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Author SHA1 Message Date
CK
2212e3c7d8
Merge pull request #239 from unrealkakeman89/Develop
Develop
2021-07-07 09:24:23 -04:00
CK
8c0ad582f7
Merge pull request #238 from unrealkakeman89/prettier
Prettier setup
2021-07-07 09:22:51 -04:00
TJ
584767b352 Formatted js files 2021-07-06 19:57:18 -05:00
TJ
d1b123100e Merge branch 'Develop' into prettier 2021-07-06 19:37:55 -05:00
Jacob Lucas
0a9c9f8ef0 Removed debug flag that spammed the console 2021-07-07 00:40:00 +01:00
CK
ee7418f552
Merge pull request #236 from unrealkakeman89/Develop
Develop
2021-07-06 06:10:24 -04:00
CK
c44ad926a5
Merge pull request #235 from unrealkakeman89/importer-fixes
Update calls to 0.8 api specifications
2021-07-05 10:44:40 -04:00
TJ
10ee20354b Update calls to 0.8 api specifications 2021-07-04 23:13:42 -05:00
CK
7214e3d260
Merge pull request #234 from unrealkakeman89/Develop
Various powercasting bugs
2021-07-02 20:46:59 -04:00
Jacob Lucas
97df236b54 Incremented version 2021-07-03 01:44:38 +01:00
Jacob Lucas
cac466462b Removed unnecessary calculation 2021-07-03 01:42:08 +01:00
Jacob Lucas
063d529f09 Fixed bug that prevented NPCs power DCs from having values 2021-07-03 01:41:26 +01:00
Jacob Lucas
b343a06ef6 Fixed bug that caused power points to not have the mods 2021-07-03 01:40:48 +01:00
CK
fc09308d11
Merge pull request #233 from unrealkakeman89/Develop
Develop
2021-07-01 21:54:52 -04:00
Jacob Lucas
7a18055c18 Bump max version to latest 2021-07-02 02:49:05 +01:00
Jacob Lucas
e271c41239 Fixed error that caused max force & tech points to evaluate to NaN 2021-07-02 02:48:55 +01:00
CK
5d879f99e2
Merge pull request #232 from unrealkakeman89/Develop
Develop
2021-07-01 16:31:37 -04:00
CK
df44ad0635
Merge pull request #231 from unrealkakeman89/professorbunbury-sw5e
"My Dudes" Update - 7/1/2021
2021-07-01 16:28:54 -04:00
Professor Bunbury
aff43d3e98 "My Dudes" Update - 7/1/2021
^ Updates Astrotech Engineering archetype in Archetypes compendium.
2021-07-01 16:05:37 -04:00
CK
211201caea Shoulder Cannon added 2021-06-30 17:10:13 -04:00
CK
7a29dfe600
Merge pull request #230 from unrealkakeman89/professorbunbury-sw5e
"My Dudes" Update - 6/24/2021
2021-06-29 15:35:12 -04:00
Professor Bunbury
c467738845 "My Dudes" Update - 6/24/2021
+ Adds new Force and Tech Powers and associated artwork to Force Powers and Tech Powers compendia.
2021-06-29 15:33:17 -04:00
CK
8a0940ccce Update Weapons Artwork pt2 2021-06-29 10:17:00 -04:00
CK
3b4300a8eb
Merge pull request #229 from unrealkakeman89/ammo-fix
Fix for blaster ammunition
2021-06-29 10:02:22 -04:00
CK
55bbb95cfb Updated Weapons Artwork 2021-06-29 10:02:02 -04:00
TJ
62e31afff2 Fix for blaster ammunition 2021-06-28 19:15:31 -05:00
TJ
da5223cab8 Prettier settings 2021-06-28 18:54:49 -05:00
CK
db286f7883
Merge pull request #228 from unrealkakeman89/split-powercasting
Split powercasting
2021-06-28 17:30:16 -04:00
supervj
25684173fa Update entity.js
looks good to me
2021-06-28 17:14:03 -04:00
supervj
74d841e9e1 split powercasting
Split where powercasting is done so that it can be changed by DAE.
2021-06-28 12:57:06 -04:00
Jacob Lucas
53064c0e09 Removed strange C from sidebar of power sheet when concentration is on 2021-06-24 19:08:37 +01:00
Jacob Lucas
9a21ce2b2a Fixed broken json for power cell 2021-06-24 15:57:23 +01:00
Jacob Lucas
29a639ff90 Removed unnecessary imports which also caused system to fail to load 2021-06-23 18:31:19 +01:00
CK
f18e537561
Merge pull request #227 from burndaflame/master
Convulsion is a 3rd level power
2021-06-23 13:08:14 -04:00
CK
bac8e3d642
Merge pull request #224 from unrealkakeman89/power-cell-fix
Always create a new power cell
2021-06-23 13:04:18 -04:00
CK
65594f62a3
Merge pull request #223 from unrealkakeman89/professorbunbury-sw5e
"My Dudes" Update - 6/17/2021
2021-06-23 13:03:45 -04:00
Jacob Lucas
e30d823225 Removed unnecessary additions to migration 2021-06-23 17:22:28 +01:00
burndaflame
17de2a89c2 Convulsion is a 3rd level power 2021-06-23 18:18:37 +02:00
TJ
95b2b1e39c Merge branch 'Develop' into 1.3.5-dev 2021-06-23 10:59:17 -05:00
supervj
fe520f2c0d Update class.html
forgot to hit save apparently, although this is all commented out anyway.
2021-06-23 03:01:59 -04:00
supervj
9a86bf7857 Finish core upgrade to 1.3.5
Filled in some missing pieces in html for core upgrades.  Looked mostly good on both Cyr and Jacob's accounts.

I had a few questions about differences that were added from DND5e, they are as follows:

less\original\npc.less
	line 34 - is the "li" before .creature-type necessary, not in dnd5e

module\item\entity.js
	line 685 - dnd is game.user._id, we have game.user.data._id

module\pixi\ability-template.js
	line 22- dnd is game.user._id, we have game.user.data._id

templates\chat\item-card.html
	line 1- dnd has actor._id, we have actor.data._id
2021-06-23 02:53:39 -04:00
TJ
88f5c0cbed Update missed config tags 2021-06-21 18:31:37 -05:00
TJ
c0e71fe0f3 Changes for 1.3.5 2021-06-21 18:27:34 -05:00
TJ
ffffe5da52 Always create a new power cell 2021-06-21 17:39:10 -05:00
Professor Bunbury
cd9bdf61d2 "My Dudes" Update - 6/17/2021
+ Adds Teräs Käsi Order and associated artwork to Archetypes compendium.
2021-06-18 19:31:42 -04:00
CK
e2f002292b
Merge pull request #222 from unrealkakeman89/professorbunbury-sw5e
Correction to Species Compendium
2021-06-18 09:11:40 -04:00
Professor Bunbury
6c2d89ee82 Correction to Species Compendium
^ Updates Anzellan to correct size.
2021-06-17 20:14:21 -04:00
CK
84ab6cf478
Merge pull request #203 from unrealkakeman89/dependabot/npm_and_yarn/hosted-git-info-2.8.9
Bump hosted-git-info from 2.8.8 to 2.8.9
2021-05-12 08:52:14 -04:00
dependabot[bot]
d39fa6acf2
Bump hosted-git-info from 2.8.8 to 2.8.9
Bumps [hosted-git-info](https://github.com/npm/hosted-git-info) from 2.8.8 to 2.8.9.
- [Release notes](https://github.com/npm/hosted-git-info/releases)
- [Changelog](https://github.com/npm/hosted-git-info/blob/v2.8.9/CHANGELOG.md)
- [Commits](https://github.com/npm/hosted-git-info/compare/v2.8.8...v2.8.9)

Signed-off-by: dependabot[bot] <support@github.com>
2021-05-11 22:42:24 +00:00
CK
0a4b6de0fa
Merge pull request #202 from unrealkakeman89/hotfix-ammo-usage
Fix for blasters not consuming ammo
2021-05-09 19:58:43 -04:00
TJ
c33982f97c Fix for blasters not consuming ammo 2021-05-09 18:53:05 -05:00
CK
4f0c6addcf
Merge pull request #185 from unrealkakeman89/dependabot/npm_and_yarn/y18n-3.2.2
Bump y18n from 3.2.1 to 3.2.2
2021-04-01 11:42:36 -04:00
dependabot[bot]
7c03cd4b04
Bump y18n from 3.2.1 to 3.2.2
Bumps [y18n](https://github.com/yargs/y18n) from 3.2.1 to 3.2.2.
- [Release notes](https://github.com/yargs/y18n/releases)
- [Changelog](https://github.com/yargs/y18n/blob/master/CHANGELOG.md)
- [Commits](https://github.com/yargs/y18n/commits)

Signed-off-by: dependabot[bot] <support@github.com>
2021-03-31 17:09:05 +00:00
CK
fee77e2172
Merge pull request #172 from unrealkakeman89/Develop
Develop
2021-03-16 10:15:16 -04:00
CK
87d615babc
Merge pull request #155 from ExileofBrokenSky/ExileOfBrokenSky
updated operative
2021-03-11 15:00:27 -05:00
Michael Burgess
04dcaf332d Added Guardian archetype: Aqinos Form
updated icons for scholar and made individual entries for discoveries and maneuvers
added (Maneuver) to fighter and scholar maneuver names, for ease of searching all maneuvers in the directory
2021-03-05 13:09:52 -05:00
Michael Burgess
4ee235566d updated operative
expanded options into class features for each
exploit including skills exploits
visited your mom
individualized the previously shared operative and monk ability score increases
added midi-qol superSaver effect to Evasion (Operative)
2021-02-25 10:40:41 -05:00
84 changed files with 13801 additions and 10886 deletions

14
.prettierrc Normal file
View file

@ -0,0 +1,14 @@
{
"printWidth": 120,
"tabWidth": 4,
"useTabs": false,
"semi": true,
"singleQuote": false,
"quoteProps": "consistent",
"jsxSingleQuote": false,
"trailingComma": "none",
"bracketSpacing": false,
"jsxBracketSameLine": false,
"arrowParens": "always",
"endOfLine": "lf"
}

View file

@ -1,2 +1,3 @@
{
"editor.formatOnSave": true
}

View file

@ -8,19 +8,19 @@ const less = require("gulp-less");
const SW5E_LESS = ["less/**/*.less"];
function compileLESS() {
return gulp.src("less/original/sw5e.less").pipe(less()).pipe(gulp.dest("./"));
return gulp.src("less/original/sw5e.less").pipe(less()).pipe(gulp.dest("./"));
}
function compileGlobalLess() {
return gulp.src("less/update/sw5e-global.less").pipe(less()).pipe(gulp.dest("./"));
return gulp.src("less/update/sw5e-global.less").pipe(less()).pipe(gulp.dest("./"));
}
function compileLightLess() {
return gulp.src("less/update/sw5e-light.less").pipe(less()).pipe(gulp.dest("./"));
return gulp.src("less/update/sw5e-light.less").pipe(less()).pipe(gulp.dest("./"));
}
function compileDarkLess() {
return gulp.src("less/update/sw5e-dark.less").pipe(less()).pipe(gulp.dest("./"));
return gulp.src("less/update/sw5e-dark.less").pipe(less()).pipe(gulp.dest("./"));
}
const css = gulp.series(compileLESS, compileGlobalLess, compileLightLess, compileDarkLess);
@ -30,7 +30,7 @@ const css = gulp.series(compileLESS, compileGlobalLess, compileLightLess, compil
/* ----------------------------------------- */
function watchUpdates() {
gulp.watch(SW5E_LESS, css);
gulp.watch(SW5E_LESS, css);
}
/* ----------------------------------------- */

