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136 changed files with 1707 additions and 575 deletions
|
|
@ -243,14 +243,17 @@ Hooks.on('setup', () => {
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|||
}))
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];
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||||
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const actorCommon = {
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bar: ['resources.stress'],
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value: []
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||||
};
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const damageThresholds = ['damageThresholds.major', 'damageThresholds.severe'];
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const traits = Object.keys(game.system.api.data.actors.DhCharacter.schema.fields.traits.fields).map(
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trait => `traits.${trait}.value`
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);
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const resistance = Object.values(game.system.api.data.actors.DhCharacter.schema.fields.resistance.fields).flatMap(
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type => Object.keys(type.fields).map(x => `resistance.${type.name}.${x}`)
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);
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const actorCommon = {
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bar: ['resources.stress'],
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value: [...resistance, 'advantageSources', 'disadvantageSources']
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};
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CONFIG.Actor.trackableAttributes = {
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character: {
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bar: [...actorCommon.bar, 'resources.hitPoints', 'resources.hope'],
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@ -267,7 +270,7 @@ Hooks.on('setup', () => {
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},
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adversary: {
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bar: [...actorCommon.bar, 'resources.hitPoints'],
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value: [...actorCommon.value, ...damageThresholds, 'criticalThreshold']
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value: [...actorCommon.value, ...damageThresholds, 'criticalThreshold', 'difficulty']
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},
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companion: {
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bar: [...actorCommon.bar],
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|
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@ -417,10 +420,7 @@ const updateActorsRangeDependentEffects = async token => {
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// Get required distance and special case 5 feet to test adjacency
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const required = rangeMeasurement[range];
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const reverse = type === CONFIG.DH.GENERAL.rangeInclusion.outsideRange.id;
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const inRange =
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required === 5
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? userTarget.isAdjacentWith(token.object)
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: userTarget.distanceTo(token.object) <= required;
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const inRange = userTarget.distanceTo(token.object) <= required;
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if (reverse ? inRange : !inRange) {
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enabledEffect = false;
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break;
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|
|
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58
lang/en.json
58
lang/en.json
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@ -355,7 +355,8 @@
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"CompendiumBrowserSettings": {
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"title": "Enable Compendiums",
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"enableSource": "Enable Source",
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"disableSource": "Disable Source"
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"disableSource": "Disable Source",
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"worldCompendiums": "World Compendiums"
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},
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"ContextMenu": {
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"disableEffect": "Disable Effect",
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@ -457,12 +458,12 @@
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"name": "Clear Stress"
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},
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"prepare": {
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"description": "Describe how you are preparing for the next day's adventure, then gain a Hope. If you choose to Prepare with one or more members of your party, you may each take two Hope.",
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"description": "Describe how you are preparing for the next day's adventure, then gain a Hope.",
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"name": "Prepare"
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},
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"prepareWithFriends": {
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"description": "Describe how you are preparing for the next day's adventure, then gain a Hope. If you choose to Prepare with one or more members of your party, you may each take two Hope.",
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"name": "Prepare (with Friends)"
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"description": "You prepare with one or more members of your party, and you each gain 2 Hope.",
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"name": "Prepare (together)"
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},
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"repairArmor": {
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"description": "Describe how you spend time repairing your armor and clear all of its Armor Slots. You may also do this to an ally's armor instead.",
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|
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@ -494,11 +495,11 @@
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},
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"prepare": {
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"name": "Prepare",
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"description": "Describe how you prepare yourself for the path ahead, then gain a Hope. If you choose to Prepare with one or more members of your party, you each gain 2 Hope."
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"description": "Describe how you prepare yourself for the path ahead, then gain a Hope."
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},
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"prepareWithFriends": {
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"name": "Prepare (with Friends)",
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"description": "Describe how you prepare yourself for the path ahead, then gain a Hope. If you choose to Prepare with one or more members of your party, you each gain 2 Hope."
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"name": "Prepare (together)",
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"description": "You prepare with one or more members of your party, and you each gain 2 Hope."
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}
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},
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"refreshable": {
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|
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@ -1030,7 +1031,8 @@
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},
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"vulnerable": {
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"name": "Vulnerable",
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"description": "While a creature is Vulnerable, all rolls targeting them have advantage.\nA creature who is already Vulnerable can’t be made to take the condition again."
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"description": "While a creature is Vulnerable, all rolls targeting them have advantage.\nA creature who is already Vulnerable can’t be made to take the condition again.",
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"autoAppliedByLabel": "Max Stress"
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||||
}
|
||||
},
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"CountdownType": {
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|
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@ -1165,12 +1167,12 @@
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|||
},
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"far": {
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"name": "Far",
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"description": "means a distance where one can see the appearance of a person or object, but probably not in great detail-- across a small battlefield or down a large corridor. This is usually about 30-100 feet away. While under danger, a PC will likely have to make an Agility check to get here safely. Anything on a battle map that is within the length of a standard piece of paper (~10-11 inches) can usually be considered far.",
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"description": "means a distance where one can see the appearance of a person or object, but probably not in great detail-- across a small battlefield or down a large corridor. This is usually about 30-100 feet away. While under danger, a PC will likely have to make an Agility roll to get here safely. Anything on a battle map that is within the length of a standard piece of paper (~10-11 inches) can usually be considered far.",
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"short": "Far"
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},
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"veryFar": {
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"name": "Very Far",
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||||
"description": "means a distance where you can see the shape of a person or object, but probably not make outany details-- across a large battlefield or down a long street, generally about 100-300 feet away. While under danger, a PC likely has to make an Agility check to get here safely. Anything on a battle map that is beyond far distance, but still within sight of the characters can usually be considered very far.",
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"description": "means a distance where you can see the shape of a person or object, but probably not make outany details-- across a large battlefield or down a long street, generally about 100-300 feet away. While under danger, a PC likely has to make an Agility roll to get here safely. Anything on a battle map that is beyond far distance, but still within sight of the characters can usually be considered very far.",
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"short": "V. Far"
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}
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},
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|
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@ -1293,6 +1295,7 @@
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"triggerTexts": {
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"strangePatternsContentTitle": "Matched {nr} times.",
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"strangePatternsContentSubTitle": "Increase hope and stress to a total of {nr}.",
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"strangePatternsActionExplanation": "Left click to increase, right click to decrease",
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"ferocityContent": "Spend 2 Hope to gain {bonus} bonus Evasion until after the next attack against you?",
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"ferocityEffectDescription": "Your evasion is increased by {bonus}. This bonus lasts until after the next attack made against you."
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},
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@ -2111,7 +2114,7 @@
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|||
"thresholdImmunities": {
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"minor": {
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"label": "Threshold Immunities: Minor",
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"hint": "Automatically ignores minor damage"
|
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"hint": "Automatically ignores minor damage when set to 1"
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||||
}
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||||
}
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},
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@ -2322,6 +2325,7 @@
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"single": "Target",
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"plural": "Targets"
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},
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"thingsAndThing": "{things} and {thing}",
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"title": "Title",
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||||
"tokenSize": "Token Size",
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||||
"total": "Total",
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||||
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@ -2360,7 +2364,8 @@
|
|||
},
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||||
"Ancestry": {
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"primaryFeature": "Primary Feature",
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"secondaryFeature": "Secondary Feature"
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"secondaryFeature": "Secondary Feature",
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"featuresLabel": "Ancestry Features"
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||||
},
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"Armor": {
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"baseScore": "Base Score",
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||||
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@ -2413,7 +2418,12 @@
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|||
"evolvedImagePlaceholder": "The image for the form selected for evolution will be used"
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||||
},
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"Class": {
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"startingEvasionScore": "Starting Evasion Score",
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"startingHitPoints": "Starting Hit Points",
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"classItems": "Class Items",
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||||
"hopeFeatureLabel": "{class}'s Hope Feature",
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"hopeFeatures": "Hope Features",
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||||
"classFeature": "Class Feature",
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||||
"classFeatures": "Class Features",
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||||
"guide": {
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"suggestedEquipment": "Suggested Equipments",
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||||
|
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@ -2426,6 +2436,9 @@
|
|||
}
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||||
}
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||||
},
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||||
"Community": {
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||||
"featuresLabel": "Community Feature"
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||||
},
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||||
"Consumable": {
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||||
"consumeOnUse": "Consume On Use",
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||||
"destroyOnEmpty": "Destroy On Empty"
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||||
|
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@ -2441,7 +2454,11 @@
|
|||
"masteryTitle": "Mastery"
|
||||
},
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"Subclass": {
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"spellcastingTrait": "Spellcasting Trait"
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||||
"spellcastingTrait": "Spellcasting Trait",
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||||
"spellcastTrait": "Spellcast Trait",
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||||
"foundationFeatures": "Foundation Features",
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||||
"specializationFeature": "Specialization Feature",
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||||
"masteryFeature": "Mastery Feature"
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||||
},
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||||
"Weapon": {
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||||
"weaponType": "Weapon Type",
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||||
|
|
@ -2540,6 +2557,10 @@
|
|||
"gm": { "label": "GM" },
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||||
"players": { "label": "Players" }
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||||
},
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||||
"vulnerableAutomation": {
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||||
"label": "Vulnerable Automation",
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||||
"hint": "Automatically apply the Vulnerable condition when a actor reaches max stress"
|
||||
},
|
||||
"countdownAutomation": {
|
||||
"label": "Countdown Automation",
|
||||
"hint": "Automatically progress countdowns based on their progression settings"
|
||||
|
|
@ -2790,7 +2811,7 @@
|
|||
"title": "Domain Card"
|
||||
},
|
||||
"dualityRoll": {
|
||||
"abilityCheckTitle": "{ability} Check"
|
||||
"abilityCheckTitle": "{ability} Roll"
|
||||
},
|
||||
"effectSummary": {
|
||||
"title": "Effects Applied",
|
||||
|
|
@ -2805,7 +2826,7 @@
|
|||
"selectLeader": "Select a Leader",
|
||||
"selectMember": "Select a Member",
|
||||
"rerollTitle": "Reroll Group Roll",
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||||
"rerollContent": "Are you sure you want to reroll your {trait} check?",
|
||||
"rerollContent": "Are you sure you want to reroll your {trait} roll?",
|
||||
"rerollTooltip": "Reroll",
|
||||
"wholePartySelected": "The whole party is selected"
|
||||
},
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||||
|
|
@ -2971,14 +2992,17 @@
|
|||
"tokenActorMissing": "{name} is missing an Actor",
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||||
"tokenActorsMissing": "[{names}] missing Actors",
|
||||
"domainTouchRequirement": "This domain card requires {nr} {domain} cards in the loadout to be used",
|
||||
"knowTheTide": "Know The Tide gained a token"
|
||||
"knowTheTide": "Know The Tide gained a token",
|
||||
"lackingItemTransferPermission": "User {user} lacks owner permission needed to transfer items to {target}"
|
||||
},
|
||||
"Sidebar": {
|
||||
"actorDirectory": {
|
||||
"tier": "Tier {tier} {type}",
|
||||
"character": "Level {level} Character",
|
||||
"companion": "Level {level} - {partner}",
|
||||
"companionNoPartner": "No Partner"
|
||||
"companionNoPartner": "No Partner",
|
||||
"duplicateToNewTier": "Duplicate to New Tier",
|
||||
"pickTierTitle": "Pick a new tier for this adversary"
|
||||
},
|
||||
"daggerheartMenu": {
|
||||
"title": "Daggerheart Menu",
|
||||
|
|
|
|||
|
|
@ -50,13 +50,20 @@ export default class CompendiumBrowserSettings extends HandlebarsApplicationMixi
|
|||
const excludedSourceData = this.browserSettings.excludedSources;
|
||||
const excludedPackData = this.browserSettings.excludedPacks;
|
||||
context.typePackCollections = game.packs.reduce((acc, pack) => {
|
||||
const { type, label, packageType, packageName, id } = pack.metadata;
|
||||
if (packageType === 'world' || !CompendiumBrowserSettings.#browserPackTypes.includes(type)) return acc;
|
||||
const { type, label, packageType, packageName: basePackageName, id } = pack.metadata;
|
||||
if (!CompendiumBrowserSettings.#browserPackTypes.includes(type)) return acc;
|
||||
|
||||
const isWorldPack = packageType === 'world';
|
||||
const packageName = isWorldPack ? 'world' : basePackageName;
|
||||
const sourceChecked =
|
||||
!excludedSourceData[packageName] ||
|
||||
!excludedSourceData[packageName].excludedDocumentTypes.includes(type);
|
||||
const sourceLabel = game.modules.get(packageName)?.title ?? game.system.title;
|
||||
|
||||
const sourceLabel =
|
||||
game.modules.get(packageName)?.title ??
|
||||
(isWorldPack
|
||||
? game.i18n.localize('DAGGERHEART.APPLICATIONS.CompendiumBrowserSettings.worldCompendiums')
|
||||
: game.system.title);
|
||||
if (!acc[type]) acc[type] = { label: game.i18n.localize(`DOCUMENT.${type}s`), sources: {} };
|
||||
if (!acc[type].sources[packageName])
|
||||
acc[type].sources[packageName] = { label: sourceLabel, checked: sourceChecked, packs: [] };
|
||||
|
|
|
|||
|
|
@ -200,7 +200,6 @@ export default class DhDeathMove extends HandlebarsApplicationMixin(ApplicationV
|
|||
description: game.i18n.localize(this.selectedMove.description),
|
||||
result: result,
|
||||
open: autoExpandDescription ? 'open' : '',
|
||||
chevron: autoExpandDescription ? 'fa-chevron-up' : 'fa-chevron-down',
|
||||
showRiskItAllButton: this.showRiskItAllButton,
|
||||
riskItAllButtonLabel: this.riskItAllButtonLabel,
|
||||
riskItAllHope: this.riskItAllHope
|
||||
|
|
|
|||
|
|
@ -196,6 +196,9 @@ export default class DhpDowntime extends HandlebarsApplicationMixin(ApplicationV
|
|||
.filter(x => x.testUserPermission(game.user, 'LIMITED'))
|
||||
.filter(x => x.uuid !== this.actor.uuid);
|
||||
|
||||
const autoExpandDescription = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.appearance)
|
||||
.expandRollMessage?.desc;
|
||||
|
||||
const cls = getDocumentClass('ChatMessage');
|
||||
const msg = {
|
||||
user: game.user.id,
|
||||
|
|
@ -216,7 +219,8 @@ export default class DhpDowntime extends HandlebarsApplicationMixin(ApplicationV
|
|||
actor: { name: this.actor.name, img: this.actor.img },
|
||||
moves: moves,
|
||||
characters: characters,
|
||||
selfId: this.actor.uuid
|
||||
selfId: this.actor.uuid,
|
||||
open: autoExpandDescription ? 'open' : ''
|
||||
}
|
||||
),
|
||||
flags: {
|
||||
|
|
|
|||
|
|
@ -104,7 +104,10 @@ export default class DhSceneConfigSettings extends foundry.applications.sheets.S
|
|||
/** @override */
|
||||
async _processSubmitData(event, form, submitData, options) {
|
||||
if (!submitData.flags) submitData.flags = {};
|
||||
submitData.flags.daggerheart = this.daggerheartFlag.toObject();
|
||||
submitData.flags.daggerheart = foundry.utils.mergeObject(
|
||||
this.daggerheartFlag.toObject(),
|
||||
submitData.flags.daggerheart
|
||||
);
|
||||
submitData.flags.daggerheart.sceneEnvironments = submitData.flags.daggerheart.sceneEnvironments.filter(x =>
|
||||
foundry.utils.fromUuidSync(x)
|
||||
);
|
||||
|
|
|
|||
|
|
@ -187,6 +187,7 @@ export default class DhHomebrewSettings extends HandlebarsApplicationMixin(Appli
|
|||
});
|
||||
}
|
||||
|
||||
game.settings.set(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Homebrew, this.settings.toObject());
|
||||
this.render();
|
||||
}
|
||||
|
||||
|
|
@ -227,6 +228,7 @@ export default class DhHomebrewSettings extends HandlebarsApplicationMixin(Appli
|
|||
}
|
||||
});
|
||||
|
||||
game.settings.set(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Homebrew, this.settings.toObject());
|
||||
this.render();
|
||||
}
|
||||
|
||||
|
|
@ -246,6 +248,8 @@ export default class DhHomebrewSettings extends HandlebarsApplicationMixin(Appli
|
|||
await this.settings.updateSource({
|
||||
[`${path}.-=${id}`]: null
|
||||
});
|
||||
|
||||
game.settings.set(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Homebrew, this.settings.toObject());
|
||||
this.render();
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -4,57 +4,7 @@ export default class DhActiveEffectConfig extends foundry.applications.sheets.Ac
|
|||
constructor(options) {
|
||||
super(options);
|
||||
|
||||
const ignoredActorKeys = ['config', 'DhEnvironment', 'DhParty'];
|
||||
|
||||
const getAllLeaves = (root, group, parentPath = '') => {
|
||||
const leaves = [];
|
||||
const rootKey = `${parentPath ? `${parentPath}.` : ''}${root.name}`;
|
||||
for (const field of Object.values(root.fields)) {
|
||||
if (field instanceof foundry.data.fields.SchemaField)
|
||||
leaves.push(...getAllLeaves(field, group, rootKey));
|
||||
else
|
||||
leaves.push({
|
||||
value: `${rootKey}.${field.name}`,
|
||||
label: game.i18n.localize(field.label),
|
||||
hint: game.i18n.localize(field.hint),
|
||||
group
|
||||
});
|
||||
}
|
||||
|
||||
return leaves;
|
||||
};
|
||||
this.changeChoices = Object.keys(game.system.api.models.actors).reduce((acc, key) => {
|
||||
if (ignoredActorKeys.includes(key)) return acc;
|
||||
|
||||
const model = game.system.api.models.actors[key];
|
||||
const group = game.i18n.localize(model.metadata.label);
|
||||
const attributes = CONFIG.Token.documentClass.getTrackedAttributes(model.metadata.type);
|
||||
|
||||
const getLabel = path => {
|
||||
const label = model.schema.getField(path)?.label;
|
||||
return label ? game.i18n.localize(label) : path;
|
||||
};
|
||||
|
||||
const bars = attributes.bar.flatMap(x => {
|
||||
const joined = `${x.join('.')}.max`;
|
||||
const label =
|
||||
joined === 'resources.hope.max'
|
||||
? 'DAGGERHEART.SETTINGS.Homebrew.FIELDS.maxHope.label'
|
||||
: getLabel(joined);
|
||||
return { value: joined, label, group };
|
||||
});
|
||||
const values = attributes.value.flatMap(x => {
|
||||
const joined = x.join('.');
|
||||
return { value: joined, label: getLabel(joined), group };
|
||||
});
|
||||
|
||||
const bonuses = getAllLeaves(model.schema.fields.bonuses, group);
|
||||
const rules = getAllLeaves(model.schema.fields.rules, group);
|
||||
|
||||
acc.push(...bars, ...values, ...rules, ...bonuses);
|
||||
|
||||
return acc;
|
||||
}, []);
|
||||
this.changeChoices = DhActiveEffectConfig.getChangeChoices();
|
||||
}
|
||||
|
||||
static DEFAULT_OPTIONS = {
|
||||
|
|
@ -85,6 +35,69 @@ export default class DhActiveEffectConfig extends foundry.applications.sheets.Ac
|
|||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Get ChangeChoices for the changes autocomplete. Static for use in this class aswell as in settings-active-effect-config.mjs
|
||||
* @returns {ChangeChoice { value: string, label: string, hint: string, group: string }[]}
|
||||
*/
|
||||
static getChangeChoices() {
|
||||
const ignoredActorKeys = ['config', 'DhEnvironment', 'DhParty'];
|
||||
|
||||
const getAllLeaves = (root, group, parentPath = '') => {
|
||||
const leaves = [];
|
||||
const rootKey = `${parentPath ? `${parentPath}.` : ''}${root.name}`;
|
||||
for (const field of Object.values(root.fields)) {
|
||||
if (field instanceof foundry.data.fields.SchemaField)
|
||||
leaves.push(...getAllLeaves(field, group, rootKey));
|
||||
else
|
||||
leaves.push({
|
||||
value: `${rootKey}.${field.name}`,
|
||||
label: game.i18n.localize(field.label),
|
||||
hint: game.i18n.localize(field.hint),
|
||||
group
|
||||
});
|
||||
}
|
||||
|
||||
return leaves;
|
||||
};
|
||||
return Object.keys(game.system.api.models.actors).reduce((acc, key) => {
|
||||
if (ignoredActorKeys.includes(key)) return acc;
|
||||
|
||||
const model = game.system.api.models.actors[key];
|
||||
const group = game.i18n.localize(model.metadata.label);
|
||||
const attributes = CONFIG.Token.documentClass.getTrackedAttributes(model.metadata.type);
|
||||
|
||||
const getTranslations = path => {
|
||||
if (path === 'resources.hope.max')
|
||||
return {
|
||||
label: game.i18n.localize('DAGGERHEART.SETTINGS.Homebrew.FIELDS.maxHope.label'),
|
||||
hint: ''
|
||||
};
|
||||
|
||||
const field = model.schema.getField(path);
|
||||
return {
|
||||
label: field ? game.i18n.localize(field.label) : path,
|
||||
hint: field ? game.i18n.localize(field.hint) : ''
|
||||
};
|
||||
};
|
||||
|
||||
const bars = attributes.bar.flatMap(x => {
|
||||
const joined = `${x.join('.')}.max`;
|
||||
return { value: joined, ...getTranslations(joined), group };
|
||||
});
|
||||
const values = attributes.value.flatMap(x => {
|
||||
const joined = x.join('.');
|
||||
return { value: joined, ...getTranslations(joined), group };
|
||||
});
|
||||
|
||||
const bonuses = getAllLeaves(model.schema.fields.bonuses, group);
|
||||
const rules = getAllLeaves(model.schema.fields.rules, group);
|
||||
|
||||
acc.push(...bars, ...values, ...rules, ...bonuses);
|
||||
|
||||
return acc;
|
||||
}, []);
|
||||
}
|
||||
|
||||
_attachPartListeners(partId, htmlElement, options) {
|
||||
super._attachPartListeners(partId, htmlElement, options);
|
||||
const changeChoices = this.changeChoices;
|
||||
|
|
|
|||
|
|
@ -7,19 +7,7 @@ export default class SettingActiveEffectConfig extends HandlebarsApplicationMixi
|
|||
super({});
|
||||
|
||||
this.effect = foundry.utils.deepClone(effect);
|
||||
const ignoredActorKeys = ['config', 'DhEnvironment'];
|
||||
this.changeChoices = Object.keys(game.system.api.models.actors).reduce((acc, key) => {
|
||||
if (!ignoredActorKeys.includes(key)) {
|
||||
const model = game.system.api.models.actors[key];
|
||||
const attributes = CONFIG.Token.documentClass.getTrackedAttributes(model);
|
||||
const group = game.i18n.localize(model.metadata.label);
|
||||
const choices = CONFIG.Token.documentClass
|
||||
.getTrackedAttributeChoices(attributes, model)
|
||||
.map(x => ({ ...x, group: group }));
|
||||
acc.push(...choices);
|
||||
}
|
||||
return acc;
|
||||
}, []);
|
||||
this.changeChoices = game.system.api.applications.sheetConfigs.ActiveEffectConfig.getChangeChoices();
|
||||
}
|
||||
|
||||
static DEFAULT_OPTIONS = {
|
||||
|
|
|
|||
|
|
@ -73,9 +73,11 @@ export default class SettingFeatureConfig extends HandlebarsApplicationMixin(App
|
|||
return context;
|
||||
}
|
||||
|
||||
static async updateData(event, element, formData) {
|
||||
static async updateData(_event, _element, formData) {
|
||||
const data = foundry.utils.expandObject(formData.object);
|
||||
foundry.utils.mergeObject(this.move, data);
|
||||
await this.updateMove({
|
||||
[`${this.movePath}`]: data
|
||||
});
|
||||
|
||||
this.render();
|
||||
}
|
||||
|
|
@ -135,9 +137,7 @@ export default class SettingFeatureConfig extends HandlebarsApplicationMixin(App
|
|||
}
|
||||
);
|
||||
|
||||
await this.settings.updateSource({ [`${this.actionsPath}.${action.id}`]: action });
|
||||
this.move = foundry.utils.getProperty(this.settings, this.movePath);
|
||||
|
||||
await this.updateMove({ [`${this.actionsPath}.${action.id}`]: action });
|
||||
this.render();
|
||||
}
|
||||
|
||||
|
|
@ -150,13 +150,12 @@ export default class SettingFeatureConfig extends HandlebarsApplicationMixin(App
|
|||
await game.system.api.applications.sheetConfigs.SettingActiveEffectConfig.configure(effect);
|
||||
if (!updatedEffect) return;
|
||||
|
||||
await this.settings.updateSource({
|
||||
await this.updateMove({
|
||||
[`${this.movePath}.effects`]: this.move.effects.reduce((acc, effect, index) => {
|
||||
acc.push(index === effectIndex ? { ...updatedEffect, id: effect.id } : effect);
|
||||
return acc;
|
||||
}, [])
|
||||
});
|
||||
this.move = foundry.utils.getProperty(this.settings, this.movePath);
|
||||
this.render();
|
||||
} else {
|
||||
const action = this.move.actions.get(id);
|
||||
|
|
@ -171,13 +170,13 @@ export default class SettingFeatureConfig extends HandlebarsApplicationMixin(App
|
|||
: existingEffectIndex === -1
|
||||
? [...currentEffects, effectData]
|
||||
: currentEffects.with(existingEffectIndex, effectData);
|
||||
await this.settings.updateSource({
|
||||
await this.updateMove({
|
||||
[`${this.movePath}.effects`]: updatedEffects
|
||||
});
|
||||
}
|
||||
|
||||
await this.settings.updateSource({ [`${this.actionsPath}.${id}`]: updatedMove });
|
||||
this.move = foundry.utils.getProperty(this.settings, this.movePath);
|
||||
await this.updateMove({ [`${this.actionsPath}.${id}`]: updatedMove });
|
||||
|
||||
this.render();
|
||||
return updatedEffects;
|
||||
}).render(true);
|
||||
|
|
@ -199,33 +198,36 @@ export default class SettingFeatureConfig extends HandlebarsApplicationMixin(App
|
|||
});
|
||||
}
|
||||
}
|
||||
await this.settings.updateSource({
|
||||
await this.updateMove({
|
||||
[this.movePath]: {
|
||||
effects: move.effects.filter(x => x.id !== id),
|
||||
actions: move.actions
|
||||
}
|
||||
});
|
||||
} else {
|
||||
await this.settings.updateSource({ [`${this.actionsPath}.-=${target.dataset.id}`]: null });
|
||||
await this.updateMove({ [`${this.actionsPath}.-=${target.dataset.id}`]: null });
|
||||
}
|
||||
|
||||
this.move = foundry.utils.getProperty(this.settings, this.movePath);
|
||||
this.render();
|
||||
}
|
||||
|
||||
static async addEffect(_, target) {
|
||||
static async addEffect() {
|
||||
const currentEffects = foundry.utils.getProperty(this.settings, `${this.movePath}.effects`);
|
||||
await this.settings.updateSource({
|
||||
|
||||
await this.updateMove({
|
||||
[`${this.movePath}.effects`]: [
|
||||
...currentEffects,
|
||||
game.system.api.data.activeEffects.BaseEffect.getDefaultObject()
|
||||
]
|
||||
});
|
||||
|
||||
this.move = foundry.utils.getProperty(this.settings, this.movePath);
|
||||
this.render();
|
||||
}
|
||||
|
||||
async updateMove(update) {
|
||||
await this.settings.updateSource(update);
|
||||
this.move = foundry.utils.getProperty(this.settings, this.movePath);
|
||||
}
|
||||
|
||||
static resetMoves() {}
|
||||
|
||||
_filterTabs(tabs) {
|
||||
|
|
|
|||
|
|
@ -6,7 +6,6 @@ import DaggerheartMenu from '../../sidebar/tabs/daggerheartMenu.mjs';
|
|||
import { socketEvent } from '../../../systemRegistration/socket.mjs';
|
||||
import GroupRollDialog from '../../dialogs/group-roll-dialog.mjs';
|
||||
import DhpActor from '../../../documents/actor.mjs';
|
||||
import DHItem from '../../../documents/item.mjs';
|
||||
|
||||
export default class Party extends DHBaseActorSheet {
|
||||
constructor(options) {
|
||||
|
|
@ -269,15 +268,6 @@ export default class Party extends DHBaseActorSheet {
|
|||
).render({ force: true });
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the set of ContextMenu options for Consumable and Loot.
