rollData.skill.system.skilldice = __skillLevel2Dice[level]
diceFormula += "+" + String(rollData.skill.system.skilldice) + "cs>=5[black]"
rollData.percentValue += rollData.bonusMalus
rollData.diceFormula = "1d100"
if (rollData.skill.system.skilltype == "complex" && rollData.skill.system.level == 0) {
rollData.complexSkillDisadvantage = true
rollData.rollAdvantage = "roll-disadvantage"
if (rollData.isAboveEffectiveRange) {
rollData.percentValue -= 30
rollData.percentValue = Math.max(0, rollData.percentValue)
}
if (rollData.skill.system.isfeatdie) {
rollData.hasFeatDie = true
diceFormula += "+ 1d10cs>=5[dark-stars-purple]"
} else {
diceFormula += `+ 0d10cs>=5[dark-stars-purple]`
if (rollData.mode == "weapon") {
rollData.locationMalus = this.getAimingMalus(rollData.weaponAiming)
rollData.percentValue += rollData.locationMalus
}
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[dark-stars-darkgreen]"
}
if (rollData.advantage == "advantage2") {
advFormula = "+ 2d8cs>=5[dark-stars-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"
}
// Performs roll
console.log("Roll formula", diceFormula)
console.log("Roll formula", rollData.diceFormula)
let myRoll = rollData.roll
if (!myRoll) { // New rolls only of no rerolls
myRoll = new Roll(diceFormula).roll({ async: false })
myRoll = new Roll(rollData.diceFormula).roll({ async: false })
await this.showDiceSoNice(myRoll, game.settings.get("core", "rollMode"))
}
rollData.rollOrder = 0
rollData.roll = myRoll
rollData.nbSuccess = myRoll.total
rollData.roll = duplicate(myRoll)
rollData.diceResult = myRoll.total
rollData.isCriticalSuccess = rollData.diceResult <= rollData.skill.derivated.value
rollData.isCriticalFailure = rollData.diceResult == 100
rollData.isSuccess = rollData.diceResult == 1 || rollData.diceResult <= rollData.percentValue
rollData.isFailure = rollData.diceResult == 100 || rollData.diceResult > rollData.percentValue
rollData.degrees = Math.floor(rollData.percentValue / 10) - Math.floor(rollData.diceResult / 10)
rollData.damageMultiplier = rollData.isCriticalSuccess ? 2 : 1
if (rollData.rollAdvantage == "none" && rollData.forceRollAdvantage) {
rollData.rollAdvantage = "roll-advantage"
if (rollData.reroll) {
actor.modifyRerolls(-1)
rollData.rerolls = 0 // DIsable rerolls
}
if (rollData.rollAdvantage == "none" && rollData.forceRollDisadvantage) {
rollData.rollAdvantage = "roll-disadvantage"
}
if (rollData.rollAdvantage != "none") {
rollData.rollOrder = 1
rollData.rollType = (rollData.rollAdvantage == "roll-advantage") ? "Advantage" : "Disadvantage"
this.createChatWithRollMode(rollData.alias, {
content: await renderTemplate(`systems/fvtt-dark-stars/templates/chat-generic-result.hbs`, rollData)
if (rollData.mode == "weapon") {
if (rollData.weaponAiming == "none") {
let rollLoc = new Roll("1d10").roll({ async: false })
rollData.weaponAiming = this.getAimingLocation(rollLoc.total)
}
// Compute
rollData.locationMultiplier = this.locationMultiplier(rollData.weaponAiming)
}
let msg = await this.createChatWithRollMode(rollData.alias, {
content: await renderTemplate(`systems/fvtt-dark-stars/templates/chat/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-dark-stars/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
}
rollData.nbSuccess = Math.max(0, rollData.nbSuccess)
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)
}
}
this.saveRollData(rollData)
actor.lastRoll = rollData
this.createChatWithRollMode(rollData.alias, {
content: await renderTemplate(`systems/fvtt-dark-stars/templates/chat-generic-result.hbs`, rollData)
})
console.log("Rolldata result", rollData)
// Message response
this.displayDefenseMessage(rollData)
// Manage defense result
this.processAttackDefense(rollData)
msg.setFlag("world", "darkstars-roll-data", rollData)
}
/* -------------------------------------------- */
@@ -512,7 +423,7 @@ export class DarkStarsUtility {
break;
}
chatOptions.alias = chatOptions.alias || name;
ChatMessage.create(chatOptions);
return ChatMessage.create(chatOptions);
}
/* -------------------------------------------- */
@@ -520,7 +431,9 @@ export class DarkStarsUtility {
let rollData = {
rollId: randomID(16),
rollMode: game.settings.get("core", "rollMode"),
advantage: "none"
bonusMalus: 0,
isAboveEffectiveRange: false,
weaponAiming: "none"
}
DarkStarsUtility.updateWithTarget(rollData)
return rollData
@@ -536,7 +449,7 @@ export class DarkStarsUtility {
/* -------------------------------------------- */
static createChatWithRollMode(name, chatOptions) {
this.createChatMessage(name, game.settings.get("core", "rollMode"), chatOptions)
return this.createChatMessage(name, game.settings.get("core", "rollMode"), chatOptions)
}
/* -------------------------------------------- */

6
packs/.directory Normal file
View File

@@ -0,0 +1,6 @@
[Dolphin]
HeaderColumnWidths=301,118,148,122
Timestamp=2024,1,26,8,35,29.906
Version=4
ViewMode=1
VisibleRoles=Details_text,Details_size,Details_modificationtime,Details_creationtime,CustomizedDetails

BIN
packs/aldebaran/000119.ldb Normal file

Binary file not shown.

1
packs/aldebaran/CURRENT Normal file
View File

@@ -0,0 +1 @@
MANIFEST-000144

7
packs/aldebaran/LOG Normal file
View File

@@ -0,0 +1,7 @@
2024/01/26-16:45:12.312299 7ff6b6ffd6c0 Recovering log #142
2024/01/26-16:45:12.322762 7ff6b6ffd6c0 Delete type=3 #140
2024/01/26-16:45:12.322811 7ff6b6ffd6c0 Delete type=0 #142
2024/01/26-16:46:20.748825 7ff4363ff6c0 Level-0 table #147: started
2024/01/26-16:46:20.748854 7ff4363ff6c0 Level-0 table #147: 0 bytes OK
2024/01/26-16:46:20.756106 7ff4363ff6c0 Delete type=0 #145
2024/01/26-16:46:20.775694 7ff4363ff6c0 Manual compaction at level-0 from '!folders!MA6uFJMVebGeayIk' @ 72057594037927935 : 1 .. '!items!zhjdppKgrON7wJn7' @ 0 : 0; will stop at (end)

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

@@ -0,0 +1,7 @@
2024/01/26-16:44:01.373547 7ff6b77fe6c0 Recovering log #138
2024/01/26-16:44:01.382908 7ff6b77fe6c0 Delete type=3 #136
2024/01/26-16:44:01.382992 7ff6b77fe6c0 Delete type=0 #138
2024/01/26-16:44:52.254620 7ff4363ff6c0 Level-0 table #143: started
2024/01/26-16:44:52.254645 7ff4363ff6c0 Level-0 table #143: 0 bytes OK
2024/01/26-16:44:52.261346 7ff4363ff6c0 Delete type=0 #141
2024/01/26-16:44:52.280720 7ff4363ff6c0 Manual compaction at level-0 from '!folders!MA6uFJMVebGeayIk' @ 72057594037927935 : 1 .. '!items!zhjdppKgrON7wJn7' @ 0 : 0; will stop at (end)