View file

@ -46,10 +46,10 @@
"SETTINGS.5eReset": "Reset",
"SETTINGS.5eRestEpic": "Epic Heroism (LR: 1 hour, SR: 1 min)",
"SETTINGS.5eRestGritty": "Gritty Realism (LR: 7 days, SR: 8 hours)",
"SETTINGS.5eUndoChanges": "Undo Changes",
"SETTINGS.5eRestL": "Configure which rest variant should be used for games within this system.",
"SETTINGS.5eRestN": "Rest Variant",
"SETTINGS.5eRestPHB": "Player's Handbook (LR: 8 hours, SR: 1 hour)",
"SETTINGS.5eUndoChanges": "Undo Changes",
"SETTINGS.SWColorDark": "Dark Theme",
"SETTINGS.SWColorL": "Set the color theme of the game",
"SETTINGS.SWColorLight": "Light Theme",
@ -80,6 +80,7 @@
"SW5E.AbilityUseCast": "Cast Power",
"SW5E.AbilityUseChargedHint": "This {type} is charged and ready to use!",
"SW5E.AbilityUseChargesLabel": "{value} Charges",
"SW5E.AbilityUseConfig": "Usage Configuration",
"SW5E.AbilityUseConsumableChargeHint": "Using this {type} will consume 1 charge of {value} remaining.",
"SW5E.AbilityUseConsumableDestroyHint": "Using this {type} will consume its final charge and it will be destroyed.",
"SW5E.AbilityUseConsumableLabel": "{max} per {per}",
@ -109,7 +110,6 @@
"SW5E.ActorWarningInvalidItem": "{itemType} items cannot be added to a {actorType}.",
"SW5E.Add": "Add",
"SW5E.AddEmbeddedItemPromptHint": "Do you want to add these items to your character sheet?",
"SW5E.SelectItemsPromptTitle": "Select Items",
"SW5E.AdditionalNotes": "Additional Notes",
"SW5E.Advantage": "Advantage",
"SW5E.Alignment": "Alignment",
@ -193,7 +193,7 @@
"SW5E.BonusSaveForm": "Update Bonuses",
"SW5E.BonusTechPowerDC": "Global Tech Power DC Bonus",
"SW5E.BonusTitle": "Configure Actor Bonuses",
"SW5E.BurnFuel": "Burn",
"SW5E.BurnFuel": "Burn",
"SW5E.CapacityMultiplier": "Capacity Multiplier",
"SW5E.CentStorageCapacity": "Central Storage Capacity",
"SW5E.ChallengeRating": "Challenge Rating",
@ -267,6 +267,10 @@
"SW5E.ConUnconscious": "Unconscious",
"SW5E.Core": "Core",
"SW5E.CostGP": "Cost (CR)",
"SW5E.Cover": "Cover",
"SW5E.CoverHalf": "Half",
"SW5E.CoverThreeQuarters": "Three Quarters",
"SW5E.CoverTotal": "Total",
"SW5E.CreatureAberration": "Aberration",
"SW5E.CreatureAberrationPl": "Aberrations",
"SW5E.CreatureBeast": "Beast",
@ -281,25 +285,20 @@
"SW5E.CreatureHumanoidPl": "Humanoids",
"SW5E.CreaturePlant": "Plant",
"SW5E.CreaturePlantPl": "Plants",
"SW5E.CreatureUndead": "Undead",
"SW5E.CreatureUndeadPl": "Undead",
"SW5E.CreatureType": "Creature Type",
"SW5E.CreatureTypeTitle": "Configure Creature Type",
"SW5E.CreatureSwarm": "Swarm",
"SW5E.CreatureSwarmSize": "Swarm Size",
"SW5E.CreatureSwarmPhrase": "Swarm of {size} {type}",
"SW5E.CreatureSwarmSize": "Swarm Size",
"SW5E.CreatureType": "Creature Type",
"SW5E.CreatureTypeConfig": "Configure Creature Type",
"SW5E.CreatureTypeSelectorCustom": "Custom Type",
"SW5E.CreatureTypeSelectorSubtype": "Subtype",
"SW5E.Crewed": "Crewed",
"SW5E.Cover": "Cover",
"SW5E.CoverHalf": "Half",
"SW5E.CoverThreeQuarters": "Three Quarters",
"SW5E.CoverTotal": "Total",
"SW5E.CreatureTypeTitle": "Configure Creature Type",
"SW5E.CreatureUndead": "Undead",
"SW5E.CreatureUndeadPl": "Undead",
"SW5E.CrewCap": "Crew Capacity",
"SW5E.Crewed": "Crewed",
"SW5E.Critical": "Critical",
"SW5E.CriticalHit": "Critical Hit",
"SW5E.PowerfulCritical": "Powerful Critical",
"SW5E.Currency": "Currency",
"SW5E.CurrencyConvert": "Convert All Currency",
"SW5E.CurrencyConvertHint": "Convert all carried currency to the highest possible denomination to reduce the amount of coinage carried by the character. Be wary, this action cannot be undone.",
@ -319,7 +318,6 @@
"SW5E.DamageRoll": "Damage Roll",
"SW5E.DamageSonic": "Sonic",
"SW5E.DamImm": "Damage Immunities",
"SW5E.DmgRed": "Damage Reduction",
"SW5E.DamRes": "Damage Resistances",
"SW5E.DamVuln": "Damage Vulnerabilities",
"SW5E.DarkPowerDC": "Dark Power DC",
@ -345,24 +343,29 @@
"SW5E.DistMi": "Miles",
"SW5E.DistSelf": "Self",
"SW5E.DistTouch": "Touch",
"SW5E.DmgRed": "Damage Reduction",
"SW5E.Duration": "Duration",
"SW5E.EffectsCategoryTemporary": "Temporary Effects",
"SW5E.EffectsCategoryPassive": "Passive Effects",
"SW5E.EffectsCategoryInactive": "Inactive Effects",
"SW5E.EffectCreate": "Create Effect",
"SW5E.EffectDelete": "Delete Effect",
"SW5E.EffectEdit": "Edit Effect",
"SW5E.EffectInactive": "Inactive Effects",
"SW5E.EffectNew": "New Effect",
"SW5E.EffectPassive": "Passive Effects",
"SW5E.Effects": "Effects",
"SW5E.EffectTemporary": "Temporary Effects",
"SW5E.EffectsCategoryInactive": "Inactive Effects",
"SW5E.EffectsCategoryPassive": "Passive Effects",
"SW5E.EffectsCategoryTemporary": "Temporary Effects",
"SW5E.EffectToggle": "Toggle Effect",
"SW5E.Engine": "Engine",
"SW5E.EnginePl": "Engines",
"SW5E.EquipmentBonus": "Magical Bonus",
"SW5E.EquipmentClothing": "Clothing",
"SW5E.EquipmentHeavy": "Heavy Armor",
"SW5E.EquipmentHyperdrive": "Hyperdrive",
"SW5E.EquipmentLight": "Light Armor",
"SW5E.EquipmentMedium": "Medium Armor",
"SW5E.EquipmentNatural": "Natural Armor",
"SW5E.EquipmentHyperdrive": "Hyperdrive",
"SW5E.EquipmentPowerCoupling": "Power Coupling",
"SW5E.EquipmentReactor": "Reactor",
"SW5E.EquipmentShield": "Shield",
@ -377,6 +380,7 @@
"SW5E.Expertise": "Expertise",
"SW5E.Favorites": "Favorites",
"SW5E.FavoritesAndNotes": "Favorites & Notes",
"SW5E.Feats": "Feats",
"SW5E.FeatureActionRecharge": "Action Recharge",
"SW5E.FeatureActive": "Active Abilities",
"SW5E.FeatureAdd": "Create Feature",
@ -387,8 +391,8 @@
"SW5E.FeatureRechargeOn": "Recharge On",
"SW5E.FeatureRechargeResult": "1d6 Result",
"SW5E.Features": "Features",
"SW5E.FeatureUsage": "Feature Usage",
"SW5E.FeatureType": "Feature Type",
"SW5E.FeatureUsage": "Feature Usage",
"SW5E.FeetAbbr": "ft.",
"SW5E.Filter": "Filter",
"SW5E.FilterNoPowers": "No powers found for this set of filters.",
@ -517,9 +521,9 @@
"SW5E.Flaws": "Flaws",
"SW5E.ForcePowerbook": "Force Powers",
"SW5E.Formula": "Formula",
"SW5E.FuelCapacity": "Fuel Capacity",
"SW5E.FuelCapacity": "Fuel Capacity",
"SW5E.FuelCostPerUnit": "Fuel Cost per Unit",
"SW5E.FuelCostsMod": "Fuel Costs Modifier",
"SW5E.FuelCostPerUnit": "Fuel Cost per Unit",
"SW5E.GrantedAbilities": "Granted Abilities",
"SW5E.HalfProficient": "Half Proficient",
"SW5E.HardpointSizeMod": "Hardpoint Size Modifier",
@ -585,6 +589,7 @@
"SW5E.ItemTypeArchetype": "Archetype",
"SW5E.ItemTypeBackground": "Background",
"Sw5E.ItemTypeBackgroundPl": "Backgrounds",
"SW5E.ItemTypeBackpack": "Container",
"SW5E.ItemTypeClass": "Class",
"SW5E.ItemTypeClassFeat": "Class Feature",
"SW5E.ItemTypeClassFeats": "Class Features",
@ -594,9 +599,9 @@
"SW5E.ItemTypeContainer": "Container",
"SW5E.ItemTypeContainerPl": "Containers",
"SW5E.ItemTypeDeployment": "Deployment",
"SW5E.ItemTypeDeploymentPl": "Deployments",
"SW5E.ItemTypeDeploymentFeature": "Deployment Feature",
"SW5E.ItemTypeDeploymentFeaturePl": "Deployment Features",
"SW5E.ItemTypeDeploymentPl": "Deployments",
"SW5E.ItemTypeEquipment": "Equipment",
"SW5E.ItemTypeEquipmentPl": "Equipment",
"SW5E.ItemTypeFeat": "Feat",
@ -751,6 +756,7 @@
"SW5E.LongRest": "Long Rest",
"SW5E.LongRestEpic": "Long Rest (1 hour)",
"SW5E.LongRestGritty": "Long Rest (7 days)",
"SW5E.LongRestHint": "Take a long rest? On a long rest you will recover hit points, half your maximum hit dice, class resources, limited use item charges, and power points.",
"SW5E.LongRestNormal": "Long Rest (8 hours)",
"SW5E.LongRestOvernight": "Long Rest (New Day)",
"SW5E.LongRestResult": "{name} takes a long rest.",
@ -770,8 +776,8 @@
"SW5E.LongRestResultTP": "{name} takes a long rest and recovers {tech} Tech Points.",
"SW5E.LongRestResultTPHD": "{name} takes a long rest and recovers {tech} Tech Points and {dice} Hit Dice.",
"SW5E.Max": "Max",
"SW5E.Modifier": "Modifier",
"SW5E.ModCap": "Modification Capacity",
"SW5E.Modifier": "Modifier",
"SW5E.Movement": "Movement",
"SW5E.MovementBurrow": "Burrow",
"SW5E.MovementClimb": "Climb",
@ -780,13 +786,15 @@
"SW5E.MovementCrawl": "Crawl",
"SW5E.MovementFly": "Fly",
"SW5E.MovementHover": "Hover",
"SW5E.MovementRoll": "Roll",
"SW5E.MovementSpace": "Space Flight",
"SW5E.MovementRoll": "Roll",
"SW5E.MovementSpace": "Space Flight",
"SW5E.MovementSwim": "Swim",
"SW5E.MovementTurn": "Turning",
"SW5E.MovementUnits": "Units",