|
||||
* @returns {import('@client/applications/ux/context-menu.mjs').ContextMenuEntry[]} - The Array of context options passed to the ContextMenu instance
|
||||
* @this {CharacterSheet}
|
||||
* @protected
|
||||
*/
|
||||
static #getItemContextOptions() {
|
||||
return this._getContextMenuCommonOptions.call(this, { usable: true, toChat: true });
|
||||
}
|
||||
/* -------------------------------------------- */
|
||||
/* Filter Tracking */
|
||||
/* -------------------------------------------- */
|
||||
|
|
|
|||
|
|
@ -431,18 +431,18 @@ export default function DHApplicationMixin(Base) {
|
|||
{
|
||||
name: 'disableEffect',
|
||||
icon: 'fa-solid fa-lightbulb',
|
||||
condition: target => {
|
||||
const doc = getDocFromElementSync(target);
|
||||
return doc && !doc.disabled && doc.type !== 'beastform';
|
||||
condition: element => {
|
||||
const target = element.closest('[data-item-uuid]');
|
||||
return !target.dataset.disabled && target.dataset.itemType !== 'beastform';
|
||||
},
|
||||
callback: async target => (await getDocFromElement(target)).update({ disabled: true })
|
||||
},
|
||||
{
|
||||
name: 'enableEffect',
|
||||
icon: 'fa-regular fa-lightbulb',
|
||||
condition: target => {
|
||||
const doc = getDocFromElementSync(target);
|
||||
return doc && doc.disabled && doc.type !== 'beastform';
|
||||
condition: element => {
|
||||
const target = element.closest('[data-item-uuid]');
|
||||
return target.dataset.disabled && target.dataset.itemType !== 'beastform';
|
||||
},
|
||||
callback: async target => (await getDocFromElement(target)).update({ disabled: false })
|
||||
}
|
||||
|
|
@ -536,9 +536,9 @@ export default function DHApplicationMixin(Base) {
|
|||
options.push({
|
||||
name: 'CONTROLS.CommonDelete',
|
||||
icon: 'fa-solid fa-trash',
|
||||
condition: target => {
|
||||
const doc = getDocFromElementSync(target);
|
||||
return doc && doc.type !== 'beastform';
|
||||
condition: element => {
|
||||
const target = element.closest('[data-item-uuid]');
|
||||
return target.dataset.itemType !== 'beastform';
|
||||
},
|
||||
callback: async (target, event) => {
|
||||
const doc = await getDocFromElement(target);
|
||||
|
|
|
|||
|
|
@ -36,7 +36,7 @@ export default class DHBaseActorSheet extends DHApplicationMixin(ActorSheetV2) {
|
|||
],
|
||||
dragDrop: [
|
||||
{ dragSelector: '.inventory-item[data-type="attack"]', dropSelector: null },
|
||||
{ dragSelector: ".currency[data-currency] .drag-handle", dropSelector: null }
|
||||
{ dragSelector: '.currency[data-currency] .drag-handle', dropSelector: null }
|
||||
]
|
||||
};
|
||||
|
||||
|
|
@ -92,7 +92,7 @@ export default class DHBaseActorSheet extends DHApplicationMixin(ActorSheetV2) {
|
|||
value: context.source.system.gold[key]
|
||||
};
|
||||
}
|
||||
context.inventory.hasCurrency = Object.values(context.inventory.currencies).some((c) => c.enabled);
|
||||
context.inventory.hasCurrency = Object.values(context.inventory.currencies).some(c => c.enabled);
|
||||
}
|
||||
|
||||
return context;
|
||||
|
|
@ -270,7 +270,9 @@ export default class DHBaseActorSheet extends DHApplicationMixin(ActorSheetV2) {
|
|||
currency
|
||||
});
|
||||
if (quantity) {
|
||||
originActor.update({ [`system.gold.${currency}`]: Math.max(0, originActor.system.gold[currency] - quantity) });
|
||||
originActor.update({
|
||||
[`system.gold.${currency}`]: Math.max(0, originActor.system.gold[currency] - quantity)
|
||||
});
|
||||
this.document.update({ [`system.gold.${currency}`]: this.document.system.gold[currency] + quantity });
|
||||
}
|
||||
return;
|
||||
|
|
@ -292,6 +294,15 @@ export default class DHBaseActorSheet extends DHApplicationMixin(ActorSheetV2) {
|
|||
|
||||
/* Handling transfer of inventoryItems */
|
||||
if (item.system.metadata.isInventoryItem) {
|
||||
if (!this.document.testUserPermission(game.user, 'OWNER', { exact: true })) {
|
||||
return ui.notifications.error(
|
||||
game.i18n.format('DAGGERHEART.UI.Notifications.lackingItemTransferPermission', {
|
||||
user: game.user.name,
|
||||
target: this.document.name
|
||||
})
|
||||
);
|
||||
}
|
||||
|
||||
if (item.system.metadata.isQuantifiable) {
|
||||
const actorItem = originActor.items.get(data.originId);
|
||||
const quantityTransfered = await game.system.api.applications.dialogs.ItemTransferDialog.configure({
|
||||
|
|
@ -300,14 +311,6 @@ export default class DHBaseActorSheet extends DHApplicationMixin(ActorSheetV2) {
|
|||
});
|
||||
|
||||
if (quantityTransfered) {
|
||||
if (quantityTransfered === actorItem.system.quantity) {
|
||||
await originActor.deleteEmbeddedDocuments('Item', [data.originId]);
|
||||
} else {
|
||||
await actorItem.update({
|
||||
'system.quantity': actorItem.system.quantity - quantityTransfered
|
||||
});
|
||||
}
|
||||
|
||||
const existingItem = this.document.items.find(x => itemIsIdentical(x, item));
|
||||
if (existingItem) {
|
||||
await existingItem.update({
|
||||
|
|
@ -325,10 +328,18 @@ export default class DHBaseActorSheet extends DHApplicationMixin(ActorSheetV2) {
|
|||
}
|
||||
]);
|
||||
}
|
||||
|
||||
if (quantityTransfered === actorItem.system.quantity) {
|
||||
await originActor.deleteEmbeddedDocuments('Item', [data.originId]);
|
||||
} else {
|
||||
await actorItem.update({
|
||||
'system.quantity': actorItem.system.quantity - quantityTransfered
|
||||
});
|
||||
}
|
||||
}
|
||||
} else {
|
||||
await originActor.deleteEmbeddedDocuments('Item', [data.originId]);
|
||||
await this.document.createEmbeddedDocuments('Item', [item.toObject()]);
|
||||
await originActor.deleteEmbeddedDocuments('Item', [data.originId]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -339,7 +350,7 @@ export default class DHBaseActorSheet extends DHApplicationMixin(ActorSheetV2) {
|
|||
*/
|
||||
async _onDragStart(event) {
|
||||
// Handle drag/dropping currencies
|
||||
const currencyEl = event.currentTarget.closest(".currency[data-currency]");
|
||||
const currencyEl = event.currentTarget.closest('.currency[data-currency]');
|
||||
if (currencyEl) {
|
||||
const currency = currencyEl.dataset.currency;
|
||||
const data = { type: 'Currency', currency, originActor: this.document.uuid };
|
||||
|
|
|
|||
|
|
@ -43,4 +43,54 @@ export default class DhActorDirectory extends foundry.applications.sidebar.tabs.
|
|||
event.dataTransfer.setDragImage(preview, w / 2, h / 2);
|
||||
}
|
||||
}
|
||||
|
||||
_getEntryContextOptions() {
|
||||
const options = super._getEntryContextOptions();
|
||||
options.push({
|
||||
name: 'DAGGERHEART.UI.Sidebar.actorDirectory.duplicateToNewTier',
|
||||
icon: `<i class="fa-solid fa-arrow-trend-up" inert></i>`,
|
||||
condition: li => {
|
||||
const actor = game.actors.get(li.dataset.entryId);
|
||||
return actor?.type === 'adversary' && actor.system.type !== 'social';
|
||||
},
|
||||
callback: async li => {
|
||||
const actor = game.actors.get(li.dataset.entryId);
|
||||
if (!actor) throw new Error('Unexpected missing actor');
|
||||
|
||||
const tiers = [1, 2, 3, 4].filter(t => t !== actor.system.tier);
|
||||
const content = document.createElement('div');
|
||||
const select = document.createElement('select');
|
||||
select.name = 'tier';
|
||||
select.append(
|
||||
...tiers.map(t => {
|
||||
const option = document.createElement('option');
|
||||
option.value = t;
|
||||
option.textContent = game.i18n.localize(`DAGGERHEART.GENERAL.Tiers.${t}`);
|
||||
return option;
|
||||
})
|
||||
);
|
||||
content.append(select);
|
||||
|
||||
const tier = await foundry.applications.api.Dialog.input({
|
||||
classes: ['dh-style', 'dialog'],
|
||||
window: { title: 'DAGGERHEART.UI.Sidebar.actorDirectory.pickTierTitle' },
|
||||
content,
|
||||
ok: {
|
||||
label: 'Create Adversary',
|
||||
callback: (event, button, dialog) => Number(button.form.elements.tier.value)
|
||||
}
|
||||
});
|
||||
|
||||
if (tier === actor.system.tier) {
|
||||
ui.notifications.warn('This actor is already at this tier');
|
||||
} else if (tier) {
|
||||
const source = actor.system.adjustForTier(tier);
|
||||
await Actor.create(source);
|
||||
ui.notifications.info(`Tier ${tier} ${actor.name} created`);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
return options;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
import { refreshIsAllowed } from '../../../helpers/utils.mjs';
|
||||
import { RefreshFeatures } from '../../../helpers/utils.mjs';
|
||||
|
||||
const { HandlebarsApplicationMixin } = foundry.applications.api;
|
||||
const { AbstractSidebarTab } = foundry.applications.sidebar;
|
||||
|
|
@ -54,73 +54,6 @@ export default class DaggerheartMenu extends HandlebarsApplicationMixin(Abstract
|
|||
return context;
|
||||
}
|
||||
|
||||
async getRefreshables(types) {
|
||||
const refreshedActors = {};
|
||||
for (let actor of game.actors) {
|
||||
if (['character', 'adversary'].includes(actor.type) && actor.prototypeToken.actorLink) {
|
||||
const updates = {};
|
||||
for (let item of actor.items) {
|
||||
if (item.system.metadata?.hasResource && refreshIsAllowed(types, item.system.resource?.recovery)) {
|
||||
if (!refreshedActors[actor.id])
|
||||
refreshedActors[actor.id] = { name: actor.name, img: actor.img, refreshed: new Set() };
|
||||
refreshedActors[actor.id].refreshed.add(
|
||||
game.i18n.localize(CONFIG.DH.GENERAL.refreshTypes[item.system.resource.recovery].label)
|
||||
);
|
||||
|
||||
if (!updates[item.id]?.system) updates[item.id] = { system: {} };
|
||||
|
||||
const increasing =
|
||||
item.system.resource.progression === CONFIG.DH.ITEM.itemResourceProgression.increasing.id;
|
||||
updates[item.id].system = {
|
||||
...updates[item.id].system,
|
||||
'resource.value': increasing
|
||||
? 0
|
||||
: Roll.replaceFormulaData(item.system.resource.max, actor.getRollData())
|
||||
};
|
||||
}
|
||||
if (item.system.metadata?.hasActions) {
|
||||
const refreshTypes = new Set();
|
||||
const actions = item.system.actions.filter(action => {
|
||||
if (refreshIsAllowed(types, action.uses.recovery)) {
|
||||
refreshTypes.add(action.uses.recovery);
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
});
|
||||
if (actions.length === 0) continue;
|
||||
|
||||
if (!refreshedActors[actor.id])
|
||||
refreshedActors[actor.id] = { name: actor.name, img: actor.img, refreshed: new Set() };
|
||||
refreshedActors[actor.id].refreshed.add(
|
||||
...refreshTypes.map(type => game.i18n.localize(CONFIG.DH.GENERAL.refreshTypes[type].label))
|
||||
);
|
||||
|
||||
if (!updates[item.id]?.system) updates[item.id] = { system: {} };
|
||||
|
||||
updates[item.id].system = {
|
||||
...updates[item.id].system,
|
||||
...actions.reduce(
|
||||
(acc, action) => {
|
||||
acc.actions[action.id] = { 'uses.value': 0 };
|
||||
return acc;
|
||||
},
|
||||
{ actions: updates[item.id].system.actions ?? {} }
|
||||
)
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
for (let key in updates) {
|
||||
const update = updates[key];
|
||||
await actor.items.get(key).update(update);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return refreshedActors;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* Application Clicks Actions */
|
||||
/* -------------------------------------------- */
|
||||
|
|
@ -133,30 +66,9 @@ export default class DaggerheartMenu extends HandlebarsApplicationMixin(Abstract
|
|||
|
||||
static async #refreshActors() {
|
||||
const refreshKeys = Object.keys(this.refreshSelections).filter(key => this.refreshSelections[key].selected);
|
||||
await this.getRefreshables(refreshKeys);
|
||||
const types = refreshKeys.map(x => this.refreshSelections[x].label).join(', ');
|
||||
ui.notifications.info(
|
||||
game.i18n.format('DAGGERHEART.UI.Notifications.gmMenuRefresh', {
|
||||
types: `[${types}]`
|
||||
})
|
||||
);
|
||||
await RefreshFeatures(refreshKeys);
|
||||
|
||||
this.refreshSelections = DaggerheartMenu.defaultRefreshSelections();
|
||||
|
||||
const cls = getDocumentClass('ChatMessage');
|
||||
const msg = {
|
||||
user: game.user.id,
|
||||
content: await foundry.applications.handlebars.renderTemplate(
|
||||
'systems/daggerheart/templates/ui/chat/refreshMessage.hbs',
|
||||
{
|
||||
types: types
|
||||
}
|
||||
),
|
||||
title: game.i18n.localize('DAGGERHEART.UI.Chat.refreshMessage.title'),
|
||||
speaker: cls.getSpeaker()
|
||||
};
|
||||
|
||||
cls.create(msg);
|
||||
|
||||
this.render();
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -34,8 +34,6 @@ export default class FearTracker extends HandlebarsApplicationMixin(ApplicationV
|
|||
position: {
|
||||
width: 222,
|
||||
height: 222
|
||||
// top: "200px",
|
||||
// left: "120px"
|
||||
}
|
||||
};
|
||||
|
||||
|
|
@ -66,7 +64,7 @@ export default class FearTracker extends HandlebarsApplicationMixin(ApplicationV
|
|||
max = this.maxFear,
|
||||
percent = (current / max) * 100,
|
||||
isGM = game.user.isGM;
|
||||
// Return the data for rendering
|
||||
|
||||
return { display, current, max, percent, isGM };
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -63,7 +63,8 @@ export default class DhSceneNavigation extends foundry.applications.ui.SceneNavi
|
|||
if (scene.flags.daggerheart.sceneEnvironments[0] !== environment.uuid) {
|
||||
const newEnvironments = scene.flags.daggerheart.sceneEnvironments;
|
||||
const newFirst = newEnvironments.splice(
|
||||
newEnvironments.findIndex(x => x === environment.uuid)
|
||||
newEnvironments.findIndex(x => x === environment.uuid),
|
||||
1
|
||||
)[0];
|
||||
newEnvironments.unshift(newFirst);
|
||||
emitAsGM(
|
||||
|
|
|
|||
|
|
@ -54,30 +54,58 @@ export default class DhTokenPlaceable extends foundry.canvas.placeables.Token {
|
|||
if (this === target) return 0;
|
||||
|
||||
const originPoint = this.center;
|
||||
const destinationPoint = target.center;
|
||||
const targetPoint = target.center;
|
||||
const thisBounds = this.bounds;
|
||||
const targetBounds = target.bounds;
|
||||
const adjacencyBuffer = canvas.grid.distance * 1.75; // handles diagonals with one square elevation difference
|
||||
|
||||
// Figure out the elevation difference.
|
||||
// This intends to return "grid distance" for adjacent ones, so we add that number if not overlapping.
|
||||
const sizePerUnit = canvas.grid.size / canvas.grid.distance;
|
||||
const thisHeight = Math.max(thisBounds.width, thisBounds.height) / sizePerUnit;
|
||||
const targetHeight = Math.max(targetBounds.width, targetBounds.height) / sizePerUnit;
|
||||
const thisElevation = [this.document.elevation, this.document.elevation + thisHeight];
|
||||
const targetElevation = [target.document.elevation, target.document.elevation + targetHeight];
|
||||
const isSameAltitude =
|
||||
thisElevation[0] < targetElevation[1] && // bottom of this must be at or below the top of target
|
||||
thisElevation[1] > targetElevation[0]; // top of this must be at or above the bottom of target
|
||||
const [lower, higher] = [targetElevation, thisElevation].sort((a, b) => a[1] - b[1]);
|
||||
const elevation = isSameAltitude ? 0 : higher[0] - lower[1] + canvas.grid.distance;
|
||||
|
||||
// Compute for gridless. This version returns circular edge to edge + grid distance,
|
||||
// so that tokens that are touching return 5.
