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36 Commits

Author SHA1 Message Date
908cf4206a #Fix 78 : add role level 2022-09-29 14:14:48 +02:00
e531b636bc #Fix 78 : add role level 2022-09-29 14:12:16 +02:00
4065d46ffd #Fix 78 : add role level 2022-09-29 13:14:34 +02:00
1bb869e715 Release 10.0.23 2022-09-29 13:11:07 +02:00
c8cc9d6c82 Fix #75 Token drag&drop 2022-09-29 13:10:41 +02:00
cfcc9ca557 Fix #75 Token drag&drop 2022-09-29 13:07:57 +02:00
a5e17b8276 Fix #71 : Display perk text 2022-09-29 10:59:47 +02:00
428db5e441 Fix #74 : Power damage type 2022-09-28 20:23:21 +02:00
9394e0e851 Fix #73 : Power damage type 2022-09-28 20:21:04 +02:00
18a69ba993 Fix #70 : effect OK for dmr roll 2022-09-28 20:14:24 +02:00
fb69f24fce Fix #72 : effect OK for dmr roll 2022-09-28 20:04:04 +02:00
e1d6b1aaff Fix #69 : Size management 2022-09-28 16:43:28 +02:00
7977233d93 #68 : Process stat effects automatically 2022-09-28 16:27:16 +02:00
e3674f076c Fix #67 2022-09-28 14:02:05 +02:00
1e020d469f Fix #66 2022-09-28 14:01:34 +02:00
7d040af19a Prepare for release 2022-09-28 13:54:57 +02:00
0c6faeb9ca Fix #65 2022-09-28 13:54:06 +02:00
65d0b18191 Fix #53 2022-09-28 13:48:50 +02:00
01a2fd9ff8 Fix #52 2022-09-28 13:43:36 +02:00
ffaa9e4c19 Fix #61 2022-09-27 20:31:01 +02:00
85585325e3 Fix #57 2022-09-27 17:36:09 +02:00
a49de15a11 Fix #56 2022-09-27 17:18:41 +02:00
a43da3198b Fix #54 2022-09-27 17:01:05 +02:00
48f32ff5d9 Fix #53 2022-09-27 16:56:59 +02:00
919420eac4 Fix #52 2022-09-27 16:49:51 +02:00
c0c6231b4c Fix #51 2022-09-27 16:45:07 +02:00
9fac687030 Fix #49 2022-09-27 14:19:53 +02:00
0386f5e272 Fix #49 2022-09-27 14:16:11 +02:00
5346debdbb Fix #43 2022-09-27 13:40:57 +02:00
f4fc6279b0 Fix #44 2022-09-27 13:38:29 +02:00
6554b1892e Fix #45 2022-09-27 13:36:23 +02:00
303d4d863b Fix #55 2022-09-27 13:33:34 +02:00
2b0320be5f Fix #50 2022-09-27 13:29:11 +02:00
7d2cd5df62 Fix #48 2022-09-27 13:26:56 +02:00
50a62956df Fix #47 2022-09-27 13:26:16 +02:00
44af2a1642 Fix #46 2022-09-27 13:25:36 +02:00
28 changed files with 569 additions and 468 deletions

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@ -47,7 +47,7 @@ export class PegasusActorSheet extends ActorSheet {
armors: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getArmors())),
shields: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getShields()) ),
equipments: this.actor.checkAndPrepareEquipments(duplicate(this.actor.getEquipmentsOnly()) ),
perks: duplicate(this.actor.getPerks()),
perks: this.actor.getPerks(),
abilities: duplicate(this.actor.getAbilities()),
activePerks: duplicate(this.actor.getActivePerks()),
powers: duplicate(this.actor.getPowers()),