"SW5E.MovementWalk": "Walk",
"SW5E.Name": "Character Name",
"SW5E.NewDay": "Is New Day?",
"SW5E.NewDayHint": "Recover limited use abilities which recharge \"per day\"?",
"SW5E.NoCharges": "No Charges",
"SW5E.None": "None",
"SW5E.NoPowerLevels": "This character has no powercaster levels, but you may add powers manually.",
@ -839,11 +847,12 @@
"SW5E.PowerCreate": "Create Power",
"SW5E.PowerDC": "Power DC",
"SW5E.PowerDetails": "Power Details",
"SW5E.PowerDie": "Power Die",
"SW5E.PowerDiePl": "Power Dice",
"SW5E.PowerDieAlloc": "Power Die Allocation",
"SW5E.PowerDiceRecovery": "Power Dice Recovery",
"SW5E.PowerDie": "Power Die",
"SW5E.PowerDieAlloc": "Power Die Allocation",
"SW5E.PowerDiePl": "Power Dice",
"SW5E.PowerEffects": "Power Effects",
"SW5E.PowerfulCritical": "Powerful Critical",
"SW5E.PowerLevel": "Power Level",
"SW5E.PowerLevel0": "At-Will",
"SW5E.PowerLevel1": "1st Level",
@ -873,9 +882,9 @@
"SW5E.PowerProgression": "Power Progression",
"SW5E.PowerProgSct": "Scout",
"SW5E.PowerProgSnt": "Sentinel",
"SW5E.PowerRouting": "Power Routing",
"SW5E.PowerSchool": "Power School",
"SW5E.PowersKnown": "Powers Known",
"SW5E.PowerRouting": "Power Routing",
"SW5E.PowerTarget": "Power Target",
"SW5E.PowerUnprepared": "Unprepared",
"SW5E.PowerUsage": "Power Usage",
@ -891,15 +900,16 @@
"SW5E.Reaction": "Reaction",
"SW5E.ReactionPl": "Reactions",
"SW5E.Recharge": "Recharge",
"SW5E.Refitting": "Refitting",
"SW5E.Refuel": "Refuel",
"SW5E.Refitting": "Refitting",
"SW5E.Refuel": "Refuel",
"SW5E.RegenerationRateCoefficient": "Regeneration Rate Coefficient",
"SW5E.RequiredMaterials": "Required Materials",
"SW5E.Requirements": "Requirements",
"SW5E.ResourcesAndTraits": "Resources & Traits",
"SW5E.ResourcePrimary": "Resource 1",
"SW5E.ResourcesAndTraits": "Resources & Traits",
"SW5E.ResourceSecondary": "Resource 2",
"SW5E.ResourceTertiary": "Resource 3",
"SW5E.Rest": "Rest",
"SW5E.RestL": "L. Rest",
"SW5E.RestS": "S. Rest",
"SW5E.Ritual": "Ritual",
@ -919,6 +929,7 @@
"SW5E.SchoolLgt": "Light",
"SW5E.SchoolTec": "Tech",
"SW5E.SchoolUni": "Universal",
"SW5E.SelectItemsPromptTitle": "Select Items",
"SW5E.SenseBlindsight": "Blindsight",
"SW5E.SenseBS": "Blindsight",
"SW5E.SenseDarkvision": "Darkvision",
@ -937,10 +948,10 @@
"SW5E.SheetClassNPC": "Default NPC Sheet",
"SW5E.SheetClassNPCOld": "Old NPC Sheet",
"SW5E.SheetClassVehicle": "Default Vehicle Sheet",
"SW5E.ShieldDice": "Shield Dice",
"SW5E.ShieldPoints": "Shield Points",
"SW5E.ShieldPointsFormula": "Shield Points Formula",
"SW5E.ShieldRegen": "Regen",
"SW5E.ShieldDice": "Shield Dice",
"SW5E.ShieldPoints": "Shield Points",
"SW5E.ShieldPointsFormula": "Shield Points Formula",
"SW5E.ShieldRegen": "Regen",
"SW5E.ShortRest": "Short Rest",
"SW5E.ShortRestEpic": "Short Rest (5 minutes)",
"SW5E.ShortRestGritty": "Short Rest (8 hours)",
@ -975,12 +986,12 @@
"SW5E.SkillPrc": "Perception",
"SW5E.SkillPrf": "Performance",
"SW5E.SkillPromptTitle": "{skill} Skill Check",
"SW5E.Skip": "Skip",
"SW5E.Skills": "Skills",
"SW5E.SkillSlt": "Sleight of Hand",
"SW5E.SkillSte": "Stealth",
"SW5E.SkillSur": "Survival",
"SW5E.SkillTec": "Technology",
"SW5E.Skip": "Skip",
"SW5E.Slots": "Slots",
"SW5E.Source": "Source",
"SW5E.Special": "Special",
@ -991,8 +1002,8 @@
"SW5E.Speed": "Speed",
"SW5E.SpeedSpecial": "Special Movement",
"SW5E.StarshipAmbassador": "Ambassador",
"SW5E.StarshipArmorandShields": "Starship Armor and Shields",
"SW5E.StarshipArmorandShieldProps": "Starship Armor & Shield Properties",
"SW5E.StarshipArmorandShields": "Starship Armor and Shields",
"SW5E.StarshipBattleship": "Battleship",
"SW5E.StarshipBlockadeShip": "Blockade Ship",
"SW5E.StarshipBomber": "Bomber",
@ -1117,6 +1128,7 @@
"SW5E.TraitToolProf": "Tool Proficiencies",
"SW5E.TraitWeaponProf": "Weapon Proficiencies",
"SW5E.Type": "Type",
"SW5E.Uncrewed": "Uncrewed",
"SW5E.Unequipped": "Unequipped",
"SW5E.UniversalPowerDC": "Universal Power DC",
"SW5E.Unlimited": "Unlimited",
@ -1141,16 +1153,27 @@
"SW5E.VersatileDamage": "Versatile Damage",
"SW5E.VsDC": "vs DC.",
"SW5E.WeaponAmmo": "Ammunition",
"SW5E.WeaponBlasterPistolProficiency": "Blaster Pistol",
"SW5E.WeaponChakramProficiency": "Chakrams",
"SW5E.WeaponDoubleBladeProficiency": "Doubleblade",
"SW5E.WeaponDoubleSaberProficiency": "Doublesaber",
"SW5E.WeaponDoubleShotoProficiency": "Doubleshoto",
"SW5E.WeaponDoubleSwordProficiency": "Doublesword",
"SW5E.WeaponHiddenBladeProficiency": "Hidden Blade",
"SW5E.WeaponImprov": "Improvised",
"SW5E.WeaponImprovisedProficiency": "Improvised Weapons",
"SW5E.WeaponLightFoilProficiency": "Lightfoil",
"SW5E.WeaponLightRingProficiency": "Light Ring",
"SW5E.WeaponMartialB": "Martial Blaster",
"SW5E.WeaponMartialBlasterProficiency": "Martial Blasters",
"SW5E.WeaponMartialLightweaponProficiency": "Martial Lightweapons",
"SW5E.WeaponMartialLW": "Martial Lightweapon",
"SW5E.WeaponPrimarySW": "Primary (Starship)",
"SW5E.WeaponSecondarySW": "Secondary (Starship)",
"SW5E.WeaponTertiarySW": "Tertiary (Starship)",
"SW5E.WeaponQuaternarySW": "Quaternary (Starship)",
"SW5E.WeaponMartialProficiency": "Martial Weapons",
"SW5E.WeaponMartialVibroweaponProficiency": "Martial Vibroweapons",
"SW5E.WeaponMartialVW": "Martial Vibroweapon",
"SW5E.WeaponNatural": "Natural",
"SW5E.WeaponNaturalProficiency": "Natural Weapons",
"SW5E.WeaponPrimarySW": "Primary (Starship)",
"SW5E.WeaponPropertiesAmm": "Ammunition",
"SW5E.WeaponPropertiesAut": "Auto",
"SW5E.WeaponPropertiesBur": "Burst",
@ -1168,14 +1191,14 @@
"SW5E.WeaponPropertiesFix": "Fixed",
"SW5E.WeaponPropertiesFoc": "Focus",
"SW5E.WeaponPropertiesHid": "Hidden",
"SW5E.WeaponPropertiesHvy": "Heavy",
"SW5E.WeaponPropertiesHom": "Homing",
"SW5E.WeaponPropertiesHvy": "Heavy",
"SW5E.WeaponPropertiesIon": "Ionizing",
"SW5E.WeaponPropertiesKen": "Keen",
"SW5E.WeaponPropertiesLgt": "Light",
"SW5E.WeaponPropertiesLum": "Luminous",
"SW5E.WeaponPropertiesMlt": "Melt",
"SW5E.WeaponPropertiesMig": "Mighty",
"SW5E.WeaponPropertiesMlt": "Melt",
"SW5E.WeaponPropertiesOvr": "Overheat",
"SW5E.WeaponPropertiesPic": "Piercing",
"SW5E.WeaponPropertiesPow": "Power",
@ -1194,32 +1217,21 @@
"SW5E.WeaponPropertiesVer": "Versatile",
"SW5E.WeaponPropertiesVic": "Vicious",
"SW5E.WeaponPropertiesZon": "Zone",
"SW5E.WeaponQuaternarySW": "Quaternary (Starship)",
"SW5E.WeaponSaberWhipProficiency": "Saberwhip",
"SW5E.WeaponSecondarySW": "Secondary (Starship)",
"SW5E.WeaponSiege": "Siege",
"SW5E.WeaponSimpleB": "Simple Blaster",
"SW5E.WeaponSimpleBlasterProficiency": "Simple Blasters",
"SW5E.WeaponSimpleLightweaponProficiency": "Simple Lightweapons",
"SW5E.WeaponSimpleLW": "Simple Lightweapon",
"SW5E.WeaponBlasterPistolProficiency": "Blaster Pistol",
"SW5E.WeaponChakramProficiency": "Chakrams",
"SW5E.WeaponDoubleBladeProficiency": "Doubleblade",
"SW5E.WeaponDoubleSaberProficiency": "Doublesaber",
"SW5E.WeaponDoubleShotoProficiency": "Doubleshoto",
"SW5E.WeaponDoubleSwordProficiency": "Doublesword",
"SW5E.WeaponHiddenBladeProficiency": "Hidden Blade",
"SW5E.WeaponImprovisedProficiency": "Improvised Weapons",
"SW5E.WeaponSimpleProficiency": "Simple Weapons",
"SW5E.WeaponLightFoilProficiency": "Lightfoil",
"SW5E.WeaponLightRingProficiency": "Light Ring",
"SW5E.WeaponMartialBlasterProficiency": "Martial Blasters",
"SW5E.WeaponMartialLightweaponProficiency": "Martial Lightweapons",
"SW5E.WeaponMartialVibroweaponProficiency": "Martial Vibroweapons",
"SW5E.WeaponNaturalProficiency": "Natural Weapons",
"SW5E.WeaponSaberWhipProficiency": "Saberwhip",
"SW5E.WeaponSimpleBlasterProficiency": "Simple Blasters",
"SW5E.WeaponSimpleLightweaponProficiency": "Simple Lightweapons",
"SW5E.WeaponSimpleVibroweaponProficiency": "Simple Vibroweapons",
"SW5E.WeaponSimpleVibroweaponProficiency": "Simple Vibroweapons",
"SW5E.WeaponSimpleVW": "Simple Vibroweapon",
"SW5E.WeaponTechbladeProficiency": "Techblades",
"SW5E.WeaponVibrorapierProficiency": "Vibrorapier",
"SW5E.WeaponVibrowhipProficiency": "Vibrowhip",
"SW5E.WeaponSizeAbb": "Size",
"SW5E.WeaponTechbladeProficiency": "Techblades",
"SW5E.WeaponTertiarySW": "Tertiary (Starship)",
"SW5E.WeaponVibrorapierProficiency": "Vibrorapier",
"SW5E.WeaponVibrowhipProficiency": "Vibrowhip",
"SW5E.Weight": "Weight"
}