|
||||
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
|
||||
const boundsCorrection = canvas.grid.distance / canvas.grid.size;
|
||||
const originRadius = (this.bounds.width * boundsCorrection) / 2;
|
||||
const targetRadius = (target.bounds.width * boundsCorrection) / 2;
|
||||
const distance = canvas.grid.measurePath([originPoint, destinationPoint]).distance;
|
||||
return Math.floor(distance - originRadius - targetRadius + canvas.grid.distance);
|
||||
const originRadius = (thisBounds.width * boundsCorrection) / 2;
|
||||
const targetRadius = (targetBounds.width * boundsCorrection) / 2;
|
||||
const measuredDistance = canvas.grid.measurePath([
|
||||
{ ...originPoint, elevation: 0 },
|
||||
{ ...targetPoint, elevation }
|
||||
]).distance;
|
||||
const distance = Math.floor(measuredDistance - originRadius - targetRadius + canvas.grid.distance);
|
||||
return Math.min(distance, distance > adjacencyBuffer ? Infinity : canvas.grid.distance);
|
||||
}
|
||||
|
||||
// Compute what the closest grid space of each token is, then compute that distance
|
||||
const originEdge = this.#getEdgeBoundary(this.bounds, originPoint, destinationPoint);
|
||||
const targetEdge = this.#getEdgeBoundary(target.bounds, originPoint, destinationPoint);
|
||||
const adjustedOriginPoint = canvas.grid.getTopLeftPoint({
|
||||
x: originEdge.x + Math.sign(originPoint.x - originEdge.x),
|
||||
y: originEdge.y + Math.sign(originPoint.y - originEdge.y)
|
||||
});
|
||||
const adjustDestinationPoint = canvas.grid.getTopLeftPoint({
|
||||
x: targetEdge.x + Math.sign(destinationPoint.x - targetEdge.x),
|
||||
y: targetEdge.y + Math.sign(destinationPoint.y - targetEdge.y)
|
||||
});
|
||||
return canvas.grid.measurePath([adjustedOriginPoint, adjustDestinationPoint]).distance;
|
||||
const originEdge = this.#getEdgeBoundary(thisBounds, originPoint, targetPoint);
|
||||
const targetEdge = this.#getEdgeBoundary(targetBounds, originPoint, targetPoint);
|
||||
const adjustedOriginPoint = originEdge
|
||||
? canvas.grid.getTopLeftPoint({
|
||||
x: originEdge.x + Math.sign(originPoint.x - originEdge.x),
|
||||
y: originEdge.y + Math.sign(originPoint.y - originEdge.y)
|
||||
})
|
||||
: originPoint;
|
||||
const adjustDestinationPoint = targetEdge
|
||||
? canvas.grid.getTopLeftPoint({
|
||||
x: targetEdge.x + Math.sign(targetPoint.x - targetEdge.x),
|
||||
y: targetEdge.y + Math.sign(targetPoint.y - targetEdge.y)
|
||||
})
|
||||
: targetPoint;
|
||||
const distance = canvas.grid.measurePath([
|
||||
{ ...adjustedOriginPoint, elevation: 0 },
|
||||
{ ...adjustDestinationPoint, elevation }
|
||||
]).distance;
|
||||
return Math.min(distance, distance > adjacencyBuffer ? Infinity : canvas.grid.distance);
|
||||
}
|
||||
|
||||
_onHoverIn(event, options) {
|
||||
|
|
@ -103,8 +131,7 @@ export default class DhTokenPlaceable extends foundry.canvas.placeables.Token {
|
|||
|
||||
// Determine the actual range
|
||||
const ranges = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.variantRules).rangeMeasurement;
|
||||
const distanceNum = originToken.distanceTo(this);
|
||||
const distanceResult = DhMeasuredTemplate.getRangeLabels(distanceNum, ranges);
|
||||
const distanceResult = DhMeasuredTemplate.getRangeLabels(originToken.distanceTo(this), ranges);
|
||||
const distanceLabel = `${distanceResult.distance} ${distanceResult.units}`.trim();
|
||||
|
||||
// Create the element
|
||||
|
|
@ -156,11 +183,6 @@ export default class DhTokenPlaceable extends foundry.canvas.placeables.Token {
|
|||
return null;
|
||||
}
|
||||
|
||||
/** Tests if the token is at least adjacent with another, with some leeway for diagonals */
|
||||
isAdjacentWith(token) {
|
||||
return this.distanceTo(token) <= canvas.grid.distance * 1.5;
|
||||
}
|
||||
|
||||
/** @inheritDoc */
|
||||
_drawBar(number, bar, data) {
|
||||
const val = Number(data.value);
|
||||
|
|
|
|||
|
|
@ -494,3 +494,275 @@ export const subclassFeatureLabels = {
|
|||
2: 'DAGGERHEART.ITEMS.DomainCard.specializationTitle',
|
||||
3: 'DAGGERHEART.ITEMS.DomainCard.masteryTitle'
|
||||
};
|
||||
|
||||
/**
|
||||
* @typedef {Object} TierData
|
||||
* @property {number} difficulty
|
||||
* @property {number} majorThreshold
|
||||
* @property {number} severeThreshold
|
||||
* @property {number} hp
|
||||
* @property {number} stress
|
||||
* @property {number} attack
|
||||
* @property {number[]} damage
|
||||
*/
|
||||
|
||||
/**
|
||||
* @type {Record<string, Record<2 | 3 | 4, TierData>}
|
||||
* Scaling data used to change an adversary's tier. Each rank is applied incrementally.
|
||||
*/
|
||||
export const adversaryScalingData = {
|
||||
bruiser: {
|
||||
2: {
|
||||
difficulty: 2,
|
||||
majorThreshold: 5,
|
||||
severeThreshold: 10,
|
||||
hp: 1,
|
||||
stress: 2,
|
||||
attack: 2,
|
||||
},
|
||||
3: {
|
||||
difficulty: 2,
|
||||
majorThreshold: 7,
|
||||
severeThreshold: 15,
|
||||
hp: 1,
|
||||
stress: 0,
|
||||
attack: 2,
|
||||
},
|
||||
4: {
|
||||
difficulty: 2,
|
||||
majorThreshold: 12,
|
||||
severeThreshold: 25,
|
||||
hp: 1,
|
||||
stress: 0,
|
||||
attack: 2,
|
||||
}
|
||||
},
|
||||
horde: {
|
||||
2: {
|
||||
difficulty: 2,
|
||||
majorThreshold: 5,
|
||||
severeThreshold: 8,
|
||||
hp: 2,
|
||||
stress: 0,
|
||||
attack: 0,
|
||||
},
|
||||
3: {
|
||||
difficulty: 2,
|
||||
majorThreshold: 5,
|
||||
severeThreshold: 12,
|
||||
hp: 0,
|
||||
stress: 1,
|
||||
attack: 1,
|
||||
},
|
||||
4: {
|
||||
difficulty: 2,
|
||||
majorThreshold: 10,
|
||||
severeThreshold: 15,
|
||||
hp: 2,
|
||||
stress: 0,
|
||||
attack: 0,
|
||||
}
|
||||
},
|
||||
leader: {
|
||||
2: {
|
||||
difficulty: 2,
|
||||
majorThreshold: 6,
|
||||
severeThreshold: 10,
|
||||
hp: 0,
|
||||
stress: 0,
|
||||
attack: 1,
|
||||
},
|
||||
3: {
|
||||
difficulty: 2,
|
||||
majorThreshold: 6,
|
||||
severeThreshold: 15,
|
||||
hp: 1,
|
||||
stress: 0,
|
||||
attack: 2,
|
||||
},
|
||||
4: {
|
||||
difficulty: 2,
|
||||
majorThreshold: 12,
|
||||
severeThreshold: 25,
|
||||
hp: 1,
|
||||
stress: 1,
|
||||
attack: 3,
|
||||
}
|
||||
},
|
||||
minion: {
|
||||
2: {
|
||||
difficulty: 2,
|
||||
majorThreshold: 0,
|
||||
severeThreshold: 0,
|
||||
hp: 0,
|
||||
stress: 0,
|
||||
attack: 1,
|
||||
},
|
||||
3: {
|
||||
difficulty: 2,
|
||||
majorThreshold: 0,
|
||||
severeThreshold: 0,
|
||||
hp: 0,
|
||||
stress: 1,
|
||||
attack: 1,
|
||||
},
|
||||
4: {
|
||||
difficulty: 2,
|
||||
majorThreshold: 0,
|
||||
severeThreshold: 0,
|
||||
hp: 0,
|
||||
stress: 0,
|
||||
attack: 1,
|
||||
}
|
||||
},
|
||||
ranged: {
|
||||
2: {
|
||||
difficulty: 2,
|
||||
majorThreshold: 3,
|
||||
severeThreshold: 6,
|
||||
hp: 1,
|
||||
stress: 0,
|
||||
attack: 1,
|
||||
},
|
||||
3: {
|
||||
difficulty: 2,
|
||||
majorThreshold: 7,
|
||||
severeThreshold: 14,
|
||||
hp: 1,
|
||||
stress: 1,
|
||||
attack: 2,
|
||||
},
|
||||
4: {
|
||||
difficulty: 2,
|
||||
majorThreshold: 5,
|
||||
severeThreshold: 10,
|
||||
hp: 1,
|
||||
stress: 1,
|
||||
attack: 1,
|
||||
}
|
||||
},
|
||||
skulk: {
|
||||
2: {
|
||||
difficulty: 2,
|
||||
majorThreshold: 3,
|
||||
severeThreshold: 8,
|
||||
hp: 1,
|
||||
stress: 1,
|
||||
attack: 1,
|
||||
},
|
||||
3: {
|
||||
difficulty: 2,
|
||||
majorThreshold: 8,
|
||||
severeThreshold: 12,
|
||||
hp: 1,
|
||||
stress: 1,
|
||||
attack: 1,
|
||||
},
|
||||
4: {
|
||||
difficulty: 2,
|
||||
majorThreshold: 8,
|
||||
severeThreshold: 10,
|
||||
hp: 1,
|
||||
stress: 1,
|
||||
attack: 1,
|
||||
}
|
||||
},
|
||||
solo: {
|
||||
2: {
|
||||
difficulty: 2,
|
||||
majorThreshold: 5,
|
||||
severeThreshold: 10,
|
||||
hp: 0,
|
||||
stress: 1,
|
||||
attack: 2,
|
||||
},
|
||||
3: {
|
||||
difficulty: 2,
|
||||
majorThreshold: 7,
|
||||
severeThreshold: 15,
|
||||
hp: 2,
|
||||
stress: 1,
|
||||
attack: 2,
|
||||
},
|
||||
4: {
|
||||
difficulty: 2,
|
||||
majorThreshold: 12,
|
||||
severeThreshold: 25,
|
||||
hp: 0,
|
||||
stress: 1,
|
||||
attack: 3,
|
||||
}
|
||||
},
|
||||
standard: {
|
||||
2: {
|
||||
difficulty: 2,
|
||||
majorThreshold: 3,
|
||||
severeThreshold: 8,
|
||||
hp: 0,
|
||||
stress: 0,
|
||||
attack: 1,
|
||||
},
|
||||
3: {
|
||||
difficulty: 2,
|
||||
majorThreshold: 7,
|
||||
severeThreshold: 15,
|
||||
hp: 1,
|
||||
stress: 1,
|
||||
attack: 1,
|
||||
},
|
||||
4: {
|
||||
difficulty: 2,
|
||||
majorThreshold: 10,
|
||||
severeThreshold: 15,
|
||||
hp: 0,
|
||||
stress: 1,
|
||||
attack: 1,
|
||||
}
|
||||
},
|
||||
support: {
|
||||
2: {
|
||||
difficulty: 2,
|
||||
majorThreshold: 3,
|
||||
severeThreshold: 8,
|
||||
hp: 1,
|
||||
stress: 1,
|
||||
attack: 1,
|
||||
},
|
||||
3: {
|
||||
difficulty: 2,
|
||||
majorThreshold: 7,
|
||||
severeThreshold: 12,
|
||||
hp: 0,
|
||||
stress: 0,
|
||||
attack: 1,
|
||||
},
|
||||
4: {
|
||||
difficulty: 2,
|
||||
majorThreshold: 8,
|
||||
severeThreshold: 10,
|
||||
hp: 1,
|
||||
stress: 1,
|
||||
attack: 1,
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Scaling data used for an adversary's damage.
|
||||
* Tier 4 is missing certain adversary types and therefore skews upwards.
|
||||
* We manually set tier 4 data to hopefully lead to better results
|
||||
*/
|
||||
export const adversaryExpectedDamage = {
|
||||
basic: {
|
||||
1: { mean: 7.321428571428571, deviation: 1.962519002770912 },
|
||||
2: { mean: 12.444444444444445, deviation: 2.0631069425529676 },
|
||||
3: { mean: 15.722222222222221, deviation: 2.486565208464823 },
|
||||
4: { mean: 26, deviation: 5.2 }
|
||||
},
|
||||
minion: {
|
||||
1: { mean: 2.142857142857143, deviation: 1.0690449676496976 },
|
||||
2: { mean: 5, deviation: 0.816496580927726 },
|
||||
3: { mean: 6.5, deviation: 2.1213203435596424 },
|
||||
4: { mean: 11, deviation: 1 }
|
||||
}
|
||||
};
|
||||
|
|
|
|||
|
|
@ -202,7 +202,8 @@ export const conditions = () => ({
|
|||
id: 'vulnerable',
|
||||
name: 'DAGGERHEART.CONFIG.Condition.vulnerable.name',
|
||||
img: 'icons/magic/control/silhouette-fall-slip-prone.webp',
|
||||
description: 'DAGGERHEART.CONFIG.Condition.vulnerable.description'
|
||||
description: 'DAGGERHEART.CONFIG.Condition.vulnerable.description',
|
||||
autoApplyFlagId: 'auto-vulnerable'
|
||||
},
|
||||
hidden: {
|
||||
id: 'hidden',
|
||||
|
|
|
|||
|
|
@ -467,9 +467,7 @@ export const allArmorFeatures = () => {
|
|||
};
|
||||
|
||||
export const orderedArmorFeatures = () => {
|
||||
const homebrewFeatures = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Homebrew).itemFeatures
|
||||
.armorFeatures;
|
||||
const allFeatures = { ...armorFeatures, ...homebrewFeatures };
|
||||
const allFeatures = allArmorFeatures();
|
||||
const all = Object.keys(allFeatures).map(key => {
|
||||
const feature = allFeatures[key];
|
||||
return {
|
||||
|
|
@ -1404,9 +1402,7 @@ export const allWeaponFeatures = () => {
|
|||
};
|
||||
|
||||
export const orderedWeaponFeatures = () => {
|
||||
const homebrewFeatures = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Homebrew).itemFeatures
|
||||
.weaponFeatures;
|
||||
const allFeatures = { ...weaponFeatures, ...homebrewFeatures };
|
||||
const allFeatures = allWeaponFeatures();
|
||||
const all = Object.keys(allFeatures).map(key => {
|
||||
const feature = allFeatures[key];
|
||||
return {
|
||||
|
|
|
|||
|
|
@ -34,6 +34,20 @@ export default class DHAttackAction extends DHDamageAction {
|
|||
};
|
||||
}
|
||||
|
||||
get damageFormula() {
|
||||
const hitPointsPart = this.damage.parts.find(x => x.applyTo === CONFIG.DH.GENERAL.healingTypes.hitPoints.id);
|
||||
if (!hitPointsPart) return '0';
|
||||
|
||||
return hitPointsPart.value.getFormula();
|
||||
}
|
||||
|
||||
get altDamageFormula() {
|
||||
const hitPointsPart = this.damage.parts.find(x => x.applyTo === CONFIG.DH.GENERAL.healingTypes.hitPoints.id);
|
||||
if (!hitPointsPart) return '0';
|
||||
|
||||
return hitPointsPart.valueAlt.getFormula();
|
||||
}
|
||||
|
||||
async use(event, options) {
|
||||
const result = await super.use(event, options);
|
||||
if (!result.message) return;
|
||||
|
|
|
|||
|
|
@ -1,9 +1,12 @@
|
|||
import DHAdversarySettings from '../../applications/sheets-configs/adversary-settings.mjs';
|
||||
import { ActionField } from '../fields/actionField.mjs';
|
||||
import BaseDataActor, { commonActorRules } from './base.mjs';
|
||||
import { commonActorRules } from './base.mjs';
|
||||
import DhCreature from './creature.mjs';
|
||||
import { resourceField, bonusField } from '../fields/actorField.mjs';
|
||||
import { calculateExpectedValue, parseTermsFromSimpleFormula } from '../../helpers/utils.mjs';
|
||||
import { adversaryExpectedDamage, adversaryScalingData } from '../../config/actorConfig.mjs';
|
||||
|
||||
export default class DhpAdversary extends BaseDataActor {
|
||||
export default class DhpAdversary extends DhCreature {
|
||||
static LOCALIZATION_PREFIXES = ['DAGGERHEART.ACTORS.Adversary'];
|
||||
|
||||
static get metadata() {
|
||||
|
|
@ -187,6 +190,10 @@ export default class DhpAdversary extends BaseDataActor {
|
|||
}
|
||||
}
|
||||
|
||||
prepareDerivedData() {
|
||||
this.attack.roll.isStandardAttack = true;
|
||||
}
|
||||
|
||||
_getTags() {
|
||||
const tags = [
|
||||
game.i18n.localize(`DAGGERHEART.GENERAL.Tiers.${this.tier}`),
|
||||
|
|
@ -195,4 +202,211 @@ export default class DhpAdversary extends BaseDataActor {
|
|||
];
|
||||
return tags;
|
||||
}
|
||||
|
||||
/** Returns source data for this actor adjusted to a new tier, which can be used to create a new actor. */
|
||||
adjustForTier(tier) {
|
||||
const source = this.parent.toObject(true);
|
||||
|
||||
/** @type {(2 | 3 | 4)[]} */
|
||||
const tiers = new Array(Math.abs(tier - this.tier))
|
||||
.fill(0)
|
||||
.map((_, idx) => idx + Math.min(tier, this.tier) + 1);
|
||||
if (tier < this.tier) tiers.reverse();
|
||||
const typeData = adversaryScalingData[source.system.type] ?? adversaryScalingData[source.system.standard];
|
||||
const tierEntries = tiers.map(t => ({ tier: t, ...typeData[t] }));
|
||||
|
||||
// Apply simple tier changes
|
||||
const scale = tier > this.tier ? 1 : -1;
|
||||
for (const entry of tierEntries) {
|
||||
source.system.difficulty += scale * entry.difficulty;
|
||||
source.system.damageThresholds.major += scale * entry.majorThreshold;
|
||||
source.system.damageThresholds.severe += scale * entry.severeThreshold;
|
||||
source.system.resources.hitPoints.max += scale * entry.hp;
|
||||
source.system.resources.stress.max += scale * entry.stress;
|
||||
source.system.attack.roll.bonus += scale * entry.attack;
|
||||
}
|
||||
|
||||
// Get the mean and standard deviation of expected damage in the previous and new tier
|
||||
// The data we have is for attack scaling, but we reuse this for action scaling later
|
||||
const expectedDamageData = adversaryExpectedDamage[source.system.type] ?? adversaryExpectedDamage.basic;
|
||||
const damageMeta = {
|
||||
currentDamageRange: { tier: source.system.tier, ...expectedDamageData[source.system.tier] },
|
||||
newDamageRange: { tier, ...expectedDamageData[tier] },
|
||||
type: 'attack'
|
||||
};
|
||||
|
||||
// Update damage of base attack
|
||||
try {
|
||||
this.#adjustActionDamage(source.system.attack, damageMeta);
|
||||
} catch (err) {
|
||||
ui.notifications.warn('Failed to convert attack damage of adversary');
|
||||
console.error(err);
|
||||
}
|
||||
|
||||
// Update damage of each item action, making sure to also update the description if possible
|
||||
const damageRegex = /@Damage\[([^\[\]]*)\]({[^}]*})?/g;
|
||||
for (const item of source.items) {
|
||||
// Replace damage inlines with new formulas
|
||||
for (const withDescription of [item.system, ...Object.values(item.system.actions)]) {
|
||||
withDescription.description = withDescription.description.replace(damageRegex, (match, inner) => {
|
||||
const { value: formula } = parseInlineParams(inner);
|
||||
if (!formula || !type) return match;
|
||||
|
||||
try {
|
||||
const adjusted = this.#calculateAdjustedDamage(formula, { ...damageMeta, type: 'action' });
|
||||
const newFormula = [
|
||||
adjusted.diceQuantity ? `${adjusted.diceQuantity}d${adjusted.faces}` : null,
|
||||
adjusted.bonus
|
||||
]
|
||||
.filter(p => !!p)
|
||||
.join('+');
|
||||
return match.replace(formula, newFormula);
|
||||
} catch {
|
||||
return match;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// Update damage in item actions
|
||||
for (const action of Object.values(item.system.actions)) {
|
||||
if (!action.damage) continue;
|
||||
|
||||
// Parse damage, and convert all formula matches in the descriptions to the new damage
|
||||
try {
|
||||
const result = this.#adjustActionDamage(action, { ...damageMeta, type: 'action' });
|
||||
for (const { previousFormula, formula } of Object.values(result)) {
|
||||
const oldFormulaRegexp = new RegExp(
|
||||
previousFormula.replace(' ', '').replace('+', '(?:\\s)?\\+(?:\\s)?')
|
||||
);
|
||||
item.system.description = item.system.description.replace(oldFormulaRegexp, formula);
|
||||
action.description = action.description.replace(oldFormulaRegexp, formula);
|
||||
}
|
||||
} catch (err) {
|
||||
ui.notifications.warn(`Failed to convert action damage for item ${item.name}`);
|
||||
console.error(err);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Finally set the tier of the source data, now that everything is complete
|
||||
source.system.tier = tier;
|
||||
return source;
|
||||
}
|
||||
|
||||
/**
|
||||
* Converts a damage object to a new damage range
|
||||
* @returns {{ diceQuantity: number; faces: number; bonus: number }} the adjusted result as a combined term
|
||||
* @throws error if the formula is the wrong type
|
||||
*/
|
||||
#calculateAdjustedDamage(formula, { currentDamageRange, newDamageRange, type }) {
|
||||
const terms = parseTermsFromSimpleFormula(formula);
|
||||
const flatTerms = terms.filter(t => t.diceQuantity === 0);
|
||||
const diceTerms = terms.filter(t => t.diceQuantity > 0);
|
||||
if (flatTerms.length > 1 || diceTerms.length > 1) {
|
||||
throw new Error('invalid formula for conversion');
|
||||
}
|
||||
const value = {
|
||||
...(diceTerms[0] ?? { diceQuantity: 0, faces: 1 }),
|
||||
bonus: flatTerms[0]?.bonus ?? 0
|
||||
};
|
||||
const previousExpected = calculateExpectedValue(value);
|
||||
if (previousExpected === 0) return value; // nothing to do
|
||||
|
||||
const dieSizes = [4, 6, 8, 10, 12, 20];
|
||||
const steps = newDamageRange.tier - currentDamageRange.tier;
|
||||
const increasing = steps > 0;
|
||||
const deviation = (previousExpected - currentDamageRange.mean) / currentDamageRange.deviation;
|
||||
const expected = Math.max(1, newDamageRange.mean + newDamageRange.deviation * deviation);
|
||||
|
||||
// If this was just a flat number, convert to the expected damage and exit
|
||||
if (value.diceQuantity === 0) {
|
||||
value.bonus = Math.round(expected);
|
||||
return value;
|
||||
}
|
||||
|
||||
const getExpectedDie = () => calculateExpectedValue({ diceQuantity: 1, faces: value.faces }) || 1;
|
||||
const getBaseAverage = () => calculateExpectedValue({ ...value, bonus: 0 });
|
||||
|
||||
// Check the number of base overages over the expected die. In the end, if the bonus inflates too much, we add a die
|
||||
const baseOverages = Math.floor(value.bonus / getExpectedDie());
|
||||
|
||||
// Prestep. Change number of dice for attacks, bump up/down for actions
|
||||
// We never bump up to d20, though we might bump down from it
|
||||
if (type === 'attack') {
|
||||
const minimum = increasing ? value.diceQuantity : 0;
|
||||
value.diceQuantity = Math.max(minimum, newDamageRange.tier);
|
||||
} else {
|
||||
const currentIdx = dieSizes.indexOf(value.faces);
|
||||
value.faces = dieSizes[Math.clamp(currentIdx + steps, 0, 4)];
|
||||
}
|
||||
|
||||
value.bonus = Math.round(expected - getBaseAverage());
|
||||
|
||||
// Attempt to handle negative values.