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@ -7,25 +7,28 @@ const coverBonusTable = { "nocover": 0, "lightcover": 2, "heavycover": 4, "entre
const statThreatLevel = ["agi", "str", "phy", "com", "def", "per"]
const __subkey2title = {
"melee-dmg": "Melee Damage", "melee-atk": "Melee Attack", "ranged-atk": "Ranged Attack",
"ranged-dmg": "Ranged Damage", "defence": "Defence", "dmg-res": "Damare Resistance"
"ranged-dmg": "Ranged Damage", "defence": "Defence", "dmg-res": "Damage Resistance", "power-dmg": "Power Damage"
}
const __statBuild = [
{ modules: ["vehiclehull"], field: "hr", itemfield: "hr" },
{ modules: ["vehiclehull", "vehiclemodule"], field: "hr", itemfield: "size", subfield: "size" },
//{ modules: ["vehiclehull"], field: "pc", itemfield: "vms", subfield: "avgnrg" },
//{ modules: ["powercoremodule"], field: "pc", itemfield: "nrg", subfield: "avgnrg" },
{ modules: ["vehiclehull", "mobilitymodule"], itemfield: "man", field: "man", additionnal1: "turningarc45"},
{ modules: ["vehiclehull", "mobilitymodule"], itemfield: "man", field: "man", additionnal1: "turningarc45" },
{ modules: ["powercoremodule"], field: "pc", itemfield: "pc", additionnal1: "curnrg", additionnal2: "maxnrg" },
{ modules: ["mobilitymodule"], field: "mr", itemfield: "mr" },
{ modules: ["propulsionmodule"], field: "ad", itemfield: "ad" },
{ modules: ["combatmodule"], field: "fc", itemfield: "fc" },
]
const __LocationsArmour = ["front", "rear", "bottom", "left", "right", "bottom"]
const __isVehicleUnique = { vehiclehull: 1, powercoremodule: 1, mobilitymodule: 1, propulsionmodule: 1, combatmodule: 1 }
const __speed2Num = { fullstop: 0, crawling: 1, slow: 2, average: 3, fast: 4, extfast: 5 }
const __num2speed = ["fullstop", "crawling", "slow", "average", "fast", "extfast"]
const __isVehicle = { vehiclehull: 1, powercoremodule: 1, mobilitymodule: 1, combatmodule: 1,
propulsionmodule: 1, vehiclemodule: 1, vehicleweaponmodule: 1, effect: 1, equipment: 1, weapon: 1, armor: 1, shield:1, money: 1, cargo: 1 }
const __isVehicleCargo = {equipment: 1, weapon: 1, armor: 1, shield:1, money: 1, cargo: 1}
const __isVehicle = {
vehiclehull: 1, powercoremodule: 1, mobilitymodule: 1, combatmodule: 1,
propulsionmodule: 1, vehiclemodule: 1, vehicleweaponmodule: 1, effect: 1, cargo: 1
}
const __isVehicleCargo = { cargo: 1 }
const __bonusEffect = {
name: "Crawling MAN Bonus", type: "effect", img: "systems/fvtt-pegasus-rpg/images/icons/icon_effect.webp",
system: {
@ -117,6 +120,8 @@ export class PegasusActor extends Actor {
this.computeNRGHealth();
this.system.encCapacity = this.getEncumbranceCapacity()
this.buildContainerTree()
this.updatePPP()
this.updateSize()
}
if (this.type == 'vehicle') {
this.computeVehicleStats();
@ -147,7 +152,12 @@ export class PegasusActor extends Actor {
}
/* -------------------------------------------- */
getPerks() {
let comp = this.items.filter(item => item.type == 'perk');
let comp = duplicate(this.items.filter(item => item.type == 'perk') || [])
for (let perk of comp) {
if (perk.system.features.range.flag) {
perk.rangeText = PegasusUtility.getRangeText(perk.system.features.range.value)
}
}
return comp;
}
/* -------------------------------------------- */
@ -354,6 +364,31 @@ export class PegasusActor extends Actor {
}
}
/* -------------------------------------------- */
updatePPP() {
let ppp = 0
for (let power of this.items) {
if (power.type == "power") {
ppp += Number(power.system.powerlevelcost)
}
}
if (ppp != this.system.ppp.spentPPP) {
this.update({ 'system.ppp.spentPPP': ppp })
}
}
/* -------------------------------------------- */
updateSize() {
let sizeBonus = 0
for(let effect of this.items) {
if (effect.type == "effect" && effect.system.effectlevel > 0 && effect.system.affectsize) {
sizeBonus += effect.system.effectlevel
}
}
if (sizeBonus != this.system.biodata.sizebonus) {
this.update( {'system.biodata.sizebonus': sizeBonus})
}
}
/* -------------------------------------------- */
async activatePower(itemId) {
let item = this.items.find(item => item.id == itemId)
@ -1308,6 +1343,25 @@ export class PegasusActor extends Actor {
this.system.combat.hindrancedice = hindrance
this.getTraumaState()
this.cleanupPerksIfTrauma()
this.parseStatEffects()
}
}
/* -------------------------------------------- */
parseStatEffects() {
let effects = this.items.filter(effect => effect.type == "effect" && effect.system.genre == "positive" && effect.system.statdice )
for (let statKey in this.system.statistics) {
let stat = duplicate(this.system.statistics[statKey])
let bonus = 0
for (let effect of effects) {
if (effect.system.stataffected == statKey) {
bonus += Number(effect.system.effectlevel)
}
}
if ( bonus != stat.bonuseffect) {
stat.bonuseffect = bonus
this.update( { [`system.statistics.${statKey}`]: stat} )
}
}
}
@ -1546,7 +1600,7 @@ export class PegasusActor extends Actor {
let effects = this.items.filter(item => item.type == 'effect')
for (let effect of effects) {
effect = duplicate(effect)
if (!effect.system.hindrance
if (!effect.system.hindrance && !effect.system.statdice
&& (effect.system.stataffected != "notapplicable" || effect.system.specaffected.length > 0)
&& effect.system.stataffected != "special"
&& effect.system.stataffected != "powerroll"
@ -1630,6 +1684,7 @@ export class PegasusActor extends Actor {
rollData.diceList = PegasusUtility.getDiceList()
rollData.noBonusDice = this.checkNoBonusDice()
rollData.dicePool = []
rollData.subKey = subKey
if (subKey == "melee-dmg" || subKey == "ranged-dmg" || subKey == "power-dmg") {
rollData.isDamage = true
@ -1638,7 +1693,10 @@ export class PegasusActor extends Actor {
if (statKey) {
rollData.statKey = statKey
rollData.stat = this.getStat(statKey)
rollData.statDicesLevel = rollData.stat.value || rollData.stat.level
if ( rollData.stat.value != undefined ) {
rollData.stat.level = rollData.stat.value // Normalize
}
rollData.statDicesLevel = rollData.stat.level + rollData.stat.bonuseffect
rollData.statMod = rollData.stat.mod
if (vehicle) {
rollData.vehicle = duplicate(vehicle)
@ -1665,6 +1723,7 @@ export class PegasusActor extends Actor {
rollData.statVehicle = vehicle.system.statistics.man
rollData.vehicleKey = "man"
}
vehicle.addVehicleShields(rollData)
}
vehicle.addEffects(rollData, false, false, false)
//this.addVehiculeHindrances(rollData.effectsList, vehicle)
@ -1685,6 +1744,7 @@ export class PegasusActor extends Actor {
}
}
this.processSizeBonus(rollData)
this.addEffects(rollData, isInit, isPower, subKey == "power-dmg")
this.addArmorsShields(rollData, statKey, useShield)
this.addWeapons(rollData, statKey, useShield)
@ -1694,6 +1754,34 @@ export class PegasusActor extends Actor {
return rollData
}
/* -------------------------------------------- */
processSizeBonus( rollData) {
if ( rollData.defenderTokenId) {
let diffSize = rollData.defenderSize - this.system.biodata.sizenum+this.system.biodata.sizebonus
//console.log("Diffsize", diffSize)
if( rollData.subKey == "melee-atk" || rollData.subKey == "ranged-atk") {
if ( diffSize > 0) {
rollData.effectsList.push({ label: "Size Bonus", type: "effect", applied: false, isdynamic: true, value: diffSize })
}
}
if( rollData.subKey == "dmg-res" ) {
if ( diffSize < 0) {
rollData.effectsList.push({ label: "Size Bonus", type: "effect", applied: false, isdynamic: true, value: Math.abs(diffSize) })
}
}
if( rollData.subKey == "defence" ) {
if ( diffSize > 0) {
rollData.effectsList.push({ label: "Size Bonus", type: "effect", applied: false, isdynamic: true, value: Math.abs(diffSize) })
}
}
if( rollData.subKey == "melee-dmg" || rollData.subKey == "ranged-dmg" || rollData.subKey == "power-dmg") {
if ( diffSize < 0) {
rollData.effectsList.push({ label: "Size Bonus", type: "effect", applied: false, isdynamic: true, value: Math.abs(diffSize) })
}
}
}
}
/* -------------------------------------------- */
getLevelRemainingList() {
let options = []
@ -1898,7 +1986,7 @@ export class PegasusActor extends Actor {
/* -------------------------------------------- */
modifyVehicleStun(incDec) {
let stun = this.system.stun.value + incDec
this.update({ 'stun.value': stun })
this.update({ 'system.stun.value': stun })
}
/* -------------------------------------------- */
@ -1997,14 +2085,19 @@ export class PegasusActor extends Actor {
if (spaceList && spaceList.length > 0) {
space = spaceList.reduce((value, item2) => value + Number(item2.system.space), 0)
}
modules.usedvms = space
if (modules.totalvms != this.system.modules.totalvms || modules.usedvms != this.system.modules.usedvms) {
modules.vmsused = space
if (modules.totalvms != this.system.modules.totalvms || modules.usedvms != this.system.modules.vmsused) {
this.update({ 'system.modules': modules })
}
if (modules.usedvms > modules.totalvms) {
if (modules.vmsused > modules.totalvms) {
ui.notifications.warn("Warning! No more space available in cargo !!")
}
// Destroyed
if (this.system.statistics.hr.currentlevel == 0) {
ChatMessage.create({ content: `The vehicle ${this.name} has been destroyed !` })
}
this.processVehicleArmorShields()
}
}
@ -2050,20 +2143,22 @@ export class PegasusActor extends Actor {
return false
}
}
if( __isVehicleCargo[item.type]) {
// Cargo management
if (__isVehicleCargo[item.type]) {
let capacity = this.getCurrentCargoCapacity()
if ( item.type == "cargo") {
if (item.type == "cargo") {
capacity += Number(item.system.capacity)
} else {
let q = item.system.quantity || 1
let q = item.system.quantity || 1
capacity += Number(q) * Number(item.system.weight)
}
console.log("capa", capacity, this.system.cargo.cargocapacity)
if ( capacity > this.system.cargo.cargocapacity) {
if (capacity > this.system.cargo.cargocapacity) {
ui.notifications.warn("Your cargo capacity is already full, unable to add this content : " + item.name)
return false
}
}
return true
}
@ -2142,9 +2237,21 @@ export class PegasusActor extends Actor {
/* -------------------------------------------- */
addVehicleShields(rollData) {
let shields = this.items.filter(shield => shield.type == "vehiclemodule" && shield.system.activated && shield.system.shielddicevalue > 0) || []
for (let shield of shields) {
rollData.vehicleShieldList.push({ label: `${shield.name} (${shield.system.arccoverage})`, type: "vehicleshield", applied: false, value: shield.system.shielddicevalue })
for (let arcKey in this.system.arcs) {
let arc = this.system.arcs[arcKey]
if (arc.shieldlevel > 0) {
rollData.vehicleShieldList.push({ label: `${arc.label} Shield`, type: "vehicleshield", applied: false, value: arc.shieldlevel })
}
}
}
/* -------------------------------------------- */
addVehicleArmors(rollData) {
for (let arcKey in this.system.arcs) {
let arc = this.system.arcs[arcKey]
if (arc.armourlevel > 0) {
rollData.vehicleShieldList.push({ label: `${arc.label} Armor`, type: "vehicleshield", applied: false, value: arc.armourlevel })
}
}
}
@ -2157,38 +2264,102 @@ export class PegasusActor extends Actor {
rollData.mode = "stat"
rollData.title = `Stat ${stat.label}`;
this.addVehicleShields(rollData)
this.addVehicleArmors(rollData)
this.startRoll(rollData)
this.modifyVehicleStun( 1 )
this.modifyVehicleStun(1)
}
}
/* -------------------------------------------- */
activateVehicleModule(itemId) {
async activateVehicleModule(itemId) {
let mod = this.items.get(itemId)
if (mod) {
this.updateEmbeddedDocuments('Item', [{ _id: mod.id, 'system.activated': !mod.system.activated }])
if (mod.system.nrg && mod.system.nrg > 0) {
let pc = duplicate(this.system.statistics.pc)
if (!mod.system.activated) { // Previous state was non activated -> activated now
if (mod.system.nrg > pc.curnrg) {
ChatMessage.create({ content: `The Vehicle ${this.name} does not have enough Energy to Activate this module at this time.` })
return
}
await this.updateEmbeddedDocuments('Item', [{ _id: mod.id, 'system.activated': !mod.system.activated }])
pc.actnrg += Number(mod.system.nrg)
pc.maxnrg -= Number(mod.system.nrg)
pc.curnrg -= Number(mod.system.nrg)
this.update({ 'system.statistics.pc': pc })
} else { // Now deactivated
pc.actnrg -= Number(mod.system.nrg)
pc.maxnrg += Number(mod.system.nrg)
this.update({ 'system.statistics.pc': pc })
await this.updateEmbeddedDocuments('Item', [{ _id: mod.id, 'system.activated': !mod.system.activated }])
}
} else {
await this.updateEmbeddedDocuments('Item', [{ _id: mod.id, 'system.activated': !mod.system.activated }])
}
}
this.processVehicleArmorShields()
}
/* -------------------------------------------- */
processVehicleArmorShields() {
// Shield management
let shieldsList = this.items.filter(item => item.type == "vehiclemodule" && item.system.category == "shield" && item.system.activated) || []
let level = 0
for (let armour of shieldsList) {
if (armour.system.shielddicevalue > 0) {
level += Number(armour.system.shielddicevalue)
}
}
let shift = 500
for (let loc of __LocationsArmour) {
let arcKey = loc + "arc"
let arc = duplicate(this.system.arcs[arcKey])
if (level != Number(arc.shieldlevel)) {
arc.shieldlevel = level
setTimeout(shift, this.update({ [`system.arcs.${arcKey}`]: arc }))
shift += 200
}
}
// Armour management
let armorsList = this.items.filter(item => item.type == "vehiclemodule" && item.system.category == "armor" && item.system.activated) || []
for (let loc of __LocationsArmour) {
let arcKey = loc + "arc"
let arc = duplicate(this.system.arcs[arcKey])
let level = 0
for (let armour of armorsList) {
if (armour.system.location == loc && armour.system.armourdicevalue > 0) {
level += Number(armour.system.armourdicevalue)
}
}
if (level != Number(arc.armourlevel)) {
arc.armourlevel = level
setTimeout(500, this.update({ [`system.arcs.${arcKey}`]: arc }))
}
}
}
/* -------------------------------------------- */
setTurningArc( currentLevel) {
this.update( { 'system.statistics.man.turningarc45': currentLevel })
updateMaxNrg(currentLevel) {
this.update({ 'system.statistics.pc.maxnrg': Number(currentLevel) })
}
/* -------------------------------------------- */
setTurningArc(currentLevel) {
this.update({ 'system.statistics.man.turningarc45': Number(currentLevel) })
}
/* -------------------------------------------- */
getCurrentCargoCapacity( ) {
getCurrentCargoCapacity() {
let capacity = 0
for (let cargo of this.items) {
if (cargo.type == "equipment" || cargo.type == "weapon" || cargo.type == "armor" || cargo.type == "money" || cargo.type == "shield" ) {
if (cargo.type == "equipment" || cargo.type == "weapon" || cargo.type == "armor" || cargo.type == "money" || cargo.type == "shield") {
let q = cargo.system.quantity || 1
capacity += Number(q) * Number(cargo.system.weight)
}
if (cargo.type == "cargo" ) {
if (cargo.type == "cargo") {
capacity += Number(cargo.system.capacity)
}
}
return capacity
}
}

View File

@ -62,14 +62,19 @@ export class PegasusItemSheet extends ItemSheet {
optionsDiceList: PegasusUtility.getOptionsDiceList(),
optionsStatusList: PegasusUtility.getOptionsStatusList(),
data: itemData.system,
description: await TextEditor.enrichHTML(this.object.system.description, {async: true}),
limited: this.object.limited,
options: this.options,
owner: this.document.isOwner,
mr: (this.object.type == 'specialisation'),
isGM: game.user.isGM
}
if (this.object.type == "power") {
formData.effects = await TextEditor.enrichHTML(this.object.system.effects, {async: true})
formData.purchasedeffects = await TextEditor.enrichHTML(this.object.system.purchasedeffects, {async: true})
}
this.options.editable = true //!(this.object.isEmbedded)
this.options.editable = true
console.log("ITEM DATA", formData, this);
return formData;
}
@ -425,7 +430,6 @@ export class PegasusItemSheet extends ItemSheet {
let data = event.dataTransfer.getData('text/plain')
let dataItem = JSON.parse( data)
console.log("DROP", event, dataItem )
let item = fromUuidSync(dataItem.uuid)
if (item.pack) {
item = await PegasusUtility.searchItem(item)
@ -434,7 +438,6 @@ export class PegasusItemSheet extends ItemSheet {
ui.notifications.warn("Unable to find relevant item - Aborting drag&drop " + data.uuid)
return
}
console.log("DROP REULT", this.object.type, item.type)
if (this.object.type == 'virtue' ) {
if (item.type == 'effect') {

View File

@ -23,7 +23,8 @@ export const defaultItemImg = {
combatmodule: "systems/fvtt-pegasus-rpg/images/icons/icon_vehicle_combatmodule.webp",
propulsionmodule: "systems/fvtt-pegasus-rpg/images/icons/icon_vehicle_propulsionmodule.webp",
vehiclemodule: "systems/fvtt-pegasus-rpg/images/icons/icon_vehicle_module.webp",
vehicleweaponmodule: "systems/fvtt-pegasus-rpg/images/icons/icon_vehicle_weaponmodule.webp"
vehicleweaponmodule: "systems/fvtt-pegasus-rpg/images/icons/icon_vehicle_weaponmodule.webp",
cargo: "systems/fvtt-pegasus-rpg/images/icons/icon_cargo.webp"
}
/**

View File

@ -49,7 +49,7 @@ export class PegasusRollDialog extends Dialog {
effect.applied = toggled
let level, genre, idVal, key
if (effect.type == 'effect') {
if (effect.type == 'effect' && effect.effect) {
let effectData = effect.effect
level = effectData.system.effectlevel
genre = effectData.system.genre
@ -259,7 +259,14 @@ export class PegasusRollDialog extends Dialog {
this.refreshDialog()
})
html.find('#modifiers').change(async (event) => {
let diceKey = event.currentTarget.value
if ( !diceKey.includes("none")) {
let diceLevel = PegasusUtility.getLevelFromDice(diceKey)
PegasusUtility.addDicePool(this.rollData, diceKey, diceLevel)
this.refreshDialog()
}
})
html.find('.pool-add-dice').click(async (event) => {
let diceKey = $(event.currentTarget).data("dice-key")
let diceLevel = $(event.currentTarget).data("dice-level")