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@ -1,4 +1,3 @@
import Actor5e from "../../entity.js";
import ActorSheet5e from "./base.js";
/**
@ -7,143 +6,154 @@ import ActorSheet5e from "./base.js";
* @extends {ActorSheet5e}
*/
export default class ActorSheet5eNPCNew extends ActorSheet5e {
/** @override */
get template() {
if ( !game.user.isGM && this.actor.limited ) return "systems/sw5e/templates/actors/newActor/limited-sheet.html";
return `systems/sw5e/templates/actors/newActor/npc-sheet.html`;
}
/** @override */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
classes: ["sw5e", "sheet", "actor", "npc"],
width: 800,
tabs: [{
navSelector: ".root-tabs",
contentSelector: ".sheet-body",
initial: "attributes"
}],
});
}
/* -------------------------------------------- */
/** @override */
static unsupportedItemTypes = new Set(["class"]);
/* -------------------------------------------- */
/**
* Organize Owned Items for rendering the NPC sheet
* @private
*/
_prepareItems(data) {
// Categorize Items as Features and Powers
const features = {
weapons: { label: game.i18n.localize("SW5E.AttackPl"), items: [] , hasActions: true, dataset: {type: "weapon", "weapon-type": "natural"} },
actions: { label: game.i18n.localize("SW5E.ActionPl"), items: [] , hasActions: true, dataset: {type: "feat", "activation.type": "action"} },
passive: { label: game.i18n.localize("SW5E.Features"), items: [], dataset: {type: "feat"} },
equipment: { label: game.i18n.localize("SW5E.Inventory"), items: [], dataset: {type: "loot"}}
};
// Start by classifying items into groups for rendering
let [forcepowers, techpowers, other] = data.items.reduce((arr, item) => {
item.img = item.img || CONST.DEFAULT_TOKEN;
item.isStack = Number.isNumeric(item.data.quantity) && (item.data.quantity !== 1);
item.hasUses = item.data.uses && (item.data.uses.max > 0);
item.isOnCooldown = item.data.recharge && !!item.data.recharge.value && (item.data.recharge.charged === false);
item.isDepleted = item.isOnCooldown && (item.data.uses.per && (item.data.uses.value > 0));
item.hasTarget = !!item.data.target && !(["none",""].includes(item.data.target.type));
if ( item.type === "power" && ["lgt", "drk", "uni"].includes(item.data.school) ) arr[0].push(item);
else if ( item.type === "power" && ["tec"].includes(item.data.school) ) arr[1].push(item);
else arr[2].push(item);
return arr;
}, [[], [], []]);
// Apply item filters
forcepowers = this._filterItems(forcepowers, this._filters.forcePowerbook);
techpowers = this._filterItems(techpowers, this._filters.techPowerbook);
other = this._filterItems(other, this._filters.features);
// Organize Powerbook
const forcePowerbook = this._preparePowerbook(data, forcepowers, "uni");
const techPowerbook = this._preparePowerbook(data, techpowers, "tec");
// Organize Features
for ( let item of other ) {
if ( item.type === "weapon" ) features.weapons.items.push(item);
else if ( item.type === "feat" ) {
if ( item.data.activation.type ) features.actions.items.push(item);
else features.passive.items.push(item);
}
else features.equipment.items.push(item);
/** @override */
get template() {
if (!game.user.isGM && this.actor.limited) return "systems/sw5e/templates/actors/newActor/limited-sheet.html";
return `systems/sw5e/templates/actors/newActor/npc-sheet.html`;
}
/** @override */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
classes: ["sw5e", "sheet", "actor", "npc"],
width: 800,
tabs: [
{
navSelector: ".root-tabs",
contentSelector: ".sheet-body",
initial: "attributes"
}
]
});
}
// Assign and return
data.features = Object.values(features);
data.forcePowerbook = forcePowerbook;
data.techPowerbook = techPowerbook;
}
/* -------------------------------------------- */
/* -------------------------------------------- */
/** @override */
static unsupportedItemTypes = new Set(["class"]);
/** @override */
getData(options) {
const data = super.getData(options);
/* -------------------------------------------- */
// Challenge Rating
const cr = parseFloat(data.data.details.cr || 0);
const crLabels = {0: "0", 0.125: "1/8", 0.25: "1/4", 0.5: "1/2"};
data.labels["cr"] = cr >= 1 ? String(cr) : crLabels[cr] || 1;
/**
* Organize Owned Items for rendering the NPC sheet
* @private
*/
_prepareItems(data) {
// Categorize Items as Features and Powers
const features = {
weapons: {
label: game.i18n.localize("SW5E.AttackPl"),
items: [],
hasActions: true,
dataset: {"type": "weapon", "weapon-type": "natural"}
},
actions: {
label: game.i18n.localize("SW5E.ActionPl"),
items: [],
hasActions: true,
dataset: {"type": "feat", "activation.type": "action"}
},
passive: {label: game.i18n.localize("SW5E.Features"), items: [], dataset: {type: "feat"}},
equipment: {label: game.i18n.localize("SW5E.Inventory"), items: [], dataset: {type: "loot"}}
};
// Creature Type
data.labels["type"] = this.actor.labels.creatureType;
return data;
}
// Start by classifying items into groups for rendering
let [forcepowers, techpowers, other] = data.items.reduce(
(arr, item) => {
item.img = item.img || CONST.DEFAULT_TOKEN;
item.isStack = Number.isNumeric(item.data.quantity) && item.data.quantity !== 1;
item.hasUses = item.data.uses && item.data.uses.max > 0;
item.isOnCooldown =
item.data.recharge && !!item.data.recharge.value && item.data.recharge.charged === false;
item.isDepleted = item.isOnCooldown && item.data.uses.per && item.data.uses.value > 0;
item.hasTarget = !!item.data.target && !["none", ""].includes(item.data.target.type);
if (item.type === "power" && ["lgt", "drk", "uni"].includes(item.data.school)) arr[0].push(item);
else if (item.type === "power" && ["tec"].includes(item.data.school)) arr[1].push(item);
else arr[2].push(item);
return arr;
},
[[], [], []]
);
/* -------------------------------------------- */
/* Object Updates */
/* -------------------------------------------- */
// Apply item filters
forcepowers = this._filterItems(forcepowers, this._filters.forcePowerbook);
techpowers = this._filterItems(techpowers, this._filters.techPowerbook);
other = this._filterItems(other, this._filters.features);
/** @override */
async _updateObject(event, formData) {
// Organize Powerbook
const forcePowerbook = this._preparePowerbook(data, forcepowers, "uni");
const techPowerbook = this._preparePowerbook(data, techpowers, "tec");
// Format NPC Challenge Rating
const crs = {"1/8": 0.125, "1/4": 0.25, "1/2": 0.5};
let crv = "data.details.cr";
let cr = formData[crv];
cr = crs[cr] || parseFloat(cr);
if ( cr ) formData[crv] = cr < 1 ? cr : parseInt(cr);
// Organize Features
for (let item of other) {
if (item.type === "weapon") features.weapons.items.push(item);
else if (item.type === "feat") {
if (item.data.activation.type) features.actions.items.push(item);
else features.passive.items.push(item);
} else features.equipment.items.push(item);
}
// Parent ActorSheet update steps
return super._updateObject(event, formData);
}
// Assign and return
data.features = Object.values(features);
data.forcePowerbook = forcePowerbook;
data.techPowerbook = techPowerbook;
}
/* -------------------------------------------- */
/* Event Listeners and Handlers */
/* -------------------------------------------- */
/* -------------------------------------------- */
/** @override */
activateListeners(html) {
super.activateListeners(html);
html.find(".health .rollable").click(this._onRollHPFormula.bind(this));
}
/** @inheritdoc */
getData(options) {
const data = super.getData(options);
/* -------------------------------------------- */
// Challenge Rating
const cr = parseFloat(data.data.details.cr || 0);
const crLabels = {0: "0", 0.125: "1/8", 0.25: "1/4", 0.5: "1/2"};
data.labels["cr"] = cr >= 1 ? String(cr) : crLabels[cr] || 1;
/**
* Handle rolling NPC health values using the provided formula
* @param {Event} event The original click event
* @private
*/
_onRollHPFormula(event) {
event.preventDefault();
const formula = this.actor.data.data.attributes.hp.formula;
if ( !formula ) return;
const hp = new Roll(formula).roll().total;
AudioHelper.play({src: CONFIG.sounds.dice});
this.actor.update({"data.attributes.hp.value": hp, "data.attributes.hp.max": hp});
}
// Creature Type
data.labels["type"] = this.actor.labels.creatureType;
return data;
}
/* -------------------------------------------- */
/* Object Updates */
/* -------------------------------------------- */
/** @override */
async _updateObject(event, formData) {
// Format NPC Challenge Rating
const crs = {"1/8": 0.125, "1/4": 0.25, "1/2": 0.5};
let crv = "data.details.cr";
let cr = formData[crv];
cr = crs[cr] || parseFloat(cr);
if (cr) formData[crv] = cr < 1 ? cr : parseInt(cr);
// Parent ActorSheet update steps
return super._updateObject(event, formData);
}
/* -------------------------------------------- */
/* Event Listeners and Handlers */
/* -------------------------------------------- */
/** @override */
activateListeners(html) {
super.activateListeners(html);
html.find(".health .rollable").click(this._onRollHPFormula.bind(this));
}
/* -------------------------------------------- */
/**
* Handle rolling NPC health values using the provided formula
* @param {Event} event The original click event
* @private
*/
_onRollHPFormula(event) {
event.preventDefault();
const formula = this.actor.data.data.attributes.hp.formula;
if (!formula) return;
const hp = new Roll(formula).roll().total;
AudioHelper.play({src: CONFIG.sounds.dice});
this.actor.update({"data.attributes.hp.value": hp, "data.attributes.hp.max": hp});
}
}