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{"name":"Neo Soviet Hard Shell","type":"armor","img":"systems/fvtt-dark-stars/images/icons/armor.webp","system":{"armortype":"Cermetal 2","locations":{"head":{"protected":true,"max":30,"value":0},"abdomen":{"protected":true,"max":30,"value":0},"chest":{"protected":true,"max":30,"value":0},"leftleg":{"protected":true,"max":30,"value":0},"rightleg":{"protected":true,"max":30,"value":0},"leftarm":{"protected":true,"max":30,"value":0},"rightarm":{"protected":false,"max":0,"value":0}},"si":2,"skillbonus":"","availability":"P","equipped":false,"bulk":0,"cost":null,"description":"<p>Blocks 12 sieverts per hour. If it receives more than 12 sieverts per hour, after use must be destroyed.</p>"},"effects":[],"ownership":{"default":0,"LUaXSjYdxSzrwCtU":3},"flags":{"core":{"sourceId":"Item.DndZ0pCGyR8y8SJK"}},"_stats":{"systemId":"fvtt-dark-stars","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1672108403022,"modifiedTime":1672108686724,"lastModifiedBy":"LUaXSjYdxSzrwCtU"},"folder":null,"sort":0,"_id":"3O3MjRkrmX4HeaPY"}
{"name":"Marine Armour","type":"armor","img":"systems/fvtt-dark-stars/images/icons/armor.webp","system":{"armortype":"Cermetal","locations":{"head":{"protected":true,"max":20,"value":0},"abdomen":{"protected":true,"max":20,"value":0},"chest":{"protected":true,"max":20,"value":0},"leftleg":{"protected":true,"max":16,"value":0},"rightleg":{"protected":true,"max":16,"value":0},"leftarm":{"protected":true,"max":16,"value":0},"rightarm":{"protected":true,"max":16,"value":0}},"si":1,"skillbonus":"","availability":"P","equipped":false,"bulk":0,"cost":null,"description":"<p>Marine Armour Includes comm and integral PCM, quick repair.</p>"},"effects":[],"ownership":{"default":0,"LUaXSjYdxSzrwCtU":3},"flags":{"core":{"sourceId":"Item.gCMeXdaHyaNcfHHl"}},"_stats":{"systemId":"fvtt-dark-stars","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1672092447361,"modifiedTime":1672108683847,"lastModifiedBy":"LUaXSjYdxSzrwCtU"},"folder":null,"sort":0,"_id":"3YqWrfVwifB9S1Gm"}
{"name":"Security Helmet","type":"armor","img":"systems/fvtt-dark-stars/images/icons/armor.webp","system":{"armortype":"Ridgy Plast","locations":{"head":{"protected":true,"max":8,"value":0},"abdomen":{"protected":false,"max":0,"value":0},"chest":{"protected":false,"max":0,"value":0},"leftleg":{"protected":false,"max":0,"value":0},"rightleg":{"protected":false,"max":0,"value":0},"leftarm":{"protected":false,"max":0,"value":0},"rightarm":{"protected":false,"max":0,"value":0}},"si":0,"skillbonus":"","availability":"C","equipped":false,"bulk":0,"cost":null,"description":"<p>A high protection security helmet</p>"},"effects":[],"ownership":{"default":0,"LUaXSjYdxSzrwCtU":3},"flags":{"core":{"sourceId":"Item.iFryJgG9edVdkhG6"}},"_stats":{"systemId":"fvtt-dark-stars","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1672091636317,"modifiedTime":1672108691719,"lastModifiedBy":"LUaXSjYdxSzrwCtU"},"folder":null,"sort":0,"_id":"5FuYpmCKk28QGqwR"}
{"name":"Heavy Jacket","type":"armor","img":"systems/fvtt-dark-stars/images/icons/armor.webp","system":{"armortype":"Flexi Plast","locations":{"head":{"protected":false,"max":0,"value":0},"abdomen":{"protected":true,"max":1,"value":0},"chest":{"protected":true,"max":1,"value":0},"leftleg":{"protected":false,"max":0,"value":0},"rightleg":{"protected":false,"max":0,"value":0},"leftarm":{"protected":true,"max":1,"value":0},"rightarm":{"protected":true,"max":1,"value":0}},"si":0,"skillbonus":"","availability":"C","equipped":false,"bulk":0,"cost":null,"description":"<p>Heavy Jacket flexi plast jacket, provides some protection small arms and knives.</p>"},"effects":[],"ownership":{"default":0,"LUaXSjYdxSzrwCtU":3},"flags":{"core":{"sourceId":"Item.Lq6vGsSbxP5B5ZRu"}},"_stats":{"systemId":"fvtt-dark-stars","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1672091382680,"modifiedTime":1672108681860,"lastModifiedBy":"LUaXSjYdxSzrwCtU"},"folder":null,"sort":0,"_id":"8MZj41jbtAfDh6qU"}
{"name":"Yokohama Security Armour","type":"armor","img":"systems/fvtt-dark-stars/images/icons/armor.webp","system":{"armortype":"Cermetal 2","locations":{"head":{"protected":true,"max":30,"value":0},"abdomen":{"protected":true,"max":30,"value":0},"chest":{"protected":true,"max":30,"value":0},"leftleg":{"protected":true,"max":30,"value":0},"rightleg":{"protected":true,"max":30,"value":0},"leftarm":{"protected":true,"max":30,"value":0},"rightarm":{"protected":true,"max":30,"value":0}},"si":0,"skillbonus":"","availability":"R","equipped":false,"bulk":0,"cost":120000,"description":"<p>Yokohama Security Armour Blocks 14 sieverts per hour. If it receives more than 14 sieverts per hour, after use must be destroyed.&nbsp;</p>"},"effects":[],"ownership":{"default":0,"LUaXSjYdxSzrwCtU":3},"flags":{"core":{"sourceId":"Item.UbZt9a1OXk9s5MMM"}},"_stats":{"systemId":"fvtt-dark-stars","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1672092872594,"modifiedTime":1672108709989,"lastModifiedBy":"LUaXSjYdxSzrwCtU"},"folder":null,"sort":0,"_id":"9MXqrbGCmj4wReOW"}
{"name":"Tycon Arms Defender","type":"armor","img":"systems/fvtt-dark-stars/images/icons/armor.webp","system":{"armortype":"Cermetal 2","locations":{"head":{"protected":true,"max":30,"value":0},"abdomen":{"protected":false,"max":0,"value":0},"chest":{"protected":false,"max":0,"value":0},"leftleg":{"protected":false,"max":0,"value":0},"rightleg":{"protected":false,"max":0,"value":0},"leftarm":{"protected":false,"max":0,"value":0},"rightarm":{"protected":false,"max":0,"value":0}},"si":0,"skillbonus":"","availability":"R","equipped":false,"bulk":0,"cost":35000,"description":"<p>Tycon Arms Defender helmet Comm, PCM, self sealing, space worthy. Blocks 8 sieverts per hour. If it receives more than 8 sieverts per hour, after use must be destroyed. 2 hours of life support.&nbsp;</p>"},"effects":[],"ownership":{"default":0,"LUaXSjYdxSzrwCtU":3},"flags":{"core":{"sourceId":"Item.VhRHbN3AtY8Pwqdo"}},"_stats":{"systemId":"fvtt-dark-stars","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1672092595651,"modifiedTime":1672108701910,"lastModifiedBy":"LUaXSjYdxSzrwCtU"},"folder":null,"sort":0,"_id":"G2AnAOPyeQlWghN5"}
{"name":"Thebus Armoured Work Wear","type":"armor","img":"systems/fvtt-dark-stars/images/icons/armor.webp","system":{"armortype":"Flexi Plast","locations":{"head":{"protected":true,"max":5,"value":0},"abdomen":{"protected":true,"max":5,"value":0},"chest":{"protected":true,"max":5,"value":0},"leftleg":{"protected":true,"max":5,"value":0},"rightleg":{"protected":true,"max":5,"value":0},"leftarm":{"protected":true,"max":5,"value":0},"rightarm":{"protected":true,"max":5,"value":0}},"si":0,"skillbonus":"","availability":"C","equipped":false,"bulk":0,"cost":3000,"description":"<p>Thebus Armoured Work Wear provides +10% to all technical tests.</p>"},"effects":[],"ownership":{"default":0,"LUaXSjYdxSzrwCtU":3},"flags":{"core":{"sourceId":"Item.8tfxeZcBJfxBsmIM"}},"_stats":{"systemId":"fvtt-dark-stars","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1672091984261,"modifiedTime":1672108699813,"lastModifiedBy":"LUaXSjYdxSzrwCtU"},"folder":null,"sort":0,"_id":"IHxpPrGqdl56dMpt"}
{"name":"YiggRiff Hard Shell","type":"armor","img":"systems/fvtt-dark-stars/images/icons/armor.webp","system":{"armortype":"Cermetal 2","locations":{"head":{"protected":true,"max":17,"value":0},"abdomen":{"protected":true,"max":17,"value":0},"chest":{"protected":true,"max":17,"value":0},"leftleg":{"protected":true,"max":17,"value":0},"rightleg":{"protected":true,"max":17,"value":0},"leftarm":{"protected":true,"max":17,"value":0},"rightarm":{"protected":true,"max":17,"value":0}},"si":2,"skillbonus":"","availability":"P","equipped":false,"bulk":0,"cost":15000,"description":"<p>Blocks 8 sieverts per hour. If it receives more than 8 sieverts per hour, after use must be destroyed.</p>\n<p>&nbsp;</p>\n<p>&nbsp;</p>\n<p>&nbsp;</p>"},"effects":[],"ownership":{"default":0,"LUaXSjYdxSzrwCtU":3},"flags":{"core":{"sourceId":"Item.qTQIYUntdBFU1KLd"}},"_stats":{"systemId":"fvtt-dark-stars","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1672108514253,"modifiedTime":1672108705709,"lastModifiedBy":"LUaXSjYdxSzrwCtU"},"folder":null,"sort":0,"_id":"IQ7sj2hD5yh73TRx"}