View File

@ -8,6 +8,11 @@ import { PegasusRollDialog } from "./pegasus-roll-dialog.js";
const __level2Dice = ["d0", "d4", "d6", "d8", "d10", "d12"]
const __name2DiceValue = { "0": 0, "d0": 0, "d4": 4, "d6": 6, "d8": 8, "d10": 10, "d12": 12 }
const __dice2Level = { "d0": 0, "d4": 1, "d6": 2, "d8": 3, "d10": 4, "d12": 5 }
const __rangeKeyToText = {
notapplicable: "N/A", touch: "Self Only", touchself: "Touch/Self", tz: "Threat Zone", close: "Close", medium: "Medium",
long: "Long", extreme: "Extreme", sight: "Lineof Sight", tz_close: "TZ/Close", close_medium: "Close/Medium", medium_long: "Medium/Long",
long_extreme: "Long/Extreme"
}
/* -------------------------------------------- */
export class PegasusUtility {
@ -56,6 +61,16 @@ export class PegasusUtility {
Handlebars.registerHelper('mul', function (a, b) {
return parseInt(a) * parseInt(b);
})
Handlebars.registerHelper('add', function (a, b) {
return parseInt(a) + parseInt(b);
});
Handlebars.registerHelper('sub', function (a, b) {
return parseInt(a) - parseInt(b);
})
Handlebars.registerHelper('getDice', function (a) {
return PegasusUtility.getDiceFromLevel(a)
})
}
/* -------------------------------------------- */
@ -98,6 +113,11 @@ export class PegasusUtility {
options.push({ name: "Apply -10", condition: true, icon: '<i class="fas fa-plus"></i>', callback: target => { PegasusCombat.decInitBy10(target.data('combatant-id'), -10); } })
}
/* -------------------------------------------- */
static getRangeText(rangeKey) {
return __rangeKeyToText[rangeKey] || "N/A"
}
/* -------------------------------------------- */
static getDiceList() {
return [{ key: "d4", level: 1, img: "systems/fvtt-pegasus-rpg/images/dice/d4.webp" }, { key: "d6", level: 2, img: "systems/fvtt-pegasus-rpg/images/dice/d6.webp" },
@ -126,8 +146,11 @@ export class PegasusUtility {
static updateEffectsBonusDice(rollData) {
let newDicePool = rollData.dicePool.filter(dice => dice.name != "effect-bonus-dice")
for (let effect of rollData.effectsList) {
if (effect && effect.applied && effect.type == "effect" && effect.effect.system.bonusdice) {
newDicePool = newDicePool.concat( this.buildDicePool("effect-bonus-dice", effect.effect.system.effectlevel, 0, effect.effect.name ))
if (effect && effect.applied && effect.type == "effect" && effect.effect && effect.effect.system.bonusdice) {
newDicePool = newDicePool.concat(this.buildDicePool("effect-bonus-dice", effect.effect.system.effectlevel, 0, effect.effect.name))
}
if (effect && effect.applied && effect.type == "effect" && effect.value && effect.isdynamic) {
newDicePool = newDicePool.concat(this.buildDicePool("effect-bonus-dice", effect.value, 0, effect.name))
}
}
rollData.dicePool = newDicePool
@ -138,7 +161,7 @@ export class PegasusUtility {
let newDicePool = rollData.dicePool.filter(dice => dice.name != "effect-hindrance")
for (let hindrance of rollData.effectsList) {
if (hindrance && hindrance.applied && (hindrance.type == "hindrance" || (hindrance.type == "effect" && hindrance.effect?.system?.hindrance))) {
newDicePool = newDicePool.concat( this.buildDicePool("effect-hindrance", (hindrance.value) ? hindrance.value : hindrance.effect.system.effectlevel, 0, hindrance.name ))
newDicePool = newDicePool.concat(this.buildDicePool("effect-hindrance", (hindrance.value) ? hindrance.value : hindrance.effect.system.effectlevel, 0, hindrance.name))
}
}
rollData.dicePool = newDicePool
@ -149,13 +172,13 @@ export class PegasusUtility {
let newDicePool = rollData.dicePool.filter(dice => dice.name != "armor-shield")
for (let armor of rollData.armorsList) {
if (armor.applied) {
newDicePool = newDicePool.concat( this.buildDicePool("armor-shield", armor.value, 0))
newDicePool = newDicePool.concat(this.buildDicePool("armor-shield", armor.value, 0))
}
}
newDicePool = rollData.dicePool.filter(dice => dice.name != "vehicle-shield")
for (let shield of rollData.vehicleShieldList) {
if (shield.applied) {
newDicePool = newDicePool.concat( this.buildDicePool("vehicle-shield", shield.value, 0))
newDicePool = newDicePool.concat(this.buildDicePool("vehicle-shield", shield.value, 0))
}
}
rollData.dicePool = newDicePool
@ -168,17 +191,17 @@ export class PegasusUtility {
let newDicePool = rollData.dicePool.filter(dice => dice.name != "damage")
for (let weapon of rollData.weaponsList) {
if (weapon.applied && weapon.type == "damage") {
newDicePool = newDicePool.concat( this.buildDicePool("damage", weapon.value, 0))
newDicePool = newDicePool.concat(this.buildDicePool("damage", weapon.value, 0))
}
}
for (let weapon of rollData.vehicleWeapons) {
if (weapon.applied) {
newDicePool = newDicePool.concat( this.buildDicePool("damage", weapon.value, 0))
newDicePool = newDicePool.concat(this.buildDicePool("damage", weapon.value, 0))
}
}
rollData.dicePool = newDicePool
}
}
}
/* -------------------------------------------- */
@ -186,13 +209,13 @@ export class PegasusUtility {
let newDicePool = rollData.dicePool.filter(dice => dice.name != "stat")
let statDice = rollData.dicePool.find(dice => dice.name == "stat")
if (statDice.level > 0) {
newDicePool = newDicePool.concat( this.buildDicePool( "stat", rollData.statDicesLevel, statDice.mod))
newDicePool = newDicePool.concat(this.buildDicePool("stat", rollData.statDicesLevel, statDice.mod))
}
if (rollData.vehicleStat) {
newDicePool = rollData.dicePool.filter(dice => dice.name != "vehiclestat")
if (rollData.vehicleStat.currentlevel > 0 ) {
newDicePool = newDicePool.concat( this.buildDicePool( "vehiclestat", rollData.vehicleStat.currentlevel, 0))
if (rollData.vehicleStat.currentlevel > 0) {
newDicePool = newDicePool.concat(this.buildDicePool("vehiclestat", rollData.vehicleStat.currentlevel, 0))
}
rollData.dicePool = newDicePool
}
@ -202,7 +225,7 @@ export class PegasusUtility {
static updateSpecDicePool(rollData) {
let newDicePool = rollData.dicePool.filter(dice => dice.name != "spec")
if (rollData.specDicesLevel > 0) {
newDicePool = newDicePool.concat( this.buildDicePool( "spec", rollData.specDicesLevel, 0))
newDicePool = newDicePool.concat(this.buildDicePool("spec", rollData.specDicesLevel, 0))
}
rollData.dicePool = newDicePool
}
@ -250,6 +273,7 @@ export class PegasusUtility {
/* -------------------------------------------- */
static async addItemDropToActor(actor, item) {
console.log("ITEM DROPPED", actor, item)
actor.preprocessItem("none", item, false)
let chatData = {
user: game.user.id,
@ -273,11 +297,16 @@ export class PegasusUtility {
for (let token of tokensList) {
if (x >= token.x && x <= (token.x + token.width)
&& y >= token.y && y <= (token.y + token.height)) {
let item = await this.searchItem(data)
const item = fromUuidSync(data.uuid)
if (item == undefined) {
item = this.actor.items.get(data.uuid)
}
let itemFull = await PegasusUtility.searchItem(item)
console.log("DROPPED DATA", data.uuid)
if (game.user.isGM || token.actor.isOwner) {
this.addItemDropToActor(token.actor, item)
this.addItemDropToActor(token.actor, itemFull)
} else {
game.socket.emit("system.fvtt-pegasus-rpg", { name: "msg_gm_item_drop", data: { actorId: token.actor.id, itemId: item.id, isPack: item.pack } })
game.socket.emit("system.fvtt-pegasus-rpg", { name: "msg_gm_item_drop", data: { actorId: token.actor.id, itemId: itemFull.id, isPack: item.pack } })
}
return
}
@ -891,7 +920,7 @@ export class PegasusUtility {
let item
if (dataItem.pack) {
let id = dataItem.id || dataItem._id
let items = await this.loadCompendium( dataItem.pack, item => item.id == id)
let items = await this.loadCompendium(dataItem.pack, item => item.id == id)
//console.log(">>>>>> PACK", items)
item = items[0] || undefined
//item = await fromUuid(dataItem.pack + "." + id)
@ -951,6 +980,7 @@ export class PegasusUtility {
specLevelBonus: 0,
hindranceLevelBonus: 0,
hindranceDicesLevel: 0,
modifiers: "none",
otherDicesLevel: 0,
statDicesLevel: 0,
specDicesLevel: 0,
@ -972,11 +1002,11 @@ export class PegasusUtility {
static updateWithTarget(rollData) {
let target = PegasusUtility.getTarget()
if (target) {
console.log("TARGET ", target)
let defenderActor = target.actor
rollData.defenderTokenId = target.id
rollData.defenderSize = Number(defenderActor.system.biodata.sizenum) + Number(defenderActor.system.biodata.sizebonus)
//rollData.attackerId = this.id
console.log("DEFENDER", defenderActor)
console.log("Target/DEFENDER", defenderActor)
defenderActor.addHindrancesList(rollData.effectsList)
}
}
@ -995,7 +1025,7 @@ export class PegasusUtility {
icon: '<i class="fas fa-check"></i>',
label: "Yes, remove it",
callback: () => {
actorSheet.actor.deleteEmbeddedDocuments("Item", [itemId]);
actorSheet.actor.deleteEmbeddedDocuments("Item", [itemId])
li.slideUp(200, () => actorSheet.render(false));
}
},

View File

@ -41,7 +41,6 @@ export class PegasusVehicleSheet extends ActorSheet {
limited: this.object.limited,
optionsDiceList: PegasusUtility.getOptionsDiceList(),
vmsAvailable: objectData.system.modules.totalvms - objectData.system.modules.vmsused,
avgNRG: objectData.system.statistics.pc.maxnrg - objectData.system.statistics.pc.curnrg,
crewList: this.actor.getCrewList(),
totalCost: this.actor.getTotalCost(),
optionsLevel: PegasusUtility.getOptionsLevel(),
@ -54,10 +53,6 @@ export class PegasusVehicleSheet extends ActorSheet {
propulsionModules: duplicate(this.actor.getPropulsionModules()),
vehicleModules: duplicate(this.actor.getVehicleModules()),
vehicleWeaponModules: duplicate(this.actor.getVehicleWeaponModules()),
weapons: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getWeapons()) ),
armors: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getArmors())),
shields: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getShields()) ),
equipments: this.actor.checkAndPrepareEquipments(duplicate(this.actor.getEquipmentsOnly()) ),
cargos: this.actor.checkAndPrepareEquipments(duplicate(this.actor.getCargos()) ),
cargoCurrent: this.actor.getCurrentCargoCapacity(),
moneys: duplicate(this.actor.getMoneys()),
@ -232,6 +227,9 @@ export class PegasusVehicleSheet extends ActorSheet {
if ( statKey == "man") {
this.actor.setTurningArc(event.currentTarget.value)
}
if ( statKey == "pc") {
this.actor.updateMaxNrg(event.currentTarget.value)
}
})
html.find('.roll-stat').click((event) => {