View file

@ -6,150 +6,164 @@ import ActorSheet5e from "./base.js";
* @extends {ActorSheet5e}
*/
export default class ActorSheet5eStarship extends ActorSheet5e {
/** @override */
get template() {
if ( !game.user.isGM && this.actor.limited ) return "systems/sw5e/templates/actors/newActor/limited-sheet.html";
return `systems/sw5e/templates/actors/newActor/starship.html`;
}
/** @override */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
classes: ["sw5e", "sheet", "actor", "starship"],
width: 800,
tabs: [{
navSelector: ".root-tabs",
contentSelector: ".sheet-body",
initial: "attributes"
}],
});
}
/* -------------------------------------------- */
/**
* Organize Owned Items for rendering the starship sheet
* @private
*/
_prepareItems(data) {
// Categorize Items as Features and Powers
const features = {
weapons: { label: game.i18n.localize("SW5E.ItemTypeWeaponPl"), items: [], hasActions: true, dataset: {type: "weapon", "weapon-type": "natural"} },
passive: { label: game.i18n.localize("SW5E.Features"), items: [], dataset: {type: "feat"} },
equipment: { label: game.i18n.localize("SW5E.StarshipEquipment"), items: [], dataset: {type: "equipment"}},
starshipfeatures: { label: game.i18n.localize("SW5E.StarshipfeaturePl"), items: [], hasActions: true, dataset: {type: "starshipfeature"} },
starshipmods: { label: game.i18n.localize("SW5E.StarshipmodPl"), items: [], hasActions: false, dataset: {type: "starshipmod"} }
};
// Start by classifying items into groups for rendering
let [forcepowers, techpowers, other] = data.items.reduce((arr, item) => {
item.img = item.img || CONST.DEFAULT_TOKEN;
item.isStack = Number.isNumeric(item.data.quantity) && (item.data.quantity !== 1);
item.hasUses = item.data.uses && (item.data.uses.max > 0);
item.isOnCooldown = item.data.recharge && !!item.data.recharge.value && (item.data.recharge.charged === false);
item.isDepleted = item.isOnCooldown && (item.data.uses.per && (item.data.uses.value > 0));
item.hasTarget = !!item.data.target && !(["none",""].includes(item.data.target.type));
if ( item.type === "power" && ["lgt", "drk", "uni"].includes(item.data.school) ) arr[0].push(item);
else if ( item.type === "power" && ["tec"].includes(item.data.school) ) arr[1].push(item);
else arr[2].push(item);
return arr;
}, [[], [], []]);
// Apply item filters
forcepowers = this._filterItems(forcepowers, this._filters.forcePowerbook);
techpowers = this._filterItems(techpowers, this._filters.techPowerbook);
other = this._filterItems(other, this._filters.features);
// Organize Powerbook
// const forcePowerbook = this._preparePowerbook(data, forcepowers, "uni");
// const techPowerbook = this._preparePowerbook(data, techpowers, "tec");
// Organize Features
for ( let item of other ) {
if ( item.type === "weapon" ) features.weapons.items.push(item);
else if ( item.type === "feat" ) {
if ( item.data.activation.type ) features.actions.items.push(item);
else features.passive.items.push(item);
}
else if ( item.type === "starshipfeature" ) {
features.starshipfeatures.items.push(item);
}
else if ( item.type === "starshipmod" ) {
features.starshipmods.items.push(item);
}
else features.equipment.items.push(item);
/** @override */
get template() {
if (!game.user.isGM && this.actor.limited) return "systems/sw5e/templates/actors/newActor/limited-sheet.html";
return `systems/sw5e/templates/actors/newActor/starship.html`;
}
/** @override */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
classes: ["sw5e", "sheet", "actor", "starship"],
width: 800,
tabs: [
{
navSelector: ".root-tabs",
contentSelector: ".sheet-body",
initial: "attributes"
}
]
});
}
// Assign and return
data.features = Object.values(features);
// data.forcePowerbook = forcePowerbook;
// data.techPowerbook = techPowerbook;
}
/* -------------------------------------------- */
/**
* Organize Owned Items for rendering the starship sheet
* @private
*/
_prepareItems(data) {
// Categorize Items as Features and Powers
const features = {
weapons: {
label: game.i18n.localize("SW5E.ItemTypeWeaponPl"),
items: [],
hasActions: true,
dataset: {"type": "weapon", "weapon-type": "natural"}
},
passive: {label: game.i18n.localize("SW5E.Features"), items: [], dataset: {type: "feat"}},
equipment: {label: game.i18n.localize("SW5E.StarshipEquipment"), items: [], dataset: {type: "equipment"}},
starshipfeatures: {
label: game.i18n.localize("SW5E.StarshipfeaturePl"),
items: [],
hasActions: true,
dataset: {type: "starshipfeature"}
},
starshipmods: {
label: game.i18n.localize("SW5E.StarshipmodPl"),
items: [],
hasActions: false,
dataset: {type: "starshipmod"}
}
};
/* -------------------------------------------- */
// Start by classifying items into groups for rendering
let [forcepowers, techpowers, other] = data.items.reduce(
(arr, item) => {
item.img = item.img || CONST.DEFAULT_TOKEN;
item.isStack = Number.isNumeric(item.data.quantity) && item.data.quantity !== 1;
item.hasUses = item.data.uses && item.data.uses.max > 0;
item.isOnCooldown =
item.data.recharge && !!item.data.recharge.value && item.data.recharge.charged === false;
item.isDepleted = item.isOnCooldown && item.data.uses.per && item.data.uses.value > 0;
item.hasTarget = !!item.data.target && !["none", ""].includes(item.data.target.type);
if (item.type === "power" && ["lgt", "drk", "uni"].includes(item.data.school)) arr[0].push(item);
else if (item.type === "power" && ["tec"].includes(item.data.school)) arr[1].push(item);
else arr[2].push(item);
return arr;
},
[[], [], []]
);
/** @override */
getData(options) {
const data = super.getData(options);
// Apply item filters
forcepowers = this._filterItems(forcepowers, this._filters.forcePowerbook);
techpowers = this._filterItems(techpowers, this._filters.techPowerbook);
other = this._filterItems(other, this._filters.features);
// Add Size info
data.isTiny = data.actor.data.traits.size === "tiny";
data.isSmall = data.actor.data.traits.size === "sm";
data.isMedium = data.actor.data.traits.size === "med";
data.isLarge = data.actor.data.traits.size === "lg";
data.isHuge = data.actor.data.traits.size === "huge";
data.isGargantuan = data.actor.data.traits.size === "grg";
// Organize Powerbook
// const forcePowerbook = this._preparePowerbook(data, forcepowers, "uni");
// const techPowerbook = this._preparePowerbook(data, techpowers, "tec");
// Challenge Rating
const cr = parseFloat(data.data.details.cr || 0);
const crLabels = {0: "0", 0.125: "1/8", 0.25: "1/4", 0.5: "1/2"};
data.labels["cr"] = cr >= 1 ? String(cr) : crLabels[cr] || 1;
return data;
}
// Organize Features
for (let item of other) {
if (item.type === "weapon") features.weapons.items.push(item);
else if (item.type === "feat") {
if (item.data.activation.type) features.actions.items.push(item);
else features.passive.items.push(item);
} else if (item.type === "starshipfeature") {
features.starshipfeatures.items.push(item);
} else if (item.type === "starshipmod") {
features.starshipmods.items.push(item);
} else features.equipment.items.push(item);
}
/* -------------------------------------------- */
/* Object Updates */
/* -------------------------------------------- */
// Assign and return
data.features = Object.values(features);
// data.forcePowerbook = forcePowerbook;
// data.techPowerbook = techPowerbook;
}
/** @override */
async _updateObject(event, formData) {
/* -------------------------------------------- */
// Format NPC Challenge Rating
const crs = {"1/8": 0.125, "1/4": 0.25, "1/2": 0.5};
let crv = "data.details.cr";
let cr = formData[crv];
cr = crs[cr] || parseFloat(cr);
if ( cr ) formData[crv] = cr < 1 ? cr : parseInt(cr);
/** @override */
getData(options) {
const data = super.getData(options);
// Parent ActorSheet update steps
return super._updateObject(event, formData);
}
// Add Size info
data.isTiny = data.actor.data.traits.size === "tiny";
data.isSmall = data.actor.data.traits.size === "sm";
data.isMedium = data.actor.data.traits.size === "med";
data.isLarge = data.actor.data.traits.size === "lg";
data.isHuge = data.actor.data.traits.size === "huge";
data.isGargantuan = data.actor.data.traits.size === "grg";
/* -------------------------------------------- */
/* Event Listeners and Handlers */
/* -------------------------------------------- */
// Challenge Rating
const cr = parseFloat(data.data.details.cr || 0);
const crLabels = {0: "0", 0.125: "1/8", 0.25: "1/4", 0.5: "1/2"};
data.labels["cr"] = cr >= 1 ? String(cr) : crLabels[cr] || 1;
return data;
}
/** @override */
activateListeners(html) {
super.activateListeners(html);
html.find(".health .rollable").click(this._onRollHPFormula.bind(this));
}
/* -------------------------------------------- */
/* Object Updates */
/* -------------------------------------------- */
/* -------------------------------------------- */
/** @override */
async _updateObject(event, formData) {
// Format NPC Challenge Rating
const crs = {"1/8": 0.125, "1/4": 0.25, "1/2": 0.5};
let crv = "data.details.cr";
let cr = formData[crv];
cr = crs[cr] || parseFloat(cr);
if (cr) formData[crv] = cr < 1 ? cr : parseInt(cr);
/**
* Handle rolling NPC health values using the provided formula
* @param {Event} event The original click event
* @private
*/
_onRollHPFormula(event) {
event.preventDefault();
const formula = this.actor.data.data.attributes.hp.formula;
if ( !formula ) return;
const hp = new Roll(formula).roll().total;
AudioHelper.play({src: CONFIG.sounds.dice});
this.actor.update({"data.attributes.hp.value": hp, "data.attributes.hp.max": hp});
}
// Parent ActorSheet update steps
return super._updateObject(event, formData);
}
/* -------------------------------------------- */
/* Event Listeners and Handlers */
/* -------------------------------------------- */
/** @override */
activateListeners(html) {
super.activateListeners(html);
html.find(".health .rollable").click(this._onRollHPFormula.bind(this));
}
/* -------------------------------------------- */
/**
* Handle rolling NPC health values using the provided formula
* @param {Event} event The original click event
* @private
*/
_onRollHPFormula(event) {
event.preventDefault();
const formula = this.actor.data.data.attributes.hp.formula;
if (!formula) return;
const hp = new Roll(formula).roll().total;
AudioHelper.play({src: CONFIG.sounds.dice});
this.actor.update({"data.attributes.hp.value": hp, "data.attributes.hp.max": hp});
}
}