{"name":"Skin Suit (environmentally sealed)","type":"armor","img":"systems/fvtt-dark-stars/images/icons/armor.webp","system":{"armortype":"Flexi Plast","locations":{"head":{"protected":true,"max":1,"value":0},"abdomen":{"protected":true,"max":1,"value":0},"chest":{"protected":true,"max":1,"value":0},"leftleg":{"protected":true,"max":1,"value":0},"rightleg":{"protected":true,"max":1,"value":0},"leftarm":{"protected":true,"max":1,"value":0},"rightarm":{"protected":true,"max":1,"value":0}},"si":0,"skillbonus":"","availability":"C","equipped":false,"bulk":0,"cost":500,"description":"<p>A thin layer of sealed armour primarly for environmental protection from toxins, low level radiation, and acid rain. Provides 10 hours of independant oxygen supply and lifesupport often worn under heavier armour.&nbsp;</p>"},"effects":[],"ownership":{"default":0,"LUaXSjYdxSzrwCtU":3},"flags":{"core":{"sourceId":"Item.lUSc6c6D1tqSqojK"}},"_stats":{"systemId":"fvtt-dark-stars","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1672091705245,"modifiedTime":1672108693300,"lastModifiedBy":"LUaXSjYdxSzrwCtU"},"folder":null,"sort":0,"_id":"NJIXgxTSU3xTolyQ"}
{"name":"Raider Armour (scrounged together)","type":"armor","img":"systems/fvtt-dark-stars/images/icons/armor.webp","system":{"armortype":"Flexi Plast","locations":{"head":{"protected":true,"max":3,"value":0},"abdomen":{"protected":true,"max":3,"value":0},"chest":{"protected":true,"max":3,"value":0},"leftleg":{"protected":true,"max":2,"value":0},"rightleg":{"protected":true,"max":2,"value":0},"leftarm":{"protected":true,"max":2,"value":0},"rightarm":{"protected":true,"max":2,"value":0}},"si":0,"skillbonus":"","availability":"C","equipped":false,"bulk":0,"cost":800,"description":"<p>Raider armour is scrounged and contains off cuts and scrips from armour or tires, bits of plastic or metal. Can also be purchased as a gang suit manufactured by gangs in the mega cities.&nbsp;</p>"},"effects":[],"ownership":{"default":0,"LUaXSjYdxSzrwCtU":3},"flags":{"core":{"sourceId":"Item.ZZK3R7s7NhuxjmUP"}},"_stats":{"systemId":"fvtt-dark-stars","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1672091485957,"modifiedTime":1672108688229,"lastModifiedBy":"LUaXSjYdxSzrwCtU"},"folder":null,"sort":0,"_id":"OnVLyi5Tz2Of7LCP"}
{"name":"Military Hard Shell","type":"armor","img":"systems/fvtt-dark-stars/images/icons/armor.webp","system":{"armortype":"Cermetal 2","locations":{"head":{"protected":true,"max":25,"value":0},"abdomen":{"protected":true,"max":25,"value":0},"chest":{"protected":true,"max":25,"value":0},"leftleg":{"protected":true,"max":25,"value":0},"rightleg":{"protected":true,"max":25,"value":0},"leftarm":{"protected":true,"max":25,"value":0},"rightarm":{"protected":true,"max":25,"value":0}},"si":2,"skillbonus":"","availability":"P","equipped":false,"bulk":0,"cost":null,"description":"<p>Military Hard Shell Blocks 10 sieverts per hour. If it receives more than 10 sieverts per hour, after use must be destroyed.</p>"},"effects":[],"ownership":{"default":0,"LUaXSjYdxSzrwCtU":3},"flags":{"core":{"sourceId":"Item.UZ2CjvWmbIkFIj23"}},"_stats":{"systemId":"fvtt-dark-stars","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1672092706892,"modifiedTime":1672108685294,"lastModifiedBy":"LUaXSjYdxSzrwCtU"},"folder":null,"sort":0,"_id":"YXFJ4D4pJDoZWSw5"}
{"name":"Yokohama Mobile Security Suit","type":"armor","img":"systems/fvtt-dark-stars/images/icons/armor.webp","system":{"armortype":"","locations":{"head":{"protected":true,"max":15,"value":0},"abdomen":{"protected":true,"max":15,"value":0},"chest":{"protected":true,"max":15,"value":0},"leftleg":{"protected":true,"max":15,"value":0},"rightleg":{"protected":true,"max":15,"value":0},"leftarm":{"protected":true,"max":15,"value":0},"rightarm":{"protected":true,"max":15,"value":0}},"si":0,"skillbonus":"","availability":"C","equipped":false,"bulk":0,"cost":null,"description":"<p>Yokohama Mobile Security Suit provides +10% intimidation.<br><br></p>"},"effects":[],"ownership":{"default":0,"LUaXSjYdxSzrwCtU":3},"flags":{"core":{"sourceId":"Item.dKcY7rwZY3XewoAW"}},"_stats":{"systemId":"fvtt-dark-stars","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1672092155187,"modifiedTime":1672108708302,"lastModifiedBy":"LUaXSjYdxSzrwCtU"},"folder":null,"sort":0,"_id":"eNEC6AHRYrwGgS6I"}
{"name":"Ridgy Security Armour","type":"armor","img":"systems/fvtt-dark-stars/images/icons/armor.webp","system":{"armortype":"Ridgy Plast","locations":{"head":{"protected":true,"max":12,"value":0},"abdomen":{"protected":true,"max":12,"value":0},"chest":{"protected":true,"max":12,"value":0},"leftleg":{"protected":true,"max":12,"value":0},"rightleg":{"protected":true,"max":12,"value":0},"leftarm":{"protected":true,"max":12,"value":0},"rightarm":{"protected":true,"max":12,"value":0}},"si":0,"skillbonus":"","availability":"C","equipped":false,"bulk":0,"cost":7000,"description":"<p>Ridgy Security Armour</p>"},"effects":[],"ownership":{"default":0,"LUaXSjYdxSzrwCtU":3},"flags":{"core":{"sourceId":"Item.DUcIIRnBywEYtE3c"}},"_stats":{"systemId":"fvtt-dark-stars","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1672092084700,"modifiedTime":1672108689908,"lastModifiedBy":"LUaXSjYdxSzrwCtU"},"folder":null,"sort":0,"_id":"pOhc7ydvFhJ29gvE"}
{"name":"Tycon Mobile Security Suit","type":"armor","img":"systems/fvtt-dark-stars/images/icons/armor.webp","system":{"armortype":"Ridgy Plast","locations":{"head":{"protected":true,"max":15,"value":0},"abdomen":{"protected":true,"max":15,"value":0},"chest":{"protected":true,"max":15,"value":0},"leftleg":{"protected":true,"max":12,"value":0},"rightleg":{"protected":true,"max":12,"value":0},"leftarm":{"protected":true,"max":12,"value":0},"rightarm":{"protected":true,"max":12,"value":0}},"si":1,"skillbonus":"","availability":"C","equipped":false,"bulk":0,"cost":22000,"description":""},"effects":[],"ownership":{"default":0,"LUaXSjYdxSzrwCtU":3},"flags":{"core":{"sourceId":"Item.fDmEK9nfCtV3AVR2"}},"_stats":{"systemId":"fvtt-dark-stars","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1672092242012,"modifiedTime":1672108703462,"lastModifiedBy":"LUaXSjYdxSzrwCtU"},"folder":null,"sort":0,"_id":"pU3vlWEAWRamT58h"}
{"name":"Skin Suit Rad Proof (environmentally sealed)","type":"armor","img":"systems/fvtt-dark-stars/images/icons/armor.webp","system":{"armortype":"","locations":{"head":{"protected":true,"max":2,"value":0},"abdomen":{"protected":true,"max":2,"value":0},"chest":{"protected":true,"max":2,"value":0},"leftleg":{"protected":true,"max":2,"value":0},"rightleg":{"protected":true,"max":2,"value":0},"leftarm":{"protected":true,"max":2,"value":0},"rightarm":{"protected":true,"max":2,"value":0}},"si":0,"skillbonus":"","availability":"C","equipped":false,"bulk":0,"cost":null,"description":"<p>Skin Suit Rad Proof (environmentally sealed)</p>\n<p>10 hours life support, often worn under armour. Blocks 5 sieverts per hour. If it receives more than 5 sieverts per hour, after use must be destroyed.</p>"},"effects":[],"ownership":{"default":0,"LUaXSjYdxSzrwCtU":3},"flags":{"core":{"sourceId":"Item.Q156jztUqVkicxaF"}},"_stats":{"systemId":"fvtt-dark-stars","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1672091868386,"modifiedTime":1672108697085,"lastModifiedBy":"LUaXSjYdxSzrwCtU"},"folder":null,"sort":0,"_id":"q9JGWL4y4udYrzvD"}