66
packs/perks.db Normal file
View File

@ -0,0 +1,66 @@
{"_id":"16by4O04ezZlPaSr","name":"Acrobatic Dodge","type":"perk","img":"systems/fvtt-pegasus-rpg/images/icons/icon_perk.webp","data":{"level":1,"active":false,"duration":"","isweaver":false,"effectsgained":[],"category":"defender","upgradable":false,"activatedtext":"","deactivatedtext":"","features":{"nrgcost":{"label":"NRG cost to use","flag":false,"type":"number","isvalid":true,"value":0},"range":{"label":"Range","flag":false,"type":"range","isvalid":true,"value":""},"nbtargets":{"label":"# Targets","flag":false,"type":"string","isvalid":true,"value":""},"bonushealth":{"label":"Bonus to Health","flag":false,"type":"string","isvalid":true,"value":""},"bonusnrg":{"label":"Bonus to NRG","flag":false,"type":"string","isvalid":true,"value":""},"bonusdelirium":{"label":"Bonus to Delirium","flag":false,"type":"string","isvalid":true,"value":""},"gainstatdice":{"label":"Gain Stat Dice Level to Pool","flag":false,"type":"string","value":""},"gainspecdice":{"label":"Gain Specialisation Dice Level","flag":false,"type":"dropspec","value":""},"gainbonusdice":{"label":"Gain Bonus Dice Level to Pool","flag":false,"type":"string","value":""},"gainotherdice":{"label":"Gain Other Dice Level","flag":false,"type":"string","value":""},"targethindrance":{"label":"Apply Hindrance Level to Target","flag":false,"type":"string","value":""},"sufferindrance":{"label":"Perk User suffers Hindrance","flag":false,"type":"string","value":""},"affectedstat":{"label":"Affected Stat","flag":false,"type":"string","value":""},"affectedspec":{"label":"Affected Specialisation","flag":false,"type":"dropspec","value":""},"affectspecial":{"label":"Affects Special","flag":false,"type":"string","value":""},"gainmomentum":{"label":"Gain Momentum","flag":false,"type":"string","value":""},"applyeffect":{"label":"Apply Effect","flag":false,"type":"string","value":""},"removeeffect":{"label":"Remove Effect","flag":false,"type":"string","value":""},"specialrule":{"label":"Special Rule","flag":false,"type":"text","value":""},"upgrade1":{"label":"Upgrade 1","flag":false,"type":"string","value":""},"upgrade2":{"label":"Upgrade 2","flag":false,"type":"string","value":""}},"status":"ready","nbuse":"perkduration","used1":false,"used2":false,"used3":false,"roundcount":0,"description":"<p><span style=\"color: #191813; font-size: 12.8px; letter-spacing: 1px; text-align: justify;\">See Pegasus Engine CORE RPG</span></p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"iNL4aGohJ8v6YrUk":3},"flags":{}}
{"_id":"1aV1Qoe1YX7JWQK9","name":"Co-ordinate","type":"perk","img":"systems/fvtt-pegasus-rpg/images/icons/icon_perk.webp","data":{"level":1,"active":false,"duration":"","isweaver":false,"effectsgained":[],"category":"tactician","upgradable":true,"activatedtext":"","deactivatedtext":"","features":{"nrgcost":{"label":"NRG cost to use","flag":false,"type":"number","isvalid":true,"value":0},"range":{"label":"Range","flag":true,"type":"range","isvalid":true,"value":"extreme"},"nbtargets":{"label":"# Targets","flag":true,"type":"string","isvalid":true,"value":"1"},"bonushealth":{"label":"Bonus to Health","flag":false,"type":"string","isvalid":true,"value":""},"bonusnrg":{"label":"Bonus to NRG","flag":false,"type":"string","isvalid":true,"value":""},"bonusdelirium":{"label":"Bonus to Delirium","flag":false,"type":"string","isvalid":true,"value":""},"gainstatdice":{"label":"Gain Stat Dice Level to Pool","flag":false,"type":"string","value":""},"gainspecdice":{"label":"Gain Specialisation Dice Level","flag":false,"type":"dropspec","value":""},"gainbonusdice":{"label":"Gain Bonus Dice Level to Pool","flag":false,"type":"string","value":""},"gainotherdice":{"label":"Gain Other Dice Level","flag":false,"type":"string","value":""},"targethindrance":{"label":"Apply Hindrance Level to Target","flag":false,"type":"string","value":""},"sufferindrance":{"label":"Perk User suffers Hindrance","flag":false,"type":"string","value":""},"affectedstat":{"label":"Affected Stat","flag":false,"type":"string","value":""},"affectedspec":{"label":"Affected Specialisation","flag":false,"type":"dropspec","value":""},"affectspecial":{"label":"Affects Special","flag":false,"type":"string","value":""},"gainmomentum":{"label":"Gain Momentum","flag":false,"type":"string","value":""},"applyeffect":{"label":"Apply Effect","flag":false,"type":"string","value":""},"removeeffect":{"label":"Remove Effect","flag":false,"type":"string","value":""},"specialrule":{"label":"Special Rule","flag":false,"type":"text","value":""},"upgrade1":{"label":"Upgrade 1","flag":false,"type":"string","value":""},"upgrade2":{"label":"Upgrade 2","flag":false,"type":"string","value":""}},"status":"ready","nbuse":"next1action","used1":false,"used2":false,"used3":false,"roundcount":0,"description":"<p><span style=\"color: #191813; font-size: 12.8px; letter-spacing: 1px; text-align: justify;\">See Pegasus Engine CORE RPG</span></p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"iNL4aGohJ8v6YrUk":3},"flags":{}}
{"_id":"2El00kJi31HESfGM","name":"Martial Artist","type":"perk","img":"systems/fvtt-pegasus-rpg/images/icons/icon_perk.webp","data":{"level":1,"active":false,"duration":"","isweaver":false,"effectsgained":[],"category":"scrapper","upgradable":false,"activatedtext":"","deactivatedtext":"","features":{"nrgcost":{"label":"NRG cost to use","flag":false,"type":"number","isvalid":true,"value":0},"range":{"label":"Range","flag":false,"type":"range","isvalid":true,"value":""},"nbtargets":{"label":"# Targets","flag":false,"type":"string","isvalid":true,"value":""},"bonushealth":{"label":"Bonus to Health","flag":false,"type":"string","isvalid":true,"value":""},"bonusnrg":{"label":"Bonus to NRG","flag":false,"type":"string","isvalid":true,"value":""},"bonusdelirium":{"label":"Bonus to Delirium","flag":false,"type":"string","isvalid":true,"value":""},"gainstatdice":{"label":"Gain Stat Dice Level to Pool","flag":false,"type":"string","value":""},"gainspecdice":{"label":"Gain Specialisation Dice Level","flag":false,"type":"dropspec","value":""},"gainbonusdice":{"label":"Gain Bonus Dice Level to Pool","flag":false,"type":"string","value":""},"gainotherdice":{"label":"Gain Other Dice Level","flag":false,"type":"string","value":""},"targethindrance":{"label":"Apply Hindrance Level to Target","flag":false,"type":"string","value":""},"sufferindrance":{"label":"Perk User suffers Hindrance","flag":false,"type":"string","value":""},"affectedstat":{"label":"Affected Stat","flag":false,"type":"string","value":""},"affectedspec":{"label":"Affected Specialisation","flag":false,"type":"dropspec","value":""},"affectspecial":{"label":"Affects Special","flag":false,"type":"string","value":""},"gainmomentum":{"label":"Gain Momentum","flag":false,"type":"string","value":""},"applyeffect":{"label":"Apply Effect","flag":false,"type":"string","value":""},"removeeffect":{"label":"Remove Effect","flag":false,"type":"string","value":""},"specialrule":{"label":"Special Rule","flag":false,"type":"text","value":""},"upgrade1":{"label":"Upgrade 1","flag":false,"type":"string","value":""},"upgrade2":{"label":"Upgrade 2","flag":false,"type":"string","value":""}},"status":"ready","nbuse":"perkduration","used1":false,"used2":false,"used3":false,"roundcount":0,"description":"<p><span style=\"color: #191813; font-size: 12.8px; letter-spacing: 1px; text-align: justify;\">See Pegasus Engine CORE RPG</span></p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"iNL4aGohJ8v6YrUk":3},"flags":{}}
{"_id":"3iw3lJZjtlyLlGBu","name":"Press the Advantage","type":"perk","img":"systems/fvtt-pegasus-rpg/images/icons/icon_perk.webp","data":{"level":1,"active":false,"duration":"","isweaver":false,"effectsgained":[],"category":"tactician","upgradable":false,"activatedtext":"","deactivatedtext":"","features":{"nrgcost":{"label":"NRG cost to use","flag":false,"type":"number","isvalid":true,"value":0},"range":{"label":"Range","flag":false,"type":"range","isvalid":true,"value":""},"nbtargets":{"label":"# Targets","flag":false,"type":"string","isvalid":true,"value":""},"bonushealth":{"label":"Bonus to Health","flag":false,"type":"string","isvalid":true,"value":""},"bonusnrg":{"label":"Bonus to NRG","flag":false,"type":"string","isvalid":true,"value":""},"bonusdelirium":{"label":"Bonus to Delirium","flag":false,"type":"string","isvalid":true,"value":""},"gainstatdice":{"label":"Gain Stat Dice Level to Pool","flag":false,"type":"string","value":""},"gainspecdice":{"label":"Gain Specialisation Dice Level","flag":false,"type":"dropspec","value":""},"gainbonusdice":{"label":"Gain Bonus Dice Level to Pool","flag":false,"type":"string","value":""},"gainotherdice":{"label":"Gain Other Dice Level","flag":false,"type":"string","value":""},"targethindrance":{"label":"Apply Hindrance Level to Target","flag":false,"type":"string","value":""},"sufferindrance":{"label":"Perk User suffers Hindrance","flag":false,"type":"string","value":""},"affectedstat":{"label":"Affected Stat","flag":false,"type":"string","value":""},"affectedspec":{"label":"Affected Specialisation","flag":false,"type":"dropspec","value":""},"affectspecial":{"label":"Affects Special","flag":false,"type":"string","value":""},"gainmomentum":{"label":"Gain Momentum","flag":false,"type":"string","value":""},"applyeffect":{"label":"Apply Effect","flag":false,"type":"string","value":""},"removeeffect":{"label":"Remove Effect","flag":false,"type":"string","value":""},"specialrule":{"label":"Special Rule","flag":false,"type":"text","value":""},"upgrade1":{"label":"Upgrade 1","flag":false,"type":"string","value":""},"upgrade2":{"label":"Upgrade 2","flag":false,"type":"string","value":""}},"status":"ready","nbuse":"next1action","used1":false,"used2":false,"used3":false,"roundcount":0,"description":"<p><span style=\"color: #191813; font-size: 12.8px; letter-spacing: 1px; text-align: justify;\">See Pegasus Engine CORE RPG</span></p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"iNL4aGohJ8v6YrUk":3},"flags":{}}
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{"_id":"sFnlvc1UYeTjG1u4","name":"Counter Effect","type":"perk","img":"systems/fvtt-pegasus-rpg/images/icons/icon_perk.webp","data":{"level":1,"active":false,"duration":"","isweaver":false,"effectsgained":[],"category":"agitator","upgradable":true,"activatedtext":"","deactivatedtext":"","features":{"nrgcost":{"label":"NRG cost to use","flag":false,"type":"number","isvalid":true,"value":0},"range":{"label":"Range","flag":true,"type":"range","isvalid":true,"value":"medium"},"nbtargets":{"label":"# Targets","flag":true,"type":"string","isvalid":true,"value":"1"},"bonushealth":{"label":"Bonus to Health","flag":false,"type":"string","isvalid":true,"value":""},"bonusnrg":{"label":"Bonus to NRG","flag":false,"type":"string","isvalid":true,"value":""},"bonusdelirium":{"label":"Bonus to Delirium","flag":false,"type":"string","isvalid":true,"value":""},"gainstatdice":{"label":"Gain Stat Dice Level to Pool","flag":false,"type":"string","value":""},"gainspecdice":{"label":"Gain Specialisation Dice Level","flag":false,"type":"dropspec","value":""},"gainbonusdice":{"label":"Gain Bonus Dice Level to Pool","flag":false,"type":"string","value":""},"gainotherdice":{"label":"Gain Other Dice Level","flag":false,"type":"string","value":""},"targethindrance":{"label":"Apply Hindrance Level to Target","flag":false,"type":"string","value":""},"sufferindrance":{"label":"Perk User suffers Hindrance","flag":false,"type":"string","value":""},"affectedstat":{"label":"Affected Stat","flag":false,"type":"string","value":""},"affectedspec":{"label":"Affected Specialisation","flag":false,"type":"dropspec","value":""},"affectspecial":{"label":"Affects Special","flag":false,"type":"string","value":""},"gainmomentum":{"label":"Gain Momentum","flag":false,"type":"string","value":""},"applyeffect":{"label":"Apply Effect","flag":false,"type":"string","value":""},"removeeffect":{"label":"Remove Effect","flag":false,"type":"string","value":""},"specialrule":{"label":"Special Rule","flag":false,"type":"text","value":""},"upgrade1":{"label":"Upgrade 1","flag":false,"type":"string","value":""},"upgrade2":{"label":"Upgrade 2","flag":false,"type":"string","value":""}},"status":"ready","nbuse":"next1action","used1":false,"used2":false,"used3":false,"roundcount":0,"description":"<p><span style=\"color: #191813; font-size: 12.8px; letter-spacing: 1px; text-align: justify;\">See Pegasus Engine CORE RPG</span></p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"iNL4aGohJ8v6YrUk":3},"flags":{}}
{"_id":"wcKiyHaI4eq3dWDZ","name":"Animal Affinity","type":"perk","img":"systems/fvtt-pegasus-rpg/images/icons/icon_perk.webp","data":{"level":1,"active":false,"duration":"","isweaver":false,"effectsgained":[],"category":"general","upgradable":false,"activatedtext":"","deactivatedtext":"","features":{"nrgcost":{"label":"NRG cost to use","flag":false,"type":"number","isvalid":true,"value":0},"range":{"label":"Range","flag":false,"type":"range","isvalid":true,"value":""},"nbtargets":{"label":"# Targets","flag":false,"type":"string","isvalid":true,"value":""},"bonushealth":{"label":"Bonus to Health","flag":false,"type":"string","isvalid":true,"value":""},"bonusnrg":{"label":"Bonus to NRG","flag":false,"type":"string","isvalid":true,"value":""},"bonusdelirium":{"label":"Bonus to Delirium","flag":false,"type":"string","isvalid":true,"value":""},"gainstatdice":{"label":"Gain Stat Dice Level to Pool","flag":false,"type":"string","value":""},"gainspecdice":{"label":"Gain Specialisation Dice Level","flag":false,"type":"dropspec","value":""},"gainbonusdice":{"label":"Gain Bonus Dice Level to Pool","flag":false,"type":"string","value":""},"gainotherdice":{"label":"Gain Other Dice Level","flag":false,"type":"string","value":""},"targethindrance":{"label":"Apply Hindrance Level to Target","flag":false,"type":"string","value":""},"sufferindrance":{"label":"Perk User suffers Hindrance","flag":false,"type":"string","value":""},"affectedstat":{"label":"Affected Stat","flag":false,"type":"string","value":""},"affectedspec":{"label":"Affected Specialisation","flag":false,"type":"dropspec","value":""},"affectspecial":{"label":"Affects Special","flag":false,"type":"string","value":""},"gainmomentum":{"label":"Gain Momentum","flag":false,"type":"string","value":""},"applyeffect":{"label":"Apply Effect","flag":false,"type":"string","value":""},"removeeffect":{"label":"Remove Effect","flag":false,"type":"string","value":""},"specialrule":{"label":"Special Rule","flag":false,"type":"text","value":""},"upgrade1":{"label":"Upgrade 1","flag":false,"type":"string","value":""},"upgrade2":{"label":"Upgrade 2","flag":false,"type":"string","value":""}},"status":"ready","nbuse":"perkduration","used1":false,"used2":false,"used3":false,"roundcount":0,"description":"<p><span style=\"color: #191813; font-size: 12.8px; letter-spacing: 1px; text-align: justify;\">See Pegasus Engine CORE RPG</span></p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"iNL4aGohJ8v6YrUk":3},"flags":{}}
{"_id":"xPf2JvSx0PyREm8Y","name":"Hold The Line","type":"perk","img":"systems/fvtt-pegasus-rpg/images/icons/icon_perk.webp","data":{"level":1,"active":false,"duration":"","isweaver":false,"effectsgained":[],"category":"tactician","upgradable":true,"activatedtext":"Requires FX to be created See Perks Guide","deactivatedtext":"","features":{"nrgcost":{"label":"NRG cost to use","flag":false,"type":"number","isvalid":true,"value":0},"range":{"label":"Range","flag":true,"type":"range","isvalid":true,"value":"close"},"nbtargets":{"label":"# Targets","flag":true,"type":"string","isvalid":true,"value":"AoE"},"bonushealth":{"label":"Bonus to Health","flag":false,"type":"string","isvalid":true,"value":""},"bonusnrg":{"label":"Bonus to NRG","flag":false,"type":"string","isvalid":true,"value":""},"bonusdelirium":{"label":"Bonus to Delirium","flag":false,"type":"string","isvalid":true,"value":""},"gainstatdice":{"label":"Gain Stat Dice Level to Pool","flag":false,"type":"string","value":""},"gainspecdice":{"label":"Gain Specialisation Dice Level","flag":false,"type":"dropspec","value":""},"gainbonusdice":{"label":"Gain Bonus Dice Level to Pool","flag":false,"type":"string","value":""},"gainotherdice":{"label":"Gain Other Dice Level","flag":false,"type":"string","value":""},"targethindrance":{"label":"Apply Hindrance Level to Target","flag":false,"type":"string","value":""},"sufferindrance":{"label":"Perk User suffers Hindrance","flag":false,"type":"string","value":""},"affectedstat":{"label":"Affected Stat","flag":false,"type":"string","value":""},"affectedspec":{"label":"Affected Specialisation","flag":false,"type":"dropspec","value":""},"affectspecial":{"label":"Affects Special","flag":false,"type":"string","value":""},"gainmomentum":{"label":"Gain Momentum","flag":false,"type":"string","value":""},"applyeffect":{"label":"Apply Effect","flag":false,"type":"string","value":""},"removeeffect":{"label":"Remove Effect","flag":false,"type":"string","value":""},"specialrule":{"label":"Special Rule","flag":false,"type":"text","value":""},"upgrade1":{"label":"Upgrade 1","flag":false,"type":"string","value":""},"upgrade2":{"label":"Upgrade 2","flag":false,"type":"string","value":""}},"status":"ready","nbuse":"perkduration","used1":false,"used2":false,"used3":false,"roundcount":0,"description":"<p><span style=\"color: #191813; font-size: 12.8px; letter-spacing: 1px; text-align: justify;\">See Pegasus Engine CORE RPG</span></p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"iNL4aGohJ8v6YrUk":3},"flags":{}}
{"_id":"xcU3YxSPm4Nj1fdb","name":"Enhanced Power","type":"perk","img":"systems/fvtt-pegasus-rpg/images/icons/icon_perk.webp","data":{"level":1,"active":false,"duration":"","isweaver":false,"effectsgained":[],"category":"general","upgradable":true,"activatedtext":"","deactivatedtext":"","features":{"nrgcost":{"label":"NRG cost to use","flag":false,"type":"number","isvalid":true,"value":0},"range":{"label":"Range","flag":false,"type":"range","isvalid":true,"value":""},"nbtargets":{"label":"# Targets","flag":false,"type":"string","isvalid":true,"value":""},"bonushealth":{"label":"Bonus to Health","flag":false,"type":"string","isvalid":true,"value":""},"bonusnrg":{"label":"Bonus to NRG","flag":false,"type":"string","isvalid":true,"value":""},"bonusdelirium":{"label":"Bonus to Delirium","flag":false,"type":"string","isvalid":true,"value":""},"gainstatdice":{"label":"Gain Stat Dice Level to Pool","flag":false,"type":"string","value":""},"gainspecdice":{"label":"Gain Specialisation Dice Level","flag":false,"type":"dropspec","value":""},"gainbonusdice":{"label":"Gain Bonus Dice Level to Pool","flag":false,"type":"string","value":""},"gainotherdice":{"label":"Gain Other Dice Level","flag":false,"type":"string","value":""},"targethindrance":{"label":"Apply Hindrance Level to Target","flag":false,"type":"string","value":""},"sufferindrance":{"label":"Perk User suffers Hindrance","flag":false,"type":"string","value":""},"affectedstat":{"label":"Affected Stat","flag":false,"type":"string","value":""},"affectedspec":{"label":"Affected Specialisation","flag":false,"type":"dropspec","value":""},"affectspecial":{"label":"Affects Special","flag":false,"type":"string","value":""},"gainmomentum":{"label":"Gain Momentum","flag":false,"type":"string","value":""},"applyeffect":{"label":"Apply Effect","flag":false,"type":"string","value":""},"removeeffect":{"label":"Remove Effect","flag":false,"type":"string","value":""},"specialrule":{"label":"Special Rule","flag":false,"type":"text","value":""},"upgrade1":{"label":"Upgrade 1","flag":false,"type":"string","value":""},"upgrade2":{"label":"Upgrade 2","flag":false,"type":"string","value":""}},"status":"ready","nbuse":"perkduration","used1":false,"used2":false,"used3":false,"roundcount":0,"description":"<p><span style=\"color: #191813; font-size: 12.8px; letter-spacing: 1px; text-align: justify;\">See Pegasus Engine CORE RPG</span></p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"iNL4aGohJ8v6YrUk":3},"flags":{}}

