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14 Commits

Author SHA1 Message Date
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
58 changed files with 840 additions and 1119 deletions

14
.gitignore vendored Normal file
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@@ -0,0 +1,14 @@
.vscode/settings.json
.idea
.history
todo.md
/.vscode
/ignored/
/node_modules/
/jsconfig.json
/package.json
/package-lock.json
/packs/*/
/packs/*/CURRENT
/packs/*/LOG
/packs/*/LOCK

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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 +35,20 @@ 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()) ),
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()) ),
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 +95,6 @@ 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 +107,12 @@ export class DarkStarsActorSheet extends ActorSheet {
let actorId = li.data("actor-id");
this.actor.delSubActor(actorId);
});
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 +131,6 @@ 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 +142,6 @@ 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 +64,30 @@ 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
secondary.fp.max = 10 + attr.str.value + attr.con.value + secondary.fp.bonus
}
/* -------------------------------------------- */
@@ -91,9 +95,9 @@ 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 +114,6 @@ 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)
@@ -158,6 +133,12 @@ export class DarkStarsActor extends Actor {
return undefined
}
/* -------------------------------------------- */
getCybers() {
let comp = duplicate(this.items.filter(item => item.type == 'cyber') || []);
DarkStarsUtility.sortArrayObjectsByName(comp)
return comp;
}
/* -------------------------------------------- */
getShields() {
let comp = duplicate(this.items.filter(item => item.type == 'shield') || []);
DarkStarsUtility.sortArrayObjectsByName(comp)
@@ -171,11 +152,6 @@ export class DarkStarsActor extends Actor {
return undefined
}
/* -------------------------------------------- */
getRace() {
let race = this.items.filter(item => item.type == 'race')
return race[0] ?? [];
}
/* -------------------------------------------- */
checkAndPrepareEquipment(item) {
}
@@ -208,23 +184,38 @@ export class DarkStarsActor extends Actor {
return item;
}
/* -------------------------------------------- */
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)
@@ -343,7 +334,7 @@ export class DarkStarsActor extends Actor {
/* -------------------------------------------- */
async incDecHP(formula) {
let dmgRoll = new Roll(formula+"[dark-starsorange]").roll({ async: false })
let dmgRoll = new Roll(formula + "[dark-starsorange]").roll({ async: false })
await DarkStarsUtility.showDiceSoNice(dmgRoll, game.settings.get("core", "rollMode"))
let hp = duplicate(this.system.secondary.hp)
hp.value = Number(hp.value) + Number(dmgRoll.total)
@@ -372,7 +363,7 @@ 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': "" }]);
}
@@ -389,7 +380,7 @@ 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
}
@@ -428,12 +419,6 @@ 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 +473,7 @@ 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 +483,7 @@ 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 +517,13 @@ 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 +537,10 @@ 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 +589,11 @@ 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 +612,12 @@ 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
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 +625,8 @@ 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

@@ -3,7 +3,6 @@ export const DARKSTARS_CONFIG = {
basebonus : {
"csb": "CSB",
"asb": "SSB",
"ssb": "SSB",
"msb": "MSB",
"psb": "PSB",
@@ -35,6 +34,14 @@ export const DARKSTARS_CONFIG = {
"advanced": "Advanced",
"role": "Role"
},
cyberTypes: {
"I": "I",
"P": "P",
"U": "U",
"W": "W",
"E": "E",
"GS": "GS"
},
range: {
"1": "Close",
"2": "Short",

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

@@ -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 +239,84 @@ 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 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]"
rollData.percentValue = 0
if ( rollData.skill ) {
rollData.percentValue = rollData.skill.total
}
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
rollData.percentValue += rollData.bonusMalus
rollData.diceFormula = "1d100"
// 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[dark-stars-purple]"
} else {
diceFormula += `+ 0d10cs>=5[dark-stars-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`
if (rollData.isAboveEffectiveRange) {
rollData.percentValue -= 30
rollData.percentValue = Math.max(0, rollData.percentValue)
}
// advantage => 8
let advFormula = "+ 0d8cs>=5"
if (rollData.advantage == "advantage1" || rollData.forceAdvantage) {
advFormula = "+ 1d8cs>=5[dark-stars-darkgreen]"
if (rollData.mode == "weapon") {
rollData.locationMalus = this.getAimingMalus(rollData.weaponAiming)
rollData.percentValue += rollData.locationMalus
}
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
if (rollData.rollAdvantage == "none" && rollData.forceRollAdvantage) {
rollData.rollAdvantage = "roll-advantage"
}
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)
})
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)
}
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)
if (rollData.reroll) {
actor.modifyRerolls(-1)
rollData.rerolls = 0 // DIsable rerolls
}
this.saveRollData(rollData)
actor.lastRoll = rollData
if (rollData.weaponAiming == "none" ) {
let rollLoc = new Roll("1d10").roll({async: false})
rollData.weaponAiming = this.getAimingLocation(rollLoc.total)
}
this.createChatWithRollMode(rollData.alias, {
content: await renderTemplate(`systems/fvtt-dark-stars/templates/chat-generic-result.hbs`, rollData)
let msg = await this.createChatWithRollMode(rollData.alias, {
content: await renderTemplate(`systems/fvtt-dark-stars/templates/chat/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 +410,7 @@ export class DarkStarsUtility {
break;
}
chatOptions.alias = chatOptions.alias || name;
ChatMessage.create(chatOptions);
return ChatMessage.create(chatOptions);
}
/* -------------------------------------------- */
@@ -520,7 +418,9 @@ 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 +436,7 @@ 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)
}
/* -------------------------------------------- */

View File

@@ -1,15 +0,0 @@
{"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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2023/10/14-11:25:04.552993 7f49ebbff6c0 Manual compaction at level-1 from '!items!3O3MjRkrmX4HeaPY' @ 72057594037927935 : 1 .. '!items!q9JGWL4y4udYrzvD' @ 0 : 0; will stop at (end)

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2023/10/10-13:03:57.476948 7fb8b97fa6c0 Manual compaction at level-1 from '!items!3O3MjRkrmX4HeaPY' @ 72057594037927935 : 1 .. '!items!q9JGWL4y4udYrzvD' @ 0 : 0; will stop at (end)

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2023/10/10-13:03:57.511725 7fb8b97fa6c0 Level-0 table #45: started
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2023/10/14-11:25:04.574315 7f49ebbff6c0 Level-0 table #49: started
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2023/10/10-13:03:57.550075 7fb8b97fa6c0 Level-0 table #45: 0 bytes OK
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2023/10/14-11:25:04.596663 7f49ebbff6c0 Manual compaction at level-1 from '!items!0LA7gMBDogO56AZK' @ 72057594037927935 : 1 .. '!items!zwZoHMkWYtMCNx9f' @ 0 : 0; will stop at (end)