|
||||
// If we can do it with only step downs, do so. Otherwise remove tier dice, and try again
|
||||
if (value.bonus < 0) {
|
||||
let stepsRequired = Math.ceil(Math.abs(value.bonus) / value.diceQuantity);
|
||||
const currentIdx = dieSizes.indexOf(value.faces);
|
||||
|
||||
// If step downs alone don't suffice, change the flat modifier, then calculate steps required again
|
||||
// If this isn't sufficient, the result will be slightly off. This is unlikely to happen
|
||||
if (type !== 'attack' && stepsRequired > currentIdx && value.diceQuantity > 0) {
|
||||
value.diceQuantity -= increasing ? 1 : Math.abs(steps);
|
||||
value.bonus = Math.round(expected - getBaseAverage());
|
||||
if (value.bonus >= 0) return value; // complete
|
||||
}
|
||||
|
||||
stepsRequired = Math.ceil(Math.abs(value.bonus) / value.diceQuantity);
|
||||
value.faces = dieSizes[Math.max(0, currentIdx - stepsRequired)];
|
||||
value.bonus = Math.max(0, Math.round(expected - getBaseAverage()));
|
||||
}
|
||||
|
||||
// If value is really high, we add a number of dice based on the number of overages
|
||||
// This attempts to preserve a similar amount of variance when increasing an action
|
||||
const overagesToRemove = Math.floor(value.bonus / getExpectedDie()) - baseOverages;
|
||||
if (type !== 'attack' && increasing && overagesToRemove > 0) {
|
||||
value.diceQuantity += overagesToRemove;
|
||||
value.bonus = Math.round(expected - getBaseAverage());
|
||||
}
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
/**
|
||||
* Updates damage to reflect a specific value.
|
||||
* @throws if damage structure is invalid for conversion
|
||||
* @returns the converted formula and value as a simplified term
|
||||
*/
|
||||
#adjustActionDamage(action, damageMeta) {
|
||||
// The current algorithm only returns a value if there is a single damage part
|
||||
const hpDamageParts = action.damage.parts.filter(d => d.applyTo === 'hitPoints');
|
||||
if (hpDamageParts.length !== 1) throw new Error('incorrect number of hp parts');
|
||||
|
||||
const result = {};
|
||||
for (const property of ['value', 'valueAlt']) {
|
||||
const data = hpDamageParts[0][property];
|
||||
const previousFormula = data.custom.enabled
|
||||
? data.custom.formula
|
||||
: [data.flatMultiplier ? `${data.flatMultiplier}${data.dice}` : 0, data.bonus ?? 0]
|
||||
.filter(p => !!p)
|
||||
.join('+');
|
||||
const value = this.#calculateAdjustedDamage(previousFormula, damageMeta);
|
||||
const formula = [value.diceQuantity ? `${value.diceQuantity}d${value.faces}` : null, value.bonus]
|
||||
.filter(p => !!p)
|
||||
.join('+');
|
||||
if (value.diceQuantity) {
|
||||
data.custom.enabled = false;
|
||||
data.bonus = value.bonus;
|
||||
data.dice = `d${value.faces}`;
|
||||
data.flatMultiplier = value.diceQuantity;
|
||||
} else if (!value.diceQuantity) {
|
||||
data.custom.enabled = true;
|
||||
data.custom.formula = formula;
|
||||
}
|
||||
|
||||
result[property] = { previousFormula, formula, value };
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,12 +1,13 @@
|
|||
import { burden } from '../../config/generalConfig.mjs';
|
||||
import ForeignDocumentUUIDField from '../fields/foreignDocumentUUIDField.mjs';
|
||||
import DhLevelData from '../levelData.mjs';
|
||||
import BaseDataActor, { commonActorRules } from './base.mjs';
|
||||
import { commonActorRules } from './base.mjs';
|
||||
import DhCreature from './creature.mjs';
|
||||
import { attributeField, resourceField, stressDamageReductionRule, bonusField } from '../fields/actorField.mjs';
|
||||
import { ActionField } from '../fields/actionField.mjs';
|
||||
import DHCharacterSettings from '../../applications/sheets-configs/character-settings.mjs';
|
||||
|
||||
export default class DhCharacter extends BaseDataActor {
|
||||
export default class DhCharacter extends DhCreature {
|
||||
/**@override */
|
||||
static LOCALIZATION_PREFIXES = ['DAGGERHEART.ACTORS.Character'];
|
||||
|
||||
|
|
@ -131,14 +132,6 @@ export default class DhCharacter extends BaseDataActor {
|
|||
}
|
||||
}
|
||||
}),
|
||||
advantageSources: new fields.ArrayField(new fields.StringField(), {
|
||||
label: 'DAGGERHEART.ACTORS.Character.advantageSources.label',
|
||||
hint: 'DAGGERHEART.ACTORS.Character.advantageSources.hint'
|
||||
}),
|
||||
disadvantageSources: new fields.ArrayField(new fields.StringField(), {
|
||||
label: 'DAGGERHEART.ACTORS.Character.disadvantageSources.label',
|
||||
hint: 'DAGGERHEART.ACTORS.Character.disadvantageSources.hint'
|
||||
}),
|
||||
levelData: new fields.EmbeddedDataField(DhLevelData),
|
||||
bonuses: new fields.SchemaField({
|
||||
roll: new fields.SchemaField({
|
||||
|
|
@ -677,7 +670,7 @@ export default class DhCharacter extends BaseDataActor {
|
|||
};
|
||||
|
||||
const globalHopeMax = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Homebrew).maxHope;
|
||||
this.resources.hope.max = globalHopeMax - this.scars;
|
||||
this.resources.hope.max = globalHopeMax;
|
||||
this.resources.hitPoints.max += this.class.value?.system?.hitPoints ?? 0;
|
||||
|
||||
/* Companion Related Data */
|
||||
|
|
@ -701,6 +694,7 @@ export default class DhCharacter extends BaseDataActor {
|
|||
}
|
||||
}
|
||||
|
||||
this.resources.hope.max -= this.scars;
|
||||
this.resources.hope.value = Math.min(baseHope, this.resources.hope.max);
|
||||
this.attack.roll.trait = this.rules.attack.roll.trait ?? this.attack.roll.trait;
|
||||
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
import BaseDataActor from './base.mjs';
|
||||
import DhCreature from './creature.mjs';
|
||||
import DhLevelData from '../levelData.mjs';
|
||||
import ForeignDocumentUUIDField from '../fields/foreignDocumentUUIDField.mjs';
|
||||
import { ActionField } from '../fields/actionField.mjs';
|
||||
|
|
@ -6,7 +6,7 @@ import { adjustDice, adjustRange } from '../../helpers/utils.mjs';
|
|||
import DHCompanionSettings from '../../applications/sheets-configs/companion-settings.mjs';
|
||||
import { resourceField, bonusField } from '../fields/actorField.mjs';
|
||||
|
||||
export default class DhCompanion extends BaseDataActor {
|
||||
export default class DhCompanion extends DhCreature {
|
||||
static LOCALIZATION_PREFIXES = ['DAGGERHEART.ACTORS.Companion'];
|
||||
|
||||
/**@inheritdoc */
|
||||
|
|
|
|||
61
module/data/actor/creature.mjs
Normal file
61
module/data/actor/creature.mjs
Normal file
|
|
@ -0,0 +1,61 @@
|
|||
import BaseDataActor from './base.mjs';
|
||||
|
||||
export default class DhCreature extends BaseDataActor {
|
||||
/**@inheritdoc */
|
||||
static defineSchema() {
|
||||
const fields = foundry.data.fields;
|
||||
|
||||
return {
|
||||
...super.defineSchema(),
|
||||
advantageSources: new fields.ArrayField(new fields.StringField(), {
|
||||
label: 'DAGGERHEART.ACTORS.Character.advantageSources.label',
|
||||
hint: 'DAGGERHEART.ACTORS.Character.advantageSources.hint'
|
||||
}),
|
||||
disadvantageSources: new fields.ArrayField(new fields.StringField(), {
|
||||
label: 'DAGGERHEART.ACTORS.Character.disadvantageSources.label',
|
||||
hint: 'DAGGERHEART.ACTORS.Character.disadvantageSources.hint'
|
||||
})
|
||||
};
|
||||
}
|
||||
|
||||
get isAutoVulnerableActive() {
|
||||
const vulnerableAppliedByOther = this.parent.effects.some(
|
||||
x => x.statuses.has('vulnerable') && !x.flags.daggerheart?.autoApplyFlagId
|
||||
);
|
||||
return !vulnerableAppliedByOther;
|
||||
}
|
||||
|
||||
async _preUpdate(changes, options, userId) {
|
||||
const allowed = await super._preUpdate(changes, options, userId);
|
||||
if (allowed === false) return;
|
||||
|
||||
const automationSettings = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Automation);
|
||||
if (
|
||||
automationSettings.vulnerableAutomation &&
|
||||
this.parent.type !== 'companion' &&
|
||||
changes.system?.resources?.stress?.value
|
||||
) {
|
||||
const { name, description, img, autoApplyFlagId } = CONFIG.DH.GENERAL.conditions().vulnerable;
|
||||
const autoEffects = this.parent.effects.filter(
|
||||
x => x.flags.daggerheart?.autoApplyFlagId === autoApplyFlagId
|
||||
);
|
||||
if (changes.system.resources.stress.value >= this.resources.stress.max) {
|
||||
if (!autoEffects.length)
|
||||
this.parent.createEmbeddedDocuments('ActiveEffect', [
|
||||
{
|
||||
name: game.i18n.localize(name),
|
||||
description: game.i18n.localize(description),
|
||||
img: img,
|
||||
statuses: ['vulnerable'],
|
||||
flags: { daggerheart: { autoApplyFlagId } }
|
||||
}
|
||||
]);
|
||||
} else if (this.resources.stress.value >= this.resources.stress.max) {
|
||||
this.parent.deleteEmbeddedDocuments(
|
||||
'ActiveEffect',
|
||||
autoEffects.map(x => x.id)
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -24,7 +24,8 @@ export default class CompendiumBrowserSettings extends foundry.abstract.DataMode
|
|||
const pack = game.packs.get(item.pack);
|
||||
if (!pack) return false;
|
||||
|
||||
const excludedSourceData = this.excludedSources[pack.metadata.packageName];
|
||||
const packageName = pack.metadata.packageType === 'world' ? 'world' : pack.metadata.packageName;
|
||||
const excludedSourceData = this.excludedSources[packageName];
|
||||
if (excludedSourceData && excludedSourceData.excludedDocumentTypes.includes(pack.metadata.type)) return true;
|
||||
|
||||
const excludedPackData = this.excludedPacks[item.pack];
|
||||
|
|
|
|||
|
|
@ -165,7 +165,8 @@ export default class DamageField extends fields.SchemaField {
|
|||
if (data.hasRoll && part.resultBased && data.roll.result.duality === -1) return part.valueAlt;
|
||||
|
||||
const isAdversary = this.actor.type === 'adversary';
|
||||
if (isAdversary && this.actor.system.type === CONFIG.DH.ACTOR.adversaryTypes.horde.id) {
|
||||
const isHorde = this.actor.system.type === CONFIG.DH.ACTOR.adversaryTypes.horde.id;
|
||||
if (isAdversary && isHorde && this.roll?.isStandardAttack) {
|
||||
const hasHordeDamage = this.actor.effects.find(x => x.type === 'horde');
|
||||
if (hasHordeDamage && !hasHordeDamage.disabled) return part.valueAlt;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -262,6 +262,9 @@ export function ActionMixin(Base) {
|
|||
}
|
||||
|
||||
async toChat(origin) {
|
||||
const autoExpandDescription = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.appearance)
|
||||
.expandRollMessage?.desc;
|
||||
|
||||
const cls = getDocumentClass('ChatMessage');
|
||||
const systemData = {
|
||||
title: game.i18n.localize('DAGGERHEART.CONFIG.FeatureForm.action'),
|
||||
|
|
@ -290,7 +293,7 @@ export function ActionMixin(Base) {
|
|||
system: systemData,
|
||||
content: await foundry.applications.handlebars.renderTemplate(
|
||||
'systems/daggerheart/templates/ui/chat/action.hbs',
|
||||
systemData
|
||||
{ ...systemData, open: autoExpandDescription ? 'open' : '' }
|
||||
),
|
||||
flags: {
|
||||
daggerheart: {
|
||||
|
|
|
|||
|
|
@ -1,5 +1,6 @@
|
|||
import BaseDataItem from './base.mjs';
|
||||
import ItemLinkFields from '../../data/fields/itemLinkFields.mjs';
|
||||
import { getFeaturesHTMLData } from '../../helpers/utils.mjs';
|
||||
|
||||
export default class DHAncestry extends BaseDataItem {
|
||||
/** @inheritDoc */
|
||||
|
|
@ -19,7 +20,6 @@ export default class DHAncestry extends BaseDataItem {
|
|||
};
|
||||
}
|
||||
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**@override */
|
||||
|
|
@ -42,4 +42,18 @@ export default class DHAncestry extends BaseDataItem {
|
|||
get secondaryFeature() {
|
||||
return this.features.find(x => x.type === CONFIG.DH.ITEM.featureSubTypes.secondary)?.item;
|
||||
}
|
||||
|
||||
/**@inheritdoc */
|
||||
async getDescriptionData() {
|
||||
const baseDescription = this.description;
|
||||
const features = await getFeaturesHTMLData(this.features);
|
||||
|
||||
if (!features.length) return { prefix: null, value: baseDescription, suffix: null };
|
||||
const suffix = await foundry.applications.handlebars.renderTemplate(
|
||||
'systems/daggerheart/templates/sheets/items/description.hbs',
|
||||
{ label: 'DAGGERHEART.ITEMS.Ancestry.featuresLabel', features }
|
||||
);
|
||||
|
||||
return { prefix: null, value: baseDescription, suffix };
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -23,9 +23,7 @@ export default class DHArmor extends AttachableItem {
|
|||
armorFeatures: new fields.ArrayField(
|
||||
new fields.SchemaField({
|
||||
value: new fields.StringField({
|
||||
required: true,
|
||||
choices: CONFIG.DH.ITEM.allArmorFeatures,
|
||||
blank: true
|
||||
required: true
|
||||
}),
|
||||
effectIds: new fields.ArrayField(new fields.StringField({ required: true })),
|
||||
actionIds: new fields.ArrayField(new fields.StringField({ required: true }))
|
||||
|
|
@ -58,12 +56,11 @@ export default class DHArmor extends AttachableItem {
|
|||
async getDescriptionData() {
|
||||
const baseDescription = this.description;
|
||||
const allFeatures = CONFIG.DH.ITEM.allArmorFeatures();
|
||||
const features = this.armorFeatures.map(x => allFeatures[x.value]);
|
||||
if (!features.length) return { prefix: null, value: baseDescription, suffix: null };
|
||||
const features = this.armorFeatures.map(x => allFeatures[x.value]).filter(x => x);
|
||||
|
||||
const prefix = await foundry.applications.handlebars.renderTemplate(
|
||||
'systems/daggerheart/templates/sheets/items/armor/description.hbs',
|
||||
{ features }
|
||||
{ item: this.parent, features }
|
||||
);
|
||||
|
||||
return { prefix, value: baseDescription, suffix: null };
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@ import BaseDataItem from './base.mjs';
|
|||
import ForeignDocumentUUIDField from '../fields/foreignDocumentUUIDField.mjs';
|
||||
import ForeignDocumentUUIDArrayField from '../fields/foreignDocumentUUIDArrayField.mjs';
|
||||
import ItemLinkFields from '../fields/itemLinkFields.mjs';
|
||||
import { addLinkedItemsDiff, updateLinkedItemApps } from '../../helpers/utils.mjs';
|
||||
import { addLinkedItemsDiff, getFeaturesHTMLData, updateLinkedItemApps } from '../../helpers/utils.mjs';
|
||||
|
||||
export default class DHClass extends BaseDataItem {
|
||||
/** @inheritDoc */
|
||||
|
|
@ -163,4 +163,56 @@ export default class DHClass extends BaseDataItem {
|
|||
|
||||
updateLinkedItemApps(options, this.parent.sheet);
|
||||
}
|
||||
|
||||
/**@inheritdoc */
|
||||
async getDescriptionData() {
|
||||
const baseDescription = this.description;
|
||||
|
||||
const getDomainLabel = domain => {
|
||||
const data = CONFIG.DH.DOMAIN.allDomains()[domain];
|
||||
return data ? game.i18n.localize(data.label) : '';
|
||||
};
|
||||
let domainsLabel = '';
|
||||
if (this.domains.length) {
|
||||
if (this.domains.length === 1) domainsLabel = getDomainLabel(this.domains[0]);
|
||||
else {
|
||||
const firstDomains = this.domains
|
||||
.slice(0, this.domains.length - 1)
|
||||
.map(getDomainLabel)
|
||||
.join(', ');
|
||||
const lastDomain = getDomainLabel(this.domains[this.domains.length - 1]);
|
||||
domainsLabel = game.i18n.format('DAGGERHEART.GENERAL.thingsAndThing', {
|
||||
things: firstDomains,
|
||||
thing: lastDomain
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
const classItems = [];
|
||||
for (const itemData of this.inventory.choiceB) {
|
||||
const linkData = [
|
||||
undefined,
|
||||
'UUID', // type
|
||||
itemData.uuid // target
|
||||
];
|
||||
const contentLink = await foundry.applications.ux.TextEditor.implementation._createContentLink(linkData);
|
||||
classItems.push(contentLink.outerHTML);
|
||||
}
|
||||
|
||||
const hopeFeatures = await getFeaturesHTMLData(this.hopeFeatures);
|
||||
const classFeatures = await getFeaturesHTMLData(this.classFeatures);
|
||||
|
||||
const suffix = await foundry.applications.handlebars.renderTemplate(
|
||||
'systems/daggerheart/templates/sheets/items/class/description.hbs',
|
||||
{
|
||||
class: this.parent,
|
||||
domains: domainsLabel,
|
||||
classItems,
|
||||
hopeFeatures,
|
||||
classFeatures
|
||||
}
|
||||
);
|
||||
|
||||
return { prefix: null, value: baseDescription, suffix };
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,3 +1,4 @@
|
|||
import { getFeaturesHTMLData } from '../../helpers/utils.mjs';
|
||||
import ForeignDocumentUUIDArrayField from '../fields/foreignDocumentUUIDArrayField.mjs';
|
||||
import BaseDataItem from './base.mjs';
|
||||
|
||||
|
|
@ -24,4 +25,17 @@ export default class DHCommunity extends BaseDataItem {
|
|||
/**@override */
|
||||
static DEFAULT_ICON = 'systems/daggerheart/assets/icons/documents/items/village.svg';
|
||||
|
||||
/**@inheritdoc */
|
||||
async getDescriptionData() {
|
||||
const baseDescription = this.description;
|
||||
const features = await getFeaturesHTMLData(this.features);
|
||||
|
||||
if (!features.length) return { prefix: null, value: baseDescription, suffix: null };
|
||||
const suffix = await foundry.applications.handlebars.renderTemplate(
|
||||
'systems/daggerheart/templates/sheets/items/description.hbs',
|
||||
{ label: 'DAGGERHEART.ITEMS.Community.featuresLabel', features }
|
||||
);
|
||||
|
||||
return { prefix: null, value: baseDescription, suffix };
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,3 +1,4 @@
|
|||
import { getFeaturesHTMLData } from '../../helpers/utils.mjs';
|
||||
import ForeignDocumentUUIDField from '../fields/foreignDocumentUUIDField.mjs';
|
||||
import ItemLinkFields from '../fields/itemLinkFields.mjs';
|
||||
import BaseDataItem from './base.mjs';
|
||||
|
|
@ -89,4 +90,28 @@ export default class DHSubclass extends BaseDataItem {
|
|||
const allowed = await super._preCreate(data, options, user);
|
||||
if (allowed === false) return;
|
||||
}
|
||||
|
||||
/**@inheritdoc */
|
||||
async getDescriptionData() {
|
||||
const baseDescription = this.description;
|
||||
|
||||
const spellcastTrait = this.spellcastingTrait
|
||||
? game.i18n.localize(CONFIG.DH.ACTOR.abilities[this.spellcastingTrait].label)
|
||||
: null;
|
||||
const foundationFeatures = await getFeaturesHTMLData(this.foundationFeatures);
|
||||
const specializationFeatures = await getFeaturesHTMLData(this.specializationFeatures);
|
||||
const masteryFeatures = await getFeaturesHTMLData(this.masteryFeatures);
|
||||
|
||||
const suffix = await foundry.applications.handlebars.renderTemplate(
|
||||
'systems/daggerheart/templates/sheets/items/subclass/description.hbs',
|
||||
{
|
||||
spellcastTrait,
|
||||
foundationFeatures,
|
||||
specializationFeatures,
|
||||
masteryFeatures
|
||||
}
|
||||
);
|
||||
|
||||
return { prefix: null, value: baseDescription, suffix };
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -38,9 +38,7 @@ export default class DHWeapon extends AttachableItem {
|
|||
weaponFeatures: new fields.ArrayField(
|
||||
new fields.SchemaField({
|
||||
value: new fields.StringField({
|
||||
required: true,
|
||||
choices: CONFIG.DH.ITEM.allWeaponFeatures,
|
||||
blank: true
|
||||
required: true
|
||||
}),
|
||||
effectIds: new fields.ArrayField(new fields.StringField({ required: true })),
|
||||
actionIds: new fields.ArrayField(new fields.StringField({ required: true }))
|
||||
|
|
@ -113,13 +111,26 @@ export default class DHWeapon extends AttachableItem {
|
|||
/**@inheritdoc */
|
||||
async getDescriptionData() {
|
||||
const baseDescription = this.description;
|
||||
|
||||
const tier = game.i18n.localize(`DAGGERHEART.GENERAL.Tiers.${this.tier}`);
|
||||
const trait = game.i18n.localize(CONFIG.DH.ACTOR.abilities[this.attack.roll.trait].label);
|
||||
const range = game.i18n.localize(`DAGGERHEART.CONFIG.Range.${this.attack.range}.name`);
|
||||
const damage = Roll.replaceFormulaData(this.attack.damageFormula, this.parent.parent ?? this.parent);
|
||||
const burden = game.i18n.localize(CONFIG.DH.GENERAL.burden[this.burden].label);
|
||||
|
||||
const allFeatures = CONFIG.DH.ITEM.allWeaponFeatures();
|
||||
const features = this.weaponFeatures.map(x => allFeatures[x.value]);
|
||||
if (!features.length) return { prefix: null, value: baseDescription, suffix: null };
|
||||
const features = this.weaponFeatures.map(x => allFeatures[x.value]).filter(x => x);
|
||||
|
||||
const prefix = await foundry.applications.handlebars.renderTemplate(
|
||||
'systems/daggerheart/templates/sheets/items/weapon/description.hbs',
|
||||
{ features }
|
||||
{
|
||||
features,
|
||||
tier,
|
||||
trait,
|
||||
range,
|
||||
damage,
|
||||
burden
|
||||
}
|
||||
);
|
||||
|
||||
return { prefix, value: baseDescription, suffix: null };
|
||||
|
|
|
|||
|
|
@ -75,7 +75,7 @@ export default class RegisteredTriggers extends Map {
|
|||
unregisterSceneEnvironmentTriggers(flagSystemData) {
|
||||
const sceneData = new game.system.api.data.scenes.DHScene(flagSystemData);
|
||||
for (const environment of sceneData.sceneEnvironments) {
|
||||
if (environment.pack) continue;
|
||||
if (!environment || environment.pack) continue;
|
||||
this.unregisterItemTriggers(environment.system.features);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -18,6 +18,10 @@ export default class DhAutomation extends foundry.abstract.DataModel {
|
|||
label: 'DAGGERHEART.SETTINGS.Automation.FIELDS.hopeFear.players.label'
|
||||
})
|
||||
}),
|
||||
vulnerableAutomation: new fields.BooleanField({
|
||||
initial: true,
|
||||
label: 'DAGGERHEART.SETTINGS.Automation.FIELDS.vulnerableAutomation.label'
|
||||
}),
|
||||
countdownAutomation: new fields.BooleanField({
|
||||
required: true,
|
||||
initial: true,
|
||||
|
|
|
|||
|
|
@ -1,4 +1,5 @@
|
|||
import DamageDialog from '../applications/dialogs/damageDialog.mjs';
|
||||
import { parseRallyDice } from '../helpers/utils.mjs';
|
||||
import { RefreshType, socketEvent } from '../systemRegistration/socket.mjs';
|
||||
import DHRoll from './dhRoll.mjs';
|
||||
|
||||
|
|
@ -33,7 +34,7 @@ export default class DamageRoll extends DHRoll {
|
|||
static async buildPost(roll, config, message) {
|
||||
const chatMessage = config.source?.message
|
||||
? ui.chat.collection.get(config.source.message)
|
||||
: getDocumentClass('ChatMessage').applyRollMode({}, config.rollMode);
|
||||
: getDocumentClass('ChatMessage').applyRollMode({}, config.rollMode ?? CONST.DICE_ROLL_MODES.PUBLIC);
|
||||
if (game.modules.get('dice-so-nice')?.active) {
|
||||
const pool = foundry.dice.terms.PoolTerm.fromRolls(
|
||||
Object.values(config.damage).flatMap(r => r.parts.map(p => p.roll))
|
||||
|
|
@ -46,9 +47,14 @@ export default class DamageRoll extends DHRoll {
|
|||
chatMessage.whisper?.length > 0 ? chatMessage.whisper : null,
|
||||
chatMessage.blind
|
||||
);
|
||||
config.mute = true;
|
||||
}
|
||||
await super.buildPost(roll, config, message);
|
||||
if (config.source?.message) chatMessage.update({ 'system.damage': config.damage });
|
||||
if (config.source?.message) {
|
||||
chatMessage.update({ 'system.damage': config.damage });
|
||||
|
||||
if (!game.modules.get('dice-so-nice')?.active) foundry.audio.AudioHelper.play({ src: CONFIG.sounds.dice });
|
||||
}
|
||||
}
|
||||
|
||||
static unifyDamageRoll(rolls) {
|
||||
|
|
@ -192,7 +198,7 @@ export default class DamageRoll extends DHRoll {
|
|||
// Bardic Rally
|
||||
const rallyChoices = config.data?.parent?.appliedEffects.reduce((a, c) => {
|
||||