View File

@ -293,6 +293,12 @@ table {border: 1px solid #7a7971;}
padding: 0 3px;
}
.long-editor{
border: 2;
height: 400px;
padding: 0 3px;
}
.medium-editor {
border: 2;
height: 240px;
@ -613,6 +619,9 @@ ul, li {
flex-grow: 2;
margin-left: 4px;
}
.select-stat {
max-width: 5rem;
}
.status-header-label {
margin-left: 2px;
}

View File

@ -49,8 +49,8 @@
{
"type": "Item",
"label": "Perks",
"name": "perk",
"path": "packs/perk.db",
"name": "perks",
"path": "packs/perks.db",
"system": "fvtt-pegasus-rpg",
"private": false,
"flags": {}
@ -253,7 +253,7 @@
],
"title": "Pegasus RPG",
"url": "https://www.uberwald.me/data/files/fvtt-pegasus-rpg",
"version": "10.0.19",
"download": "https://www.uberwald.me/gitea/uberwald/fvtt-pegasus-rpg/archive/fvtt-pegasus-rpg-v10.0.19.zip",
"version": "10.0.25",
"download": "https://www.uberwald.me/gitea/uberwald/fvtt-pegasus-rpg/archive/fvtt-pegasus-rpg-v10.0.25.zip",
"background": "systems/fvtt-pegasus-rpg/images/ui/pegasus_welcome_page.webp"
}