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2023/10/10-13:03:57.630235 7fb8b97fa6c0 Level-0 table #45: started
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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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2023/10/14-11:19:55.945155 7f4c8a7fc6c0 Recovering log #44
2023/10/14-11:19:55.956833 7f4c8a7fc6c0 Delete type=3 #42
2023/10/14-11:19:55.956955 7f4c8a7fc6c0 Delete type=0 #44
2023/10/14-11:25:04.589348 7f49ebbff6c0 Level-0 table #49: started
2023/10/14-11:25:04.589430 7f49ebbff6c0 Level-0 table #49: 0 bytes OK
2023/10/14-11:25:04.596408 7f49ebbff6c0 Delete type=0 #47
2023/10/14-11:25:04.596612 7f49ebbff6c0 Manual compaction at level-0 from '!items!5YJWuGaagmi1dgbv' @ 72057594037927935 : 1 .. '!items!yo7mOkfbbOogx8na' @ 0 : 0; will stop at (end)
2023/10/14-11:25:04.596646 7f49ebbff6c0 Manual compaction at level-1 from '!items!5YJWuGaagmi1dgbv' @ 72057594037927935 : 1 .. '!items!yo7mOkfbbOogx8na' @ 0 : 0; will stop at (end)

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2023/10/10-13:02:58.947342 7fb8bb7fe6c0 Recovering log #40
2023/10/10-13:02:58.957769 7fb8bb7fe6c0 Delete type=3 #38
2023/10/10-13:02:58.957853 7fb8bb7fe6c0 Delete type=0 #40
2023/10/10-13:03:57.673002 7fb8b97fa6c0 Level-0 table #45: started
2023/10/10-13:03:57.673036 7fb8b97fa6c0 Level-0 table #45: 0 bytes OK
2023/10/10-13:03:57.709266 7fb8b97fa6c0 Delete type=0 #43
2023/10/10-13:03:57.709730 7fb8b97fa6c0 Manual compaction at level-0 from '!items!5YJWuGaagmi1dgbv' @ 72057594037927935 : 1 .. '!items!yo7mOkfbbOogx8na' @ 0 : 0; will stop at (end)
2023/10/10-13:03:57.709887 7fb8b97fa6c0 Manual compaction at level-1 from '!items!5YJWuGaagmi1dgbv' @ 72057594037927935 : 1 .. '!items!yo7mOkfbbOogx8na' @ 0 : 0; will stop at (end)

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2023/10/14-11:19:55.902888 7f4c89ffb6c0 Recovering log #45
2023/10/14-11:19:55.913697 7f4c89ffb6c0 Delete type=3 #43
2023/10/14-11:19:55.913811 7f4c89ffb6c0 Delete type=0 #45
2023/10/14-11:25:04.560127 7f49ebbff6c0 Level-0 table #50: started
2023/10/14-11:25:04.560165 7f49ebbff6c0 Level-0 table #50: 0 bytes OK
2023/10/14-11:25:04.567056 7f49ebbff6c0 Delete type=0 #48
2023/10/14-11:25:04.581663 7f49ebbff6c0 Manual compaction at level-0 from '!items!265V8wzrrH3EEgtM' @ 72057594037927935 : 1 .. '!items!zx96NZdE3GrK999G' @ 0 : 0; will stop at (end)
2023/10/14-11:25:04.581717 7f49ebbff6c0 Manual compaction at level-1 from '!items!265V8wzrrH3EEgtM' @ 72057594037927935 : 1 .. '!items!zx96NZdE3GrK999G' @ 0 : 0; will stop at (end)

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2023/10/10-13:02:58.906782 7fb8baffd6c0 Recovering log #41
2023/10/10-13:02:58.917983 7fb8baffd6c0 Delete type=3 #39
2023/10/10-13:02:58.918205 7fb8baffd6c0 Delete type=0 #41
2023/10/10-13:03:57.587289 7fb8b97fa6c0 Level-0 table #46: started
2023/10/10-13:03:57.587326 7fb8b97fa6c0 Level-0 table #46: 0 bytes OK
2023/10/10-13:03:57.629924 7fb8b97fa6c0 Delete type=0 #44
2023/10/10-13:03:57.630149 7fb8b97fa6c0 Manual compaction at level-0 from '!items!265V8wzrrH3EEgtM' @ 72057594037927935 : 1 .. '!items!zx96NZdE3GrK999G' @ 0 : 0; will stop at (end)
2023/10/10-13:03:57.630181 7fb8b97fa6c0 Manual compaction at level-1 from '!items!265V8wzrrH3EEgtM' @ 72057594037927935 : 1 .. '!items!zx96NZdE3GrK999G' @ 0 : 0; will stop at (end)

View File

@@ -238,14 +238,15 @@ table {border: 1px solid #7a7971;}
.fvtt-dark-stars .sheet-header .profile-img {
-webkit-box-flex: 0;
-ms-flex: 0 0 128px;
flex: 0 0 128px;
width: 196px;
-ms-flex: 0 0 96px;
flex: 0 0 96px;
width: 96px;
height: auto;
max-height:260px;
max-height:96px;
margin-top: 0px;
margin-right: 10px;
object-fit: cover;
border-width: 0px;
object-position: 50% 0;
}
@@ -569,7 +570,7 @@ ul, li {
}
.list-item-shadow {
background:rgba(87, 60, 32, 0.35);
flex-grow: 0;
/*flex-grow: 0;*/
flex-wrap: nowrap;
justify-content: flex-start;
}
@@ -1144,23 +1145,6 @@ ul, li {
opacity: 1;
}
.river-button {
box-shadow: inset 0px 1px 0px 0px #a6827e;
background: linear-gradient(to bottom, #21374afc 5%, #152833ab 100%);
background-color: #7d5d3b00;
border-radius: 3px;
border: 2px ridge #846109;
display: inline-block;
cursor: pointer;
color: #ffffff;
font-size: 0.8rem;
padding: 2px 4px 0px 4px;
text-decoration: none;
text-shadow: 0px 1px 0px #4d3534;
position: relative;
margin:4px;
}
.chat-card-button {
box-shadow: inset 0px 1px 0px 0px #a6827e;
background: linear-gradient(to bottom, #21374afc 5%, #152833ab 100%);
@@ -1488,6 +1472,12 @@ Focus FOC: #ff0084
max-width: 14rem;
min-width: 14rem;
}
.item-field-label-vlong2 {
flex-grow:1;
margin-top: 4px;
max-width: 22rem;
min-width: 22rem;
}
.item-control-end {
align-self: flex-end;
}