const change = c.changes.find(ch => ch.key === 'system.bonuses.rally');
|
||||
if (change) a.push({ value: c.id, label: change.value });
|
||||
if (change) a.push({ value: c.id, label: parseRallyDice(change.value, c) });
|
||||
return a;
|
||||
}, []);
|
||||
if (rallyChoices.length) {
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
import D20RollDialog from '../applications/dialogs/d20RollDialog.mjs';
|
||||
import D20Roll from './d20Roll.mjs';
|
||||
import { setDiceSoNiceForDualityRoll } from '../helpers/utils.mjs';
|
||||
import { parseRallyDice, setDiceSoNiceForDualityRoll } from '../helpers/utils.mjs';
|
||||
import { getDiceSoNicePresets } from '../config/generalConfig.mjs';
|
||||
import { ResourceUpdateMap } from '../data/action/baseAction.mjs';
|
||||
|
||||
|
|
@ -68,7 +68,7 @@ export default class DualityRoll extends D20Roll {
|
|||
setRallyChoices() {
|
||||
return this.data?.parent?.appliedEffects.reduce((a, c) => {
|
||||
const change = c.changes.find(ch => ch.key === 'system.bonuses.rally');
|
||||
if (change) a.push({ value: c.id, label: change.value });
|
||||
if (change) a.push({ value: c.id, label: parseRallyDice(change.value, c) });
|
||||
return a;
|
||||
}, []);
|
||||
}
|
||||
|
|
@ -409,7 +409,9 @@ export default class DualityRoll extends D20Roll {
|
|||
difficulty: message.system.roll.difficulty ? Number(message.system.roll.difficulty) : null
|
||||
}
|
||||
});
|
||||
newRoll.extra = newRoll.extra.slice(2);
|
||||
|
||||
const extraIndex = newRoll.advantage ? 3 : 2;
|
||||
newRoll.extra = newRoll.extra.slice(extraIndex);
|
||||
|
||||
const tagTeamSettings = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.TagTeamRoll);
|
||||
|
||||
|
|
|
|||
|
|
@ -934,10 +934,23 @@ export default class DhpActor extends Actor {
|
|||
|
||||
/** Get active effects */
|
||||
getActiveEffects() {
|
||||
const conditions = CONFIG.DH.GENERAL.conditions();
|
||||
const statusMap = new Map(foundry.CONFIG.statusEffects.map(status => [status.id, status]));
|
||||
const autoVulnerableActive = this.system.isAutoVulnerableActive;
|
||||
return this.effects
|
||||
.filter(x => !x.disabled)
|
||||
.reduce((acc, effect) => {
|
||||
/* Could be generalized if needed. Currently just related to Vulnerable */
|
||||
const isAutoVulnerableEffect =
|
||||
effect.flags.daggerheart?.autoApplyFlagId === conditions.vulnerable.autoApplyFlagId;
|
||||
if (isAutoVulnerableEffect) {
|
||||
if (!autoVulnerableActive) return acc;
|
||||
|
||||
effect.appliedBy = game.i18n.localize('DAGGERHEART.CONFIG.Condition.vulnerable.autoAppliedByLabel');
|
||||
effect.isLockedCondition = true;
|
||||
effect.condition = 'vulnerable';
|
||||
}
|
||||
|
||||
acc.push(effect);
|
||||
|
||||
const currentStatusActiveEffects = acc.filter(
|
||||
|
|
|
|||
|
|
@ -6,7 +6,7 @@ export default class DHToken extends CONFIG.Token.documentClass {
|
|||
const valueGroup = game.i18n.localize('TOKEN.BarValues');
|
||||
const actorModel = typeKey ? game.system.api.data.actors[`Dh${typeKey.capitalize()}`] : null;
|
||||
const getLabel = path => {
|
||||
const label = actorModel.schema.getField(path)?.label;
|
||||
const label = actorModel?.schema.getField(path)?.label;
|
||||
return label ? game.i18n.localize(label) : path;
|
||||
};
|
||||
|
||||
|
|
|
|||
|
|
@ -119,8 +119,8 @@ export const tagifyElement = (element, baseOptions, onChange, tagifyOptions = {}
|
|||
}),
|
||||
maxTags: typeof maxTags === 'function' ? maxTags() : maxTags,
|
||||
dropdown: {
|
||||
searchKeys: ['value', 'name'],
|
||||
mapValueTo: 'name',
|
||||
searchKeys: ['value'],
|
||||
enabled: 0,
|
||||
maxItems: 100,
|
||||
closeOnSelect: true,
|
||||
|
|
@ -472,7 +472,7 @@ export function refreshIsAllowed(allowedTypes, typeToCheck) {
|
|||
case CONFIG.DH.GENERAL.refreshTypes.scene.id:
|
||||
case CONFIG.DH.GENERAL.refreshTypes.session.id:
|
||||
case CONFIG.DH.GENERAL.refreshTypes.longRest.id:
|
||||
return allowedTypes.includes(typeToCheck);
|
||||
return allowedTypes.includes?.(typeToCheck) ?? allowedTypes.has(typeToCheck);
|
||||
case CONFIG.DH.GENERAL.refreshTypes.shortRest.id:
|
||||
return allowedTypes.some(
|
||||
x =>
|
||||
|
|
@ -495,3 +495,183 @@ export function htmlToText(html) {
|
|||
|
||||
return tempDivElement.textContent || tempDivElement.innerText || '';
|
||||
}
|
||||
|
||||
export async function getFeaturesHTMLData(features) {
|
||||
const result = [];
|
||||
for (const feature of features) {
|
||||
if (feature) {
|
||||
const base = feature.item ?? feature;
|
||||
const item = base.system ? base : await foundry.utils.fromUuid(base.uuid);
|
||||
const itemDescription = await foundry.applications.ux.TextEditor.implementation.enrichHTML(
|
||||
item.system.description
|
||||
);
|
||||
result.push({ label: item.name, description: itemDescription });
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* Given a simple flavor-less formula with only +/- operators, returns a list of damage partial terms.
|
||||
* All subtracted terms become negative terms.
|
||||
* If there are no dice, it returns 0d1 for that term.
|
||||
*/
|
||||
export function parseTermsFromSimpleFormula(formula) {
|
||||
const roll = formula instanceof Roll ? formula : new Roll(formula);
|
||||
|
||||
// Parse from right to left so that when we hit an operator, we already have the term.
|
||||
return roll.terms.reduceRight((result, term) => {
|
||||
// Ignore + terms, we assume + by default
|
||||
if (term.expression === ' + ') return result;
|
||||
|
||||
// - terms modify the last term we parsed
|
||||
if (term.expression === ' - ') {
|
||||
const termToModify = result[0];
|
||||
if (termToModify) {
|
||||
if (termToModify.bonus) termToModify.bonus *= -1;
|
||||
if (termToModify.dice) termToModify.dice *= -1;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
result.unshift({
|
||||
bonus: term instanceof foundry.dice.terms.NumericTerm ? term.number : 0,
|
||||
diceQuantity: term instanceof foundry.dice.terms.Die ? term.number : 0,
|
||||
faces: term.faces ?? 1
|
||||
});
|
||||
|
||||
return result;
|
||||
}, []);
|
||||
}
|
||||
|
||||
/**
|
||||
* Calculates the expectede value from a formula or the results of parseTermsFromSimpleFormula.
|
||||
* @returns {number} the average result of rolling the given dice
|
||||
*/
|
||||
export function calculateExpectedValue(formulaOrTerms) {
|
||||
const terms = Array.isArray(formulaOrTerms)
|
||||
? formulaOrTerms
|
||||
: typeof formulaOrTerms === 'string'
|
||||
? parseTermsFromSimpleFormula(formulaOrTerms)
|
||||
: [formulaOrTerms];
|
||||
return terms.reduce((r, t) => r + (t.bonus ?? 0) + (t.diceQuantity ? (t.diceQuantity * (t.faces + 1)) / 2 : 0), 0);
|
||||
}
|
||||
|
||||
export function parseRallyDice(value, effect) {
|
||||
const legacyStartsWithPrefix = value.toLowerCase().startsWith('d');
|
||||
const workingValue = legacyStartsWithPrefix ? value.slice(1) : value;
|
||||
const dataParsedValue = itemAbleRollParse(workingValue, effect.parent);
|
||||
|
||||
return `d${game.system.api.documents.DhActiveEffect.effectSafeEval(dataParsedValue)}`;
|
||||
}
|
||||
/**
|
||||
* Refreshes character and/or adversary resources.
|
||||
* @param { string[] } refreshTypes Which type of features to refresh using IDs from CONFIG.DH.GENERAL.refreshTypes
|
||||
* @param { string[] = ['character', 'adversary'] } actorTypes Which actor types should refresh their features. Defaults to character and adversary.
|
||||
* @param { boolean = true } sendRefreshMessage If a chat message should be created detailing the refresh
|
||||
* @return { Actor[] } The actors that had their features refreshed
|
||||
*/
|
||||
export async function RefreshFeatures(
|
||||
refreshTypes = [],
|
||||
actorTypes = ['character', 'adversary'],
|
||||
sendNotificationMessage = true,
|
||||
sendRefreshMessage = true
|
||||
) {
|
||||
const refreshedActors = {};
|
||||
for (let actor of game.actors) {
|
||||
if (actorTypes.includes(actor.type) && actor.prototypeToken.actorLink) {
|
||||
const updates = {};
|
||||
for (let item of actor.items) {
|
||||
if (
|
||||
item.system.metadata?.hasResource &&
|
||||
refreshIsAllowed(refreshTypes, item.system.resource?.recovery)
|
||||
) {
|
||||
if (!refreshedActors[actor.id])
|
||||
refreshedActors[actor.id] = { name: actor.name, img: actor.img, refreshed: new Set() };
|
||||
refreshedActors[actor.id].refreshed.add(
|
||||
game.i18n.localize(CONFIG.DH.GENERAL.refreshTypes[item.system.resource.recovery].label)
|
||||
);
|
||||
|
||||
if (!updates[item.id]?.system) updates[item.id] = { system: {} };
|
||||
|
||||
const increasing =
|
||||
item.system.resource.progression === CONFIG.DH.ITEM.itemResourceProgression.increasing.id;
|
||||
updates[item.id].system = {
|
||||
...updates[item.id].system,
|
||||
'resource.value': increasing
|
||||
? 0
|
||||
: game.system.api.documents.DhActiveEffect.effectSafeEval(
|
||||
Roll.replaceFormulaData(item.system.resource.max, actor.getRollData())
|
||||
)
|
||||
};
|
||||
}
|
||||
if (item.system.metadata?.hasActions) {
|
||||
const usedTypes = new Set();
|
||||
const actions = item.system.actions.filter(action => {
|
||||
if (refreshIsAllowed(refreshTypes, action.uses.recovery)) {
|
||||
usedTypes.add(action.uses.recovery);
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
});
|
||||
if (actions.length === 0) continue;
|
||||
|
||||
if (!refreshedActors[actor.id])
|
||||
refreshedActors[actor.id] = { name: actor.name, img: actor.img, refreshed: new Set() };
|
||||
refreshedActors[actor.id].refreshed.add(
|
||||
...usedTypes.map(type => game.i18n.localize(CONFIG.DH.GENERAL.refreshTypes[type].label))
|
||||
);
|
||||
|
||||
if (!updates[item.id]?.system) updates[item.id] = { system: {} };
|
||||
|
||||
updates[item.id].system = {
|
||||
...updates[item.id].system,
|
||||
...actions.reduce(
|
||||
(acc, action) => {
|
||||
acc.actions[action.id] = { 'uses.value': 0 };
|
||||
return acc;
|
||||
},
|
||||
{ actions: updates[item.id].system.actions ?? {} }
|
||||
)
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
for (let key in updates) {
|
||||
const update = updates[key];
|
||||
await actor.items.get(key).update(update);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const types = refreshTypes.map(x => game.i18n.localize(CONFIG.DH.GENERAL.refreshTypes[x].label)).join(', ');
|
||||
|
||||
if (sendNotificationMessage) {
|
||||
ui.notifications.info(
|
||||
game.i18n.format('DAGGERHEART.UI.Notifications.gmMenuRefresh', {
|
||||
types: `[${types}]`
|
||||
})
|
||||
);
|
||||
}
|
||||
|
||||
if (sendRefreshMessage) {
|
||||
const cls = getDocumentClass('ChatMessage');
|
||||
const msg = {
|
||||
user: game.user.id,
|
||||
content: await foundry.applications.handlebars.renderTemplate(
|
||||
'systems/daggerheart/templates/ui/chat/refreshMessage.hbs',
|
||||
{
|
||||
types: types
|
||||
}
|
||||
),
|
||||
title: game.i18n.localize('DAGGERHEART.UI.Chat.refreshMessage.title'),
|
||||
speaker: cls.getSpeaker()
|
||||
};
|
||||
|
||||
cls.create(msg);
|
||||
}
|
||||
|
||||
return refreshedActors;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -126,7 +126,7 @@ const registerNonConfigSettings = () => {
|
|||
type: Number,
|
||||
default: 0,
|
||||
onChange: () => {
|
||||
if (ui.resources) ui.resources.render({ force: true });
|
||||
if (ui.resources) ui.resources.render();
|
||||
ui.combat.render({ force: true });
|
||||
}
|
||||
});
|
||||
|
|
|
|||
|
|
@ -82,7 +82,7 @@
|
|||
"enabled": false
|
||||
},
|
||||
"flatMultiplier": 3,
|
||||
"dice": "d10",
|
||||
"dice": "d20",
|
||||
"bonus": null,
|
||||
"multiplier": "flat"
|
||||
},
|
||||
|
|
|
|||
|
|
@ -246,7 +246,7 @@
|
|||
"name": "Group Attack",
|
||||
"type": "feature",
|
||||
"system": {
|
||||
"description": "<p><strong>Spend a Fear</strong> to choose a target and spotlight all @Lookup[@name]s within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 4 physical damage each. Combine this damage.</p>",
|
||||
"description": "<p><strong>Spend a Fear</strong> to choose a target and spotlight all @Lookup[@name]s within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal @Lookup[@system.attack.damageFormula] physical damage each. Combine this damage.</p>",
|
||||
"resource": null,
|
||||
"actions": {
|
||||
"vgguNWz8vG8aoLXR": {
|
||||
|
|
|
|||
|
|
@ -218,10 +218,10 @@
|
|||
},
|
||||
"items": [
|
||||
{
|
||||
"name": "Horde (1d6+3)",
|
||||
"name": "Horde",
|
||||
"type": "feature",
|
||||
"system": {
|
||||
"description": "<p>When the @Lookup[@name] has marked half or more of their HP, their standard attack deals <strong>1d6+3</strong> physical damage instead.</p>",
|
||||
"description": "<p>When the @Lookup[@name] has marked half or more of their HP, their standard attack deals <strong>@Lookup[@system.attack.altDamageFormula]</strong> physical damage instead.</p>",
|
||||
"resource": null,
|
||||
"actions": {},
|
||||
"originItemType": null,
|
||||
|
|
|
|||
|
|
@ -239,7 +239,7 @@
|
|||
"name": "Group Attack",
|
||||
"type": "feature",
|
||||
"system": {
|
||||
"description": "<p><strong>Spend a Fear</strong> to choose a target and spotlight all @Lookup[@name]s within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 6 physical damage each. Combine this damage.</p>",
|
||||
"description": "<p><strong>Spend a Fear</strong> to choose a target and spotlight all @Lookup[@name]s within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal @Lookup[@system.attack.damageFormula] physical damage each. Combine this damage.</p>",
|
||||
"resource": null,
|
||||
"actions": {
|
||||
"cbAvPSIhwBMBTI3D": {
|
||||
|
|
|
|||
|
|
@ -239,7 +239,7 @@
|
|||
"name": "Group Attack",
|
||||
"type": "feature",
|
||||
"system": {
|
||||
"description": "<p><strong>Spend a Fear</strong> to choose a target and spotlight all Cult @Lookup[@name]s within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 5 physical damage each. Combine this damage.</p>",
|
||||
"description": "<p><strong>Spend a Fear</strong> to choose a target and spotlight all Cult @Lookup[@name]s within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal @Lookup[@system.attack.damageFormula] physical damage each. Combine this damage.</p>",
|
||||
"resource": null,
|
||||
"actions": {
|
||||
"EH1preaTWBD4rOvx": {
|
||||
|
|
|
|||
|
|
@ -224,10 +224,10 @@
|
|||
},
|
||||
"items": [
|
||||
{
|
||||
"name": "Horde (2d4+1)",
|
||||
"name": "Horde",
|
||||
"type": "feature",
|
||||
"system": {
|
||||
"description": "<p>When the @Lookup[@name] has marked half or more of their HP, their standard attack deals <strong>2d4+1</strong> physical damage instead.</p>",
|
||||
"description": "<p>When the @Lookup[@name] has marked half or more of their HP, their standard attack deals <strong>@Lookup[@system.attack.altDamageFormula]</strong> physical damage instead.</p>",
|
||||
"resource": null,
|
||||
"actions": {},
|
||||
"originItemType": null,
|
||||
|
|
|
|||
|
|
@ -218,10 +218,10 @@
|
|||
},
|
||||
"items": [
|
||||
{
|
||||
"name": "Horde (2d4+1)",
|
||||
"name": "Horde",
|
||||
"type": "feature",
|
||||
"system": {
|
||||
"description": "<p>When the @Lookup[@name] have marked half or more of their HP, their standard attack deals <strong>2d4+1</strong> physical damage instead.</p>",
|
||||
"description": "<p>When the @Lookup[@name] have marked half or more of their HP, their standard attack deals <strong>@Lookup[@system.attack.altDamageFormula]</strong> physical damage instead.</p>",
|
||||
"resource": null,
|
||||
"actions": {},
|
||||
"originItemType": null,
|
||||
|
|
|
|||
|
|
@ -239,7 +239,7 @@
|
|||
"name": "Group Attack",
|
||||
"type": "feature",
|
||||
"system": {
|
||||
"description": "<p><strong>Spend a Fear</strong> to choose a target and spotlight all @Lookup[@name]s within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 5 physical damage each. Combine this damage.</p>",
|
||||
"description": "<p><strong>Spend a Fear</strong> to choose a target and spotlight all @Lookup[@name]s within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal @Lookup[@system.attack.damageFormula] physical damage each. Combine this damage.</p>",
|
||||
"resource": null,
|
||||
"actions": {
|
||||
"vXHZVb0Y7Hqu3uso": {
|
||||
|
|
|
|||
|
|
@ -317,7 +317,7 @@
|
|||
"name": "Group Attack",
|
||||
"type": "feature",
|
||||
"system": {
|
||||
"description": "<p><strong>Spend a Fear</strong> to choose a target and spotlight all @Lookup[@name]s within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 12 physical damage each. Combine this damage.</p>",
|
||||
"description": "<p><strong>Spend a Fear</strong> to choose a target and spotlight all @Lookup[@name]s within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal @Lookup[@system.attack.damageFormula] physical damage each. Combine this damage.</p>",
|
||||
"resource": null,
|
||||
"actions": {
|
||||
"QHNRSEQmqOcaoXq4": {
|
||||
|
|
|
|||
|
|
@ -229,7 +229,7 @@
|
|||
"_id": "9RduwBLYcBaiouYk",
|
||||
"img": "icons/creatures/magical/humanoid-silhouette-aliens-green.webp",
|
||||
"system": {
|
||||
"description": "<p>When the @Lookup[@name] have marked half or more of their HP, their standard attack deals <strong>1d4+1</strong> physical damage instead.</p>",
|
||||
"description": "<p>When the @Lookup[@name] have marked half or more of their HP, their standard attack deals <strong>@Lookup[@system.attack.altDamageFormula]</strong> physical damage instead.</p>",
|
||||
"resource": null,
|
||||
"actions": {},
|
||||
"originItemType": null,
|
||||
|
|
|
|||
|
|
@ -248,7 +248,7 @@
|
|||
"_id": "fsaBlCjTdq1jM23G",
|
||||
"img": "icons/creatures/abilities/tail-strike-bone-orange.webp",
|
||||
"system": {
|
||||
"description": "<p><strong>Spend a Fear</strong> to choose a target and spotlight all @Lookup[@name]s within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 1 physical damage each. Combine this damage.</p>",
|
||||
"description": "<p><strong>Spend a Fear</strong> to choose a target and spotlight all @Lookup[@name]s within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal @Lookup[@system.attack.damageFormula] physical damage each. Combine this damage.</p>",
|
||||
"resource": null,
|
||||
"actions": {
|
||||
"q8chow47nQLR9qeF": {
|
||||
|
|
|
|||
|
|
@ -55,7 +55,7 @@
|
|||
"max": 1
|
||||
},
|
||||
"stress": {
|
||||
"max": 1
|
||||
"max": 2
|
||||
}
|
||||
},
|
||||
"attack": {
|
||||
|
|
@ -239,7 +239,7 @@
|
|||
"name": "Group Attack",
|
||||
"type": "feature",
|
||||
"system": {
|
||||
"description": "<p><strong>Spend a Fear</strong> to choose a target and spotlight all @Lookup[@name]s within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 5 physical damage each. Combine this damage.</p>",
|
||||
"description": "<p><strong>Spend a Fear</strong> to choose a target and spotlight all @Lookup[@name]s within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal @Lookup[@system.attack.damageFormula] physical damage each. Combine this damage.</p>",
|
||||
"resource": null,
|
||||
"actions": {
|
||||
"DjbPQowW1OdBD9Zn": {
|
||||
|
|
|
|||
|
|
@ -55,7 +55,7 @@
|
|||
"max": 1
|
||||
},
|
||||
"stress": {
|
||||
"max": 1
|
||||
"max": 2
|
||||
}
|
||||
},
|
||||
"attack": {
|
||||
|
|
@ -294,7 +294,7 @@
|
|||
"name": "Group Attack",
|
||||
"type": "feature",
|
||||
"system": {
|
||||
"description": "<p><strong>Spend a Fear</strong> to choose a target and spotlight all @Lookup[@name]s within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 10 physical damage each. Combine this damage.</p>",
|
||||
"description": "<p><strong>Spend a Fear</strong> to choose a target and spotlight all @Lookup[@name]s within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal @Lookup[@system.attack.damageFormula] physical damage each. Combine this damage.</p>",
|
||||
"resource": null,
|
||||
"actions": {
|
||||
"eo7J0v1B5zPHul1M": {
|
||||
|
|
|
|||
|
|
@ -248,7 +248,7 @@
|
|||
"_id": "1k5TmQIAunM7Bv32",
|
||||
"img": "icons/creatures/abilities/tail-strike-bone-orange.webp",
|
||||
"system": {
|
||||
"description": "<p><strong>Spend a Fear</strong> to choose a target and spotlight all @Lookup[@name] within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 2 physical damage each. Combine this damage.</p>",
|
||||
"description": "<p><strong>Spend a Fear</strong> to choose a target and spotlight all @Lookup[@name] within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal @Lookup[@system.attack.damageFormula] physical damage each. Combine this damage.</p>",
|
||||
"resource": null,
|
||||
"actions": {
|
||||
"aoQDb2m32NDxE6ZP": {
|
||||
|
|
|
|||
|
|
@ -33,7 +33,7 @@
|
|||
"reduction": 0
|
||||
}
|
||||
},
|
||||
"type": "standard",
|
||||
"type": "ranged",
|
||||
"notes": "",
|
||||
"hordeHp": 1,
|
||||
"experiences": {
|
||||
|
|
|
|||
|
|
@ -104,6 +104,7 @@
|
|||
]
|
||||
},
|
||||
"type": "attack",
|
||||
"range": "melee",
|
||||
"chatDisplay": false
|
||||
},
|
||||
"attribution": {
|
||||
|
|
|
|||
|
|
@ -242,7 +242,7 @@
|
|||
"_id": "K08WlZwGqzEo4idT",
|
||||
"img": "icons/creatures/abilities/tail-strike-bone-orange.webp",
|
||||
"system": {
|
||||
"description": "<p><strong>Spend a Fear</strong> to choose a target and spotlight all @Lookup[@name]s within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 4 physical damage each. Combine this damage.</p>",
|
||||
"description": "<p><strong>Spend a Fear</strong> to choose a target and spotlight all @Lookup[@name]s within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal @Lookup[@system.attack.damageFormula] physical damage each. Combine this damage.</p>",
|
||||
"resource": null,
|
||||
"actions": {
|
||||
"xTMNAHcoErKuR6TZ": {
|
||||
|
|
|
|||
|
|
@ -33,7 +33,7 @@
|
|||
"reduction": 0
|
||||
}
|
||||
},
|
||||
"type": "standard",
|
||||
"type": "bruiser",
|
||||
"notes": "",
|
||||
"hordeHp": 1,
|
||||
"experiences": {},
|
||||
|
|
@ -66,12 +66,12 @@
|
|||
"tier": 3,
|
||||
"description": "<p>A sturdy animate old-growth tree.</p>",
|
||||
"attack": {
|
||||
"name": "Attack",
|
||||
"name": "Branch",
|
||||
"roll": {
|
||||
"type": "attack",
|
||||
"bonus": 2
|
||||
},
|
||||
"range": "close",
|
||||
"range": "veryClose",
|
||||
"damage": {
|
||||
"parts": [
|
||||
{
|
||||
|
|
|
|||
|
|
@ -97,7 +97,7 @@
|
|||
},
|
||||
"img": "icons/creatures/claws/claw-talons-yellow-red.webp",
|
||||
"type": "attack",
|
||||
"range": "melee",
|
||||
"range": "veryClose",
|
||||
"chatDisplay": false
|
||||
},
|
||||
"attribution": {
|
||||
|
|
@ -239,7 +239,7 @@
|
|||
"name": "Group Attack",
|
||||
"type": "feature",
|
||||
"system": {
|
||||
"description": "<p><strong>Spend a Fear</strong> to choose a target and spotlight all @Lookup[@name]s within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 11 physical damage each. Combine this damage.</p>",
|
||||
"description": "<p><strong>Spend a Fear</strong> to choose a target and spotlight all @Lookup[@name]s within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal @Lookup[@system.attack.damageFormula] physical damage each. Combine this damage.</p>",
|
||||
"resource": null,
|
||||
"actions": {
|
||||
"tvQetauskZoHDR5y": {
|
||||
|
|
|
|||
|
|
@ -229,7 +229,7 @@
|