View file

@ -6,409 +6,427 @@ import ActorSheet5e from "./base.js";
* @type {ActorSheet5e}
*/
export default class ActorSheet5eVehicle extends ActorSheet5e {
/**
* Define default rendering options for the Vehicle sheet.
* @returns {Object}
*/
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
classes: ["sw5e", "sheet", "actor", "vehicle"],
width: 605,
height: 680
});
}
/* -------------------------------------------- */
/** @override */
static unsupportedItemTypes = new Set(["class"]);
/* -------------------------------------------- */
/**
* Creates a new cargo entry for a vehicle Actor.
*/
static get newCargo() {
return {
name: '',
quantity: 1
};
}
/* -------------------------------------------- */
/**
* Compute the total weight of the vehicle's cargo.
* @param {Number} totalWeight The cumulative item weight from inventory items
* @param {Object} actorData The data object for the Actor being rendered
* @returns {{max: number, value: number, pct: number}}
* @private
*/
_computeEncumbrance(totalWeight, actorData) {
// Compute currency weight
const totalCoins = Object.values(actorData.data.currency).reduce((acc, denom) => acc + denom, 0);
totalWeight += totalCoins / CONFIG.SW5E.encumbrance.currencyPerWeight;
// Vehicle weights are an order of magnitude greater.
totalWeight /= CONFIG.SW5E.encumbrance.vehicleWeightMultiplier;
// Compute overall encumbrance
const max = actorData.data.attributes.capacity.cargo;
const pct = Math.clamped((totalWeight * 100) / max, 0, 100);
return {value: totalWeight.toNearest(0.1), max, pct};
}
/* -------------------------------------------- */
/** @override */
_getMovementSpeed(actorData, largestPrimary=true) {
return super._getMovementSpeed(actorData, largestPrimary);
}
/* -------------------------------------------- */
/**
* Prepare items that are mounted to a vehicle and require one or more crew
* to operate.
* @private
*/
_prepareCrewedItem(item) {
// Determine crewed status
const isCrewed = item.data.crewed;
item.toggleClass = isCrewed ? 'active' : '';
item.toggleTitle = game.i18n.localize(`SW5E.${isCrewed ? 'Crewed' : 'Uncrewed'}`);
// Handle crew actions
if (item.type === 'feat' && item.data.activation.type === 'crew') {
item.crew = item.data.activation.cost;
item.cover = game.i18n.localize(`SW5E.${item.data.cover ? 'CoverTotal' : 'None'}`);
if (item.data.cover === .5) item.cover = '½';
else if (item.data.cover === .75) item.cover = '¾';
else if (item.data.cover === null) item.cover = '—';
if (item.crew < 1 || item.crew === null) item.crew = '—';
/**
* Define default rendering options for the Vehicle sheet.
* @returns {Object}
*/
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
classes: ["sw5e", "sheet", "actor", "vehicle"],
width: 605,
height: 680
});
}
// Prepare vehicle weapons
if (item.type === 'equipment' || item.type === 'weapon') {
item.threshold = item.data.hp.dt ? item.data.hp.dt : '—';
}
}
/* -------------------------------------------- */
/* -------------------------------------------- */
/** @override */
static unsupportedItemTypes = new Set(["class"]);
/**
* Organize Owned Items for rendering the Vehicle sheet.
* @private
*/
_prepareItems(data) {
const cargoColumns = [{
label: game.i18n.localize('SW5E.Quantity'),
css: 'item-qty',
property: 'quantity',
editable: 'Number'
}];
/* -------------------------------------------- */
const equipmentColumns = [{
label: game.i18n.localize('SW5E.Quantity'),
css: 'item-qty',
property: 'data.quantity'
}, {
label: game.i18n.localize('SW5E.AC'),
css: 'item-ac',
property: 'data.armor.value'
}, {
label: game.i18n.localize('SW5E.HP'),
css: 'item-hp',
property: 'data.hp.value',
editable: 'Number'
}, {
label: game.i18n.localize('SW5E.Threshold'),
css: 'item-threshold',
property: 'threshold'
}];
const features = {
actions: {
label: game.i18n.localize('SW5E.ActionPl'),
items: [],
crewable: true,
dataset: {type: 'feat', 'activation.type': 'crew'},
columns: [{
label: game.i18n.localize('SW5E.VehicleCrew'),
css: 'item-crew',
property: 'crew'
}, {
label: game.i18n.localize('SW5E.Cover'),
css: 'item-cover',
property: 'cover'
}]
},
equipment: {
label: game.i18n.localize('SW5E.ItemTypeEquipment'),
items: [],
crewable: true,
dataset: {type: 'equipment', 'armor.type': 'vehicle'},
columns: equipmentColumns
},
passive: {
label: game.i18n.localize('SW5E.Features'),
items: [],
dataset: {type: 'feat'}
},
reactions: {
label: game.i18n.localize('SW5E.ReactionPl'),
items: [],
dataset: {type: 'feat', 'activation.type': 'reaction'}
},
weapons: {
label: game.i18n.localize('SW5E.ItemTypeWeaponPl'),
items: [],
crewable: true,
dataset: {type: 'weapon', 'weapon-type': 'siege'},
columns: equipmentColumns
}
};
const cargo = {
crew: {
label: game.i18n.localize('SW5E.VehicleCrew'),
items: data.data.cargo.crew,
css: 'cargo-row crew',
editableName: true,
dataset: {type: 'crew'},
columns: cargoColumns
},
passengers: {
label: game.i18n.localize('SW5E.VehiclePassengers'),
items: data.data.cargo.passengers,
css: 'cargo-row passengers',
editableName: true,
dataset: {type: 'passengers'},
columns: cargoColumns
},
cargo: {
label: game.i18n.localize('SW5E.VehicleCargo'),
items: [],
dataset: {type: 'loot'},
columns: [{
label: game.i18n.localize('SW5E.Quantity'),
css: 'item-qty',
property: 'data.quantity',
editable: 'Number'
}, {
label: game.i18n.localize('SW5E.Price'),
css: 'item-price',
property: 'data.price',
editable: 'Number'
}, {
label: game.i18n.localize('SW5E.Weight'),
css: 'item-weight',
property: 'data.weight',
editable: 'Number'
}]
}
};
// Classify items owned by the vehicle and compute total cargo weight
let totalWeight = 0;
for (const item of data.items) {
this._prepareCrewedItem(item);
// Handle cargo explicitly
const isCargo = item.flags.sw5e?.vehicleCargo === true;
if ( isCargo ) {
totalWeight += (item.data.weight || 0) * item.data.quantity;
cargo.cargo.items.push(item);
continue
}
// Handle non-cargo item types
switch ( item.type ) {
case "weapon":
features.weapons.items.push(item);
break;
case "equipment":
features.equipment.items.push(item);
break;
case "feat":
if ( !item.data.activation.type || (item.data.activation.type === "none") ) features.passive.items.push(item);
else if (item.data.activation.type === 'reaction') features.reactions.items.push(item);
else features.actions.items.push(item);
break;
default:
totalWeight += (item.data.weight || 0) * item.data.quantity;
cargo.cargo.items.push(item);
}
/**
* Creates a new cargo entry for a vehicle Actor.
*/
static get newCargo() {
return {
name: "",
quantity: 1
};
}
// Update the rendering context data
data.features = Object.values(features);
data.cargo = Object.values(cargo);
data.data.attributes.encumbrance = this._computeEncumbrance(totalWeight, data);
}
/* -------------------------------------------- */
/* -------------------------------------------- */
/* Event Listeners and Handlers */
/* -------------------------------------------- */
/**
* Compute the total weight of the vehicle's cargo.
* @param {Number} totalWeight The cumulative item weight from inventory items
* @param {Object} actorData The data object for the Actor being rendered
* @returns {{max: number, value: number, pct: number}}
* @private
*/
_computeEncumbrance(totalWeight, actorData) {
// Compute currency weight
const totalCoins = Object.values(actorData.data.currency).reduce((acc, denom) => acc + denom, 0);
totalWeight += totalCoins / CONFIG.SW5E.encumbrance.currencyPerWeight;
/** @override */
activateListeners(html) {
super.activateListeners(html);
if (!this.isEditable) return;
// Vehicle weights are an order of magnitude greater.
totalWeight /= CONFIG.SW5E.encumbrance.vehicleWeightMultiplier;
html.find('.item-toggle').click(this._onToggleItem.bind(this));
html.find('.item-hp input')
.click(evt => evt.target.select())
.change(this._onHPChange.bind(this));
html.find('.item:not(.cargo-row) input[data-property]')
.click(evt => evt.target.select())
.change(this._onEditInSheet.bind(this));
html.find('.cargo-row input')
.click(evt => evt.target.select())
.change(this._onCargoRowChange.bind(this));
if (this.actor.data.data.attributes.actions.stations) {
html.find('.counter.actions, .counter.action-thresholds').hide();
}
}
/* -------------------------------------------- */
/**
* Handle saving a cargo row (i.e. crew or passenger) in-sheet.
* @param event {Event}
* @returns {Promise<Actor>|null}
* @private
*/
_onCargoRowChange(event) {
event.preventDefault();
const target = event.currentTarget;
const row = target.closest('.item');
const idx = Number(row.dataset.itemId);
const property = row.classList.contains('crew') ? 'crew' : 'passengers';
// Get the cargo entry
const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[property]);
const entry = cargo[idx];
if (!entry) return null;
// Update the cargo value
const key = target.dataset.property || 'name';
const type = target.dataset.dtype;
let value = target.value;
if (type === 'Number') value = Number(value);
entry[key] = value;
// Perform the Actor update
return this.actor.update({[`data.cargo.${property}`]: cargo});
}
/* -------------------------------------------- */
/**
* Handle editing certain values like quantity, price, and weight in-sheet.
* @param event {Event}
* @returns {Promise<Item>}
* @private
*/
_onEditInSheet(event) {
event.preventDefault();
const itemID = event.currentTarget.closest('.item').dataset.itemId;
const item = this.actor.items.get(itemID);
const property = event.currentTarget.dataset.property;
const type = event.currentTarget.dataset.dtype;
let value = event.currentTarget.value;
switch (type) {
case 'Number': value = parseInt(value); break;
case 'Boolean': value = value === 'true'; break;
}
return item.update({[`${property}`]: value});
}
/* -------------------------------------------- */
/**
* Handle creating a new crew or passenger row.
* @param event {Event}
* @returns {Promise<Actor|Item>}
* @private
*/
_onItemCreate(event) {
event.preventDefault();
const target = event.currentTarget;
const type = target.dataset.type;
if (type === 'crew' || type === 'passengers') {
const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[type]);
cargo.push(this.constructor.newCargo);
return this.actor.update({[`data.cargo.${type}`]: cargo});
}
return super._onItemCreate(event);
}
/* -------------------------------------------- */
/**
* Handle deleting a crew or passenger row.
* @param event {Event}
* @returns {Promise<Actor|Item>}
* @private
*/
_onItemDelete(event) {
event.preventDefault();
const row = event.currentTarget.closest('.item');
if (row.classList.contains('cargo-row')) {
const idx = Number(row.dataset.itemId);
const type = row.classList.contains('crew') ? 'crew' : 'passengers';
const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[type]).filter((_, i) => i !== idx);
return this.actor.update({[`data.cargo.${type}`]: cargo});
// Compute overall encumbrance
const max = actorData.data.attributes.capacity.cargo;
const pct = Math.clamped((totalWeight * 100) / max, 0, 100);
return {value: totalWeight.toNearest(0.1), max, pct};
}
return super._onItemDelete(event);
}
/* -------------------------------------------- */
/** @override */
async _onDropItemCreate(itemData) {
const cargoTypes = ["weapon", "equipment", "consumable", "tool", "loot", "backpack"];
const isCargo = cargoTypes.includes(itemData.type) && (this._tabs[0].active === "cargo");
foundry.utils.setProperty(itemData, "flags.sw5e.vehicleCargo", isCargo);
return super._onDropItemCreate(itemData);
}
/** @override */
_getMovementSpeed(actorData, largestPrimary = true) {
return super._getMovementSpeed(actorData, largestPrimary);
}
/* -------------------------------------------- */
/* -------------------------------------------- */
/**
* Special handling for editing HP to clamp it within appropriate range.
* @param event {Event}
* @returns {Promise<Item>}
* @private
*/
_onHPChange(event) {
event.preventDefault();
const itemID = event.currentTarget.closest('.item').dataset.itemId;
const item = this.actor.items.get(itemID);
const hp = Math.clamped(0, parseInt(event.currentTarget.value), item.data.data.hp.max);
event.currentTarget.value = hp;
return item.update({'data.hp.value': hp});
}
/**
* Prepare items that are mounted to a vehicle and require one or more crew
* to operate.
* @private
*/
_prepareCrewedItem(item) {
// Determine crewed status
const isCrewed = item.data.crewed;
item.toggleClass = isCrewed ? "active" : "";
item.toggleTitle = game.i18n.localize(`SW5E.${isCrewed ? "Crewed" : "Uncrewed"}`);
/* -------------------------------------------- */
// Handle crew actions
if (item.type === "feat" && item.data.activation.type === "crew") {
item.crew = item.data.activation.cost;
item.cover = game.i18n.localize(`SW5E.${item.data.cover ? "CoverTotal" : "None"}`);
if (item.data.cover === 0.5) item.cover = "½";
else if (item.data.cover === 0.75) item.cover = "¾";
else if (item.data.cover === null) item.cover = "—";
if (item.crew < 1 || item.crew === null) item.crew = "—";
}
/**
* Handle toggling an item's crewed status.
* @param event {Event}
* @returns {Promise<Item>}
* @private
*/
_onToggleItem(event) {
event.preventDefault();
const itemID = event.currentTarget.closest('.item').dataset.itemId;
const item = this.actor.items.get(itemID);
const crewed = !!item.data.data.crewed;
return item.update({'data.crewed': !crewed});
}
};
// Prepare vehicle weapons
if (item.type === "equipment" || item.type === "weapon") {
item.threshold = item.data.hp.dt ? item.data.hp.dt : "—";
}
}
/* -------------------------------------------- */
/**
* Organize Owned Items for rendering the Vehicle sheet.
* @private
*/
_prepareItems(data) {
const cargoColumns = [
{
label: game.i18n.localize("SW5E.Quantity"),
css: "item-qty",
property: "quantity",
editable: "Number"
}
];
const equipmentColumns = [
{
label: game.i18n.localize("SW5E.Quantity"),
css: "item-qty",
property: "data.quantity"
},
{
label: game.i18n.localize("SW5E.AC"),
css: "item-ac",
property: "data.armor.value"
},
{
label: game.i18n.localize("SW5E.HP"),
css: "item-hp",
property: "data.hp.value",
editable: "Number"
},
{
label: game.i18n.localize("SW5E.Threshold"),
css: "item-threshold",
property: "threshold"
}
];
const features = {
actions: {
label: game.i18n.localize("SW5E.ActionPl"),
items: [],
crewable: true,
dataset: {"type": "feat", "activation.type": "crew"},
columns: [
{
label: game.i18n.localize("SW5E.VehicleCrew"),
css: "item-crew",
property: "crew"
},
{
label: game.i18n.localize("SW5E.Cover"),
css: "item-cover",
property: "cover"
}
]
},
equipment: {
label: game.i18n.localize("SW5E.ItemTypeEquipment"),
items: [],
crewable: true,
dataset: {"type": "equipment", "armor.type": "vehicle"},
columns: equipmentColumns
},
passive: {
label: game.i18n.localize("SW5E.Features"),
items: [],
dataset: {type: "feat"}
},
reactions: {
label: game.i18n.localize("SW5E.ReactionPl"),
items: [],
dataset: {"type": "feat", "activation.type": "reaction"}
},
weapons: {
label: game.i18n.localize("SW5E.ItemTypeWeaponPl"),
items: [],
crewable: true,
dataset: {"type": "weapon", "weapon-type": "siege"},
columns: equipmentColumns
}
};
const cargo = {
crew: {
label: game.i18n.localize("SW5E.VehicleCrew"),
items: data.data.cargo.crew,
css: "cargo-row crew",
editableName: true,
dataset: {type: "crew"},
columns: cargoColumns
},
passengers: {
label: game.i18n.localize("SW5E.VehiclePassengers"),
items: data.data.cargo.passengers,
css: "cargo-row passengers",
editableName: true,
dataset: {type: "passengers"},
columns: cargoColumns
},
cargo: {
label: game.i18n.localize("SW5E.VehicleCargo"),
items: [],
dataset: {type: "loot"},
columns: [
{
label: game.i18n.localize("SW5E.Quantity"),
css: "item-qty",
property: "data.quantity",
editable: "Number"
},
{
label: game.i18n.localize("SW5E.Price"),
css: "item-price",
property: "data.price",
editable: "Number"
},
{
label: game.i18n.localize("SW5E.Weight"),
css: "item-weight",
property: "data.weight",
editable: "Number"
}
]
}
};
// Classify items owned by the vehicle and compute total cargo weight
let totalWeight = 0;
for (const item of data.items) {
this._prepareCrewedItem(item);
// Handle cargo explicitly
const isCargo = item.flags.sw5e?.vehicleCargo === true;
if (isCargo) {
totalWeight += (item.data.weight || 0) * item.data.quantity;
cargo.cargo.items.push(item);
continue;
}
// Handle non-cargo item types
switch (item.type) {
case "weapon":
features.weapons.items.push(item);
break;
case "equipment":
features.equipment.items.push(item);
break;
case "feat":
if (!item.data.activation.type || item.data.activation.type === "none")
features.passive.items.push(item);
else if (item.data.activation.type === "reaction") features.reactions.items.push(item);
else features.actions.items.push(item);
break;
default:
totalWeight += (item.data.weight || 0) * item.data.quantity;
cargo.cargo.items.push(item);
}
}
// Update the rendering context data
data.features = Object.values(features);
data.cargo = Object.values(cargo);
data.data.attributes.encumbrance = this._computeEncumbrance(totalWeight, data);
}
/* -------------------------------------------- */
/* Event Listeners and Handlers */
/* -------------------------------------------- */
/** @override */
activateListeners(html) {
super.activateListeners(html);
if (!this.isEditable) return;
html.find(".item-toggle").click(this._onToggleItem.bind(this));
html.find(".item-hp input")
.click((evt) => evt.target.select())
.change(this._onHPChange.bind(this));
html.find(".item:not(.cargo-row) input[data-property]")
.click((evt) => evt.target.select())
.change(this._onEditInSheet.bind(this));
html.find(".cargo-row input")
.click((evt) => evt.target.select())
.change(this._onCargoRowChange.bind(this));
if (this.actor.data.data.attributes.actions.stations) {
html.find(".counter.actions, .counter.action-thresholds").hide();
}
}
/* -------------------------------------------- */
/**
* Handle saving a cargo row (i.e. crew or passenger) in-sheet.
* @param event {Event}
* @returns {Promise<Actor>|null}
* @private
*/
_onCargoRowChange(event) {
event.preventDefault();
const target = event.currentTarget;
const row = target.closest(".item");
const idx = Number(row.dataset.itemId);
const property = row.classList.contains("crew") ? "crew" : "passengers";
// Get the cargo entry
const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[property]);
const entry = cargo[idx];
if (!entry) return null;
// Update the cargo value
const key = target.dataset.property || "name";
const type = target.dataset.dtype;
let value = target.value;
if (type === "Number") value = Number(value);
entry[key] = value;
// Perform the Actor update
return this.actor.update({[`data.cargo.${property}`]: cargo});
}
/* -------------------------------------------- */
/**
* Handle editing certain values like quantity, price, and weight in-sheet.
* @param event {Event}
* @returns {Promise<Item>}
* @private
*/
_onEditInSheet(event) {
event.preventDefault();
const itemID = event.currentTarget.closest(".item").dataset.itemId;
const item = this.actor.items.get(itemID);
const property = event.currentTarget.dataset.property;
const type = event.currentTarget.dataset.dtype;
let value = event.currentTarget.value;
switch (type) {
case "Number":
value = parseInt(value);
break;
case "Boolean":
value = value === "true";
break;
}
return item.update({[`${property}`]: value});
}
/* -------------------------------------------- */
/**
* Handle creating a new crew or passenger row.
* @param event {Event}
* @returns {Promise<Actor|Item>}
* @private
*/
_onItemCreate(event) {
event.preventDefault();
const target = event.currentTarget;
const type = target.dataset.type;
if (type === "crew" || type === "passengers") {
const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[type]);
cargo.push(this.constructor.newCargo);
return this.actor.update({[`data.cargo.${type}`]: cargo});
}
return super._onItemCreate(event);
}
/* -------------------------------------------- */
/**
* Handle deleting a crew or passenger row.
* @param event {Event}
* @returns {Promise<Actor|Item>}
* @private
*/
_onItemDelete(event) {
event.preventDefault();
const row = event.currentTarget.closest(".item");
if (row.classList.contains("cargo-row")) {
const idx = Number(row.dataset.itemId);
const type = row.classList.contains("crew") ? "crew" : "passengers";
const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[type]).filter((_, i) => i !== idx);
return this.actor.update({[`data.cargo.${type}`]: cargo});
}
return super._onItemDelete(event);
}
/* -------------------------------------------- */
/** @override */
async _onDropItemCreate(itemData) {
const cargoTypes = ["weapon", "equipment", "consumable", "tool", "loot", "backpack"];
const isCargo = cargoTypes.includes(itemData.type) && this._tabs[0].active === "cargo";
foundry.utils.setProperty(itemData, "flags.sw5e.vehicleCargo", isCargo);
return super._onDropItemCreate(itemData);
}
/* -------------------------------------------- */
/**
* Special handling for editing HP to clamp it within appropriate range.
* @param event {Event}
* @returns {Promise<Item>}
* @private
*/
_onHPChange(event) {
event.preventDefault();
const itemID = event.currentTarget.closest(".item").dataset.itemId;
const item = this.actor.items.get(itemID);
const hp = Math.clamped(0, parseInt(event.currentTarget.value), item.data.data.hp.max);
event.currentTarget.value = hp;
return item.update({"data.hp.value": hp});
}
/* -------------------------------------------- */
/**
* Handle toggling an item's crewed status.
* @param event {Event}
* @returns {Promise<Item>}
* @private
*/
_onToggleItem(event) {
event.preventDefault();
const itemID = event.currentTarget.closest(".item").dataset.itemId;
const item = this.actor.items.get(itemID);
const crewed = !!item.data.data.crewed;
return item.update({"data.crewed": !crewed});
}
}