View File

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

View File

@@ -25,7 +25,7 @@
"type": "Item",
"label": "Armors",
"name": "armor",
"path": "packs/armor.db",
"path": "packs/armor",
"system": "fvtt-dark-stars",
"private": false,
"flags": {}
@@ -34,7 +34,7 @@
"type": "Item",
"label": "Equipments",
"name": "equipment",
"path": "packs/equipment.db",
"path": "packs/equipment",
"system": "fvtt-dark-stars",
"private": false,
"flags": {}
@@ -43,7 +43,7 @@
"type": "Item",
"label": "Shields",
"name": "shields",
"path": "packs/shields.db",
"path": "packs/shields",
"system": "fvtt-dark-stars",
"private": false,
"flags": {}
@@ -52,7 +52,7 @@
"type": "Item",
"label": "Weapons",
"name": "weapons",
"path": "packs/weapons.db",
"path": "packs/weapons",
"system": "fvtt-dark-stars",
"private": false,
"flags": {}
@@ -61,7 +61,7 @@
"type": "Item",
"label": "Conditions",
"name": "conditions",
"path": "packs/conditions.db",
"path": "packs/conditions",
"system": "fvtt-dark-stars",
"private": false,
"flags": {}
@@ -70,7 +70,7 @@
"type": "Item",
"label": "Currency",
"name": "currency",
"path": "packs/currency.db",
"path": "packs/currency",
"system": "fvtt-dark-stars",
"private": false,
"flags": {}
@@ -79,7 +79,7 @@
"type": "Item",
"label": "Skills",
"name": "skills",
"path": "packs/skills.db",
"path": "packs/skills",
"system": "fvtt-dark-stars",
"private": false,
"flags": {}
@@ -88,7 +88,7 @@
"type": "Item",
"label": "Perks",
"name": "perks",
"path": "packs/perks.db",
"path": "packs/perks",
"system": "fvtt-dark-stars",
"private": false,
"flags": {}
@@ -100,15 +100,14 @@
"styles": [
"styles/simple.css"
],
"version": "10.0.9",
"version": "11.0.3",
"compatibility": {
"minimum": "10",
"verified": "10",
"maximum": "10"
"minimum": "11",
"verified": "11"
},
"title": "Dark Stars RPG",
"manifest": "https://www.uberwald.me/gitea/uberwald/fvtt-dark-stars/raw/branch/main/system.json",
"download": "https://www.uberwald.me/gitea/uberwald/fvtt-dark-stars/archive/fvtt-dark-stars-v10.0.9.zip",
"download": "https://www.uberwald.me/gitea/uberwald/fvtt-dark-stars/archive/fvtt-dark-stars-v11.0.3.zip",
"url": "https://www.uberwald.me/gitea/uberwald/",
"background": "images/ui/dark_stars_welcome_page.webp",
"id": "fvtt-dark-stars"

View File

@@ -46,105 +46,117 @@
"str": {
"label": "Strength",
"abbrev": "str",
"col": 1,
"value": 0,
"bonusname": "CSB",
"base": 0,
"bonus": 0
"value": 0
},
"dex": {
"label": "Dexterity",
"abbrev": "dex",
"col": 1,
"value": 0,
"bonusname": "ASB",
"base": 0,
"bonus": 0
"value": 0
},
"con": {
"label": "Constitution",
"abbrev": "con",
"col": 1,
"value": 0,
"bonusname": "SSB",
"base": 0,
"bonus": 0
"value": 0
},
"siz": {
"label": "Size",
"abbrev": "siz",
"col": 2,
"value": 0,
"bonusname": "MSB",
"base": 0,
"bonus": 0
"value": 0
},
"att": {
"label": "Attractiveness",
"abbrev": "att",
"col": 2,
"value": 0,
"bonusname": "PSB",
"base": 0,
"bonus": 0
"value": 0
},
"int": {
"label": "Intelligence",
"abbrev": "int",
"col": 2,
"value": 0,
"derivname": "EGO",
"derivvalue": 0,
"base": 0
"value": 0
},
"edu": {
"label": "Education",
"abbrev": "edu",
"col": 2,
"value": 0,
"derivname": "HUP",
"base": 0,
"derivvalue": 0
"value": 0
},
"cha": {
"label": "Charisma",
"abbrev": "cha",
"col": 2,
"value": 0,
"derivname": "SS",
"base": 0,
"derivvalue": 0
"value": 0
},
"emp": {
"label": "Empathy",
"abbrev": "edu",
"col": 2,
"value": 0,
"derivname": "MCDB",
"base": 0,
"derivvalue": 0
"abbrev": "emp",
"value": 0
},
"sel": {
"label": "Self-Control",
"abbrev": "sel",
"col": 2,
"value": 0
}
},
"derivated": {
"csb": {
"label": "CSB",
"value": 0,
"derivname": "SI",
"base": 0,
"derivvalue": 0
"bonus": 0
},
"asb": {
"label": "ASB",
"value": 0,
"bonus": 0
},
"ssb": {
"label": "SSB",
"value": 0,
"bonus": 0
},
"msb": {
"label": "MSB",
"value": 0,
"bonus": 0
},
"psb": {
"label": "PSB",
"value": 0,
"bonus": 0
},
"ego": {
"label": "EGO",
"value": 0,
"bonus": 0
},
"hup": {
"label": "HUP",
"value": 0,
"bonus": 0
},
"ss": {
"label": "SS",
"value": 0,
"bonus": 0
},
"mcdb": {
"label": "MCDB",
"value": 0,
"bonus": 0
},
"si": {
"label": "SI",
"value": 0,
"bonus": 0
}
},
"secondary": {
"hp": {
"label": "Hitpoint",
"label": "Hitpoints",
"abbrev": "hp",
"value": 0,
"bonus": 0,
"max": 0
},
"lp": {
"label": "Hitpoint",
"abbrev": "lp",
"fp": {
"label": "Fatigue Points",
"abbrev": "fp",
"value": 0,
"bonus": 0,
"max": 0
@@ -152,6 +164,7 @@
"bulk": {
"label": "Bulk",
"abbrev": "bulk",
"maxeditable": true,
"value": 0,
"bonus": 0,
"max": 0
@@ -224,6 +237,11 @@
"armour": 0
}
},
"various": {
"rerolls": {
"value": 0
}
},
"xp": {
"total": 0,
"spent": 0
@@ -264,6 +282,7 @@
],
"skill": {
"base": "",
"value": 0,
"bonus": 0,
"used": false,
"description": ""
@@ -280,11 +299,33 @@
"description": ""
},
"genetic": {
"hup": 0,
"genertictype": "I",
"upgrade": "",
"upgradelocation": "",
"size": "",
"power": "",
"sp": 0,
"sdp": 0,
"hup": "",
"surgery": "",
"availability": "",
"cost": 0,
"equipped": false,
"description": ""
},
"cyber": {
"hup": 0,
"cybertype": "I",
"upgrade": "",
"upgradelocation": "",
"size": "",
"power": "",
"sp": 0,
"sdp": 0,
"hup": "",
"surgery": "",
"availability": "",
"cost": 0,
"equipped": false,
"description": ""
},
"armor": {
@@ -336,10 +377,12 @@
},
"equipment": {
"equiptype": "",
"cost": 0,
"skillbonus": "",
"quantity": 0,
"bulk": 0,
"sp": 0,
"runningtime": 0,
"cost": 0,
"equipped": false,
"iscontainer": false,
"containercapacity": 0,
@@ -356,7 +399,10 @@
"associatedskill": "",
"penetrationmin": "",
"penetrationmax": "",
"hashpdamage": true,
"damage": "",
"hasfatiguedamage": false,
"fatiguedamage": "",
"bulk": 0,
"br": 0,
"rof": 0,
@@ -365,8 +411,14 @@
"maxrange": "",
"sp": 0,
"cost": 0,
"size": 0,
"size": "",
"skillbonus": "",
"incendiary": false,
"armourdestruction": false,
"disablesystems": false,
"specialffect": false,
"guidedweapon": false,
"ammotype": "",
"equipped": false,
"description": ""
}