View File

@ -11,6 +11,7 @@
"age": 0,
"size": "",
"sizenum": 0,
"sizebonus": 0,
"weight": "",
"hair": "",
"sex": "",
@ -49,6 +50,7 @@
"abbrev": "AGI",
"level": 1,
"value": 1,
"bonuseffect": 0,
"mod": 0,
"col": 1
},
@ -57,6 +59,7 @@
"abbrev": "MND",
"level": 1,
"value": 1,
"bonuseffect": 0,
"col": 1,
"mod": 0
},
@ -65,6 +68,7 @@
"abbrev": "SOC",
"level": 1,
"value": 1,
"bonuseffect": 0,
"col": 1,
"mod": 0
},
@ -73,6 +77,7 @@
"abbrev": "STR",
"level": 1,
"value": 1,
"bonuseffect": 0,
"col": 1,
"mod": 0
},
@ -81,6 +86,7 @@
"abbrev": "PHY",
"level": 1,
"value": 1,
"bonuseffect": 0,
"col": 1,
"mod": 0
},
@ -89,6 +95,7 @@
"abbrev": "COM",
"level": 1,
"value": 1,
"bonuseffect": 0,
"col": 2,
"mod": 0
},
@ -97,6 +104,7 @@
"abbrev": "DEF",
"level": 1,
"value": 1,
"bonuseffect": 0,
"col": 2,
"mod": 0
},
@ -105,6 +113,7 @@
"abbrev": "STL",
"level": 1,
"value": 1,
"bonuseffect": 0,
"col": 2,
"mod": 0
},
@ -113,6 +122,7 @@
"abbrev": "PER",
"level": 1,
"value": 1,
"bonuseffect": 0,
"col": 2,
"mod": 0
},
@ -121,6 +131,7 @@
"abbrev": "FOC",
"level": 1,
"value": 1,
"bonuseffect": 0,
"col": 2,
"mod": 0
}
@ -208,6 +219,7 @@
"label": "FC",
"abbrev": "fc",
"level": 0,
"bonuseffect": 0,
"currentlevel": 0,
"col": 1
},
@ -216,6 +228,7 @@
"abbrev": "man",
"dicevalue": "",
"level": 0,
"bonuseffect": 0,
"currentlevel": 0,
"turningarc45": 0,
"col": 1
@ -224,6 +237,7 @@
"label": "HR",
"abbrev": "hr",
"level": 0,
"bonuseffect": 0,
"currentlevel": 0,
"size": 0,
"col": 2
@ -232,8 +246,9 @@
"label": "PC",
"abbrev": "pc",
"level": 0,
"bonuseffect": 0,
"currentlevel": 0,
"avgnrg": 0,
"actnrg": 0,
"curnrg": 0,
"maxnrg": 0,
"col": 2
@ -242,6 +257,7 @@
"label": "MR",
"abbrev": "mr",
"level": 0,
"bonuseffect": 0,
"currentlevel": 0,
"col": 3
},
@ -249,6 +265,7 @@
"label": "A/D",
"abbrev": "ad",
"level": 0,
"bonuseffect": 0,
"currentlevel": 0,
"accmode": "",
"currentspeed": "",
@ -385,6 +402,7 @@
"recoveryrollspec": [],
"effectstatlevel": false,
"effectstat": "",
"affectsize": false,
"oneuse": false,
"ignorehealthpenalty": false,
"isthispossible": "",
@ -425,7 +443,8 @@
"specincrease": [],
"perks": [],
"perksrole": "",
"description": ""
"description": "",
"rolelevel": 1
},
"ability": {
"affectedstat": "str",
@ -548,6 +567,8 @@
"activatedtext": "",
"deactivatedtext": "",
"powerlevelcost": "",
"powerdamagetype": "",
"powerdamagetypelevel": 0,
"dmgroll": false,
"dmgstatistic": "",
"description": ""

View File

@ -208,7 +208,7 @@
<span class="item-field-label-short">{{perk.system.level}}</span>
{{#if perk.system.features.range.flag}}
<span class="item-field-label-medium">{{perk.system.features.range.value}}</span>
<span class="item-field-label-medium">{{perk.rangeText}}</span>
{{else}}
<span class="item-field-label-medium">&nbsp;-&nbsp;</span>
@ -402,8 +402,7 @@
data-dtype="Number" />
&nbsp;&nbsp;
<span class="small-label padd-right packed-left">Spent PPP</span><input type="text"
class="padd-right input-numeric-short" name="system.ppp.spent" value="{{data.ppp.spent}}"
data-dtype="Number" />
class="padd-right input-numeric-short" name="system.ppp.spentPPP" value="{{data.ppp.spentPPP}}" disabled data-dtype="Number" />
</li>
</ul>
@ -866,6 +865,8 @@
<label class="generic-label">Size</label>
<input type="text" class="" name="system.biodata.sizenum" value="{{data.biodata.sizenum}}"
data-dtype="Number" />
<input type="text" class="" value="{{add data.biodata.sizenum data.biodata.sizebonus}}"
data-dtype="Number" disabled />
</li>
<li class="flexrow item">
<label class="generic-label">Origin</label>

View File

@ -45,6 +45,10 @@
{{/if}}
{{/if}}
{{#if power}}
<li>Power Damage type : {{power.system.powerdamagetype}} {{power.system.powerdamagetypelevel}}</li>
{{/if}}
{{#if isResistance}}
<li><strong>Defense Result : {{finalScore}}</strong>
{{else}}

View File

@ -5,8 +5,8 @@
{{/if}}
<div>{{name}} has just activated the Perk: {{perk.name}}.</div>
{{#if (count perk.data.activatedtext)}}
<div>{{perk.data.activatedtext}}</div>
{{#if (count perk.system.activatedtext)}}
<div>{{perk.system.activatedtext}}</div>
{{/if}}
</div>

View File

@ -5,8 +5,8 @@
{{/if}}
<div>{{name}} has just deactivated the Perk: {{perk.name}}, make sure to manually delete all Effects provided by this Perk from Targets.</div>
{{#if (count perk.data.deactivatedtext)}}
<div>{{perk.data.deactivatedtext}}</div>
{{#if (count perk.system.deactivatedtext)}}
<div>{{perk.system.deactivatedtext}}</div>
{{/if}}
</div>

View File

@ -77,7 +77,10 @@
{{else}}
<li class="flexrow"><label class="generic-label">Effect Level</label>
<input type="text" class="input-numeric-short padd-right" name="system.effectlevel" value="{{data.effectlevel}}" data-dtype="Number"/>
</li>
</li>
<li class="flexrow"><label class="generic-label">Affect size ?</label>
<label class="attribute-value checkbox"><input type="checkbox" name="system.affectsize" {{checked data.affectsize}}/></label>
</li>
{{/if}}
<li class="flexrow"> <label class="generic-label">Affected Specialisations </label></li>

View File

@ -9,6 +9,7 @@
{{!-- Sheet Body --}}
<section class="sheet-body">
{{> systems/fvtt-pegasus-rpg/templates/partial-item-description.html}}
<div class="tab details" data-group="primary" data-tab="details">

View File

@ -13,18 +13,18 @@
<div class="tab description" data-group="primary" data-tab="description">
<div class="medium-editor item-text-long-line">
<label class="generic-label">Description</label>
{{editor content=data.description target="data.description" button=true owner=owner editable=editable}}
</div>
<div class="medium-editor item-text-long-line">
<label class="generic-label">Available Effects</label>
{{editor content=data.effects target="data.effects" button=true owner=owner editable=editable}}
</div>
<div class="medium-editor item-text-long-line">
<label class="generic-label">Purchased Effects</label>
{{editor content=data.purchasedeffects target="data.purchasedeffects" button=true owner=owner
<label class="generic-label">Power Ups</label>
{{editor purchasedeffects target="system.purchasedeffects" button=true owner=owner
editable=editable}}
</div>
<div class="long-editor item-text-long-line">
<label class="generic-label">Description</label>
{{editor description target="system.description" button=true owner=owner editable=editable}}
</div>
<div class="medium-editor item-text-long-line">
<label class="generic-label">Available Upgrades</label>
{{editor effects target="system.effects" button=true owner=owner editable=editable}}
</div>
</div>
<div class="tab details" data-group="primary" data-tab="details">
@ -104,14 +104,22 @@
data.dmgroll}} /></label>
</li>
{{#if data.dmgroll}}
<li class="flexrow"><label class="generic-label">Related DMG Statistic </label>
<select class="competence-base flexrow" type="text" name="system.dmgstatistic" value="{{data.dmgstatistic}}"
data-dtype="String">
{{#select data.dmgstatistic}}
{{> systems/fvtt-pegasus-rpg/templates/partial-options-statistics.html}}
{{/select}}
</select>
</li>
<li class="flexrow"><label class="generic-label">Related DMG Statistic </label>
<select class="competence-base flexrow" type="text" name="system.dmgstatistic" value="{{data.dmgstatistic}}"
data-dtype="String">
{{#select data.dmgstatistic}}
{{> systems/fvtt-pegasus-rpg/templates/partial-options-statistics.html}}
{{/select}}
</select>
</li>
<li class="flexrow"><label class="generic-label">Damage Type</label>
<input type="text" class="padd-right" name="system.powerdamagetype" value="{{data.powerdamagetype}}"
data-dtype="String" />
</li>
<li class="flexrow"><label class="generic-label">Damage Type Level</label>
<input type="text" class="padd-right" name="system.powerdamagetypelevel" value="{{data.powerdamagetypelevel}}"
data-dtype="Number" />
</li>
{{/if}}
<li class="flexrow"><label class="generic-label">When purchased display text</label>