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2024/01/26-16:44:52.221291 7ff4363ff6c0 Level-0 table #189: started
2024/01/26-16:44:52.221313 7ff4363ff6c0 Level-0 table #189: 0 bytes OK
2024/01/26-16:44:52.227729 7ff4363ff6c0 Delete type=0 #187
2024/01/26-16:44:52.227832 7ff4363ff6c0 Manual compaction at level-0 from 'undefined' @ 72057594037927935 : 1 .. 'undefined' @ 0 : 0; will stop at (end)

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2024/01/26-16:45:12.272968 7ff6b7fff6c0 Recovering log #118
2024/01/26-16:45:12.283470 7ff6b7fff6c0 Delete type=3 #116
2024/01/26-16:45:12.283523 7ff6b7fff6c0 Delete type=0 #118
2024/01/26-16:46:20.735545 7ff4363ff6c0 Level-0 table #123: started
2024/01/26-16:46:20.735569 7ff4363ff6c0 Level-0 table #123: 0 bytes OK
2024/01/26-16:46:20.742205 7ff4363ff6c0 Delete type=0 #121
2024/01/26-16:46:20.748616 7ff4363ff6c0 Manual compaction at level-0 from '!items!0SbSmYdxJSlcNr6x' @ 72057594037927935 : 1 .. '!items!yyCPVVl8vmMOfPcN' @ 0 : 0; will stop at (end)
2024/01/26-16:46:20.748653 7ff4363ff6c0 Manual compaction at level-1 from '!items!0SbSmYdxJSlcNr6x' @ 72057594037927935 : 1 .. '!items!yyCPVVl8vmMOfPcN' @ 0 : 0; will stop at (end)

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2024/01/26-16:44:01.346924 7ff6ccbfa6c0 Recovering log #113
2024/01/26-16:44:01.357987 7ff6ccbfa6c0 Delete type=3 #111
2024/01/26-16:44:01.358062 7ff6ccbfa6c0 Delete type=0 #113
2024/01/26-16:44:52.227918 7ff4363ff6c0 Level-0 table #119: started
2024/01/26-16:44:52.227939 7ff4363ff6c0 Level-0 table #119: 0 bytes OK
2024/01/26-16:44:52.233957 7ff4363ff6c0 Delete type=0 #117
2024/01/26-16:44:52.254451 7ff4363ff6c0 Manual compaction at level-0 from '!items!0SbSmYdxJSlcNr6x' @ 72057594037927935 : 1 .. '!items!yyCPVVl8vmMOfPcN' @ 0 : 0; will stop at (end)
2024/01/26-16:44:52.254483 7ff4363ff6c0 Manual compaction at level-1 from '!items!0SbSmYdxJSlcNr6x' @ 72057594037927935 : 1 .. '!items!yyCPVVl8vmMOfPcN' @ 0 : 0; will stop at (end)

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2024/01/26-16:45:12.310498 7ff6b77fe6c0 Delete type=3 #1
2024/01/26-16:46:20.715565 7ff4363ff6c0 Level-0 table #5: started
2024/01/26-16:46:20.722812 7ff4363ff6c0 Level-0 table #5: 332133 bytes OK
2024/01/26-16:46:20.729100 7ff4363ff6c0 Delete type=0 #3
2024/01/26-16:46:20.748593 7ff4363ff6c0 Manual compaction at level-0 from '!folders!La3YsNYFddQnmsba' @ 72057594037927935 : 1 .. '!items!zzDfuUJpQzzz262R' @ 0 : 0; will stop at (end)