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@ -7,295 +7,362 @@ import Actor5e from "../../entity.js";
* @type {ActorSheet5e}
*/
export default class ActorSheet5eCharacter extends ActorSheet5e {
/**
* Define default rendering options for the NPC sheet
* @return {Object}
*/
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
classes: ["sw5e", "sheet", "actor", "character"],
width: 720,
height: 736
});
}
/**
* Define default rendering options for the NPC sheet
* @return {Object}
*/
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
classes: ["sw5e", "sheet", "actor", "character"],
width: 720,
height: 736
});
}
/* -------------------------------------------- */
/* -------------------------------------------- */
/**
* Add some extra data when rendering the sheet to reduce the amount of logic required within the template.
*/
getData() {
const sheetData = super.getData();
/**
* Add some extra data when rendering the sheet to reduce the amount of logic required within the template.
*/
getData() {
const sheetData = super.getData();
// Temporary HP
let hp = sheetData.data.attributes.hp;
if (hp.temp === 0) delete hp.temp;
if (hp.tempmax === 0) delete hp.tempmax;
// Temporary HP
let hp = sheetData.data.attributes.hp;
if (hp.temp === 0) delete hp.temp;
if (hp.tempmax === 0) delete hp.tempmax;
// Resources
sheetData["resources"] = ["primary", "secondary", "tertiary"].reduce((arr, r) => {
const res = sheetData.data.resources[r] || {};
res.name = r;
res.placeholder = game.i18n.localize("SW5E.Resource" + r.titleCase());
if (res && res.value === 0) delete res.value;
if (res && res.max === 0) delete res.max;
return arr.concat([res]);
}, []);
// Resources
sheetData["resources"] = ["primary", "secondary", "tertiary"].reduce((arr, r) => {
const res = sheetData.data.resources[r] || {};
res.name = r;
res.placeholder = game.i18n.localize("SW5E.Resource"+r.titleCase());
if (res && res.value === 0) delete res.value;
if (res && res.max === 0) delete res.max;
return arr.concat([res]);
}, []);
// Experience Tracking
sheetData["disableExperience"] = game.settings.get("sw5e", "disableExperienceTracking");
sheetData["classLabels"] = this.actor.itemTypes.class.map((c) => c.name).join(", ");
sheetData["multiclassLabels"] = this.actor.itemTypes.class
.map((c) => {
return [c.data.data.archetype, c.name, c.data.data.levels].filterJoin(" ");
})
.join(", ");
// Experience Tracking
sheetData["disableExperience"] = game.settings.get("sw5e", "disableExperienceTracking");
sheetData["classLabels"] = this.actor.itemTypes.class.map(c => c.name).join(", ");
sheetData["multiclassLabels"] = this.actor.itemTypes.class.map(c => {
return [c.data.data.archetype, c.name, c.data.data.levels].filterJoin(' ')
}).join(', ');
// Return data for rendering
return sheetData;
}
// Return data for rendering
return sheetData;
}
/* -------------------------------------------- */
/* -------------------------------------------- */
/**
* Organize and classify Owned Items for Character sheets
* @private
*/
_prepareItems(data) {
// Categorize items as inventory, powerbook, features, and classes
const inventory = {
weapon: {label: "SW5E.ItemTypeWeaponPl", items: [], dataset: {type: "weapon"}},
equipment: {label: "SW5E.ItemTypeEquipmentPl", items: [], dataset: {type: "equipment"}},
consumable: {label: "SW5E.ItemTypeConsumablePl", items: [], dataset: {type: "consumable"}},
tool: {label: "SW5E.ItemTypeToolPl", items: [], dataset: {type: "tool"}},
backpack: {label: "SW5E.ItemTypeContainerPl", items: [], dataset: {type: "backpack"}},
loot: {label: "SW5E.ItemTypeLootPl", items: [], dataset: {type: "loot"}}
};
/**
* Organize and classify Owned Items for Character sheets
* @private
*/
_prepareItems(data) {
// Partition items by category
let [
items,
powers,
feats,
classes,
species,
archetypes,
classfeatures,
backgrounds,
fightingstyles,
fightingmasteries,
lightsaberforms
] = data.items.reduce(
(arr, item) => {
// Item details
item.img = item.img || CONST.DEFAULT_TOKEN;
item.isStack = Number.isNumeric(item.data.quantity) && item.data.quantity !== 1;
item.attunement = {
[CONFIG.SW5E.attunementTypes.REQUIRED]: {
icon: "fa-sun",
cls: "not-attuned",
title: "SW5E.AttunementRequired"
},
[CONFIG.SW5E.attunementTypes.ATTUNED]: {
icon: "fa-sun",
cls: "attuned",
title: "SW5E.AttunementAttuned"
}
}[item.data.attunement];
// Categorize items as inventory, powerbook, features, and classes
const inventory = {
weapon: { label: "SW5E.ItemTypeWeaponPl", items: [], dataset: {type: "weapon"} },
equipment: { label: "SW5E.ItemTypeEquipmentPl", items: [], dataset: {type: "equipment"} },
consumable: { label: "SW5E.ItemTypeConsumablePl", items: [], dataset: {type: "consumable"} },
tool: { label: "SW5E.ItemTypeToolPl", items: [], dataset: {type: "tool"} },
backpack: { label: "SW5E.ItemTypeContainerPl", items: [], dataset: {type: "backpack"} },
loot: { label: "SW5E.ItemTypeLootPl", items: [], dataset: {type: "loot"} }
};
// Item usage
item.hasUses = item.data.uses && item.data.uses.max > 0;
item.isOnCooldown =
item.data.recharge && !!item.data.recharge.value && item.data.recharge.charged === false;
item.isDepleted = item.isOnCooldown && item.data.uses.per && item.data.uses.value > 0;
item.hasTarget = !!item.data.target && !["none", ""].includes(item.data.target.type);
// Partition items by category
let [items, powers, feats, classes, species, archetypes, classfeatures, backgrounds, fightingstyles, fightingmasteries, lightsaberforms] = data.items.reduce((arr, item) => {
// Item toggle state
this._prepareItemToggleState(item);
// Item details
item.img = item.img || CONST.DEFAULT_TOKEN;
item.isStack = Number.isNumeric(item.data.quantity) && (item.data.quantity !== 1);
item.attunement = {
[CONFIG.SW5E.attunementTypes.REQUIRED]: {
icon: "fa-sun",
cls: "not-attuned",
title: "SW5E.AttunementRequired"
},
[CONFIG.SW5E.attunementTypes.ATTUNED]: {
icon: "fa-sun",
cls: "attuned",
title: "SW5E.AttunementAttuned"
// Primary Class
if (item.type === "class")
item.isOriginalClass = item._id === this.actor.data.data.details.originalClass;
// Classify items into types
if (item.type === "power") arr[1].push(item);
else if (item.type === "feat") arr[2].push(item);
else if (item.type === "class") arr[3].push(item);
else if (item.type === "species") arr[4].push(item);
else if (item.type === "archetype") arr[5].push(item);
else if (item.type === "classfeature") arr[6].push(item);
else if (item.type === "background") arr[7].push(item);
else if (item.type === "fightingstyle") arr[8].push(item);
else if (item.type === "fightingmastery") arr[9].push(item);
else if (item.type === "lightsaberform") arr[10].push(item);
else if (Object.keys(inventory).includes(item.type)) arr[0].push(item);
return arr;
},
[[], [], [], [], [], [], [], [], [], [], []]
);
// Apply active item filters
items = this._filterItems(items, this._filters.inventory);
powers = this._filterItems(powers, this._filters.powerbook);
feats = this._filterItems(feats, this._filters.features);
// Organize items
for (let i of items) {
i.data.quantity = i.data.quantity || 0;
i.data.weight = i.data.weight || 0;
i.totalWeight = (i.data.quantity * i.data.weight).toNearest(0.1);
inventory[i.type].items.push(i);
}
}[item.data.attunement];
// Item usage
item.hasUses = item.data.uses && (item.data.uses.max > 0);
item.isOnCooldown = item.data.recharge && !!item.data.recharge.value && (item.data.recharge.charged === false);
item.isDepleted = item.isOnCooldown && (item.data.uses.per && (item.data.uses.value > 0));
item.hasTarget = !!item.data.target && !(["none",""].includes(item.data.target.type));
// Organize Powerbook and count the number of prepared powers (excluding always, at will, etc...)
const powerbook = this._preparePowerbook(data, powers);
const nPrepared = powers.filter((s) => {
return s.data.level > 0 && s.data.preparation.mode === "prepared" && s.data.preparation.prepared;
}).length;
// Item toggle state
this._prepareItemToggleState(item);
// Primary Class
if ( item.type === "class" ) item.isOriginalClass = ( item.data._id === this.actor.data.data.details.originalClass );
// Classify items into types
if ( item.type === "power" ) arr[1].push(item);
else if ( item.type === "feat" ) arr[2].push(item);
else if ( item.type === "class" ) arr[3].push(item);
else if ( item.type === "species" ) arr[4].push(item);
else if ( item.type === "archetype" ) arr[5].push(item);
else if ( item.type === "classfeature" ) arr[6].push(item);
else if ( item.type === "background" ) arr[7].push(item);
else if ( item.type === "fightingstyle" ) arr[8].push(item);
else if ( item.type === "fightingmastery" ) arr[9].push(item);
else if ( item.type === "lightsaberform" ) arr[10].push(item);
else if ( Object.keys(inventory).includes(item.type ) ) arr[0].push(item);
return arr;
}, [[], [], [], [], [], [], [], [], [], [], []]);
// Apply active item filters
items = this._filterItems(items, this._filters.inventory);
powers = this._filterItems(powers, this._filters.powerbook);
feats = this._filterItems(feats, this._filters.features);
// Organize items
for ( let i of items ) {
i.data.quantity = i.data.quantity || 0;
i.data.weight = i.data.weight || 0;
i.totalWeight = (i.data.quantity * i.data.weight).toNearest(0.1);
inventory[i.type].items.push(i);
}
// Organize Powerbook and count the number of prepared powers (excluding always, at will, etc...)
const powerbook = this._preparePowerbook(data, powers);
const nPrepared = powers.filter(s => {
return (s.data.level > 0) && (s.data.preparation.mode === "prepared") && s.data.preparation.prepared;
}).length;
// Organize Features
const features = {
classes: { label: "SW5E.ItemTypeClassPl", items: [], hasActions: false, dataset: {type: "class"}, isClass: true },
classfeatures: { label: "SW5E.ItemTypeClassFeats", items: [], hasActions: true, dataset: {type: "classfeature"}, isClassfeature: true },
archetype: { label: "SW5E.ItemTypeArchetype", items: [], hasActions: false, dataset: {type: "archetype"}, isArchetype: true },
species: { label: "SW5E.ItemTypeSpecies", items: [], hasActions: false, dataset: {type: "species"}, isSpecies: true },
background: { label: "SW5E.ItemTypeBackground", items: [], hasActions: false, dataset: {type: "background"}, isBackground: true },
fightingstyles: { label: "SW5E.ItemTypeFightingStylePl", items: [], hasActions: false, dataset: {type: "fightingstyle"}, isFightingstyle: true },
fightingmasteries: { label: "SW5E.ItemTypeFightingMasteryPl", items: [], hasActions: false, dataset: {type: "fightingmastery"}, isFightingmastery: true },
lightsaberforms: { label: "SW5E.ItemTypeLightsaberFormPl", items: [], hasActions: false, dataset: {type: "lightsaberform"}, isLightsaberform: true },
active: { label: "SW5E.FeatureActive", items: [], hasActions: true, dataset: {type: "feat", "activation.type": "action"} },
passive: { label: "SW5E.FeaturePassive", items: [], hasActions: false, dataset: {type: "feat"} }
};
for ( let f of feats ) {
if ( f.data.activation.type ) features.active.items.push(f);
else features.passive.items.push(f);
}
classes.sort((a, b) => b.data.levels - a.data.levels);
features.classes.items = classes;
features.classfeatures.items = classfeatures;
features.archetype.items = archetypes;
features.species.items = species;
features.background.items = backgrounds;
features.fightingstyles.items = fightingstyles;
features.fightingmasteries.items = fightingmasteries;
features.lightsaberforms.items = lightsaberforms;
// Assign and return
data.inventory = Object.values(inventory);
data.powerbook = powerbook;
data.preparedPowers = nPrepared;
data.features = Object.values(features);
}
/* -------------------------------------------- */
/**
* A helper method to establish the displayed preparation state for an item
* @param {Item} item
* @private
*/
_prepareItemToggleState(item) {
if (item.type === "power") {
const isAlways = getProperty(item.data, "preparation.mode") === "always";
const isPrepared = getProperty(item.data, "preparation.prepared");
item.toggleClass = isPrepared ? "active" : "";
if ( isAlways ) item.toggleClass = "fixed";
if ( isAlways ) item.toggleTitle = CONFIG.SW5E.powerPreparationModes.always;
else if ( isPrepared ) item.toggleTitle = CONFIG.SW5E.powerPreparationModes.prepared;
else item.toggleTitle = game.i18n.localize("SW5E.PowerUnprepared");
}
else {
const isActive = getProperty(item.data, "equipped");
item.toggleClass = isActive ? "active" : "";
item.toggleTitle = game.i18n.localize(isActive ? "SW5E.Equipped" : "SW5E.Unequipped");
}
}
/* -------------------------------------------- */
/* Event Listeners and Handlers
/* -------------------------------------------- */
/**
* Activate event listeners using the prepared sheet HTML
* @param html {jQuery} The prepared HTML object ready to be rendered into the DOM
*/
activateListeners(html) {
super.activateListeners(html);
if ( !this.isEditable ) return;
// Item State Toggling
html.find('.item-toggle').click(this._onToggleItem.bind(this));
// Short and Long Rest
html.find('.short-rest').click(this._onShortRest.bind(this));
html.find('.long-rest').click(this._onLongRest.bind(this));
// Rollable sheet actions
html.find(".rollable[data-action]").click(this._onSheetAction.bind(this));
}
/* -------------------------------------------- */
/**
* Handle mouse click events for character sheet actions
* @param {MouseEvent} event The originating click event
* @private
*/
_onSheetAction(event) {
event.preventDefault();
const button = event.currentTarget;
switch( button.dataset.action ) {
case "rollDeathSave":
return this.actor.rollDeathSave({event: event});
case "rollInitiative":
return this.actor.rollInitiative({createCombatants: true});
}
}
/* -------------------------------------------- */
/**
* Handle toggling the state of an Owned Item within the Actor
* @param {Event} event The triggering click event
* @private
*/
_onToggleItem(event) {
event.preventDefault();
const itemId = event.currentTarget.closest(".item").dataset.itemId;
const item = this.actor.items.get(itemId);
const attr = item.data.type === "power" ? "data.preparation.prepared" : "data.equipped";
return item.update({[attr]: !getProperty(item.data, attr)});
}
/* -------------------------------------------- */
/**
* Take a short rest, calling the relevant function on the Actor instance
* @param {Event} event The triggering click event
* @private
*/
async _onShortRest(event) {
event.preventDefault();
await this._onSubmit(event);
return this.actor.shortRest();
}
/* -------------------------------------------- */
/**
* Take a long rest, calling the relevant function on the Actor instance
* @param {Event} event The triggering click event
* @private
*/
async _onLongRest(event) {
event.preventDefault();
await this._onSubmit(event);
return this.actor.longRest();
}
/* -------------------------------------------- */
/** @override */
async _onDropItemCreate(itemData) {
// Increment the number of class levels a character instead of creating a new item
if ( itemData.type === "class" ) {
const cls = this.actor.itemTypes.class.find(c => c.name === itemData.name);
let priorLevel = cls?.data.data.levels ?? 0;
if ( !!cls ) {
const next = Math.min(priorLevel + 1, 20 + priorLevel - this.actor.data.data.details.level);
if ( next > priorLevel ) {
itemData.levels = next;
return cls.update({"data.levels": next});
// Organize Features
const features = {
classes: {
label: "SW5E.ItemTypeClassPl",
items: [],
hasActions: false,
dataset: {type: "class"},
isClass: true
},
classfeatures: {
label: "SW5E.ItemTypeClassFeats",
items: [],
hasActions: true,
dataset: {type: "classfeature"},
isClassfeature: true
},
archetype: {
label: "SW5E.ItemTypeArchetype",
items: [],
hasActions: false,
dataset: {type: "archetype"},
isArchetype: true
},
species: {
label: "SW5E.ItemTypeSpecies",
items: [],
hasActions: false,
dataset: {type: "species"},
isSpecies: true
},
background: {
label: "SW5E.ItemTypeBackground",
items: [],
hasActions: false,
dataset: {type: "background"},
isBackground: true
},
fightingstyles: {
label: "SW5E.ItemTypeFightingStylePl",
items: [],
hasActions: false,
dataset: {type: "fightingstyle"},
isFightingstyle: true
},
fightingmasteries: {
label: "SW5E.ItemTypeFightingMasteryPl",
items: [],
hasActions: false,
dataset: {type: "fightingmastery"},
isFightingmastery: true
},
lightsaberforms: {
label: "SW5E.ItemTypeLightsaberFormPl",
items: [],
hasActions: false,
dataset: {type: "lightsaberform"},
isLightsaberform: true
},
active: {
label: "SW5E.FeatureActive",
items: [],
hasActions: true,
dataset: {"type": "feat", "activation.type": "action"}
},
passive: {label: "SW5E.FeaturePassive", items: [], hasActions: false, dataset: {type: "feat"}}
};
for (let f of feats) {
if (f.data.activation.type) features.active.items.push(f);
else features.passive.items.push(f);
}
}
classes.sort((a, b) => b.data.levels - a.data.levels);
features.classes.items = classes;
features.classfeatures.items = classfeatures;
features.archetype.items = archetypes;
features.species.items = species;
features.background.items = backgrounds;
features.fightingstyles.items = fightingstyles;
features.fightingmasteries.items = fightingmasteries;
features.lightsaberforms.items = lightsaberforms;
// Assign and return
data.inventory = Object.values(inventory);
data.powerbook = powerbook;
data.preparedPowers = nPrepared;
data.features = Object.values(features);
}
// Default drop handling if levels were not added
return super._onDropItemCreate(itemData);
}
/* -------------------------------------------- */
/**
* A helper method to establish the displayed preparation state for an item
* @param {Item} item
* @private
*/
_prepareItemToggleState(item) {
if (item.type === "power") {
const isAlways = getProperty(item.data, "preparation.mode") === "always";
const isPrepared = getProperty(item.data, "preparation.prepared");
item.toggleClass = isPrepared ? "active" : "";
if (isAlways) item.toggleClass = "fixed";
if (isAlways) item.toggleTitle = CONFIG.SW5E.powerPreparationModes.always;
else if (isPrepared) item.toggleTitle = CONFIG.SW5E.powerPreparationModes.prepared;
else item.toggleTitle = game.i18n.localize("SW5E.PowerUnprepared");
} else {
const isActive = getProperty(item.data, "equipped");
item.toggleClass = isActive ? "active" : "";
item.toggleTitle = game.i18n.localize(isActive ? "SW5E.Equipped" : "SW5E.Unequipped");
}
}
/* -------------------------------------------- */
/* Event Listeners and Handlers
/* -------------------------------------------- */
/**
* Activate event listeners using the prepared sheet HTML
* @param html {jQuery} The prepared HTML object ready to be rendered into the DOM
*/
activateListeners(html) {
super.activateListeners(html);
if (!this.isEditable) return;
// Item State Toggling
html.find(".item-toggle").click(this._onToggleItem.bind(this));
// Short and Long Rest
html.find(".short-rest").click(this._onShortRest.bind(this));
html.find(".long-rest").click(this._onLongRest.bind(this));
// Rollable sheet actions
html.find(".rollable[data-action]").click(this._onSheetAction.bind(this));
}
/* -------------------------------------------- */
/**
* Handle mouse click events for character sheet actions
* @param {MouseEvent} event The originating click event
* @private
*/
_onSheetAction(event) {
event.preventDefault();
const button = event.currentTarget;
switch (button.dataset.action) {
case "rollDeathSave":
return this.actor.rollDeathSave({event: event});
case "rollInitiative":
return this.actor.rollInitiative({createCombatants: true});
}
}
/* -------------------------------------------- */
/**
* Handle toggling the state of an Owned Item within the Actor
* @param {Event} event The triggering click event
* @private
*/
_onToggleItem(event) {
event.preventDefault();
const itemId = event.currentTarget.closest(".item").dataset.itemId;
const item = this.actor.items.get(itemId);
const attr = item.data.type === "power" ? "data.preparation.prepared" : "data.equipped";
return item.update({[attr]: !getProperty(item.data, attr)});
}
/* -------------------------------------------- */
/**
* Take a short rest, calling the relevant function on the Actor instance
* @param {Event} event The triggering click event
* @private
*/
async _onShortRest(event) {
event.preventDefault();
await this._onSubmit(event);
return this.actor.shortRest();
}
/* -------------------------------------------- */
/**
* Take a long rest, calling the relevant function on the Actor instance
* @param {Event} event The triggering click event
* @private
*/
async _onLongRest(event) {
event.preventDefault();
await this._onSubmit(event);
return this.actor.longRest();
}
/* -------------------------------------------- */
/** @override */
async _onDropItemCreate(itemData) {
// Increment the number of class levels a character instead of creating a new item
if (itemData.type === "class") {
const cls = this.actor.itemTypes.class.find((c) => c.name === itemData.name);
let priorLevel = cls?.data.data.levels ?? 0;
if (!!cls) {
const next = Math.min(priorLevel + 1, 20 + priorLevel - this.actor.data.data.details.level);
if (next > priorLevel) {
itemData.levels = next;
return cls.update({"data.levels": next});
}
}
}
// Default drop handling if levels were not added
return super._onDropItemCreate(itemData);
}
}