View File

@@ -3,77 +3,10 @@
{{!-- Sheet Header --}}
<header class="sheet-header">
<div class="header-fields">
<h1 class="charname margin-right"><input name="name" type="text" value="{{name}}" placeholder="Name" /></h1>
<div class="flexrow">
<img class="profile-img" src="{{img}}" data-edit="img" title="{{name}}" />
<div class="flexcol">
<div class="flexrow">
<div class="ability-item">
<ul>
{{#each data.abilities as |ability key|}}
{{#if (eq ability.col 1)}}
{{> systems/fvtt-crucible-rpg/templates/partial-actor-ability-block.html ability=ability key=key}}
{{/if}}
{{/each}}
</ul>
<li class="item flexrow list-item" data-attr-key="class">
<span class="ability-label " name="class">
<h4 class="ability-text-white ability-margin">Class</h4>
</span>
<select class="competence-base flexrow" type="text" name="system.biodata.class" value="{{data.biodata.class}}" data-dtype="String">
{{#select data.biodata.class}}
<option value="chaplain">Chaplain</option>
<option value="magus">Magus</option>
<option value="martial">Martial</option>
<option value="skalawag">Skalawag</option>
<option value="warden">Warden</option>
{{/select}}
</select>
</li>
</div>
<div class="ability-item">
<ul>
{{#each data.abilities as |ability key|}}
{{#if (eq ability.col 2)}}
{{> systems/fvtt-crucible-rpg/templates/partial-actor-ability-block.html ability=ability key=key}}
{{/if}}
{{/each}}
{{#if equippedArmor}}
<li class="item flexrow list-item" data-attr-key="class">
<img class="sheet-competence-img" src="{{equippedArmor.img}}" />
<span class="ability-label " name="class">
<h4 class="ability-text-white ability-margin"><a class="roll-armor-die ability-margin">{{equippedArmor.name}}</a></h4>
</span>
</li>
{{/if}}
{{#if equippedShield}}
<li class="item flexrow list-item" data-attr-key="class">
<img class="sheet-competence-img" src="{{equippedShield.img}}" />
<span class="ability-label " name="equippedShield">
<h4 class="ability-text-white ability-margin"><a class="roll-shield-die ability-margin">{{equippedShield.name}}</a></h4>
</span>
</li>
{{/if}}
<li class="item flexrow list-item" data-attr-key="class">
<img class="sheet-competence-img" src="systems/fvtt-crucible-rpg/images/icons/feats/Marksman (Ballistic).webp" />
<span class="ability-label " name="rollTarget">
<h4 class="ability-text-white ability-margin"><a class="roll-target-die ability-margin">Target Roll</a></h4>
</span>
</li>
</ul>
</div>
<div class="ability-item status-block">
{{> systems/fvtt-crucible-rpg/templates/partial-actor-status.html}}
</div>
</div>
<h1 class="charname margin-right"><input name="name" type="text" value="{{name}}" placeholder="Name" /></h1>
</div>
</div>
</div>
@@ -81,9 +14,10 @@
{{!-- Sheet Tab Navigation --}}
<nav class="sheet-tabs tabs" data-group="primary">
<a class="item" data-tab="main">Main</a>
<a class="item" data-tab="skills">Skills</a>
<a class="item" data-tab="perks">Perks</a>
<a class="item" data-tab="combat">Combat</a>
<a class="item" data-tab="lore">Lore</a>
<a class="item" data-tab="equipment">Equipment</a>
<a class="item" data-tab="biodata">Biography</a>
</nav>
@@ -91,39 +25,122 @@
{{!-- Sheet Body --}}
<section class="sheet-body">
{{!-- Skills Tab --}}
<div class="tab main" data-group="primary" data-tab="main">
<div class="flexrow">
<ul class="stat-list alternate-list item-list">
{{#each system.attributes as |attr key|}}
<li class="item stat flexrow list-item list-item-shadow">
<label class="item-field-label-medium">{{attr.label}}</label>
<input type="text" class="item-field-label-short padd-right" name="system.attributes.{{key}}.value" value="{{attr.value}}" data-dtype="Number"/>
{{/each}}
</li>
</ul>
<ul class="stat-list alternate-list item-list">
{{#each system.derivated as |deriv key|}}
<li class="item stat flexrow list-item list-item-shadow">
<label class="item-field-label-medium">{{deriv.label}}</label>
<label class="item-field-label-short">{{deriv.value}}</label>
<input type="text" class="item-field-label-short padd-right" name="system.derivated.{{key}}.bonus" value="{{deriv.bonus}}" data-dtype="Number"/>
{{/each}}
</li>
</ul>
<ul class="stat-list alternate-list item-list">
{{#each system.secondary as |second key|}}
<li class="item stat flexrow list-item list-item-shadow">
<label class="item-field-label-medium">{{second.label}}</label>
<input type="text" class="item-field-label-short padd-right" name="system.secondary.{{key}}.value" value="{{second.value}}" data-dtype="Number"/>
{{#if second.maxeditable}}
<label class="item-field-label-short">&nbsp;/&nbsp;</label>
<input type="text" class="item-field-label-short padd-right" name="system.secondary.{{key}}.max" value="{{second.max}}" data-dtype="Number"/>
{{else}}
<label class="item-field-label-short">&nbsp;/&nbsp;{{second.max}}</label>
{{/if}}
<input type="text" class="item-field-label-short padd-right" name="system.secondary.{{key}}.bonus" value="{{second.bonus}}" data-dtype="Number"/>
{{/each}}
</li>
<li class="item stat flexrow list-item list-item-shadow">
<label class="item-field-label-medium">Rerolls : </label>
<input type="text" class="item-field-label-short padd-right" name="system.various.rerolls.value" value="{{system.various.rerolls.value}}" data-dtype="Number"/>
</li>
</ul>
</div>
</div>
{{!-- Skills Tab --}}
<div class="tab skills" data-group="primary" data-tab="skills">
<ul class="stat-list alternate-list item-list">
<ul class="alternate-list item-list">
<li class="item flexrow list-item items-title-bg">
<span class="item-name-label-header">
<span class="item-name-label-header-long2">
<h3><label class="items-title-text">Skills</label></h3>
</span>
<span class="item-field-label-short">
<label class="short-label">Ability</label>
</span>
<span class="item-field-label-short">
<label class="short-label">Dice</label>
<span class="item-field-label-medium">
<label class="short-label">Base</label>
</span>
<span class="item-field-label-long">
<label class="short-label">Background</label>
<label class="short-label">Derivated</label>
</span>
<span class="item-field-label-medium">
<label class="short-label">Bonus</label>
</span>
<span class="item-field-label-medium">
<label class="short-label">Total</label>
</span>
<span class="item-field-label-medium">
<label class="short-label">Used?</label>
</span>
<span class="item-field-label-medium">
<label class="short-label">&nbsp;</label>
</span>
</li>
{{#each skills as |skill key|}}
<li class="item stat flexrow list-item list-item-shadow" data-item-id="{{skill._id}}">
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
src="{{skill.img}}" /></a>
<span class="item-name-label"><a class="roll-skill">{{skill.name}}</a></span>
<span class="item-field-label-short">{{upper skill.system.ability}}</span>
<span class="item-field-label-short">{{skill.system.skilldice}}</span>
<span class="item-field-label-long">&nbsp;-&nbsp;</span>
<div class="item-filler">&nbsp;</div>
<li class="item flexrow list-item list-item-shadow" data-item-id="{{skill._id}}">