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2024/01/26-16:45:12.187737 7ff6ccbfa6c0 Recovering log #189
2024/01/26-16:45:12.198131 7ff6ccbfa6c0 Delete type=3 #187
2024/01/26-16:45:12.198196 7ff6ccbfa6c0 Delete type=0 #189
2024/01/26-16:46:20.662928 7ff4363ff6c0 Level-0 table #194: started
2024/01/26-16:46:20.662962 7ff4363ff6c0 Level-0 table #194: 0 bytes OK
2024/01/26-16:46:20.668889 7ff4363ff6c0 Delete type=0 #192
2024/01/26-16:46:20.675221 7ff4363ff6c0 Manual compaction at level-0 from '!items!05RVU3UcRabogEvL' @ 72057594037927935 : 1 .. '!items!zaxcUsWUZ1vvl0p8' @ 0 : 0; will stop at (end)
2024/01/26-16:46:20.687735 7ff4363ff6c0 Manual compaction at level-1 from '!items!05RVU3UcRabogEvL' @ 72057594037927935 : 1 .. '!items!zaxcUsWUZ1vvl0p8' @ 0 : 0; will stop at (end)

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2024/01/26-16:44:01.259602 7ff6b7fff6c0 Recovering log #184
2024/01/26-16:44:01.270578 7ff6b7fff6c0 Delete type=3 #182
2024/01/26-16:44:01.270617 7ff6b7fff6c0 Delete type=0 #184
2024/01/26-16:44:52.195296 7ff4363ff6c0 Level-0 table #190: started
2024/01/26-16:44:52.195319 7ff4363ff6c0 Level-0 table #190: 0 bytes OK
2024/01/26-16:44:52.201363 7ff4363ff6c0 Delete type=0 #188
2024/01/26-16:44:52.201512 7ff4363ff6c0 Manual compaction at level-0 from '!items!05RVU3UcRabogEvL' @ 72057594037927935 : 1 .. '!items!zaxcUsWUZ1vvl0p8' @ 0 : 0; will stop at (end)
2024/01/26-16:44:52.201534 7ff4363ff6c0 Manual compaction at level-1 from '!items!05RVU3UcRabogEvL' @ 72057594037927935 : 1 .. '!items!zaxcUsWUZ1vvl0p8' @ 0 : 0; will stop at (end)

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2024/01/26-16:45:12.285582 7ff6ccbfa6c0 Recovering log #65
2024/01/26-16:45:12.295357 7ff6ccbfa6c0 Delete type=3 #63
2024/01/26-16:45:12.295414 7ff6ccbfa6c0 Delete type=0 #65
2024/01/26-16:46:20.742312 7ff4363ff6c0 Level-0 table #70: started
2024/01/26-16:46:20.742337 7ff4363ff6c0 Level-0 table #70: 0 bytes OK
2024/01/26-16:46:20.748489 7ff4363ff6c0 Delete type=0 #68
2024/01/26-16:46:20.748624 7ff4363ff6c0 Manual compaction at level-0 from '!items!56A3sVsiN7KI6a45' @ 72057594037927935 : 1 .. '!items!zJiASbV3QqH2oHb1' @ 0 : 0; will stop at (end)
2024/01/26-16:46:20.748645 7ff4363ff6c0 Manual compaction at level-1 from '!items!56A3sVsiN7KI6a45' @ 72057594037927935 : 1 .. '!items!zJiASbV3QqH2oHb1' @ 0 : 0; will stop at (end)

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2024/01/26-16:44:01.360668 7ff6b7fff6c0 Recovering log #61
2024/01/26-16:44:01.371203 7ff6b7fff6c0 Delete type=3 #59
2024/01/26-16:44:01.371247 7ff6b7fff6c0 Delete type=0 #61
2024/01/26-16:44:52.248033 7ff4363ff6c0 Level-0 table #66: started
2024/01/26-16:44:52.248057 7ff4363ff6c0 Level-0 table #66: 0 bytes OK
2024/01/26-16:44:52.254324 7ff4363ff6c0 Delete type=0 #64
2024/01/26-16:44:52.254491 7ff4363ff6c0 Manual compaction at level-0 from '!items!56A3sVsiN7KI6a45' @ 72057594037927935 : 1 .. '!items!zJiASbV3QqH2oHb1' @ 0 : 0; will stop at (end)
2024/01/26-16:44:52.254513 7ff4363ff6c0 Manual compaction at level-1 from '!items!56A3sVsiN7KI6a45' @ 72057594037927935 : 1 .. '!items!zJiASbV3QqH2oHb1' @ 0 : 0; will stop at (end)

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2024/01/26-16:45:12.339363 7ff6ccbfa6c0 Recovering log #155
2024/01/26-16:45:12.349148 7ff6ccbfa6c0 Delete type=3 #153
2024/01/26-16:45:12.349198 7ff6ccbfa6c0 Delete type=0 #155
2024/01/26-16:46:20.762584 7ff4363ff6c0 Level-0 table #160: started
2024/01/26-16:46:20.762605 7ff4363ff6c0 Level-0 table #160: 0 bytes OK
2024/01/26-16:46:20.769086 7ff4363ff6c0 Delete type=0 #158
2024/01/26-16:46:20.775714 7ff4363ff6c0 Manual compaction at level-0 from '!folders!2iZtDz80npHPIwkS' @ 72057594037927935 : 1 .. '!items!zyFR9C1jBTeFzbxg' @ 0 : 0; will stop at (end)

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2024/01/26-16:44:01.402829 7ff6ccbfa6c0 Recovering log #151
2024/01/26-16:44:01.413124 7ff6ccbfa6c0 Delete type=3 #149
2024/01/26-16:44:01.413220 7ff6ccbfa6c0 Delete type=0 #151
2024/01/26-16:44:52.267682 7ff4363ff6c0 Level-0 table #156: started
2024/01/26-16:44:52.267705 7ff4363ff6c0 Level-0 table #156: 0 bytes OK
2024/01/26-16:44:52.274231 7ff4363ff6c0 Delete type=0 #154
2024/01/26-16:44:52.280751 7ff4363ff6c0 Manual compaction at level-0 from '!folders!2iZtDz80npHPIwkS' @ 72057594037927935 : 1 .. '!items!zyFR9C1jBTeFzbxg' @ 0 : 0; will stop at (end)

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2024/01/26-16:45:12.261417 7ff6b6ffd6c0 Recovering log #189
2024/01/26-16:45:12.271000 7ff6b6ffd6c0 Delete type=3 #187
2024/01/26-16:45:12.271059 7ff6b6ffd6c0 Delete type=0 #189
2024/01/26-16:46:20.729362 7ff4363ff6c0 Level-0 table #194: started
2024/01/26-16:46:20.729409 7ff4363ff6c0 Level-0 table #194: 0 bytes OK
2024/01/26-16:46:20.735440 7ff4363ff6c0 Delete type=0 #192
2024/01/26-16:46:20.748607 7ff4363ff6c0 Manual compaction at level-0 from '!items!0K3CVEKsq67oKiYE' @ 72057594037927935 : 1 .. '!items!zwZoHMkWYtMCNx9f' @ 0 : 0; will stop at (end)
2024/01/26-16:46:20.748659 7ff4363ff6c0 Manual compaction at level-1 from '!items!0K3CVEKsq67oKiYE' @ 72057594037927935 : 1 .. '!items!zwZoHMkWYtMCNx9f' @ 0 : 0; will stop at (end)