View File

@ -1,80 +1,92 @@
<form class="{{cssClass}}" autocomplete="off">
<header class="sheet-header">
<img class="item-sheet-img" src="{{img}}" data-edit="img" title="{{name}}"/>
<div class="header-fields">
<h1 class="charname">
<input name="name" type="text" value="{{name}}" placeholder="Name"/>
</h1>
</div>
</header>
{{> systems/fvtt-pegasus-rpg/templates/partial-item-nav.html}}
<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-pegasus-rpg/templates/partial-item-nav.html}}
{{!-- Sheet Body --}}
<section class="sheet-body">
{{!-- Sheet Body --}}
<section class="sheet-body">
{{> systems/fvtt-pegasus-rpg/templates/partial-item-description.html}}
{{> systems/fvtt-pegasus-rpg/templates/partial-item-description.html}}
<div class="tab details" data-group="primary" data-tab="details">
<ul>
<li class="flexrow"><label class="generic-label">Stat increase 1</label>
<select class="competence-base flexrow" type="text" name="system.statincrease1" value="{{data.statincrease1}}" data-dtype="String">
{{#select data.statincrease1}}
{{> systems/fvtt-pegasus-rpg/templates/partial-options-statistics.html notapplicable=false mr=false}}
{{/select}}
</select>
</li>
<li class="flexrow"><label class="generic-label">Stat increase 2</label>
<select class="competence-base flexrow" type="text" name="system.statincrease2" value="{{data.statincrease2}}" data-dtype="String">
{{#select data.statincrease2}}
{{> systems/fvtt-pegasus-rpg/templates/partial-options-statistics.html notapplicable=false mr=false}}
{{/select}}
</select>
</li>
<div class="tab details" data-group="primary" data-tab="details">
<ul>
<li class="flexrow"><label class="generic-label">Role Level</label>
<input type="text" class="input-numeric-short padd-right" name="system.rolelevel" value="{{data.rolelevel}}"
data-dtype="Number" />
</li>
<li class="flexrow">
<label class="generic-label">Role Ability</label>
</li>
<ul class="ul-level1">
<li class="flexrow"><div class="drop-specialability"><label>Drop Abilities here !</label></div>
</li>
{{#each data.specialability as |ability idx|}}
<li class="flexrow">
<label name="system.specialability[{{idx}}].name"><a class="view-subitem" data-type="specialability" data-index="{{idx}}">{{ability.name}}</a></label>
<div class="item-controls padd-left">
<a class="item-control delete-subitem padd-left" data-type="specialability" data-index="{{idx}}" title="Delete Ability"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/each}}
</ul>
<li class="flexrow"><label class="generic-label">Stat increase 1</label>
<select class="competence-base flexrow" type="text" name="system.statincrease1" value="{{data.statincrease1}}"
data-dtype="String">
{{#select data.statincrease1}}
{{> systems/fvtt-pegasus-rpg/templates/partial-options-statistics.html notapplicable=false mr=false}}
{{/select}}
</select>
</li>
<li class="flexrow"><label class="generic-label">Stat increase 2</label>
<select class="competence-base flexrow" type="text" name="system.statincrease2" value="{{data.statincrease2}}"
data-dtype="String">
{{#select data.statincrease2}}
{{> systems/fvtt-pegasus-rpg/templates/partial-options-statistics.html notapplicable=false mr=false}}
{{/select}}
</select>
</li>
<li class="flexrow">
<label class="generic-label">Role Ability</label>
</li>
<ul class="ul-level1">
<li class="flexrow">
<div class="drop-specialability"><label>Drop Abilities here !</label></div>
</li>
<li class="flexrow"><label class="generic-label">Statistic increase (Choose 2 at +1 DT)</label>
</li>
<ul class="ul-level1">
<li class="flexrow">
{{#each data.statincreasechoice as |stat idx|}}
<label name="statchoice{{idx}}">{{stat.name}}</label>
<label class="attribute-value checkbox"><input type="checkbox" class="stat-choice-flag" data-stat-idx="{{idx}}" {{checked stat.flag}}/></label>
{{/each}}
</li>
</ul>
</li>
{{#each data.specialability as |ability idx|}}
<li class="flexrow">
<label name="system.specialability[{{idx}}].name"><a class="view-subitem" data-type="specialability"
data-index="{{idx}}">{{ability.name}}</a></label>
<div class="item-controls padd-left">
<a class="item-control delete-subitem padd-left" data-type="specialability" data-index="{{idx}}"
title="Delete Ability"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/each}}
</ul>
</li>
<li class="flexrow"><label class="generic-label">Statistic increase (Choose 2 at +1 DT)</label>
</li>
<ul class="ul-level1">
<li class="flexrow">
{{#each data.statincreasechoice as |stat idx|}}
<label name="statchoice{{idx}}">{{stat.name}}</label>
<label class="attribute-value checkbox"><input type="checkbox" class="stat-choice-flag"
data-stat-idx="{{idx}}" {{checked stat.flag}} /></label>
{{/each}}
</li>
</ul>
</li>
<li class="flexrow"><label class="generic-label">Role category for available perks</label>
<select class="competence-base flexrow" type="text" name="system.perksrole" value="{{data.perksrole}}" data-dtype="String">
{{#select data.perksrole}}
<option value="agitator">Agitator</option>
<option value="defender">Defender</option>
<option value="enhancer">Enhancer</option>
<option value="scrapper">Scrapper</option>
<option value="ranged">Ranged</option>
<option value="tactician">Tactician</option>
{{/select}}
</select>
</li>
<li class="flexrow"><label class="generic-label">Role category for available perks</label>
<select class="competence-base flexrow" type="text" name="system.perksrole" value="{{data.perksrole}}"
data-dtype="String">
{{#select data.perksrole}}
<option value="agitator">Agitator</option>
<option value="defender">Defender</option>
<option value="enhancer">Enhancer</option>
<option value="scrapper">Scrapper</option>
<option value="ranged">Ranged</option>
<option value="tactician">Tactician</option>
{{/select}}
</select>
</li>
</ul>
</ul>
</div>
</div>
</section>
</form>
</section>
</form>

View File

@ -47,7 +47,7 @@
<li class="item flexrow list-item" data-item-id="{{trait.id}}">
<img class="sheet-competence-img" src="{{trait.img}}"/>
<span class="competence-label">{{trait.name}}</span>
<span class="competence-label">{{trait.data.data.type}}</span>
<span class="competence-label">{{trait.system.type}}</span>
<div class="item-controls">
<a class="item-control item-edit" title="Edit Item"><i class="fas fa-edit"></i></a>
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
@ -103,17 +103,17 @@
<img class="sheet-competence-img" src="{{weapon.img}}"/>
<span class="stat-label">{{weapon.name}}</span>
<div class="item-controls">
<a class="item-control item-equip" title="Worn">{{#if weapon.data.data.equipped}}<i class="fas fa-circle"></i>{{else}}<i class="fas fa-genderless"></i>{{/if}}</a>
<a class="item-control item-equip" title="Worn">{{#if weapon.system.equipped}}<i class="fas fa-circle"></i>{{else}}<i class="fas fa-genderless"></i>{{/if}}</a>
<a class="item-control item-edit" title="Edit Item"><i class="fas fa-edit"></i></a>
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
</div>
</li>
<li class="item stat flexrow list-item stats-table" data-armure-id="{{weapon.id}}" data-item-id="{{weapon.id}}">
{{#each weapon.data.data.weaponstats as |weaponstat statkey|}}
{{#each weapon.system.weaponstats as |weaponstat statkey|}}
<ul>
<li class="item stat flexrow list-item" data-item-id="{{weapon.id}}" data-stat-id={{statkey}}><span class="stat-label weapon-label"><a name="{{weapon.name}}">Attack with {{weaponstat.name}}</a></span>
</li>
<li>{{> "systems/fvtt-fragged-kingdom/templates/weapon-stats-section.html" stats=weaponstat.data.statstotal isfinal=false header=true}}
<li>{{> "systems/fvtt-fragged-kingdom/templates/weapon-stats-section.html" stats=weaponstat.system.statstotal isfinal=false header=true}}
</li>
</ul>
{{/each}}
@ -151,7 +151,7 @@
<span class="equipement-label">{{equip.name}}</span>
<span class="equipement-label">{{equip.type}}</span>
<div class="item-controls">
<a class="item-control item-equip" title="Worn">{{#if equip.data.data.equipped}}<i class="fas fa-circle"></i>{{else}}<i class="fas fa-genderless"></i>{{/if}}</a>
<a class="item-control item-equip" title="Worn">{{#if equip.system.equipped}}<i class="fas fa-circle"></i>{{else}}<i class="fas fa-genderless"></i>{{/if}}</a>
<a class="item-control item-edit" title="Edit Item"><i class="fas fa-edit"></i></a>
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
</div>

View File

@ -24,7 +24,7 @@
{{/if}}
</span>
<span class="item-field-label-short">
{{#if equip.data.iscontainer}}
{{#if equip.system.iscontainer}}
{{equip.system.contentsEnc}}
{{else}}
{{mul equip.system.weight equip.system.quantity}}
@ -32,7 +32,7 @@
</span>
<span class="item-field-label-medium">
{{#if equip.system.idrDice}}
<a class="roll-idr" data-dice-value="{{equip.data.idrDice}}">{{equip.system.idrDice}}</a>
<a class="roll-idr" data-dice-value="{{equip.system.idrDice}}">{{equip.system.idrDice}}</a>
{{else}}
&nbsp;-&nbsp;
{{/if}}

View File

@ -5,12 +5,15 @@
<span class="stat-label stat-margin" name="{{key}}">
<h4 class="stat-text-white stat-margin"><a class="roll-stat stat-margin" data-stat-key="{{key}}">{{stat.abbrev}}</a></h4>
</span>
<select class="status-small-label color-class-common" type="text" name="system.statistics.{{key}}.value" value="{{stat.value}}"
<select class="status-small-label color-class-common select-stat" type="text" name="system.statistics.{{key}}.value" value="{{stat.value}}"
data-dtype="Number" {{#unless @root.editScore}}disabled{{/unless}}>
{{#select stat.value}}
{{{@root.optionsDiceList}}}
{{/select}}
</select>
<span class="stat-label stat-margin" name="{{key}}">
<h4 class="stat-text-white stat-margin">{{getDice (add stat.value stat.bonuseffect)}}</h4>
</span>
<input type="text" class="input-numeric-short padd-right status-small-label color-class-common" name="system.statistics.{{key}}.mod" value="{{stat.mod}}"
data-dtype="Number" {{#unless @root.editScore}}disabled{{/unless}} />
</li>

View File

@ -2,7 +2,7 @@
<div>
<label class="generic-label">Description</label>
<div class="medium-editor item-text-long-line">
{{editor data.description target="system.description" button=true owner=owner editable=editable}}
{{editor description target="system.description" button=true owner=owner editable=editable}}
</div>
</div>
</div>

View File

@ -17,13 +17,13 @@
</li>
{{else}}
{{#if (eq effect.effect.data.stataffected "powerroll")}}
{{#if (eq effect.effect.system.stataffected "powerroll")}}
<li class="flex-group-left">
<label class="attribute-value checkbox"><input type="checkbox" class="effect-clicked" id="effect-{{idx}}" data-effect-idx="{{idx}}" {{checked effect.applied}}/></label>
<label class="generic-label">{{effect.label}} ({{effect.value}})</label>
</li>
{{/if}}
{{#if (eq effect.effect.data.stataffected "powerdmgroll")}}
{{#if (eq effect.effect.system.stataffected "powerdmgroll")}}
<li class="flex-group-left">
<label class="attribute-value checkbox"><input type="checkbox" class="effect-clicked" id="effect-{{idx}}" data-effect-idx="{{idx}}" {{checked effect.applied}}/></label>
<label class="generic-label">{{effect.label}} ({{effect.value}})</label>
@ -154,7 +154,7 @@
{{/if}}
{{#if (notEmpty vehicleShieldList)}}
<label>Vehicle Shields</label>
<label>Vehicle Armors&Shields</label>
<ul>
{{#each vehicleShieldList as |shield idx|}}

View File

@ -63,10 +63,10 @@
<a class="vehicle-current-nrg-plus plus-minus-button">+</a>
<a class="vehicle-current-nrg-minus plus-minus-button">&nbsp;-</a>
</span>
<span class="stat-label stat-margin" name="{{key}}">Av NRG</span>
<input type="text" class="input-numeric-short" value="{{@root.avgNRG}}" data-dtype="Number" disabled/>
<span class="stat-label stat-margin" name="{{key}}">Act NRG</span>
<input type="text" class="input-numeric-short" value="{{stat.actnrg}}" data-dtype="Number" disabled/>
<span class="stat-label stat-margin" name="{{key}}">Max NRG</span>
<input type="text" class="input-numeric-short" name="system.statistics.{{key}}.maxnrg" value="{{stat.maxnrg}}" data-dtype="Number" disabled />
<input type="text" class="input-numeric-short" value="{{stat.maxnrg}}" data-dtype="Number" disabled />
</div>
{{/if}}