|||
"_id": "Q7DRbWjHl64CNwag",
|
||||
"img": "icons/creatures/magical/humanoid-silhouette-aliens-green.webp",
|
||||
"system": {
|
||||
"description": "<p>When the @Lookup[@name] have marked half or more of their HP, their standard attack deals <strong>1d4+1</strong> physical damage instead.</p>",
|
||||
"description": "<p>When the @Lookup[@name] have marked half or more of their HP, their standard attack deals <strong>@Lookup[@system.attack.altDamageFormula]</strong> physical damage instead.</p>",
|
||||
"resource": null,
|
||||
"actions": {},
|
||||
"originItemType": null,
|
||||
|
|
|
|||
|
|
@ -242,7 +242,7 @@
|
|||
"_id": "R9vrwFNl5BD1YXJo",
|
||||
"img": "icons/creatures/abilities/tail-strike-bone-orange.webp",
|
||||
"system": {
|
||||
"description": "<p><strong>Spend a Fear</strong> to choose a target and spotlight all @Lookup[@name]s within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 2 physical damage each. Combine this damage.</p>",
|
||||
"description": "<p><strong>Spend a Fear</strong> to choose a target and spotlight all @Lookup[@name]s within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal @Lookup[@system.attack.damageFormula] physical damage each. Combine this damage.</p>",
|
||||
"resource": null,
|
||||
"actions": {
|
||||
"DJBNtd3hWjwsjPwq": {
|
||||
|
|
|
|||
|
|
@ -242,7 +242,7 @@
|
|||
"_id": "CQZQiEiRH70Br5Ge",
|
||||
"img": "icons/creatures/abilities/tail-strike-bone-orange.webp",
|
||||
"system": {
|
||||
"description": "<p><strong>Spend a Fear</strong> to choose a target and spotlight all @Lookup[@name]s within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 3 physical damage each. Combine this damage.</p>",
|
||||
"description": "<p><strong>Spend a Fear</strong> to choose a target and spotlight all @Lookup[@name]s within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal @Lookup[@system.attack.damageFormula] physical damage each. Combine this damage.</p>",
|
||||
"resource": null,
|
||||
"actions": {
|
||||
"ghgFZskDiizJDjcn": {
|
||||
|
|
|
|||
|
|
@ -242,7 +242,7 @@
|
|||
"_id": "wl9KKEpVWDBu62hU",
|
||||
"img": "icons/creatures/abilities/tail-strike-bone-orange.webp",
|
||||
"system": {
|
||||
"description": "<p><strong>Spend a Fear</strong> to choose a target and spotlight all @Lookup[@name]s within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 1 physical damage each. Combine this damage.</p>",
|
||||
"description": "<p><strong>Spend a Fear</strong> to choose a target and spotlight all @Lookup[@name]s within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal @Lookup[@system.attack.damageFormula] physical damage each. Combine this damage.</p>",
|
||||
"resource": null,
|
||||
"actions": {
|
||||
"Sz55uB8xkoNytLwJ": {
|
||||
|
|
|
|||
|
|
@ -223,7 +223,7 @@
|
|||
"_id": "9Zuu892SO5NmtI4w",
|
||||
"img": "icons/creatures/magical/humanoid-silhouette-aliens-green.webp",
|
||||
"system": {
|
||||
"description": "<p>When the @Lookup[@name] has marked half or more of their HP, their standard attack deals <strong>1d4+1</strong> physical damage instead.</p>",
|
||||
"description": "<p>When the @Lookup[@name] has marked half or more of their HP, their standard attack deals <strong>@Lookup[@system.attack.altDamageFormula]</strong> physical damage instead.</p>",
|
||||
"resource": null,
|
||||
"actions": {},
|
||||
"originItemType": null,
|
||||
|
|
|
|||
|
|
@ -254,12 +254,12 @@
|
|||
},
|
||||
"items": [
|
||||
{
|
||||
"name": "Horde (1d4+2)",
|
||||
"name": "Horde",
|
||||
"type": "feature",
|
||||
"_id": "4dSzqtYvH385r9Ng",
|
||||
"img": "icons/creatures/magical/humanoid-silhouette-aliens-green.webp",
|
||||
"system": {
|
||||
"description": "<p>When the @Lookup[@name] has marked half or more of their HP, their standard attack deals <strong>1d4+2</strong> physical damage instead.</p>",
|
||||
"description": "<p>When the @Lookup[@name] has marked half or more of their HP, their standard attack deals <strong>@Lookup[@system.attack.altDamageFormula]</strong> physical damage instead.</p>",
|
||||
"resource": null,
|
||||
"actions": {},
|
||||
"originItemType": null,
|
||||
|
|
|
|||
|
|
@ -281,7 +281,7 @@
|
|||
"_id": "WiobzuyvJ46zfsOv",
|
||||
"img": "icons/creatures/abilities/tail-strike-bone-orange.webp",
|
||||
"system": {
|
||||
"description": "<p><strong>Spend a Fear</strong> to choose a target and spotlight all @Lookup[@name]s within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 2 physical damage each. Combine this damage.</p>",
|
||||
"description": "<p><strong>Spend a Fear</strong> to choose a target and spotlight all @Lookup[@name]s within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal @Lookup[@system.attack.damageFormula] physical damage each. Combine this damage.</p>",
|
||||
"resource": null,
|
||||
"actions": {
|
||||
"ZC5pKIb9N82vgMWu": {
|
||||
|
|
|
|||
|
|
@ -97,8 +97,8 @@
|
|||
]
|
||||
},
|
||||
"type": "attack",
|
||||
"chatDisplay": false,
|
||||
"range": ""
|
||||
"range": "melee",
|
||||
"chatDisplay": false
|
||||
},
|
||||
"attribution": {
|
||||
"source": "Daggerheart SRD",
|
||||
|
|
@ -239,7 +239,7 @@
|
|||
"name": "Group Attack",
|
||||
"type": "feature",
|
||||
"system": {
|
||||
"description": "<p><strong>Spend a Fear</strong> to choose a target and spotlight all @Lookup[@name]s within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 8 physical damage each. Combine this damage.</p>",
|
||||
"description": "<p><strong>Spend a Fear</strong> to choose a target and spotlight all @Lookup[@name]s within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal @Lookup[@system.attack.damageFormula] physical damage each. Combine this damage.</p>",
|
||||
"resource": null,
|
||||
"actions": {
|
||||
"euP8VA4wvfsCpwN1": {
|
||||
|
|
|
|||
|
|
@ -110,7 +110,7 @@
|
|||
},
|
||||
"img": "icons/creatures/claws/claw-scaled-red.webp",
|
||||
"type": "attack",
|
||||
"range": "melee",
|
||||
"range": "close",
|
||||
"chatDisplay": false
|
||||
},
|
||||
"attribution": {
|
||||
|
|
|
|||
|
|
@ -97,7 +97,7 @@
|
|||
}
|
||||
]
|
||||
},
|
||||
"name": "Tentacles",
|
||||
"name": "Undead Hands",
|
||||
"roll": {
|
||||
"bonus": 2,
|
||||
"type": "attack"
|
||||
|
|
@ -218,10 +218,10 @@
|
|||
},
|
||||
"items": [
|
||||
{
|
||||
"name": "Horde (2d6+5)",
|
||||
"name": "Horde",
|
||||
"type": "feature",
|
||||
"system": {
|
||||
"description": "<p>When the @Lookup[@name] has marked half or more of their HP, their standard attack deals <strong>2d6+5</strong> physical damage instead.</p>",
|
||||
"description": "<p>When the @Lookup[@name] has marked half or more of their HP, their standard attack deals <strong>@Lookup[@system.attack.altDamageFormula]</strong> physical damage instead.</p>",
|
||||
"resource": null,
|
||||
"actions": {},
|
||||
"originItemType": null,
|
||||
|
|
|
|||
|
|
@ -218,12 +218,12 @@
|
|||
},
|
||||
"items": [
|
||||
{
|
||||
"name": "Horde (1d4+2)",
|
||||
"name": "Horde",
|
||||
"type": "feature",
|
||||
"_id": "nNJGAhWu0IuS2ybn",
|
||||
"img": "icons/creatures/magical/humanoid-silhouette-aliens-green.webp",
|
||||
"system": {
|
||||
"description": "<p>When the @Lookup[@name] have marked half or more of their HP, their standard attack deals <strong>1d4+2</strong> physical damage instead.</p>",
|
||||
"description": "<p>When the @Lookup[@name] have marked half or more of their HP, their standard attack deals <strong>@Lookup[@system.attack.altDamageFormula]</strong> physical damage instead.</p>",
|
||||
"resource": null,
|
||||
"actions": {},
|
||||
"originItemType": null,
|
||||
|
|
|
|||
|
|
@ -4,7 +4,7 @@
|
|||
"type": "ancestry",
|
||||
"folder": null,
|
||||
"system": {
|
||||
"description": "<p>Clanks are sentient mechanical beings built from a variety of materials, including metal, wood, and stone. They can resemble humanoids, animals, or even inanimate objects. Like organic beings, their bodies come in a wide array of sizes. Because of their bespoke construction, many clanks have highly specialized physical configurations. Examples include clawed hands for grasping, wheels for movement, or built-in weaponry.</p><p class=\"green Body-Styles_Body\">Many clanks embrace body modifications for style as well as function, and members of other ancestries often turn to clank artisans to construct customized mobility aids and physical adornments. Other ancestries can create clanks, even using their own physical characteristics as inspiration, but it’s also common for clanks to build one another. A clank’s lifespan extends as long as they’re able to acquire or craft new parts, making their physical form effectively immortal. That said, their minds are subject to the effects of time, and deteriorate as the magic that powers them loses potency.</p><p></p><h4>ANCESTRY FEATURES</h4><p><em><strong>Purposeful Design:</strong></em> Decide who made you and for what purpose. At character creation, choose one of your Experiences that best aligns with this purpose and gain a permanent +1 bonus to it.</p><p><em><strong>Efficient:</strong></em> When you take a short rest, you can choose a long rest move instead of a short rest move.</p><p></p>",
|
||||
"description": "<p>Clanks are sentient mechanical beings built from a variety of materials, including metal, wood, and stone. They can resemble humanoids, animals, or even inanimate objects. Like organic beings, their bodies come in a wide array of sizes. Because of their bespoke construction, many clanks have highly specialized physical configurations. Examples include clawed hands for grasping, wheels for movement, or built-in weaponry.</p><p class=\"green Body-Styles_Body\">Many clanks embrace body modifications for style as well as function, and members of other ancestries often turn to clank artisans to construct customized mobility aids and physical adornments. Other ancestries can create clanks, even using their own physical characteristics as inspiration, but it’s also common for clanks to build one another. A clank’s lifespan extends as long as they’re able to acquire or craft new parts, making their physical form effectively immortal. That said, their minds are subject to the effects of time, and deteriorate as the magic that powers them loses potency.</p>",
|
||||
"features": [
|
||||
{
|
||||
"type": "primary",
|
||||
|
|
|
|||
|
|
@ -4,7 +4,7 @@
|
|||
"type": "ancestry",
|
||||
"folder": null,
|
||||
"system": {
|
||||
"description": "<p>Drakona resemble wingless dragons in humanoid form and possess a powerful elemental breath. All drakona have thick scales that provide excellent natural armor against both attacks and the forces of nature. They are large in size, ranging from 5 feet to 7 feet on average, with long sharp teeth. New teeth grow throughout a Drakona’s approximately 350-year lifespan, so they are never in danger of permanently losing an incisor. Unlike their dragon ancestors, drakona don’t have wings and can’t fly without magical aid. Members of this ancestry pass down the element of their breath through generations, though in rare cases, a drakona’s elemental power will differ from the rest of their family’s.</p><p></p><h4>ANCESTRY FEATURES</h4><p><em><strong>Scales:</strong></em> Your scales act as natural protection. When you would take Severe damage, you can <strong>mark a Stress</strong> to mark 1 fewer Hit Points.</p><p><em><strong>Elemental Breath:</strong></em> Choose an element for your breath (such as electricity, fire, or ice). You can use this breath against a target or group of targets within Very Close range, treating it as an Instinct weapon that deals <strong>d8</strong> magic damage using your Proficiency.</p><p></p>",
|
||||
"description": "<p>Drakona resemble wingless dragons in humanoid form and possess a powerful elemental breath. All drakona have thick scales that provide excellent natural armor against both attacks and the forces of nature. They are large in size, ranging from 5 feet to 7 feet on average, with long sharp teeth. New teeth grow throughout a Drakona’s approximately 350-year lifespan, so they are never in danger of permanently losing an incisor. Unlike their dragon ancestors, drakona don’t have wings and can’t fly without magical aid. Members of this ancestry pass down the element of their breath through generations, though in rare cases, a drakona’s elemental power will differ from the rest of their family’s.</p>",
|
||||
"features": [
|
||||
{
|
||||
"type": "primary",
|
||||
|
|
|
|||
|
|
@ -4,7 +4,7 @@
|
|||
"type": "ancestry",
|
||||
"folder": null,
|
||||
"system": {
|
||||
"description": "<p>Dwarves are most easily recognized as short humanoids with square frames, dense musculature, and thick hair. Their average height ranges from 4 to 5 ½ feet, and they are often broad in proportion to their stature. Their skin and nails contain a high amount of keratin, making them naturally resilient. This allows dwarves to embed gemstones into their bodies and decorate themselves with tattoos or piercings. Their hair grows thickly—usually on their heads, but some dwarves have thick hair across their bodies as well. Dwarves of all genders can grow facial hair, which they often style in elaborate arrangements. Typically, dwarves live up to 250 years of age, maintaining their muscle mass well into later life.</p><p></p><h4>ANCESTRY FEATURES</h4><p><em><strong>Thick Skin:</strong></em> When you take Minor damage, you can <strong>mark 2 Stress</strong> instead of marking a Hit Point.</p><p><em><strong>Increased Fortitude:</strong></em> <strong>Spend 3 Hope</strong> to halve incoming physical damage.</p>",
|
||||
"description": "<p>Dwarves are most easily recognized as short humanoids with square frames, dense musculature, and thick hair. Their average height ranges from 4 to 5 ½ feet, and they are often broad in proportion to their stature. Their skin and nails contain a high amount of keratin, making them naturally resilient. This allows dwarves to embed gemstones into their bodies and decorate themselves with tattoos or piercings. Their hair grows thickly—usually on their heads, but some dwarves have thick hair across their bodies as well. Dwarves of all genders can grow facial hair, which they often style in elaborate arrangements. Typically, dwarves live up to 250 years of age, maintaining their muscle mass well into later life.</p>",
|
||||
"features": [
|
||||
{
|
||||
"type": "primary",
|
||||
|
|
|
|||
|
|
@ -4,7 +4,7 @@
|
|||
"type": "ancestry",
|
||||
"folder": null,
|
||||
"system": {
|
||||
"description": "<p>Elves are typically tall humanoids with pointed ears and acutely attuned senses. Their ears vary in size and pointed shape, and as they age, the tips begin to droop. While elves come in a wide range of body types, they are all fairly tall, with heights ranging from about 6 to 6 ½ feet. All elves have the ability to drop into a celestial trance, rather than sleep. This allows them to rest effectively in a short amount of time.</p><p class=\"green Body-Styles_Body\">Some elves possess what is known as a “mystic form,” which occurs when an elf has dedicated themself to the study or protection of the natural world so deeply that their physical form changes. These characteristics can include celestial freckles, the presence of leaves, vines, or flowers in their hair, eyes that flicker like fire, and more. Sometimes these traits are inherited from parents, but if an elf changes their environment or magical focus, their appearance changes over time. Because elves live for about 350 years, these traits can shift more than once throughout their lifespan.</p><p></p><h4>ANCESTRY FEATURES</h4><p><em><strong>Quick Reactions:</strong></em> <strong>Mark a Stress</strong> to gain advantage on a reaction roll.</p><p><em><strong>Celestial Trance:</strong></em> During a rest, you can drop into a trance to choose an additional downtime move.</p><p></p>",
|
||||
"description": "<p>Elves are typically tall humanoids with pointed ears and acutely attuned senses. Their ears vary in size and pointed shape, and as they age, the tips begin to droop. While elves come in a wide range of body types, they are all fairly tall, with heights ranging from about 6 to 6 ½ feet. All elves have the ability to drop into a celestial trance, rather than sleep. This allows them to rest effectively in a short amount of time.</p><p class=\"green Body-Styles_Body\">Some elves possess what is known as a “mystic form,” which occurs when an elf has dedicated themself to the study or protection of the natural world so deeply that their physical form changes. These characteristics can include celestial freckles, the presence of leaves, vines, or flowers in their hair, eyes that flicker like fire, and more. Sometimes these traits are inherited from parents, but if an elf changes their environment or magical focus, their appearance changes over time. Because elves live for about 350 years, these traits can shift more than once throughout their lifespan.</p>",
|
||||
"features": [
|
||||
{
|
||||
"type": "primary",
|
||||
|
|
|
|||
|
|
@ -4,7 +4,7 @@
|
|||
"type": "ancestry",
|
||||
"folder": null,
|
||||
"system": {
|
||||
"description": "<p>Faeries are winged humanoid creatures with insectile features. These characteristics cover a broad spectrum from humanoid to insectoid—some possess additional arms, compound eyes, lantern organs, chitinous exoskeletons, or stingers. Because of their close ties to the natural world, they also frequently possess attributes that allow them to blend in with various plants. The average height of a faerie ranges from about 2 feet to 5 feet, but some faeries grow up to 7 feet tall. All faeries possess membranous wings and they each go through a process of metamorphosis. The process and changes differ from faerie to faerie, but during this transformation each individual manifests the unique appearance they will carry throughout the rest of their approximately 50-year lifespan.</p><p></p><h4>ANCESTRY FEATURE</h4><p><em><strong>Luckbender:</strong></em> Once per session, after you or a willing ally within Close range makes an action roll, you can <strong>spend 3 Hope</strong> to reroll the Duality Dice.</p><p><em><strong>Wings:</strong></em> You can fly. While flying, you can <strong>mark a Stress</strong> after an adversary makes an attack against you to gain a +2 bonus to your Evasion against that attack.</p>",
|
||||
"description": "<p>Faeries are winged humanoid creatures with insectile features. These characteristics cover a broad spectrum from humanoid to insectoid—some possess additional arms, compound eyes, lantern organs, chitinous exoskeletons, or stingers. Because of their close ties to the natural world, they also frequently possess attributes that allow them to blend in with various plants. The average height of a faerie ranges from about 2 feet to 5 feet, but some faeries grow up to 7 feet tall. All faeries possess membranous wings and they each go through a process of metamorphosis. The process and changes differ from faerie to faerie, but during this transformation each individual manifests the unique appearance they will carry throughout the rest of their approximately 50-year lifespan.</p>",
|
||||
"features": [
|
||||
{
|
||||
"type": "primary",
|
||||
|
|
|
|||
|
|
@ -4,7 +4,7 @@
|
|||
"type": "ancestry",
|
||||
"folder": null,
|
||||
"system": {
|
||||
"description": "<p>Fauns resemble humanoid goats with curving horns, square pupils, and cloven hooves. Though their appearances may vary, most fauns have a humanoid torso and a goatlike lower body covered in dense fur. Faun faces can be more caprine or more humanlike, and they have a wide variety of ear and horn shapes. Faun horns range from short with minimal curvature to much larger with a distinct curl. The average faun ranges from 4 feet to 6 ½ feet tall, but their height can change dramatically from one moment to the next based on their stance. The majority of fauns have proportionately long limbs, no matter their size or shape, and are known for their ability to deliver powerful blows with their split hooves. Fauns live for roughly 225 years, and as they age, their appearance can become increasingly goatlike.</p><p></p><h4>ANCESTRY FEATURES</h4><p><em><strong>Caprine Leap:</strong></em> You can leap anywhere within Close range as though you were using normal movement, allowing you to vault obstacles, jump across gaps, or scale barriers with ease.</p><p><em><strong>Kick:</strong></em> When you succeed on an attack against a target within Melee range, you can <strong>mark a Stress</strong> to kick yourself off them, dealing an extra <strong>2d6</strong> damage and knocking back either yourself or the target to Very Close range.</p>",
|
||||
"description": "<p>Fauns resemble humanoid goats with curving horns, square pupils, and cloven hooves. Though their appearances may vary, most fauns have a humanoid torso and a goatlike lower body covered in dense fur. Faun faces can be more caprine or more humanlike, and they have a wide variety of ear and horn shapes. Faun horns range from short with minimal curvature to much larger with a distinct curl. The average faun ranges from 4 feet to 6 ½ feet tall, but their height can change dramatically from one moment to the next based on their stance. The majority of fauns have proportionately long limbs, no matter their size or shape, and are known for their ability to deliver powerful blows with their split hooves. Fauns live for roughly 225 years, and as they age, their appearance can become increasingly goatlike.</p>",
|
||||
"features": [
|
||||
{
|
||||
"type": "primary",
|
||||
|
|
|
|||
|
|
@ -4,7 +4,7 @@
|
|||
"type": "ancestry",
|
||||
"folder": null,
|
||||
"system": {
|
||||
"description": "<p>Firbolgs are bovine humanoids typically recognized by their broad noses and long, drooping ears. Some have faces that are a blend of humanoid and bison, ox, cow, or other bovine creatures. Others, often referred to as minotaurs, have heads that entirely resemble cattle. They are tall and muscular creatures, with heights ranging from around 5 feet to 7 feet, and possess remarkable strength no matter their age. Some firbolgs are known to use this strength to charge their adversaries, an action that is particuarly effective for those who have one of the many varieties of horn styles commonly found in this ancestry. Though their unique characteristics can vary, all firbolgs are covered in fur, which can be muted and earth-toned in color, or come in a variety of pastels, such as soft pinks and blues. On average, firbolgs live for about 150 years.</p><p></p><h4>ANCESTRY FEATURES</h4><p><em><strong>Charge:</strong></em> When you succeed on an Agility Roll to move from Far or Very Far range into Melee range with one or more targets, you can <strong>mark a Stress</strong> to deal <strong>1d12</strong> physical damage to all targets within Melee range.</p><p><em><strong>Unshakable:</strong></em> When you would mark a Stress, roll a <strong>d6</strong>. On a result of 6, don’t mark it.</p>",
|
||||