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2024/01/26-16:44:01.335406 7ff6b6ffd6c0 Recovering log #184
2024/01/26-16:44:01.344619 7ff6b6ffd6c0 Delete type=3 #182
2024/01/26-16:44:01.344656 7ff6b6ffd6c0 Delete type=0 #184
2024/01/26-16:44:52.241636 7ff4363ff6c0 Level-0 table #190: started
2024/01/26-16:44:52.241673 7ff4363ff6c0 Level-0 table #190: 0 bytes OK
2024/01/26-16:44:52.247808 7ff4363ff6c0 Delete type=0 #188
2024/01/26-16:44:52.254473 7ff4363ff6c0 Manual compaction at level-0 from '!items!0K3CVEKsq67oKiYE' @ 72057594037927935 : 1 .. '!items!zwZoHMkWYtMCNx9f' @ 0 : 0; will stop at (end)
2024/01/26-16:44:52.254505 7ff4363ff6c0 Manual compaction at level-1 from '!items!0K3CVEKsq67oKiYE' @ 72057594037927935 : 1 .. '!items!zwZoHMkWYtMCNx9f' @ 0 : 0; will stop at (end)

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2024/01/26-16:45:12.200180 7ff6b77fe6c0 Recovering log #188
2024/01/26-16:45:12.209905 7ff6b77fe6c0 Delete type=3 #186
2024/01/26-16:45:12.209960 7ff6b77fe6c0 Delete type=0 #188
2024/01/26-16:46:20.681529 7ff4363ff6c0 Level-0 table #193: started
2024/01/26-16:46:20.681551 7ff4363ff6c0 Level-0 table #193: 0 bytes OK
2024/01/26-16:46:20.687599 7ff4363ff6c0 Delete type=0 #191
2024/01/26-16:46:20.687763 7ff4363ff6c0 Manual compaction at level-0 from 'undefined' @ 72057594037927935 : 1 .. 'undefined' @ 0 : 0; will stop at (end)

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2024/01/26-16:44:01.272823 7ff6b77fe6c0 Recovering log #184
2024/01/26-16:44:01.282074 7ff6b77fe6c0 Delete type=3 #182
2024/01/26-16:44:01.282112 7ff6b77fe6c0 Delete type=0 #184
2024/01/26-16:44:52.208441 7ff4363ff6c0 Level-0 table #189: started
2024/01/26-16:44:52.208462 7ff4363ff6c0 Level-0 table #189: 0 bytes OK
2024/01/26-16:44:52.214624 7ff4363ff6c0 Delete type=0 #187
2024/01/26-16:44:52.227817 7ff4363ff6c0 Manual compaction at level-0 from 'undefined' @ 72057594037927935 : 1 .. 'undefined' @ 0 : 0; will stop at (end)