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img" src="{{skill.img}}" />
</a>
<span class="item-field-label-vlong2"><a class="roll-skill">{{skill.name}}</a></span>
<span class="item-field-label-medium">{{skill.system.value}}</span>
<span class="item-field-label-long">{{skill.derivated.label}} ({{skill.derivated.value}})</span>
<span class="item-field-label-medium">{{skill.system.bonus}}</span>
<span class="item-field-label-medium">{{skill.total}}%</span>
<label class="attribute-value checkbox"><input type="checkbox" class="skill-used-id" {{checked skill.system.used}}/></label>
<div class="item-controls item-controls-fixed">
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/each}}
</ul>
</div>
{{!-- Perks Tab --}}
<div class="tab perks" data-group="primary" data-tab="perks">
<ul class="alternate-list item-list">
<li class="item flexrow list-item items-title-bg">
<span class="item-name-label-header-long2">
<h3><label class="items-title-text">Perks</label></h3>
</span>
<span class="item-field-label-medium">
<label class="short-label">&nbsp;</label>
</span>
</li>
{{#each perks as |perk key|}}
<li class="item flexrow list-item list-item-shadow" data-item-id="{{perk._id}}">
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img" src="{{perk.img}}" />
</a>
<span class="item-field-label-vlong2">{{perk.name}}</span>
<div class="item-controls item-controls-fixed">
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/each}}
</ul>
</div>
{{!-- Combat Tab --}}
@@ -137,10 +154,13 @@
<h3><label class="items-title-text">Weapons</label></h3>
</span>
<span class="item-field-label-short">
<label class="short-label">Ability</label>
<label class="short-label">Type</label>
</span>
<span class="item-field-label-long">
<label class="short-label">Skill</label>
</span>
<span class="item-field-label-medium">
<label class="short-label">Range</label>
<label class="short-label">Damage</label>
</span>
</li>
{{#each equippedWeapons as |weapon key|}}
@@ -149,44 +169,13 @@
src="{{weapon.img}}" /></a>
<span class="item-name-label-long"><a class ="roll-weapon">{{weapon.name}}</a></span>
<span class="item-field-label-short">{{weapon.system.ability}}</span>
<span class="item-field-label-short">{{upperFirst weapon.system.weapontype}}</span>
<span class="item-field-label-medium">{{perk.system.range}}</span>
<span class="item-field-label-long">{{weapon.system.skill}}</span>
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed">
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/each}}
</ul>
</div>
<span class="item-field-label-long">{{weapon.system.damage}}</span>
<div>
<ul class="stat-list alternate-list">
<li class="item flexrow list-item items-title-bg">
<span class="item-name-label-header-long">
<h3><label class="items-title-text">Feats</label></h3>
</span>
<span class="item-field-label-medium">
<label class="short-label">Feature Die?</label>
</span>
<span class="item-field-label-medium">
<label class="short-label">SL?</label>
</span>
<span class="item-field-label-medium">
<label class="short-label">SL</label>
</span>
</li>
{{#each feats as |feat key|}}
<li class="item flexrow list-item list-item-shadow" data-item-id="{{feat._id}}">
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
src="{{feat.img}}" /></a>
<span class="item-name-label-long">{{feat.name}}</span>
<span class="item-field-label-medium">{{upperFirst feat.system.isfeatdie}}</span>
<span class="item-field-label-medium">{{upperFirst feat.system.issl}}</span>
<span class="item-field-label-medium">{{feat.system.sl}}</span>
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed">
@@ -197,27 +186,6 @@
</ul>
</div>
<div>
<ul class="stat-list alternate-list">
<li class="item flexrow list-item items-title-bg">
<span class="item-name-label-header-long">
<h3><label class="items-title-text">Conditions</label></h3>
</span>
</li>
{{#each conditions as |condition key|}}
<li class="item flexrow list-item list-item-shadow" data-item-id="{{condition._id}}">
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
src="{{condition.img}}" /></a>
<span class="item-name-label-long">{{condition.name}}</span>
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed">
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/each}}
</ul>
</div>
</div>
</div>
@@ -250,9 +218,9 @@
<span class="item-name-label">
<a class="power-roll">{{spell.name}}</a>
</span>
<span class="item-field-label-medium">{{upperFirst spell.system.lore}}</span>
<span class="item-field-label-short">{{upperFirst spell.system.circle}}</span>
<span class="item-field-label-medium">{{upperFirst spell.system.range}}</span>
<span class="item-field-label-medium">{{spell.system.lore}}</span>
<span class="item-field-label-short">{{spell.system.circle}}</span>
<span class="item-field-label-medium">{{spell.system.range}}</span>
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed">
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
@@ -343,8 +311,8 @@
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
src="{{weapon.img}}" /></a>
<span class="item-name-label">{{weapon.name}}</span>
<span class="item-field-label-short"><label>{{upper weapon.system.ability}}</label></span>
<span class="item-field-label-short"><label>{{upper weapon.system.damage}}</label></span>
<span class="item-field-label-short"><label>{{weapon.system.ability}}</label></span>
<span class="item-field-label-short"><label>{{weapon.system.damage}}</label></span>
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed">
@@ -421,6 +389,40 @@
{{/each}}
</ul>
<ul class="item-list alternate-list">
<li class="item flexrow list-item items-title-bg">
<span class="item-name-label-header">
<h3><label class="items-title-text">Cyber</label></h3>
</span>
<span class="item-field-label-medium">
<label class="short-label">SP</label>
</span>
<span class="item-field-label-medium">
<label class="short-label">Running time</label>
</span>
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed">
<a class="item-control item-add" data-type="cyber" title="Create Item"><i class="fas fa-plus"></i></a>
</div>
</li>
{{#each cybers as |cyber key|}}
<li class="item flexrow list-item list-item-shadow" data-item-id="{{cyber._id}}">
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
src="{{cyber.img}}" /></a>
<span class="item-name-label">{{cyber.name}}</span>
<span class="item-field-label-medium">{{cyber.system.sp}}</span>
<span class="item-field-label-medium">{{cyber.system.runningtime}}</span>
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed">
<a class="item-control item-equip" title="Worn">{{#if cyber.system.equipped}}<i
class="fas fa-circle"></i>{{else}}<i class="fas fa-genderless"></i>{{/if}}</a>
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/each}}
</ul>
<ul class="item-list alternate-list">
<li class="item flexrow list-item items-title-bg">
<span class="item-name-label-header">