View File

@ -105,6 +105,48 @@
</div>
{{/if}}
<div class="flexrow">
<span class="roll-dialog-label">Modifiers : </span>
<select class="roll-dialog-label" id="modifiers" type="text" name="modifiers" value="{{modifiers}}"
data-dtype="String">
{{#select modifiers}}
<option value="none">None</option>
<option value="none0">==== Combat Arcs</option>
<option value="d4">Combat Arc Flank (Grey) d4</option>
<option value="d6">Combat Arc Blind Spot (Red) d6</option>
<option value="none1">===== Cover defence</option>
<option value="d4">Slight cover d4</option>
<option value="d8">Half cover d8</option>
<option value="d12">Full cover d12</option>
<option value="d12">Full cover d12</option>
<option value="none2">===== Cover Damage Resistance</option>
<option value="d4">Soft cover d4</option>
<option value="d6">Dense cover d16</option>
<option value="d8">Light cover d8</option>
<option value="d10">Thick cover d10</option>
<option value="d12">Solid cover d12</option>
<option value="none3">===== Outnumbered</option>
<option value="d4">Outnumbered 1 Extra Ally d4</option>
<option value="d6">Outnumbered 2 Extra Allies d6</option>
<option value="d8">Outnumbered 3 Extra Allies d8</option>
<option value="d10">Outnumbered 4 Extra Allies d10</option>
<option value="d12">Outnumbered 5 Extra Allies d1<option>
<option value="none4">===== Called DMG Shot Bonus</option>
<option value="d12">Eyes/head d12<option>
<option value="none4">===== Impact DMG Bonus</option>
<option value="d4">Soft d4<option>
<option value="d6">Thin/Flimsy d6<option>
<option value="d8">Solid Furniture d8<option>
<option value="d10">Thin Metal/Thick Wood d10<option>
<option value="d12">Solid Object/Concrete d12<option>
<option value="none5">===== Other Circumstances</option>
<option value="d4">Concentrated<option>
<option value="d4">Off Hand d4<option>
{{/select}}
</select>
</div>
</div>
<div>

View File

@ -132,10 +132,7 @@
<ul class="stat-list alternate-list">
<li class="item stat flexrow list-item">
<span class="generic-label small-label">Current</span>
<input type="text" class="" name="system.combat.stunlevel" value="{{data.combat.stunlevel}}"
data-dtype="Number" />
<span class="generic-label small-label">Threshold</span>
<input type="text" class="" name="system.combat.stunthreshold" value="{{data.combat.stunthreshold}}"
<input type="text" class="" name="system.stun.value" value="{{data.stun.value}}"
data-dtype="Number" />
</li>
</ul>
@ -563,6 +560,13 @@
<span class="generic-label small-label"><strong>Minimum Crew Required</strong></span>
<input type="text" class="input-numeric-short" name="system.crewmin" value="{{data.crewmin}}"
data-dtype="Number" />
{{#if isGM}}
<li class="item stat flexrow list-item">
<span class="generic-label">
Note: GM's must create a single NPC to act as all the NPC Crew, PCs can only have 1 character per player in the crew tab. If more are required, add the dice to the players Charcater Dice Pool Manually instead
</span>
</li>
{{/if}}
</li>
</ul>
</div>
@ -595,7 +599,7 @@
<div class="stat-item">
<ul class="stat-list alternate-list">
<li class="item stat flexrow list-item">
<span class="generic-label small-label "><strong>Cargo Capacity</strong></span>
<span class="generic-label small-label "><strong>Maximum Cargo Capacity</strong></span>
<input type="text" class="input-numeric-short padd-right" name="system.cargo.cargocapacity" value="{{data.cargo.cargocapacity}}"
data-dtype="Number" />
<span class="generic-label small-label"><strong>Total Cargo Capacity</strong></span>
@ -625,7 +629,7 @@
</div>
</li>
{{#each cargos as |cargo key|}}
<li class="item flexrow list-item list-item-shadow" data-item-id="{{money._id}}">
<li class="item flexrow list-item list-item-shadow" data-item-id="{{cargo._id}}">
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
src="{{cargo.img}}" /></a>
<span class="item-name-label">{{cargo.name}}</span>
@ -653,289 +657,6 @@
{{/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">Money</label></h3>
</span>
<span class="item-field-label-long">
<label class="short-label">Qty</label>
</span>
<span class="item-field-label-medium">
<label class="short-label">Weight</label>
</span>
<span class="item-field-label-medium">
<label class="short-label">IDR</label>
</span>
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed">
<a class="item-control item-add" data-type="money" title="Create Item"><i class="fas fa-plus"></i></a>
</div>
</li>
{{#each moneys as |money key|}}
<li class="item flexrow list-item list-item-shadow" data-item-id="{{money._id}}">
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
src="{{money.img}}" /></a>
<span class="item-name-label">{{money.name}}</span>
<span class="item-field-label-long"><label>
{{money.system.quantity}}
(<a class="quantity-minus plus-minus-button"> -</a>/<a class="quantity-plus plus-minus-button">+</a>)
</label>
</span>
<span class="item-field-label-medium">
<label>{{money.system.weight}}</label>
</span>
<span class="item-field-label-medium">
{{#if money.system.idrDice}}
<a class="roll-idr" data-dice-value="{{money.system.idrDice}}">{{money.system.idrDice}}</a>
{{else}}
&nbsp;-&nbsp;
{{/if}}
</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>
<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">Weapons</label></h3>
</span>
<span class="item-field-label-short">
<label class="short-label">Attack</label>
</span>
<span class="item-field-label-short">
<label class="short-label">Damage</label>
</span>
<span class="item-field-label-short">
<label class="short-label">DMG</label>
</span>
<span class="item-field-label-medium">
<label class="short-label">DMGT</label>
</span>
<span class="item-field-label-long">
<label class="short-label">Ammo</label>
</span>
<span class="item-field-label-medium">
<label class="short-label">Act/Deact</label>
</span>
<span class="item-field-label-short">
<label class="short-label">Weight</label>
</span>
<span class="item-field-label-medium">
<label class="short-label">IDR</label>
</span>
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed">
<a class="item-control item-add" data-type="weapon" title="Create Item"><i class="fas fa-plus"></i></a>
</div>
</li>
{{#each weapons as |weapon key|}}
<li class="item flexrow list-item list-item-shadow" data-item-id="{{weapon._id}}">
<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.statistic}}</label></span>
<span class="item-field-label-short"><label>{{upper weapon.system.damagestatistic}}</label></span>
<span class="item-field-label-short"><label>{{weapon.system.damageDice}}</label></span>
<span class="item-field-label-medium"><label>{{weapon.system.damagetype}} ({{weapon.system.damagetypelevel}})</label></span>
{{#if (gt weapon.system.ammomax 0)}}
<span class="item-field-label-long"><label>{{weapon.system.ammocurrent}}/{{weapon.system.ammomax}}
(<a class="ammo-minus plus-minus-button"> -</a>/<a class="ammo-plus plus-minus-button">+</a>)
</label></span>
{{else}}
<span class="item-field-label-long"><label>-</label>
</span>
{{/if}}
<span class="item-field-label-medium">
{{#if (count weapon.system.effects)}}
{{#if weapon.system.activated}}
<a class="equip-deactivate">Deactivate</a>
{{else}}
<a class="equip-activate">Activate</a>
{{/if}}
{{else}}
&nbsp;-&nbsp;
{{/if}}
</span>
<span class="item-field-label-short"><label>{{weapon.system.weight}}</label></span>
<span class="item-field-label-medium">
{{#if weapon.system.idrDice}}
<a class="roll-idr" data-dice-value="{{weapon.system.idrDice}}">{{weapon.system.idrDice}}</a>
{{else}}
&nbsp;-&nbsp;
{{/if}}
</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>
<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">Armors</label></h3>
</span>
<span class="item-field-label-short">
<label class="short-label">Stat</label>
</span>
<span class="item-field-label-short">
<label class="short-label">DMG RES</label>
</span>
<span class="item-field-label-medium">
<label class="short-label">Loc</label>
</span>
<span class="item-field-label-medium">
<label class="short-label">Act/Deact</label>
</span>
<span class="item-field-label-short">
<label class="short-label">Weight</label>
</span>
<span class="item-field-label-medium">
<label class="short-label">IDR</label>
</span>
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed">
<a class="item-control item-add" data-type="armor" title="Create Item"><i class="fas fa-plus"></i></a>
</div>
</li>
{{#each armors as |armor key|}}
<li class="item list-item flexrow list-item-shadow" data-item-id="{{armor._id}}">
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
src="{{armor.img}}" /></a>
<span class="item-name-label">{{armor.name}}</span>
<span class="item-field-label-short">{{upper armor.system.statistic}}</span>
<span class="item-field-label-short">{{armor.system.resistanceDice}}</span>
<span class="item-field-label-medium">{{armor.system.locationprotected}}</span>
<span class="item-field-label-medium">
{{#if (count armor.system.effects)}}
{{#if armor.system.activated}}
<a class="equip-deactivate">Deactivate</a>
{{else}}
<a class="equip-activate">Activate</a>
{{/if}}
{{else}}
&nbsp;-&nbsp;
{{/if}}
</span>
<span class="item-field-label-short">{{armor.system.weight}}</span>
<span class="item-field-label-medium">
{{#if armor.system.idrDice}}
<a class="roll-idr" data-dice-value="{{armor.system.idrDice}}">{{armor.system.idrDice}}</a>
{{else}}
&nbsp;-&nbsp;
{{/if}}
</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>
<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">Shields</label></h3>
</span>
<span class="item-field-label-short">
<label class="short-label">Dice</label>
</span>
<span class="item-field-label-medium">
<label class="short-label">Act/Deact</label>
</span>
<span class="item-field-label-short">
<label class="short-label">Weight</label>
</span>
<span class="item-field-label-medium">
<label class="short-label">IDR</label>
</span>
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed">
<a class="item-control item-add" data-type="shield" title="Create Item"><i class="fas fa-plus"></i></a>
</div>
</li>
{{#each shields as |shield key|}}
<li class="item flexrow list-item list-item-shadow" data-item-id="{{shield._id}}">
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
src="{{shield.img}}" /></a>
<span class="item-name-label">{{shield.name}}</span>
<span class="item-field-label-short">{{shield.system.levelDice}}</span>
<span class="item-field-label-medium">
{{#if (count shield.system.effects)}}
{{#if shield.system.activated}}
<a class="equip-deactivate">Deactivate</a>
{{else}}
<a class="equip-activate">Activate</a>
{{/if}}
{{else}}
&nbsp;-&nbsp;
{{/if}}
</span>
<span class="item-field-label-short">{{shield.system.weight}}</span>
<span class="item-field-label-medium">
{{#if shield.system.idrDice}}
<a class="roll-idr" data-dice-value="{{shield.system.idrDice}}">{{shield.system.idrDice}}</a>
{{else}}
&nbsp;-&nbsp;
{{/if}}
</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>
<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">Equipment</label></h3>
</span>
<span class="item-field-label-long">
<label class="short-label">Quantity</label>
</span>
<span class="item-field-label-medium">
<label class="short-label">Act/Deact</label>
</span>
<span class="item-field-label-short">
<label class="short-label">Weight</label>
</span>
<span class="item-field-label-medium">
<label class="short-label">IDR</label>
</span>
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed">
<a class="item-control item-add" data-type="equipment" title="Create Item"><i class="fas fa-plus"></i></a>
</div>
</li>
{{#each equipments as |equip key|}}
{{> systems/fvtt-pegasus-rpg/templates/partial-actor-equipment.html equip=equip level=1 canequip=false}}
{{/each}}
</ul>
<hr>
<h3>Cargo information : </h3>
<div class="form-group editor">