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{"name":"Vehicle Weapons","type":"skill","img":"systems/fvtt-dark-stars/images/icons/skill.webp","system":{"base":"csb","bonus":0,"used":false,"description":"<p>The character is skilled in the use of indirect and direct artillery including missiles, howitzers<br>and auto cannons, any vehicle weapons.</p>"},"effects":[],"flags":{},"_stats":{"systemId":"fvtt-dark-stars","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1672086342604,"modifiedTime":1672086575155,"lastModifiedBy":"LUaXSjYdxSzrwCtU"},"_id":"5YJWuGaagmi1dgbv","folder":null,"sort":0,"ownership":{"default":0,"LUaXSjYdxSzrwCtU":3}}
{"name":"Engineering (Name of Field)","type":"skill","img":"systems/fvtt-dark-stars/images/icons/skill.webp","system":{"base":"asb","bonus":0,"used":false,"description":"<p>The character has a university-level education in an Engineering skill chosen from the list<br>below. The character can design and direct construction in the field. For example, Sam has Engineering (Computer Systems) 60%. He decides to make a supercomputer out of several<br>desktop PCs &ndash; he can do this. Furthermore, he can direct people who can help him.</p>\n<p><br>Civil, Electrical and Power, Computer Systems, Naval and Life Support, Mechanical, Propulsion Systems, Architecture, Robotics &amp; Mechatronics, Genetics, Cybernetic Design, Nanomachines, Weapons Systems, Personal Weapons and Armour Design.</p>"},"effects":[],"flags":{},"_stats":{"systemId":"fvtt-dark-stars","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1672085548127,"modifiedTime":1672086575152,"lastModifiedBy":"LUaXSjYdxSzrwCtU"},"_id":"9a1riW3iSabgr4sH","folder":null,"sort":0,"ownership":{"default":0,"LUaXSjYdxSzrwCtU":3}}
{"name":"Basic Ground Navigation","type":"skill","img":"systems/fvtt-dark-stars/images/icons/skill.webp","system":{"base":"asb","bonus":0,"used":false,"description":"<p>The character can navigate by map and compass, by land or sea. Navigation can be by the sun, stars or compass.</p>"},"effects":[],"flags":{},"_stats":{"systemId":"fvtt-dark-stars","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1672085470278,"modifiedTime":1672086575152,"lastModifiedBy":"LUaXSjYdxSzrwCtU"},"_id":"ESvBNzSQ6UVa2Hdj","folder":null,"sort":0,"ownership":{"default":0,"LUaXSjYdxSzrwCtU":3}}
{"name":"Persuasion & Manipulation","type":"skill","img":"systems/fvtt-dark-stars/images/icons/skill.webp","system":{"base":"ssb","bonus":0,"used":false,"description":"<p>The character can persuade others to do what he or she wants or to provide information. This<br>is non-violent persuasion. The game master may oppose the skill check using the NPC persuasion<br>skill. Role-playing well may provide a bonus to the use of this skill; however, not roleplaying may attract a penalty. This skill must be carefully refereed by the game master. Typical Persuasion checks may be used to ask someone for information or help in some way. It is not possible to persuade someone to knowingly harm themselves; however, it could be used to trick a person into doing something against their best interests. This skill is not mind control; it is careful persuasion. When a character chooses to manipulate a person, it is similar to persuasion; however, rather than truthful reasoning, manipulation is deceitful.</p>"},"effects":[],"flags":{},"_stats":{"systemId":"fvtt-dark-stars","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1672085115239,"modifiedTime":1672086575153,"lastModifiedBy":"LUaXSjYdxSzrwCtU"},"_id":"EZV7SCG4WbkervUv","folder":null,"sort":0,"ownership":{"default":0,"LUaXSjYdxSzrwCtU":3}}
{"name":"Projectile Weapons","type":"skill","img":"systems/fvtt-dark-stars/images/icons/skill.webp","system":{"base":"csb","bonus":0,"used":false,"description":"<p>The character is trained in the use and maintenance of projectile weapons like rifles, pistols and dart launchers. The character is trained in the use and maintenance of rail weapons like rail rifles, rail SMGs and rail assault weapons.</p>"},"effects":[],"flags":{},"_stats":{"systemId":"fvtt-dark-stars","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1672086276980,"modifiedTime":1672086575154,"lastModifiedBy":"LUaXSjYdxSzrwCtU"},"_id":"I8HWWCwhF7R19u6x","folder":null,"sort":0,"ownership":{"default":0,"LUaXSjYdxSzrwCtU":3}}
{"name":"Speak & Read (Language)","type":"skill","img":"systems/fvtt-dark-stars/images/icons/skill.webp","system":{"base":"ssb","bonus":0,"used":false,"description":"<p>Speak Language is used whenever a character is not very good at the dialect he or she is trying to communicate in. If the language skills of both participants total 50%, then communication is assured, and no Language roll is necessary.</p>\n<p>Reading a language allows the character to read and understand the written word. Characters may need to roll at the GM&rsquo;s suggestion on their Speak and Read Language skill. Otherwise, understanding is assured. The following list of languages and scripts can be used, although there are of course more languages.<br><br>Spoken and Written Languages Examples<br>English, Spanish, Portuguese, Mandarin, Hindi, Chinese, German, Russian, Italian, Korean,&nbsp; Japanese.</p>"},"effects":[],"flags":{"core":{"sheetClass":"fvtt-dark-stars.DarkStarsItemSheet"}},"_stats":{"systemId":"fvtt-dark-stars","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1671852339032,"modifiedTime":1672086575154,"lastModifiedBy":"LUaXSjYdxSzrwCtU"},"_id":"IW0nw7bk83QQItjF","folder":null,"sort":0,"ownership":{"default":0,"LUaXSjYdxSzrwCtU":3}}
{"name":"Stealth","type":"skill","img":"systems/fvtt-dark-stars/images/icons/skill.webp","system":{"base":"psb","bonus":0,"used":false,"description":"<p>The Stealth skill involves hiding, sneaking and generally moving without being detected by sound or sight. A roll is always required for this skill whenever it is attempted.</p>"},"effects":[],"flags":{},"_stats":{"systemId":"fvtt-dark-stars","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1672085657806,"modifiedTime":1672086575154,"lastModifiedBy":"LUaXSjYdxSzrwCtU"},"_id":"JB8ItSbIQ4nnQk9U","folder":null,"sort":0,"ownership":{"default":0,"LUaXSjYdxSzrwCtU":3}}
{"name":"Heavy Weapons","type":"skill","img":"systems/fvtt-dark-stars/images/icons/skill.webp","system":{"base":"csb","bonus":0,"used":false,"description":"<p>The character is skilled in the use of RPGs, grenade launchers and machine guns, and artillery pieces.</p>"},"effects":[],"flags":{},"_stats":{"systemId":"fvtt-dark-stars","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1672086320348,"modifiedTime":1672086575154,"lastModifiedBy":"LUaXSjYdxSzrwCtU"},"_id":"JGtOg9mUP0pZievc","folder":null,"sort":0,"ownership":{"default":0,"LUaXSjYdxSzrwCtU":3}}
{"name":"Science (Name of Science)","type":"skill","img":"systems/fvtt-dark-stars/images/icons/skill.webp","system":{"base":"asb","bonus":0,"used":false,"description":"<p>The character has a university-level education in a Science skill chosen from the list below.<br>Science skills are theoretical in nature. A Science skill can be used for an Engineering skill at half the value.</p>\n<p><br>Mathematics, Computer Science, Economics, Physics, Biology, Chemistry, Biochemistry, Medicine, Genetics, Archaeology, Astronomy, Geology, Psychology, Cybernetics, Pharmacology.</p>"},"effects":[],"flags":{},"_stats":{"systemId":"fvtt-dark-stars","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1672085504870,"modifiedTime":1672086575153,"lastModifiedBy":"LUaXSjYdxSzrwCtU"},"_id":"O6Gxntfqt0hGXvYW","folder":null,"sort":0,"ownership":{"default":0,"LUaXSjYdxSzrwCtU":3}}
{"name":"Energy Weapons","type":"skill","img":"systems/fvtt-dark-stars/images/icons/skill.webp","system":{"base":"csb","bonus":0,"used":false,"description":"<p>The character is trained in the use and maintenance of personal lasers, ion guns, neural stunners and plasma weapons.</p>"},"effects":[],"flags":{},"_stats":{"systemId":"fvtt-dark-stars","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1672086249716,"modifiedTime":1672086575154,"lastModifiedBy":"LUaXSjYdxSzrwCtU"},"_id":"OB4khIPwWYlRXt6t","folder":null,"sort":0,"ownership":{"default":0,"LUaXSjYdxSzrwCtU":3}}
{"name":"Professional Skill (Name of Field/Role)","type":"skill","img":"systems/fvtt-dark-stars/images/icons/skill.webp","system":{"base":"asb","bonus":0,"used":false,"description":"<p>A variety of professions, usually learned through apprenticeship. Professions are usually<br>skills that involve acquiring the resource or crafting items from resources.<br><br>Includes <br>Medicine, Surgery*, Pharmaceuticals, Psychiatry+, Horticulture, Animal Husbandry, Forensic Examiner, Politics, Computer Security, Communications Specialist, Business, Military Tactics, Logistics, Manufacturing, Robot Brains, Armourer. <br><br>* requires Medicine + requires Psychology</p>"},"effects":[],"flags":{},"_stats":{"systemId":"fvtt-dark-stars","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1672085414469,"modifiedTime":1672086575153,"lastModifiedBy":"LUaXSjYdxSzrwCtU"},"_id":"Sf4375GLeaEdXjz0","folder":null,"sort":0,"ownership":{"default":0,"LUaXSjYdxSzrwCtU":3}}
