Merge branch 'dev' into dev_skillslist

# Conflicts:
#	CHANGELOG.md
#	system/styles/l5r5e.css
#	system/system.json
This commit is contained in:
Vlyan
2023-03-26 11:22:28 +02:00
6 changed files with 62 additions and 2 deletions

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@@ -6,6 +6,9 @@ Date format : day/month/year
- Added a new dialog settings to configure default skills list.
- Fix lists not showing correctly in journal (#44 thx to Bragma).
## 1.9.5 - 11/01/2023 - Adding Modifiers
- Characters can now have bonus endurance/composure/focus/vigilance from conditions (thx to Perkuns).
## 1.9.4 - 31/12/2022 - Last bugfixes of the Year !
- Fix prepared settings bugs (trackers icons sometimes disappears).
- GM Toolbox : Left clic do only actors with an active player as owner.

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@@ -188,6 +188,13 @@ export class ActorL5r5e extends Actor {
system.composure = (Number(system.rings.earth) + Number(system.rings.water)) * 2;
system.focus = Number(system.rings.air) + Number(system.rings.fire);
system.vigilance = Math.ceil((Number(system.rings.air) + Number(system.rings.water)) / 2);
// Modifiers from conditions
const modifiers = system.modifiers?.character;
system.endurance = system.endurance + (Number(modifiers?.endurance) || 0);
system.composure = system.composure + (Number(modifiers?.composure) || 0);
system.focus = system.focus + (Number(modifiers?.focus) || 0);
system.vigilance = system.vigilance + (Number(modifiers?.vigilance) || 0);
}
/**

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@@ -546,7 +546,7 @@
}
}
article {
background: $l5r5e-white;
background: $l5r5e-white-light;
padding: 0.5rem;
flex-wrap: wrap;
min-height: calc(100% - 3.25rem);

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@@ -8,6 +8,7 @@
- [Symbols replacement list](users/symbols.md)
- [Advanced : Techniques skill and difficulty syntaxe](users/techniques-syntaxe.md)
- [Advanced : Custom Compendiums](users/custom-compendiums.md)
- [Advanced : Using CUB for modifiers](users/cub-modifiers.md)
## For developers
- [System helping (Contribute)](dev/system-helping.md)

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# Using CUB for Modifiers
> ⚠ The module [Combat Utility Belt](https://foundryvtt.com/packages/combat-utility-belt) is required.
## Attributes modifiers
Replace `<attribute>` with actual attribute (i.e. `endurance`, `vigilance`, `focus`, `composure`) and `<number>` with actual number to be added.
When setup in CUB this would modify PC derived attributes to increase or reduce them by the number given.
Allows automating certain invocations and item effects (such as the cursed Kama from Sins of Regret supplement).
### For `character` type
Syntaxe:
> system.modifiers.character.`<attribute>` += `<number>`
Examples:
> system.modifiers.character.endurance += 1 // add 1
> <br>system.modifiers.character.focus += -2 // remove 2
### For `adversary` or `minion` types
Syntaxe:
> system.`<attribute>` += `<number>`
Exemples:
> system.vigilance += 1 // add 1
> <br>system.composure += -2 // remove 2
## Rings/Skills modifiers
Both PCs and NPCs can have their skills and rings increased as well by conditions (should you wish to ignore some of the RAW).
Syntaxe:
> system.rings.`<ring>` += `<number>`
> <br>system.skills.`<skillGroup>`.`<skill>` += `<number>` // for PCs
> <br>system.skills.`<skillGroup>` += `<number>` // for NPCs
Exemples:
> system.rings.earth += 1
> <br>system.skills.artisan.aesthetics += 1 // for PCs
> <br>system.skills.martial += -1 // for NPCs
The above need to be setup as conditions using CUB at the moment so that they can be added/removed as required.
Regarding skills and rings modifiers, I believe you would need to remove them temporarily for advancements as it might cause extra XP to be spent, but yet to test it fully.