View File

@@ -7,66 +7,11 @@
</header>
<div class="flexcol">
{{#if sizeDice}}
{{#if skill}}
<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="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 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>
<span class="roll-dialog-label">Skill : </span>
<span class="roll-dialog-label">{{skill.name}} ( {{skill.total}}% )</span>
</div>
{{/if}}
@@ -75,93 +20,45 @@
<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>
<span class="roll-dialog-label">Above effective range ({{weapon.system.effectiverange}}, -30%) : </span>
<label class="attribute-value checkbox"><input type="checkbox" id="above-effective-range" {{checked isAboveEffectiveRange}}/></label>
</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>
{{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>
{{/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}}
<span class="roll-dialog-label">Aiming : </span>
<select class="status-small-label color-class-common" type="text" id="weapon-aiming" value="{{weaponAiming}}" data-dtype="String" >
{{#select weaponAiming}}
<option value="none">None</option>
<option value="disadvantage1">1 Disadvantage</option>
<option value="disadvantage2">2 Disadvantages</option>
<option value="arm">Arm (-50)</option>
<option value="head">Head (-50)</option>
<option value="torso">Torso(-30)</option>
<option value="leg">Leg (-30)</option>
<option value="hand">Hand/Weapon (-70)</option>
{{/select}}
</select>
</div>
{{/if}}
<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>
<div class="flexrow">
<span class="roll-dialog-label">Bonus/Malus : </span>
<select class="status-small-label color-class-common" type="text" id="bonusMalus" value="{{bonusMalus}}" data-dtype="Number" >
{{#select bonusMalus}}
<option value="-80">-80%</option>
<option value="-70">-70%</option>
<option value="-60">-60%</option>
<option value="-50">-50%</option>
<option value="-40">-40%</option>
<option value="-30">-30%</option>
<option value="-20">-20%</option>
<option value="-10">-10%</option>
<option value="0">0%</option>
<option value="+10">+10%</option>
<option value="+20">+20%</option>
<option value="+30">+30%</option>
<option value="+40">+40%</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>
</form>

View File

@@ -18,130 +18,49 @@
<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}})
</li>
{{/if}}
{{#if sizeDice}}
<li>Size/Range/Cover/Situational dices
({{#each roll.terms.0.results as |die idx|}}
{{die.result}}&nbsp;
{{/each}})
</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}}
{{/if}}
&nbsp;({{#each roll.terms.2.results as |die idx|}}
{{die.result}}&nbsp;
{{/each}})
</li>
<li>Skill : {{skill.name}} ({{skill.total}}%)</li>
{{/if}}
{{#if weapon}}
<li>Weapon : {{weapon.name}}</li>
<li>Location hit : {{upperFirst weaponAiming}} ({{locationMalus}})</li>
{{/if}}
{{#if isAboveEffectiveRange}}
<li>Above effective range: yes, -30% applied</li>
{{/if}}
{{#if noAdvantage}}
<li>No advantage due to condition : {{noAdvantage.name}}</li>
<li>Bonus/Malus: {{bonusMalus}}% </li>
<li>Final score: {{percentValue}}% </li>
<li>Result: {{diceResult}} </li>
<li>Degrees: {{degrees}} </li>
{{#if isCriticalSuccess}}
<li><strong>Critical Success !</strong></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 isSuccess}}
<li><strong>Success !</strong></li>
{{else}}
{{#if isCriticalFailure}}
<li><strong>Critical Failure !</strong></li>
{{else}}
<li><strong>Failure ...</strong></li>
{{/if}}
{{/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 (and weapon isSuccess)}}
{{#if weapon.system.hashpdamage}}
<li>Roll HP Damage: [[/r {{weapon.system.damage}}]]</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}}
{{#if skillArmorPenalty}}
<li>Armor Penalty : {{skillArmorPenalty}} Disadvantage Dice
&nbsp;({{#each roll.terms.12.results as |die idx|}}
{{die.result}}&nbsp;
{{/each}})
</li>
{{#if weapon.system.hasfatiguedamage}}
<li>Roll Fatigue Damage: [[/r {{weapon.system.fatiguedamage}}]]</li>
{{/if}}
{{/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> -->
{{#if (and (not isSuccess) rerolls)}}
<button class="chat-card-button chat-reroll">Reroll !</button>
{{/if}}
</ul>
</div>