{"name":"Empathy","type":"skill","img":"systems/fvtt-dark-stars/images/icons/skill.webp","system":{"base":"ssb","bonus":0,"used":false,"description":"<p>The character can perceive other people&rsquo;s motives and motivations. This skill is useful when gathering information about likely actions and motivational options.</p>"},"effects":[],"flags":{},"_stats":{"systemId":"fvtt-dark-stars","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1672085187959,"modifiedTime":1672086575152,"lastModifiedBy":"LUaXSjYdxSzrwCtU"},"_id":"TAgwGCqdB61eBDJ3","folder":null,"sort":0,"ownership":{"default":0,"LUaXSjYdxSzrwCtU":3}}
{"name":"Recon","type":"skill","img":"systems/fvtt-dark-stars/images/icons/skill.webp","system":{"base":"psb","bonus":0,"used":false,"description":"<p>Recon is basically observation. Characters have a basic level in this skill, and trained characters should have a higher rating in the skill. This skill is used whenever a character wishes to find something out or whenever the GM wishes to roll to see if the character spots or hears something.</p>"},"effects":[],"flags":{},"_stats":{"systemId":"fvtt-dark-stars","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1672085691670,"modifiedTime":1672086575153,"lastModifiedBy":"LUaXSjYdxSzrwCtU"},"_id":"Wiy2P34tbpFLpK7e","folder":null,"sort":0,"ownership":{"default":0,"LUaXSjYdxSzrwCtU":3}}
{"name":"Pilot (Vehicle Type)","type":"skill","img":"systems/fvtt-dark-stars/images/icons/skill.webp","system":{"base":"msb","bonus":0,"used":false,"description":"<p>The character is skilled in the use of vehicles. They can operate and perform basic maintenance and repairs. Examples of vehicles are wheeled vehicle, watercraft, spaceship, airplane, tracked vehicle, gravcraft, power armour and drones.</p>"},"effects":[],"flags":{},"_stats":{"systemId":"fvtt-dark-stars","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1672086377747,"modifiedTime":1672086575155,"lastModifiedBy":"LUaXSjYdxSzrwCtU"},"_id":"XmyIaZ07ngWvnIAD","folder":null,"sort":0,"ownership":{"default":0,"LUaXSjYdxSzrwCtU":3}}
{"name":"Social & Style","type":"skill","img":"systems/fvtt-dark-stars/images/icons/skill.webp","system":{"base":"ssb","bonus":0,"used":false,"description":"<p>This skill is designed to enable a character to know what is fashionable in any given social<br>group. It also enables the character to behave with the correct etiquette for the social group<br>they are in at the time. This skill is used to determine advance actions. This is not a pursued<br>skill, however, if a role is played well it can provide a bonus in such situations.</p>"},"effects":[],"flags":{},"_stats":{"systemId":"fvtt-dark-stars","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1671852578894,"modifiedTime":1672086575153,"lastModifiedBy":"LUaXSjYdxSzrwCtU"},"_id":"dDzdnXRcwZRQZ5RG","folder":null,"sort":0,"ownership":{"default":0,"LUaXSjYdxSzrwCtU":3}}
{"name":"Drive Ground Car and Ride Motorcycle","type":"skill","img":"systems/fvtt-dark-stars/images/icons/skill.webp","system":{"base":"msb","bonus":0,"used":false,"description":"<p>The character can drive cars and motorcycles. This is not a professional level of driving, just<br>everyday driving.</p>"},"effects":[],"flags":{},"_stats":{"systemId":"fvtt-dark-stars","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1672086514348,"modifiedTime":1672086575155,"lastModifiedBy":"LUaXSjYdxSzrwCtU"},"_id":"gQ7bFMrV47R02z3i","folder":null,"sort":0,"ownership":{"default":0,"LUaXSjYdxSzrwCtU":3}}
{"name":"Melee Combat","type":"skill","img":"systems/fvtt-dark-stars/images/icons/skill.webp","system":{"base":"csb","bonus":0,"used":false,"description":"<p>The character is skilled at using riot shields, melee weapons and bladed weapons. If the game master chooses, this can be broken up into multiple skills; however, for simplicity we refer to this skill as melee combat.</p>\n<p>The character can use shields to block attacks. The character is skilled at knife and sword fighting. The character is also skilled in the use of mass weapons such as axes, two-handed swords, maces, hammers, batons, truncheons, clubs and polearms. Styles are: Kendo, Single Stick, Fencing etc.</p>"},"effects":[],"flags":{},"_stats":{"systemId":"fvtt-dark-stars","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1672086188534,"modifiedTime":1672086575154,"lastModifiedBy":"LUaXSjYdxSzrwCtU"},"_id":"hdOSBK7SwELJMzZb","folder":null,"sort":0,"ownership":{"default":0,"LUaXSjYdxSzrwCtU":3}}
{"name":"Demolitions","type":"skill","img":"systems/fvtt-dark-stars/images/icons/skill.webp","system":{"base":"msb","bonus":0,"used":false,"description":"<p>The character is skilled in the art of laying explosives, creatively setting fuses and generally blowing stuff up.</p>"},"effects":[],"flags":{},"_stats":{"systemId":"fvtt-dark-stars","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1672086436924,"modifiedTime":1672086575155,"lastModifiedBy":"LUaXSjYdxSzrwCtU"},"_id":"kNVEnbgz68l5H6F7","folder":null,"sort":0,"ownership":{"default":0,"LUaXSjYdxSzrwCtU":3}}
{"name":"Basic Education","type":"skill","img":"systems/fvtt-dark-stars/images/icons/skill.webp","system":{"base":"asb","bonus":0,"used":false,"description":"<p>This skill includes a variety of catch-all skills from simple mathematics to geography, history, literacy and general knowhow. This skill is also special in that it starts as the character&rsquo;s Education x 2, and then points may be spent to increase it. All characters start with this skill just as they have their native language. Spending points on this skill means the character has more depth to their knowledge. More educated characters know more about a variety of subjects. Game masters must decide if this skill can be used for any given task.</p>"},"effects":[],"flags":{},"_stats":{"systemId":"fvtt-dark-stars","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1672085276422,"modifiedTime":1672086575152,"lastModifiedBy":"LUaXSjYdxSzrwCtU"},"_id":"lCcvKGDWbmNqZmM4","folder":null,"sort":0,"ownership":{"default":0,"LUaXSjYdxSzrwCtU":3}}
{"name":"Unarmed Combat","type":"skill","img":"systems/fvtt-dark-stars/images/icons/skill.webp","system":{"base":"csb","bonus":0,"used":false,"description":"<p>The character is skilled in the use of unarmed combat. They are practised and professional, and know how to use their body, fists and feet to devastating effect.</p>"},"effects":[],"flags":{},"_stats":{"systemId":"fvtt-dark-stars","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1672085777245,"modifiedTime":1672086575154,"lastModifiedBy":"LUaXSjYdxSzrwCtU"},"_id":"ouxLcHbuWWKhJQg9","folder":null,"sort":0,"ownership":{"default":0,"LUaXSjYdxSzrwCtU":3}}
{"name":"Athletics","type":"skill","img":"systems/fvtt-dark-stars/images/icons/skill.webp","system":{"base":"psb","bonus":0,"used":false,"description":"<p>The Athletics skill is used for any form of physical activity. Jumping, dodging, climbing, abseiling, running, throwing, swimming and others can be chosen. This skill is very broad and represents the education characters received in school and while they were growing up. Rolls are required at the GM&rsquo;s discretion. Athletics can be substituted for Unarmed Combat, but at half value.</p>"},"effects":[],"flags":{},"_stats":{"systemId":"fvtt-dark-stars","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1672085605799,"modifiedTime":1672086575152,"lastModifiedBy":"LUaXSjYdxSzrwCtU"},"_id":"wPq70BdgDHP6H4lD","folder":null,"sort":0,"ownership":{"default":0,"LUaXSjYdxSzrwCtU":3}}
{"name":"Graft (Type)","type":"skill","img":"systems/fvtt-dark-stars/images/icons/skill.webp","system":{"base":"ssb","bonus":0,"used":false,"description":"<p>Graft refers to all forms of illegal activities. This skill includes bribery, streetwise, gambling,<br>racketeering, sales, bureaucracy, fencing and pimping.</p>"},"effects":[],"flags":{},"_stats":{"systemId":"fvtt-dark-stars","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1672085235048,"modifiedTime":1672086575153,"lastModifiedBy":"LUaXSjYdxSzrwCtU"},"_id":"xVquq7UFdm1S4FdJ","folder":null,"sort":0,"ownership":{"default":0,"LUaXSjYdxSzrwCtU":3}}
{"name":"First Aid","type":"skill","img":"systems/fvtt-dark-stars/images/icons/skill.webp","system":{"base":"msb","bonus":0,"used":false,"description":"<p>The character can perform basic first aid, stop bleeding and perform CPR. This skill enables the character to dress wounds and apply bandages.</p>"},"effects":[],"flags":{},"_stats":{"systemId":"fvtt-dark-stars","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1672086482524,"modifiedTime":1672086575155,"lastModifiedBy":"LUaXSjYdxSzrwCtU"},"_id":"yo7mOkfbbOogx8na","folder":null,"sort":0,"ownership":{"default":0,"LUaXSjYdxSzrwCtU":3}}

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2024/01/26-16:45:12.248991 7ff6b77fe6c0 Recovering log #189
2024/01/26-16:45:12.258851 7ff6b77fe6c0 Delete type=3 #187
2024/01/26-16:45:12.259070 7ff6b77fe6c0 Delete type=0 #189
2024/01/26-16:46:20.702205 7ff4363ff6c0 Level-0 table #194: started
2024/01/26-16:46:20.702227 7ff4363ff6c0 Level-0 table #194: 0 bytes OK
2024/01/26-16:46:20.708847 7ff4363ff6c0 Delete type=0 #192
2024/01/26-16:46:20.715391 7ff4363ff6c0 Manual compaction at level-0 from '!items!5YJWuGaagmi1dgbv' @ 72057594037927935 : 1 .. '!items!z3j0TW0hqigz6UP5' @ 0 : 0; will stop at (end)
2024/01/26-16:46:20.715425 7ff4363ff6c0 Manual compaction at level-1 from '!items!5YJWuGaagmi1dgbv' @ 72057594037927935 : 1 .. '!items!z3j0TW0hqigz6UP5' @ 0 : 0; will stop at (end)

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