"description": "<p>Firbolgs are bovine humanoids typically recognized by their broad noses and long, drooping ears. Some have faces that are a blend of humanoid and bison, ox, cow, or other bovine creatures. Others, often referred to as minotaurs, have heads that entirely resemble cattle. They are tall and muscular creatures, with heights ranging from around 5 feet to 7 feet, and possess remarkable strength no matter their age. Some firbolgs are known to use this strength to charge their adversaries, an action that is particuarly effective for those who have one of the many varieties of horn styles commonly found in this ancestry. Though their unique characteristics can vary, all firbolgs are covered in fur, which can be muted and earth-toned in color, or come in a variety of pastels, such as soft pinks and blues. On average, firbolgs live for about 150 years.</p>",
|
||||
"features": [
|
||||
{
|
||||
"type": "primary",
|
||||
|
|
|
|||
|
|
@ -4,7 +4,7 @@
|
|||
"type": "ancestry",
|
||||
"folder": null,
|
||||
"system": {
|
||||
"description": "<p>Fungril resemble humanoid mushrooms. They can be either more humanoid or more fungal in appearance, and they come in an assortment of colors, from earth tones to bright reds, yellows, purples, and blues. Fungril display an incredible variety of bodies, faces, and limbs, as there’s no single common shape among them. Even their heights range from a tiny 2 feet tall to a staggering 7 feet tall. While the common lifespan of a fungril is about 300 years, some have been reported to live much longer. They can communicate nonverbally, and many members of this ancestry use a mycelial array to chemically exchange information with other fungril across long distances.</p><p></p><h4>ANCESTRY FEATURES</h4><p><em><strong>Fungril Network:</strong></em> Make an <strong>Instinct Roll (12)</strong> to use your mycelial array to speak with others of your ancestry. On a success, you can communicate across any distance.</p><p><em><strong>Death Connection:</strong></em> While touching a corpse that died recently, you can <strong>mark a Stress</strong> to extract one memory from the corpse related to a specific emotion or sensation of your choice.</p>",
|
||||
"description": "<p>Fungril resemble humanoid mushrooms. They can be either more humanoid or more fungal in appearance, and they come in an assortment of colors, from earth tones to bright reds, yellows, purples, and blues. Fungril display an incredible variety of bodies, faces, and limbs, as there’s no single common shape among them. Even their heights range from a tiny 2 feet tall to a staggering 7 feet tall. While the common lifespan of a fungril is about 300 years, some have been reported to live much longer. They can communicate nonverbally, and many members of this ancestry use a mycelial array to chemically exchange information with other fungril across long distances.</p>",
|
||||
"features": [
|
||||
{
|
||||
"type": "primary",
|
||||
|
|
|
|||
|
|
@ -4,7 +4,7 @@
|
|||
"type": "ancestry",
|
||||
"folder": null,
|
||||
"system": {
|
||||
"description": "<p>Galapa resemble anthropomorphic turtles with large, domed shells into which they can retract. On average, they range from 4 feet to 6 feet in height, and their head and body shapes can resemble any type of turtle. Galapa come in a variety of earth tones—most often shades of green and brown— and possess unique patterns on their shells. Members of this ancestry can draw their head, arms, and legs into their shell for protection to use it as a natural shield when defensive measures are needed. Some supplement their shell's strength or appearance by attaching armor or carving unique designs, but the process is exceedingly painful. Most galapa move slowly no matter their age, and they can live approximately 150 years.</p><p></p><h4>ANCESTRY FEATURES</h4><p><em><strong>Shell:</strong></em> Gain a bonus to your damage thresholds equal to your Proficiency.</p><p><em><strong>Retract:</strong></em> <strong>Mark a Stress</strong> to retract into your shell. While in your shell, you have resistance to physical damage, you have disadvantage on action rolls, and you can’t move.</p>",
|
||||
"description": "<p>Galapa resemble anthropomorphic turtles with large, domed shells into which they can retract. On average, they range from 4 feet to 6 feet in height, and their head and body shapes can resemble any type of turtle. Galapa come in a variety of earth tones—most often shades of green and brown— and possess unique patterns on their shells. Members of this ancestry can draw their head, arms, and legs into their shell for protection to use it as a natural shield when defensive measures are needed. Some supplement their shell's strength or appearance by attaching armor or carving unique designs, but the process is exceedingly painful. Most galapa move slowly no matter their age, and they can live approximately 150 years.</p>",
|
||||
"features": [
|
||||
{
|
||||
"type": "primary",
|
||||
|
|
|
|||
|
|
@ -4,7 +4,7 @@
|
|||
"type": "ancestry",
|
||||
"folder": null,
|
||||
"system": {
|
||||
"description": "<p>Giants are towering humanoids with broad shoulders, long arms, and one to three eyes. Adult giants range from 6 ½ to 8 ½ feet tall and are naturally muscular, regardless of body type. They are easily recognized by their wide frames and elongated arms and necks. Though they can have up to three eyes, all giants are born with none and remain sightless for their first year of life. Until a giant reaches the age of 10 and their features fully develop, the formation of their eyes may fluctuate. Those with a single eye are commonly known as cyclops. The average giant lifespan is about 75 years.</p><p></p><h4>ANCESTRY FEATURES</h4><p><em><strong>Endurance:</strong></em> Gain an additional Hit Point slot at character creation.</p><p><em><strong>Reach:</strong></em> Treat any weapon, ability, spell, or other feature that has a Melee range as though it has a Very Close range instead.</p>",
|
||||
"description": "<p>Giants are towering humanoids with broad shoulders, long arms, and one to three eyes. Adult giants range from 6 ½ to 8 ½ feet tall and are naturally muscular, regardless of body type. They are easily recognized by their wide frames and elongated arms and necks. Though they can have up to three eyes, all giants are born with none and remain sightless for their first year of life. Until a giant reaches the age of 10 and their features fully develop, the formation of their eyes may fluctuate. Those with a single eye are commonly known as cyclops. The average giant lifespan is about 75 years.</p>",
|
||||
"features": [
|
||||
{
|
||||
"type": "primary",
|
||||
|
|
|
|||
|
|
@ -4,7 +4,7 @@
|
|||
"type": "ancestry",
|
||||
"folder": null,
|
||||
"system": {
|
||||
"description": "<p>Goblins are small humanoids easily recognizable by their large eyes and massive membranous ears. With keen hearing and sharp eyesight, they perceive details both at great distances and in darkness, allowing them to move through less-optimal environments with ease. Their skin and eye colors are incredibly varied, with no one hue, either vibrant or subdued, more dominant than another. A typical goblin stands between 3 feet and 4 feet tall, and each of their ears is about the size of their head. Goblins are known to use ear positions to very specific effect when communicating nonverbally. A goblin’s lifespan is roughly 100 years, and many maintain their keen hearing and sight well into advanced age.</p><p></p><h4>ANCESTRY FEATURES</h4><p><em><strong>Surefooted:</strong></em> You ignore disadvantage on Agility Rolls.</p><p><em><strong>Danger Sense:</strong></em> Once per rest, <strong>mark a Stress</strong> to force an adversary to reroll an attack against you or an ally within Very Close range.</p>",
|
||||
"description": "<p>Goblins are small humanoids easily recognizable by their large eyes and massive membranous ears. With keen hearing and sharp eyesight, they perceive details both at great distances and in darkness, allowing them to move through less-optimal environments with ease. Their skin and eye colors are incredibly varied, with no one hue, either vibrant or subdued, more dominant than another. A typical goblin stands between 3 feet and 4 feet tall, and each of their ears is about the size of their head. Goblins are known to use ear positions to very specific effect when communicating nonverbally. A goblin’s lifespan is roughly 100 years, and many maintain their keen hearing and sight well into advanced age.</p>",
|
||||
"features": [
|
||||
{
|
||||
"type": "primary",
|
||||
|
|
|
|||
|
|
@ -4,7 +4,7 @@
|
|||
"type": "ancestry",
|
||||
"folder": null,
|
||||
"system": {
|
||||
"description": "<p>Halflings are small humanoids with large hairy feet and prominent rounded ears. On average, halflings are 3 to 4 feet in height, and their ears, nose, and feet are larger in proportion to the rest of their body. Members of this ancestry live for around 150 years, and a halfling’s appearance is likely to remain youthful even as they progress from adulthood into old age. Halflings are naturally attuned to the magnetic fields of the Mortal Realm, granting them a strong internal compass. They also possess acute senses of hearing and smell, and can often detect those who are familiar to them by the sound of their movements.</p><p></p><h4>ANCESTRY FEATURES</h4><p><em><strong>Luckbringer:</strong></em> At the start of each session, everyone in your party gains a Hope.</p><p><em><strong>Internal Compass:</strong></em> When you roll a 1 on your Hope Die, you can reroll it.</p>",
|
||||
"description": "<p>Halflings are small humanoids with large hairy feet and prominent rounded ears. On average, halflings are 3 to 4 feet in height, and their ears, nose, and feet are larger in proportion to the rest of their body. Members of this ancestry live for around 150 years, and a halfling’s appearance is likely to remain youthful even as they progress from adulthood into old age. Halflings are naturally attuned to the magnetic fields of the Mortal Realm, granting them a strong internal compass. They also possess acute senses of hearing and smell, and can often detect those who are familiar to them by the sound of their movements.</p>",
|
||||
"features": [
|
||||
{
|
||||
"type": "primary",
|
||||
|
|
|
|||
|
|
@ -4,7 +4,7 @@
|
|||
"type": "ancestry",
|
||||
"folder": null,
|
||||
"system": {
|
||||
"description": "<p>Humans are most easily recognized by their dexterous hands, rounded ears, and bodies built for endurance. Their average height ranges from just under 5 feet to about 6 ½ feet. They have a wide variety of builds, with some being quite broad, others lithe, and many inhabiting the spectrum in between. Humans are physically adaptable and adjust to harsh climates with relative ease. In general, humans live to an age of about 100, with their bodies changing dramatically between their youngest and oldest years.</p><p></p><h4>ANCESTRY FEATURES</h4><p><em><strong>High Stamina:</strong></em> Gain an additional Stress slot at character creation.</p><p><em><strong>Adaptability:</strong></em> When you fail a roll that utilized one of your Experiences, you can <strong>mark a Stress</strong> to reroll.</p>",
|
||||
"description": "<p>Humans are most easily recognized by their dexterous hands, rounded ears, and bodies built for endurance. Their average height ranges from just under 5 feet to about 6 ½ feet. They have a wide variety of builds, with some being quite broad, others lithe, and many inhabiting the spectrum in between. Humans are physically adaptable and adjust to harsh climates with relative ease. In general, humans live to an age of about 100, with their bodies changing dramatically between their youngest and oldest years.</p>",
|
||||
"features": [
|
||||
{
|
||||
"type": "primary",
|
||||
|
|
|
|||
|
|
@ -4,7 +4,7 @@
|
|||
"type": "ancestry",
|
||||
"folder": null,
|
||||
"system": {
|
||||
"description": "<p>Infernis are humanoids who possess sharp canine teeth, pointed ears, and horns. They are the descendants of demons from the Circles Below. On average, infernis range in height from 5 feet to 7 feet and are known to have long fingers and pointed nails. Some have long, thin, and smooth tails that end in points, forks, or arrowheads. It’s common for infernis to have two or four horns—though some have crowns of many horns, or only one. These horns can also grow asymmetrically, forming unique, often curving, shapes that infernis enhance with carving and ornamentation. Their skin, hair, and horns come in an assortment of colors that can include soft pastels, stark tones, or vibrant hues, such as rosy scarlet, deep purple, and pitch black.</p><p class=\"green Body-Styles_Body\">Infernis possess a “dread visage” that manifests both involuntarily, such as when they experience fear or other strong emotions, or purposefully, such as when they wish to intimidate an adversary. This visage can briefly modify their appearance in a variety of ways, including lengthening their teeth and nails, changing the colors of their eyes, twisting their horns, or enhancing their height. On average, infernis live up to 350 years, with some attributing this lifespan to their demonic lineage.</p><p></p><h4>ANCESTRY FEATURES</h4><p><em><strong>Fearless:</strong></em> When you roll with Fear, you can <strong>mark 2 Stress</strong> to change it into a roll with Hope instead.</p><p><em><strong>Dread Visage:</strong></em> You have advantage on rolls to intimidate hostile creatures.</p>",
|
||||
"description": "<p>Infernis are humanoids who possess sharp canine teeth, pointed ears, and horns. They are the descendants of demons from the Circles Below. On average, infernis range in height from 5 feet to 7 feet and are known to have long fingers and pointed nails. Some have long, thin, and smooth tails that end in points, forks, or arrowheads. It’s common for infernis to have two or four horns—though some have crowns of many horns, or only one. These horns can also grow asymmetrically, forming unique, often curving, shapes that infernis enhance with carving and ornamentation. Their skin, hair, and horns come in an assortment of colors that can include soft pastels, stark tones, or vibrant hues, such as rosy scarlet, deep purple, and pitch black.</p><p class=\"green Body-Styles_Body\">Infernis possess a “dread visage” that manifests both involuntarily, such as when they experience fear or other strong emotions, or purposefully, such as when they wish to intimidate an adversary. This visage can briefly modify their appearance in a variety of ways, including lengthening their teeth and nails, changing the colors of their eyes, twisting their horns, or enhancing their height. On average, infernis live up to 350 years, with some attributing this lifespan to their demonic lineage.</p>",
|
||||
"features": [
|
||||
{
|
||||
"type": "primary",
|
||||
|
|
|
|||
|
|
@ -4,7 +4,7 @@
|
|||
"type": "ancestry",
|
||||
"folder": null,
|
||||
"system": {
|
||||
"description": "<p>Katari are feline humanoids with retractable claws, vertically slit pupils, and high, triangular ears. They can also have small, pointed canine teeth, soft fur, and long whiskers that assist their perception and navigation. Their ears can swivel nearly 180 degrees to detect sound, adding to their heightened senses. Katari may look more or less feline or humanoid, with catlike attributes in the form of hair, whiskers, and a muzzle. About half of the katari population have tails. Their skin and fur come in a wide range of hues and patterns, including solid colors, calico tones, tabby stripes, and an array of spots, patches, marbling, or bands. Their height ranges from about 3 feet to 6 ½ feet, and they live to around 150 years.</p><p></p><h4>ANCESTRY FEATURES</h4><p><em><strong>Feline Instincts:</strong></em> When you make an Agility Roll, you can <strong>spend 2 Hope</strong> to reroll your Hope Die.</p><p><em><strong>Retracting Claws:</strong></em> Make an <strong>Agility Roll</strong> to scratch a target within Melee range. On a success, they become temporarily <em>Vulnerable</em>.</p>",
|
||||
"description": "<p>Katari are feline humanoids with retractable claws, vertically slit pupils, and high, triangular ears. They can also have small, pointed canine teeth, soft fur, and long whiskers that assist their perception and navigation. Their ears can swivel nearly 180 degrees to detect sound, adding to their heightened senses. Katari may look more or less feline or humanoid, with catlike attributes in the form of hair, whiskers, and a muzzle. About half of the katari population have tails. Their skin and fur come in a wide range of hues and patterns, including solid colors, calico tones, tabby stripes, and an array of spots, patches, marbling, or bands. Their height ranges from about 3 feet to 6 ½ feet, and they live to around 150 years.</p>",
|
||||
"features": [
|
||||
{
|
||||
"type": "primary",
|
||||
|
|
|
|||
|
|
@ -4,7 +4,7 @@
|
|||
"type": "ancestry",
|
||||
"folder": null,
|
||||
"system": {
|
||||
"description": "<p>Orcs are humanoids most easily recognized by their square features and boar-like tusks that protrude from their lower jaw. Tusks come in various sizes, and though they extend from the mouth, they aren’t used for consuming food. Instead, many orcs choose to decorate their tusks with significant ornamentation. Orcs typically live for 125 years, and unless altered, their tusks continue to grow throughout the course of their lives. Their ears are pointed, and their hair and skin typically have green, blue, pink, or gray tones. Orcs tend toward a muscular build, and their average height ranges from 5 feet to 6 ½ feet.</p><p></p><h4>ANCESTRY FEATURES</h4><p><em><strong>Sturdy:</strong></em> When you have 1 Hit Point remaining, attacks against you have disadvantage.</p><p><em><strong>Tusks:</strong></em> When you succeed on an attack against a target within Melee range, you can <strong>spend a Hope</strong> to gore the target with your tusks, dealing an extra <strong>1d6</strong> damage.</p>",
|
||||
"description": "<p>Orcs are humanoids most easily recognized by their square features and boar-like tusks that protrude from their lower jaw. Tusks come in various sizes, and though they extend from the mouth, they aren’t used for consuming food. Instead, many orcs choose to decorate their tusks with significant ornamentation. Orcs typically live for 125 years, and unless altered, their tusks continue to grow throughout the course of their lives. Their ears are pointed, and their hair and skin typically have green, blue, pink, or gray tones. Orcs tend toward a muscular build, and their average height ranges from 5 feet to 6 ½ feet.</p>",
|
||||
"features": [
|
||||
{
|
||||
"type": "primary",
|
||||
|
|
|
|||
|
|
@ -4,7 +4,7 @@
|
|||
"type": "ancestry",
|
||||
"folder": null,
|
||||
"system": {
|
||||
"description": "<p>Ribbets resemble anthropomorphic frogs with protruding eyes and webbed hands and feet. They have smooth (though sometimes warty) moist skin and eyes positioned on either side of their head. Some ribbets have hind legs more than twice the length of their torso, while others have short limbs. No matter their size (which ranges from about 3 feet to 4 ½ feet), ribbets primarily move by hopping. All ribbets have webbed appendages, allowing them to swim with ease. Some ribbets possess a natural green-and-brown camouflage, while others are vibrantly colored with bold patterns. No matter their appearance, all ribbets are born from eggs laid in the water, hatch into tadpoles, and after about 6 to 7 years, grow into amphibians that can move around on land. Ribbets live for approximately 100 years.</p><p></p><h4>ANCESTRY FEATURES</h4><p><em><strong>Amphibious:</strong></em> You can breathe and move naturally underwater.</p><p><em><strong>Long Tongue:</strong></em> You can use your long tongue to grab onto things within Close range. <strong>Mark a Stress</strong> to use your tongue as a Finesse Close weapon that deals <strong>d12</strong> physical damage using your Proficiency.</p>",
|
||||
"description": "<p>Ribbets resemble anthropomorphic frogs with protruding eyes and webbed hands and feet. They have smooth (though sometimes warty) moist skin and eyes positioned on either side of their head. Some ribbets have hind legs more than twice the length of their torso, while others have short limbs. No matter their size (which ranges from about 3 feet to 4 ½ feet), ribbets primarily move by hopping. All ribbets have webbed appendages, allowing them to swim with ease. Some ribbets possess a natural green-and-brown camouflage, while others are vibrantly colored with bold patterns. No matter their appearance, all ribbets are born from eggs laid in the water, hatch into tadpoles, and after about 6 to 7 years, grow into amphibians that can move around on land. Ribbets live for approximately 100 years.</p>",
|
||||
"features": [
|
||||
{
|
||||
"type": "primary",
|
||||
|
|
|
|||
|
|
@ -4,7 +4,7 @@
|
|||
"type": "ancestry",
|
||||
"folder": null,
|
||||
"system": {
|
||||
"description": "<p>Simiah resemble anthropomorphic monkeys and apes with long limbs and prehensile feet. While their appearance reflects all simian creatures, from the largest gorilla to the smallest marmoset, their size does not align with their animal counterparts, and they can be anywhere from 2 to 6 feet tall. All simiah can use their dexterous feet for nonverbal communication, work, and combat. Additionally, some also have prehensile tails that can grasp objects or help with balance during difficult maneuvers. These traits grant members of this ancestry unique agility that aids them in a variety of physical tasks. In particular, simiah are skilled climbers and can easily transition from bipedal movement to knuckle-walking and climbing, and back again. On average, simiah live for about 100 years.</p><p></p><h4>ANCESTRY FEATURES</h4><p><em><strong>Natural Climber:</strong></em> You have advantage on Agility Rolls that involve balancing and climbing.</p><p><em><strong>Nimble:</strong></em> Gain a permanent +1 bonus to your Evasion at character creation.</p>",
|
||||
"description": "<p>Simiah resemble anthropomorphic monkeys and apes with long limbs and prehensile feet. While their appearance reflects all simian creatures, from the largest gorilla to the smallest marmoset, their size does not align with their animal counterparts, and they can be anywhere from 2 to 6 feet tall. All simiah can use their dexterous feet for nonverbal communication, work, and combat. Additionally, some also have prehensile tails that can grasp objects or help with balance during difficult maneuvers. These traits grant members of this ancestry unique agility that aids them in a variety of physical tasks. In particular, simiah are skilled climbers and can easily transition from bipedal movement to knuckle-walking and climbing, and back again. On average, simiah live for about 100 years.</p>",
|
||||