View File

@@ -1,25 +1,66 @@
<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>
<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-dark-stars/templates/partials/partial-item-nav.hbs}}
{{> systems/fvtt-dark-stars/templates/partials/partial-item-nav.hbs}}
{{!-- Sheet Body --}}
<section class="sheet-body">
{{!-- Sheet Body --}}
<section class="sheet-body">
{{> systems/fvtt-dark-stars/templates/partials/partial-item-description.hbs}}
{{> systems/fvtt-dark-stars/templates/partials/partial-item-description.hbs}}
<div class="tab details" data-group="primary" data-tab="details">
<ul>
<li class="flexrow"><label class="generic-label">HUP</label>
<input type="text" class="" name="system.hup" value="{{system.hup}}" data-dtype="Number"/>
</li>
</ul>
</div>
</section>
</form>
<div class="tab details" data-group="primary" data-tab="details">
<ul>
<li class="flexrow">
<label class="item-field-label-long">Cyber Type</label>
<select class="item-field-label-vlong" type="text" name="system.cybertype" value="{{system.cybertype}}"
data-dtype="String">
{{#select system.cybertype}}
{{#each config.cyberTypes as |type key|}}
<option value="{{key}}">{{type}}</option>
{{/each}}
{{/select}}
</select>
</li>
<li class="flexrow"><label class="item-field-label-long">Upgrade</label>
<input type="text" class="item-field-label-vlong" name="system.upgrade" value="{{system.upgrade}}" data-dtype="String" />
</li>
<li class="flexrow"><label class="item-field-label-long">Upgrade Location</label>
<input type="text" class="item-field-label-vlong" name="system.upgradelocation" value="{{system.upgradelocation}}" data-dtype="String" />
</li>
<li class="flexrow"><label class="item-field-label-long">Size</label>
<input type="text" class="item-field-label-vlong" name="system.size" value="{{system.size}}" data-dtype="String" />
</li>
<li class="flexrow"><label class="item-field-label-long">Power</label>
<input type="text" class="item-field-label-vlong" name="system.power" value="{{system.power}}" data-dtype="String" />
</li>
<li class="flexrow"><label class="item-field-label-long">SP</label>
<input type="text" class="item-field-label-short" name="system.sp" value="{{system.sp}}" data-dtype="Number" />
</li>
<li class="flexrow"><label class="item-field-label-long">SDP</label>
<input type="text" class="item-field-label-short" name="system.sdp" value="{{system.sdp}}" data-dtype="Number" />
</li>
<li class="flexrow"><label class="item-field-label-long">HUP</label>
<input type="text" class="item-field-label-vlong" name="system.hup" value="{{system.hup}}" data-dtype="String" />
</li>
<li class="flexrow"><label class="item-field-label-long">Surgery</label>
<input type="text" class="item-field-label-vlong" name="system.surgery" value="{{system.surgery}}" data-dtype="String" />
</li>
<li class="flexrow"><label class="item-field-label-long">Availability</label>
<input type="text" class="item-field-label-vlong" name="system.availability" value="{{system.availability}}" data-dtype="String" />
</li>
<li class="flexrow"><label class="item-field-label-long">Cost</label>
<input type="text" class="item-field-label-short" name="system.cost" value="{{system.cost}}" data-dtype="Number" />
</li>
<!--<li class="flexrow"><label class="item-field-label-long">Equipped ?</label>
<label class="attribute-value checkbox"><input type="checkbox" name="system.equipped" {{checked
system.equipped}} /></label>
</li>-->
</ul>
</div>
</section>
</form>

View File

@@ -1,9 +1,9 @@
<form class="{{cssClass}}" autocomplete="off">
<header class="sheet-header">
<img class="item-sheet-img" src="{{img}}" data-edit="img" title="{{name}}"/>
<div class="header-fields">
<h1 class="charname"><input name="name" type="text" value="{{name}}" placeholder="Name"/></h1>
</div>
<img class="item-sheet-img" src="{{img}}" data-edit="img" title="{{name}}" />
<div class="header-fields">
<h1 class="charname"><input name="name" type="text" value="{{name}}" placeholder="Name" /></h1>
</div>
</header>
{{> systems/fvtt-dark-stars/templates/partials/partial-item-nav.hbs}}
@@ -15,20 +15,32 @@
<div class="tab details" data-group="primary" data-tab="details">
<ul>
<li class="flexrow"><label class="item-field-label-long">Equipped ?</label>
<label class="attribute-value checkbox"><input type="checkbox" name="system.equipped" {{checked system.equipped}}/></label>
</li>
<li class="flexrow"><label class="item-field-label-long">Quantity</label>
<input type="text" class="input-numeric-short padd-right" name="system.quantity" value="{{system.quantity}}" data-dtype="Number"/>
</li>
<li class="flexrow"><label class="item-field-label-long">Bulk</label>
<input type="text" class="input-numeric-short padd-right" name="system.bulk" value="{{system.bulk}}" data-dtype="Number"/>
</li>
<li class="flexrow"><label class="item-field-label-long">Cost</label>
<input type="text" class="input-numeric-short padd-right" name="system.cost" value="{{system.cost}}" data-dtype="Number"/>
</li>
<li class="flexrow"><label class="item-field-label-long">Bulk</label>
<input type="text" class="input-numeric-short padd-right" name="system.bulk" value="{{system.bulk}}"
data-dtype="Number" />
</li>
<li class="flexrow"><label class="item-field-label-long">SP</label>
<input type="text" class="item-field-label-short" name="system.sp" value="{{system.sp}}"
data-dtype="Number" />
</li>
<li class="flexrow"><label class="item-field-label-long">Running time</label>
<input type="text" class="item-field-label-short" name="system.runningtime" value="{{system.runningtime}}"
data-dtype="Number" />
</li>
<li class="flexrow"><label class="item-field-label-long">Equipped ?</label>
<label class="attribute-value checkbox"><input type="checkbox" name="system.equipped" {{checked
system.equipped}} /></label>
</li>
<li class="flexrow"><label class="item-field-label-long">Quantity</label>
<input type="text" class="input-numeric-short padd-right" name="system.quantity" value="{{system.quantity}}"
data-dtype="Number" />
</li>
<li class="flexrow"><label class="item-field-label-long">Cost</label>
<input type="text" class="input-numeric-short padd-right" name="system.cost" value="{{system.cost}}"
data-dtype="Number" />
</li>
</ul>
</div>
</section>
</form>
</form>

View File

@@ -14,12 +14,53 @@
{{> systems/fvtt-dark-stars/templates/partials/partial-item-description.hbs}}
<div class="tab details" data-group="primary" data-tab="details">
<ul>
<li class="flexrow"><label class="generic-label">HUP</label>
<input type="text" class="" name="system.hup" value="{{system.hup}}" data-dtype="Number"/>
</li>
</ul>
<ul>
<li class="flexrow">
<label class="item-field-label-long">Genetic Type</label>
<select class="item-field-label-vlong" type="text" name="system.cybertype" value="{{system.cybertype}}"
data-dtype="String">
{{#select system.cybertype}}
{{#each config.cyberTypes as |type key|}}
<option value="{{key}}">{{type}}</option>
{{/each}}
{{/select}}
</select>
</li>
<li class="flexrow"><label class="item-field-label-long">Upgrade</label>
<input type="text" class="item-field-label-vlong" name="system.upgrade" value="{{system.upgrade}}" data-dtype="String" />
</li>
<li class="flexrow"><label class="item-field-label-long">Upgrade Location</label>
<input type="text" class="item-field-label-vlong" name="system.upgradelocation" value="{{system.upgradelocation}}" data-dtype="String" />
</li>
<li class="flexrow"><label class="item-field-label-long">Size</label>
<input type="text" class="item-field-label-vlong" name="system.size" value="{{system.size}}" data-dtype="String" />
</li>
<li class="flexrow"><label class="item-field-label-long">Power</label>
<input type="text" class="item-field-label-vlong" name="system.power" value="{{system.power}}" data-dtype="String" />
</li>
<li class="flexrow"><label class="item-field-label-long">SP</label>
<input type="text" class="item-field-label-short" name="system.sp" value="{{system.sp}}" data-dtype="Number" />
</li>
<li class="flexrow"><label class="item-field-label-long">SDP</label>
<input type="text" class="item-field-label-short" name="system.sdp" value="{{system.sdp}}" data-dtype="Number" />
</li>
<li class="flexrow"><label class="item-field-label-long">HUP</label>
<input type="text" class="item-field-label-vlong" name="system.hup" value="{{system.hup}}" data-dtype="String" />
</li>
<li class="flexrow"><label class="item-field-label-long">Surgery</label>
<input type="text" class="item-field-label-vlong" name="system.surgery" value="{{system.surgery}}" data-dtype="String" />
</li>
<li class="flexrow"><label class="item-field-label-long">Availability</label>
<input type="text" class="item-field-label-vlong" name="system.availability" value="{{system.availability}}" data-dtype="String" />
</li>
<li class="flexrow"><label class="item-field-label-long">Cost</label>
<input type="text" class="item-field-label-short" name="system.cost" value="{{system.cost}}" data-dtype="Number" />
</li>
<!--<li class="flexrow"><label class="item-field-label-long">Equipped ?</label>
<label class="attribute-value checkbox"><input type="checkbox" name="system.equipped" {{checked
system.equipped}} /></label>
</li>-->
</ul>
</div>
</section>
</form>

View File

@@ -25,6 +25,10 @@
</select>
</li>
<li class="flexrow"><label class="item-field-label-long">Starting skill value</label>
<input type="text" class="item-field-label-long" name="system.value" value="{{system.value}}" data-dtype="Number"/>
</li>
<li class="flexrow"><label class="item-field-label-long">Bonus</label>
<input type="text" class="item-field-label-long" name="system.bonus" value="{{system.bonus}}" data-dtype="Number"/>
</li>

View File

@@ -23,7 +23,7 @@
<select class="item-field-label-vlong" type="text" name="system.weapontype" value="{{system.weapontype}}" data-dtype="String">
{{#select system.weapontype}}
{{#each config.weapontypes as |type key|}}
<option value="{{key.name}}">{{type}}</option>
<option value="{{key}}">{{type}}</option>
{{/each}}
{{/select}}
</select>
@@ -47,9 +47,23 @@
<input type="text" class="right item-field-label-long" name="system.penetrationmax" value="{{system.penetrationmax}}" data-dtype="String"/>
</li>
<li class="flexrow"><label class="item-field-label-long">Damage</label>
<li class="flexrow"><label class="item-field-label-vlong">HP damage ?</label>
<label class="attribute-value checkbox"><input type="checkbox" name="system.hashpdamage" {{checked system.hashpdamage}}/></label>
</li>
{{#if system.hashpdamage}}
<li class="flexrow"><label class="item-field-label-vlong">HP Damage formula</label>
<input type="text" class="right item-field-label-long" name="system.damage" value="{{system.damage}}" data-dtype="String"/>
</li>
{{/if}}
<li class="flexrow"><label class="item-field-label-vlong">Fatigue damage ?</label>
<label class="attribute-value checkbox"><input type="checkbox" name="system.hasfatiguedamage" {{checked system.hasfatiguedamage}}/></label>
</li>
{{#if system.hasfatiguedamage}}
<li class="flexrow"><label class="item-field-label-vlong">Fatigue damage formula</label>
<input type="text" class="right item-field-label-long" name="system.fatiguedamage" value="{{system.fatiguedamage}}" data-dtype="String"/>
</li>
{{/if}}
<li class="flexrow"><label class="item-field-label-long">Bulk</label>
<input type="text" class="input-numeric-short padd-right" name="system.bulk" value="{{system.bulk}}" data-dtype="Number"/>
@@ -71,7 +85,7 @@
<select class="item-field-label-long" type="text" name="system.effectiverange" value="{{system.effectiverange}}" data-dtype="Number">
{{#select system.effectiverange}}
{{#each config.range as |type key|}}
<option value="{{key.name}}">{{type}}</option>
<option value="{{key}}">{{type}}</option>
{{/each}}
{{/select}}
</select>
@@ -81,7 +95,7 @@
<select class="item-field-label-long" type="text" name="system.maxrange" value="{{system.maxrange}}" data-dtype="Number">
{{#select system.maxrange}}
{{#each config.range as |type key|}}
<option value="{{key.name}}">{{type}}</option>
<option value="{{key}}">{{type}}</option>
{{/each}}
{{/select}}
</select>
@@ -91,15 +105,35 @@
<input type="text" class="input-numeric-short padd-right" name="system.sp" value="{{system.sp}}" data-dtype="Number"/>
</li>
<li class="flexrow"><label class="item-field-label-vlong">Size (-1 for non applicable)</label>
<input type="text" class="input-numeric-short padd-right" name="system.size" value="{{system.size}}" data-dtype="Number"/>
<li class="flexrow"><label class="item-field-label-vlong">Size </label>
<input type="text" class="input-numeric-short padd-right" name="system.size" value="{{system.size}}" data-dtype="String"/>
</li>
<li class="flexrow"><label class="item-field-label-long">Equipped ?</label>
<li class="flexrow"><label class="item-field-label-vlong">Ammo type </label>
<input type="text" class="item-field-label-long padd-right" name="system.ammotype" value="{{system.ammotype}}" data-dtype="String"/>
</li>
<li class="flexrow"><label class="item-field-label-vlong">Incendiary ?</label>
<label class="attribute-value checkbox"><input type="checkbox" name="system.incendiary" {{checked system.incendiary}}/></label>
</li>
<li class="flexrow"><label class="item-field-label-vlong">Armour destruction ?</label>
<label class="attribute-value checkbox"><input type="checkbox" name="system.armourdestruction" {{checked system.armourdestruction}}/></label>
</li>
<li class="flexrow"><label class="item-field-label-vlong">Disable system ?</label>
<label class="attribute-value checkbox"><input type="checkbox" name="system.disablesystems" {{checked system.disablesystems}}/></label>
</li>
<li class="flexrow"><label class="item-field-label-vlong">Special effect ?</label>
<label class="attribute-value checkbox"><input type="checkbox" name="system.specialffect" {{checked system.specialffect}}/></label>
</li>
<li class="flexrow"><label class="item-field-label-vlong">Guided weapon ?</label>
<label class="attribute-value checkbox"><input type="checkbox" name="system.guidedweapon" {{checked system.guidedweapon}}/></label>
</li>
<li class="flexrow"><label class="item-field-label-vlong">Equipped ?</label>
<label class="attribute-value checkbox"><input type="checkbox" name="system.equipped" {{checked system.equipped}}/></label>
</li>
<li class="flexrow"><label class="item-field-label-long">Cost</label>
<li class="flexrow"><label class="item-field-label-vlong">Cost</label>
<input type="text" class="input-numeric-short padd-right" name="system.cost" value="{{system.cost}}" data-dtype="Number"/>
</li>

View File

@@ -10,4 +10,5 @@
<option value="vehicle">Vehicles</option>
<option value="clothing">Clothing</option>
<option value="ammo">Ammo</option>
<option value="program">Program</option>
<option value="misc">Misc</option>