"features": [
|
||||
{
|
||||
"type": "primary",
|
||||
|
|
|
|||
|
|
@ -4,7 +4,7 @@
|
|||
"type": "class",
|
||||
"img": "icons/tools/instruments/harp-red.webp",
|
||||
"system": {
|
||||
"description": "<p><strong>Note: At level 5 use Rally (Level 5) instead of Rally under class feature. (Automation will be implemented in a later release)</strong></p><p><br />Bards are the most charismatic people in all the realms. Members of this class are masters of captivation and specialize in a variety of performance types, including singing, playing musical instruments, weaving tales, or telling jokes. Whether performing for an audience or speaking to an individual, bards thrive in social situations. Members of this profession bond and train at schools or guilds, but a current of egotism runs through those of the bardic persuasion. While they may be the most likely class to bring people together, a bard of ill temper can just as easily tear a party apart.</p><p></p><h4>CLASS ITEMS</h4><p>A romance novel or a letter never opened</p><p></p><h4>BARD’S HOPE FEATURE</h4><p><em><strong>Make a Scene:</strong></em> <strong>Spend 3 Hope</strong> to temporarily Distract a target within Close range, giving them a -2 penalty to their Difficulty.</p><p></p><h4>CLASS FEATURE</h4><p><em><strong>Rally</strong></em></p><p>Once per session, describe how you rally the party and give yourself and each of your allies a Rally Die. At level 1, your Rally Die is a <strong>d6</strong>. A PC can spend their Rally Die to roll it, adding the result to their action roll, reaction roll, damage roll, or to clear a number of Stress equal to the result. At the end of each session, clear all unspent Rally Dice.</p><p>At level 5, your Rally Die increases to a <strong>d8</strong>.</p>",
|
||||
"description": "<p><strong>Note: At level 5 use Rally (Level 5) instead of Rally under class feature. (Automation will be implemented in a later release)</strong></p><p><br />Bards are the most charismatic people in all the realms. Members of this class are masters of captivation and specialize in a variety of performance types, including singing, playing musical instruments, weaving tales, or telling jokes. Whether performing for an audience or speaking to an individual, bards thrive in social situations. Members of this profession bond and train at schools or guilds, but a current of egotism runs through those of the bardic persuasion. While they may be the most likely class to bring people together, a bard of ill temper can just as easily tear a party apart.</p>",
|
||||
"domains": [
|
||||
"grace",
|
||||
"codex"
|
||||
|
|
@ -20,10 +20,6 @@
|
|||
{
|
||||
"type": "class",
|
||||
"item": "Compendium.daggerheart.classes.Item.PydiMnNCKpd44SGS"
|
||||
},
|
||||
{
|
||||
"type": "class",
|
||||
"item": "Compendium.daggerheart.classes.Item.TVeEyqmPPiRa2r3i"
|
||||
}
|
||||
],
|
||||
"subclasses": [
|
||||
|
|
|
|||
|
|
@ -4,7 +4,7 @@
|
|||
"_id": "ZNwUTCyGCEcidZFv",
|
||||
"img": "icons/creatures/mammals/wolf-howl-moon-black.webp",
|
||||
"system": {
|
||||
"description": "<p>Becoming a druid is more than an occupation; it’s a calling for those who wish to learn from and protect the magic of the wilderness. While one might underestimate a gentle druid who practices the often-quiet work of cultivating flora, druids who channel the untamed forces of nature are terrifying to behold. Druids cultivate their abilities in small groups, often connected by a specific ethos or locale, but some choose to work alone. Through years of study and dedication, druids can learn to transform into beasts and shape nature itself.</p><p></p><h4>CLASS ITEMS</h4><p>A small bag of rocks and bones or a strange pendant found in the dirt</p><p></p><h4>DRUID’S HOPE FEATURE</h4><p><em><strong>Evolution:</strong></em> <strong>Spend 3 Hope</strong> to transform into a Beastform without marking a Stress. When you do, choose one trait to raise by +1 until you drop out of that Beastform.</p><p></p><h4>CLASS FEATURES</h4><p><em><strong>Beastform: </strong></em><strong>Mark a Stress</strong> to magically transform into a creature of your tier or lower from the Beastform list. You can drop out of this form at any time. While transformed, you can’t use weapons or cast spells from domain cards, but you can still use other features or abilities you have access to. Spells you cast before you transform stay active and last for their normal duration, and you can talk and communicate as normal. Additionally, you gain the Beastform’s features, add their Evasion bonus to your Evasion, and use the trait specified in their statistics for your attack. While you’re in a Beastform, your armor becomes part of your body and you mark Armor Slots as usual; when you drop out of a Beastform, those marked Armor Slots remain marked. If you mark your last Hit Point, you automatically drop out of this form.</p><p><em><strong>Wildtouch: </strong></em>You can perform harmless, subtle effects that involve nature—such as causing a flower to rapidly grow, summoning a slight gust of wind, or starting a campfire—at will.</p>",
|
||||
"description": "<p>Becoming a druid is more than an occupation; it’s a calling for those who wish to learn from and protect the magic of the wilderness. While one might underestimate a gentle druid who practices the often-quiet work of cultivating flora, druids who channel the untamed forces of nature are terrifying to behold. Druids cultivate their abilities in small groups, often connected by a specific ethos or locale, but some choose to work alone. Through years of study and dedication, druids can learn to transform into beasts and shape nature itself.</p>",
|
||||
"domains": [
|
||||
"sage",
|
||||
"arcana"
|
||||
|
|
|
|||
|
|
@ -4,7 +4,7 @@
|
|||
"_id": "nRAyoC0fOzXPDa4z",
|
||||
"img": "icons/equipment/shield/heater-wooden-sword-green.webp",
|
||||
"system": {
|
||||
"description": "<p>The title of guardian represents an array of martial professions, speaking more to their moral compass and unshakeable fortitude than the means by which they fight. While many guardians join groups of militants for either a country or cause, they’re more likely to follow those few they truly care for, majority be damned. Guardians are known for fighting with remarkable ferocity even against overwhelming odds, defending their cohort above all else. Woe betide those who harm the ally of a guardian, as the guardian will answer this injury in kind.</p><p></p><h4>CLASS ITEMS</h4><p>A totem from your mentor or a secret key</p><p></p><h4>GUARDIAN’S HOPE FEATURE</h4><p><em><strong>Frontline Tank:</strong></em> <strong>Spend 3 Hope</strong> to clear 2 Armor Slots.</p><p></p><h4>CLASS FEATURE</h4><p><em><strong>Unstoppable:</strong></em> Once per long rest, you can become Unstoppable. You gain an Unstoppable Die. At level 1, your Unstoppable Die is a <strong>d4</strong>. Place it on your character sheet in the space provided, starting with the 1 value facing up. After you make a damage roll that deals 1 or more Hit Points to a target, increase the Unstoppable Die value by one. When the die’s value would exceed its maximum value or when the scene ends, remove the die and drop out of Unstoppable. At level 5, your Unstoppable Die increases to a <strong>d6</strong>.</p><p>While Unstoppable, you gain the following benefits:</p><p>• You reduce the severity of physical damage by one threshold (Severe to Major, Major to Minor, Minor to None).</p><p>• You add the current value of the Unstoppable Die to your damage roll.</p><p>• You can’t be Restrained or Vulnerable.</p>",
|
||||
"description": "<p>The title of guardian represents an array of martial professions, speaking more to their moral compass and unshakeable fortitude than the means by which they fight. While many guardians join groups of militants for either a country or cause, they’re more likely to follow those few they truly care for, majority be damned. Guardians are known for fighting with remarkable ferocity even against overwhelming odds, defending their cohort above all else. Woe betide those who harm the ally of a guardian, as the guardian will answer this injury in kind.</p>",
|
||||
"domains": [
|
||||
"valor",
|
||||
"blade"
|
||||
|
|
|
|||
|
|
@ -4,7 +4,7 @@
|
|||
"_id": "BTyfve69LKqoOi9S",
|
||||
"img": "icons/weapons/bows/shortbow-recurve-yellow-blue.webp",
|
||||
"system": {
|
||||
"description": "<p>Rangers are highly skilled hunters who, despite their martial abilities, rarely lend their skills to an army. Through mastery of the body and a deep understanding of the wilderness, rangers become sly tacticians, pursuing their quarry with cunning and patience. Many rangers track and fight alongside an animal companion with whom they’ve forged a powerful spiritual bond. By honing their skills in the wild, rangers become expert trackers, as likely to ensnare their foes in a trap as they are to assail them head-on.</p><p></p><h4>CLASS ITEMS</h4><p>A trophy from your first kill or a seemingly broken compass</p><p></p><h4>RANGER’S HOPE FEATURE</h4><p><em><strong>Hold Them Off:</strong></em> <strong>Spend 3 Hope</strong> when you succeed on an attack with a weapon to use that same roll against two additional adversaries within range of the attack.</p><p></p><h4>CLASS FEATURE</h4><p><em><strong>Ranger’s Focus:</strong></em> <strong>Spend a Hope</strong> and make an attack against a target. On a success, deal your attack’s normal damage and temporarily make the attack’s target your Focus. Until this feature ends or you make a different creature your Focus, you gain the following benefits against your Focus:</p><p>• You know precisely what direction they are in.</p><p>• When you deal damage to them, they must mark a Stress.</p><p>• When you fail an attack against them, you can end your Ranger’s Focus feature to reroll your Duality Dice.</p>",
|
||||
"description": "<p>Rangers are highly skilled hunters who, despite their martial abilities, rarely lend their skills to an army. Through mastery of the body and a deep understanding of the wilderness, rangers become sly tacticians, pursuing their quarry with cunning and patience. Many rangers track and fight alongside an animal companion with whom they’ve forged a powerful spiritual bond. By honing their skills in the wild, rangers become expert trackers, as likely to ensnare their foes in a trap as they are to assail them head-on.</p>",
|
||||
"domains": [
|
||||
"bone",
|
||||
"sage"
|
||||
|
|
|
|||
|
|
@ -4,7 +4,7 @@
|
|||
"_id": "CvHlkHZfpMiCz5uT",
|
||||
"img": "icons/magic/defensive/shield-barrier-blades-teal.webp",
|
||||
"system": {
|
||||
"description": "<p>Rogues are scoundrels, often in both attitude and practice. Broadly known as liars and thieves, the best among this class move through the world anonymously. Utilizing their sharp wits and blades, rogues trick their foes through social manipulation as easily as breaking locks, climbing through windows, or dealing underhanded blows. These masters of magical craft manipulate shadow and movement, adding an array of useful and deadly tools to their repertoire. Rogues frequently establish guilds to meet future accomplices, hire out jobs, and hone secret skills, proving that there’s honor among thieves for those who know where to look.</p><p></p><h4>CLASS ITEMS</h4><p>A set of forgery tools or a grappling hook</p><p></p><h4>ROGUE’S HOPE FEATURE</h4><p><em><strong>Rogue’s Dodge:</strong></em> <strong>Spend 3 Hope</strong> to gain a +2 bonus to your Evasion until the next time an attack succeeds against you. Otherwise, this bonus lasts until your next rest.</p><p></p><h4>CLASS FEATURES</h4><p><em><strong>Cloaked:</strong></em> Any time you would be <em>Hidden</em>, you are instead <em>Cloaked</em>. In addition to the benefits of the <em>Hidden</em> condition, while <em>Cloaked</em> you remain unseen if you are stationary when an adversary moves to where they would normally see you.</p><p>After you make an attack or end a move within line of sight of an adversary, you are no longer Cloaked.</p><p><em><strong>Sneak Attack:</strong></em> When you succeed on an attack while Cloaked or while an ally is within Melee range of your target, add a number of <strong>d6s</strong> equal to your tier to your damage roll.</p><p></p>",
|
||||
"description": "<p>Rogues are scoundrels, often in both attitude and practice. Broadly known as liars and thieves, the best among this class move through the world anonymously. Utilizing their sharp wits and blades, rogues trick their foes through social manipulation as easily as breaking locks, climbing through windows, or dealing underhanded blows. These masters of magical craft manipulate shadow and movement, adding an array of useful and deadly tools to their repertoire. Rogues frequently establish guilds to meet future accomplices, hire out jobs, and hone secret skills, proving that there’s honor among thieves for those who know where to look.</p>",
|
||||
"domains": [
|
||||
"midnight",
|
||||
"grace"
|
||||
|
|
|
|||
|
|
@ -4,7 +4,7 @@
|
|||
"_id": "5ZnlJ5bEoyOTkUJv",
|
||||
"img": "icons/magic/holy/barrier-shield-winged-cross.webp",
|
||||
"system": {
|
||||
"description": "<p>Seraphs are divine fighters and healers imbued with sacred purpose. A wide array of deities exist within the realms, and thus numerous kinds of seraphs are appointed by these gods. Their ethos traditionally aligns with the domain or goals of their god, such as defending the weak, exacting vengeance, protecting a land or artifact, or upholding a particular faith. Some seraphs ally themselves with an army or locale, much to the satisfaction of their rulers, but other crusaders fight in opposition to the follies of the Mortal Realm. It is better to be a seraph’s ally than their enemy, as they are terrifying foes to those who defy their purpose.</p><p></p><h4>CLASS ITEMS</h4><p>A bundle of offerings or a sigil of your god</p><p></p><h4>SERAPH’S HOPE FEATURE</h4><p><em><strong>Life Support:</strong></em> <strong>Spend 3 Hope</strong> to clear a Hit Point on an ally within Close range.</p><p></p><h4>CLASS FEATURE</h4><p><em><strong>Prayer Dice:</strong></em> At the beginning of each session, roll a number of <strong>d4s</strong> equal to your subclass’s Spellcast trait and place them on your character sheet in the space provided. These are your Prayer Dice. You can spend any number of Prayer Dice to aid yourself or an ally within Far range. You can use a spent die’s value to reduce incoming damage, add to a roll’s result after the roll is made, or gain Hope equal to the result. At the end of each session, clear all unspent Prayer Dice.</p>",
|
||||
"description": "<p>Seraphs are divine fighters and healers imbued with sacred purpose. A wide array of deities exist within the realms, and thus numerous kinds of seraphs are appointed by these gods. Their ethos traditionally aligns with the domain or goals of their god, such as defending the weak, exacting vengeance, protecting a land or artifact, or upholding a particular faith. Some seraphs ally themselves with an army or locale, much to the satisfaction of their rulers, but other crusaders fight in opposition to the follies of the Mortal Realm. It is better to be a seraph’s ally than their enemy, as they are terrifying foes to those who defy their purpose.</p>",
|
||||
"domains": [
|
||||
"valor",
|
||||
"splendor"
|
||||
|
|
|
|||
|
|
@ -4,7 +4,7 @@
|
|||
"_id": "DchOzHcWIJE9FKcR",
|
||||
"img": "icons/magic/symbols/rune-sigil-horned-white-purple.webp",
|
||||
"system": {
|
||||
"description": "<p>Not all innate magic users choose to hone their craft, but those who do can become powerful sorcerers. The gifts of these wielders are passed down through families, even if the family is unaware of or reluctant to practice them. A sorcerer’s abilities can range from the elemental to the illusionary and beyond, and many practitioners band together into collectives based on their talents. The act of becoming a formidable sorcerer is not the practice of acquiring power, but learning to cultivate and control the power one already possesses. The magic of a misguided or undisciplined sorcerer is a dangerous force indeed.</p><p></p><h4>CLASS ITEMS</h4><p>A whispering orb or a family heirloom</p><p></p><h4>SORCERER’S HOPE FEATURE</h4><p><em><strong>Volatile Magic:</strong></em> <strong>Spend 3 Hope</strong> to reroll any number of your damage dice on an attack that deals magic damage.</p><p></p><h4>CLASS FEATURES</h4><p><em><strong>Arcane Sense:</strong></em> You can sense the presence of magical people and objects within Close range.</p><p><em><strong>Minor Illusion:</strong></em> Make a <strong>Spellcast Roll (10)</strong>. On a success, you create a minor visual illusion no larger than yourself</p><p>within Close range. This illusion is convincing to anyone at Close range or farther.</p><p><em><strong>Channel Raw Power:</strong></em> Once per long rest, you can place a domain card from your loadout into your vault and choose to either:</p><p>• Gain Hope equal to the level of the card.</p><p>• Enhance a spell that deals damage, gaining a bonus to your damage roll equal to twice the level of the card.</p>",
|
||||
"description": "<p>Not all innate magic users choose to hone their craft, but those who do can become powerful sorcerers. The gifts of these wielders are passed down through families, even if the family is unaware of or reluctant to practice them. A sorcerer’s abilities can range from the elemental to the illusionary and beyond, and many practitioners band together into collectives based on their talents. The act of becoming a formidable sorcerer is not the practice of acquiring power, but learning to cultivate and control the power one already possesses. The magic of a misguided or undisciplined sorcerer is a dangerous force indeed.</p>",
|
||||
"domains": [
|
||||
"arcana",
|
||||
"midnight"
|
||||
|
|
|
|||
|
|
@ -4,7 +4,7 @@
|
|||
"_id": "xCUWwJz4WSthvLfy",
|
||||
"img": "icons/weapons/swords/sword-broad-crystal-paired.webp",
|
||||
"system": {
|
||||
"description": "<p>Becoming a warrior requires years, often a lifetime, of training and dedication to the mastery of weapons and violence. While many who seek to fight hone only their strength, warriors understand the importance of an agile body and mind, making them some of the most sought-after fighters across the realms. Frequently, warriors find employment within an army, a band of mercenaries, or even a royal guard, but their potential is wasted in any position where they cannot continue to improve and expand their skills. Warriors are known to have a favored weapon; to come between them and their blade would be a grievous mistake.</p><p></p><h4>CLASS ITEMS</h4><p>The drawing of a lover or a sharpening stone</p><p></p><h4>WARRIOR’S HOPE FEATURE</h4><p><em><strong>No Mercy:</strong></em> <strong>Spend 3 Hope</strong> to gain a +1 bonus to your attack rolls until your next rest.</p><p></p><h4>CLASS FEATURES</h4><p><em><strong>Attack of Opportunity:</strong></em> If an adversary within Melee range attempts to leave that range, make a reaction roll using a trait of your choice against their Difficulty. Choose one effect on a success, or two if you critically succeed:</p><p>• They can’t move from where they are.</p><p>• You deal damage to them equal to your primary weapon’s damage.</p><p>• You move with them.</p><p><em><strong>Combat Training:</strong></em> You ignore burden when equipping weapons. When you deal physical damage, you gain a bonus to your damage roll equal to your level.</p>",
|
||||
"description": "<p>Becoming a warrior requires years, often a lifetime, of training and dedication to the mastery of weapons and violence. While many who seek to fight hone only their strength, warriors understand the importance of an agile body and mind, making them some of the most sought-after fighters across the realms. Frequently, warriors find employment within an army, a band of mercenaries, or even a royal guard, but their potential is wasted in any position where they cannot continue to improve and expand their skills. Warriors are known to have a favored weapon; to come between them and their blade would be a grievous mistake.</p>",
|
||||
"domains": [
|
||||
"blade",
|
||||
"bone"
|
||||
|
|
|
|||
|
|
@ -4,7 +4,7 @@
|
|||
"_id": "5LwX4m8ziY3F1ZGC",
|
||||
"img": "icons/magic/symbols/circled-gem-pink.webp",
|
||||
"system": {
|
||||
"description": "<p>Whether through an institution or individual study, those known as wizards acquire and hone immense magical power over years of learning using a variety of tools, including books, stones, potions, and herbs. Some wizards dedicate their lives to mastering a particular school of magic, while others learn from a wide variety of disciplines. Many wizards become wise and powerful figures in their communities, advising rulers, providing medicines and healing, and even leading war councils. While these mages all work toward the common goal of collecting magical knowledge, wizards often have the most conflict within their own ranks, as the acquisition, keeping, and sharing of powerful secrets is a topic of intense debate that has resulted in innumerable deaths.</p><p></p><h4>CLASS ITEMS</h4><p>A book you’re trying to translate or a tiny, harmless elemental pet</p><p></p><h4>WIZARD’S HOPE FEATURE</h4><p><em><strong>Not This Time:</strong></em> <strong>Spend 3 Hope</strong> to force an adversary within Far range to reroll an attack or damage roll.</p><p></p><h4>CLASS FEATURES</h4><p><em><strong>Prestidigitation:</strong></em> You can perform harmless, subtle magical effects at will. For example, you can change an object’s color, create a smell, light a candle, cause a tiny object to float, illuminate a room, or repair a small object.</p><p><em><strong>Strange Patterns:</strong></em> Choose a number between 1 and 12. When you roll that number on a Duality Die, gain a Hope or clear a Stress.</p><p>You can change this number when you take a long rest.</p>",
|
||||
"description": "<p>Whether through an institution or individual study, those known as wizards acquire and hone immense magical power over years of learning using a variety of tools, including books, stones, potions, and herbs. Some wizards dedicate their lives to mastering a particular school of magic, while others learn from a wide variety of disciplines. Many wizards become wise and powerful figures in their communities, advising rulers, providing medicines and healing, and even leading war councils. While these mages all work toward the common goal of collecting magical knowledge, wizards often have the most conflict within their own ranks, as the acquisition, keeping, and sharing of powerful secrets is a topic of intense debate that has resulted in innumerable deaths.</p>",
|
||||
"domains": [
|
||||
"codex",
|
||||
"splendor"
|
||||
|
|
|
|||
Some files were not shown because too many files have changed in this diff Show more
Loading…
Add table
Add a link
Reference in a new issue