View file

@ -6,130 +6,139 @@ import ActorSheet5e from "./base.js";
* @extends {ActorSheet5e}
*/
export default class ActorSheet5eNPC extends ActorSheet5e {
/** @override */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
classes: ["sw5e", "sheet", "actor", "npc"],
width: 600,
height: 680
});
}
/* -------------------------------------------- */
/** @override */
static unsupportedItemTypes = new Set(["class"]);
/* -------------------------------------------- */
/**
* Organize Owned Items for rendering the NPC sheet
* @private
*/
_prepareItems(data) {
// Categorize Items as Features and Powers
const features = {
weapons: { label: game.i18n.localize("SW5E.AttackPl"), items: [] , hasActions: true, dataset: {type: "weapon", "weapon-type": "natural"} },
actions: { label: game.i18n.localize("SW5E.ActionPl"), items: [] , hasActions: true, dataset: {type: "feat", "activation.type": "action"} },
passive: { label: game.i18n.localize("SW5E.Features"), items: [], dataset: {type: "feat"} },
equipment: { label: game.i18n.localize("SW5E.Inventory"), items: [], dataset: {type: "loot"}}
};
// Start by classifying items into groups for rendering
let [powers, other] = data.items.reduce((arr, item) => {
item.img = item.img || CONST.DEFAULT_TOKEN;
item.isStack = Number.isNumeric(item.data.quantity) && (item.data.quantity !== 1);
item.hasUses = item.data.uses && (item.data.uses.max > 0);
item.isOnCooldown = item.data.recharge && !!item.data.recharge.value && (item.data.recharge.charged === false);
item.isDepleted = item.isOnCooldown && (item.data.uses.per && (item.data.uses.value > 0));
item.hasTarget = !!item.data.target && !(["none",""].includes(item.data.target.type));
if ( item.type === "power" ) arr[0].push(item);
else arr[1].push(item);
return arr;
}, [[], []]);
// Apply item filters
powers = this._filterItems(powers, this._filters.powerbook);
other = this._filterItems(other, this._filters.features);
// Organize Powerbook
const powerbook = this._preparePowerbook(data, powers);
// Organize Features
for ( let item of other ) {
if ( item.type === "weapon" ) features.weapons.items.push(item);
else if ( item.type === "feat" ) {
if ( item.data.activation.type ) features.actions.items.push(item);
else features.passive.items.push(item);
}
else features.equipment.items.push(item);
/** @override */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
classes: ["sw5e", "sheet", "actor", "npc"],
width: 600,
height: 680
});
}
// Assign and return
data.features = Object.values(features);
data.powerbook = powerbook;
}
/* -------------------------------------------- */
/** @override */
static unsupportedItemTypes = new Set(["class"]);
/* -------------------------------------------- */
/* -------------------------------------------- */
/** @inheritdoc */
getData(options) {
const data = super.getData(options);
/**
* Organize Owned Items for rendering the NPC sheet
* @private
*/
_prepareItems(data) {
// Categorize Items as Features and Powers
const features = {
weapons: {
label: game.i18n.localize("SW5E.AttackPl"),
items: [],
hasActions: true,
dataset: {"type": "weapon", "weapon-type": "natural"}
},
actions: {
label: game.i18n.localize("SW5E.ActionPl"),
items: [],
hasActions: true,
dataset: {"type": "feat", "activation.type": "action"}
},
passive: {label: game.i18n.localize("SW5E.Features"), items: [], dataset: {type: "feat"}},
equipment: {label: game.i18n.localize("SW5E.Inventory"), items: [], dataset: {type: "loot"}}
};
// Challenge Rating
const cr = parseFloat(data.data.details.cr || 0);
const crLabels = {0: "0", 0.125: "1/8", 0.25: "1/4", 0.5: "1/2"};
data.labels["cr"] = cr >= 1 ? String(cr) : crLabels[cr] || 1;
// Start by classifying items into groups for rendering
let [powers, other] = data.items.reduce(
(arr, item) => {
item.img = item.img || CONST.DEFAULT_TOKEN;
item.isStack = Number.isNumeric(item.data.quantity) && item.data.quantity !== 1;
item.hasUses = item.data.uses && item.data.uses.max > 0;
item.isOnCooldown =
item.data.recharge && !!item.data.recharge.value && item.data.recharge.charged === false;
item.isDepleted = item.isOnCooldown && item.data.uses.per && item.data.uses.value > 0;
item.hasTarget = !!item.data.target && !["none", ""].includes(item.data.target.type);
if (item.type === "power") arr[0].push(item);
else arr[1].push(item);
return arr;
},
[[], []]
);
// Creature Type
data.labels["type"] = this.actor.labels.creatureType;
return data;
}
// Apply item filters
powers = this._filterItems(powers, this._filters.powerbook);
other = this._filterItems(other, this._filters.features);
/* -------------------------------------------- */
/* Object Updates */
/* -------------------------------------------- */
// Organize Powerbook
const powerbook = this._preparePowerbook(data, powers);
/** @override */
async _updateObject(event, formData) {
// Organize Features
for (let item of other) {
if (item.type === "weapon") features.weapons.items.push(item);
else if (item.type === "feat") {
if (item.data.activation.type) features.actions.items.push(item);
else features.passive.items.push(item);
} else features.equipment.items.push(item);
}
// Format NPC Challenge Rating
const crs = {"1/8": 0.125, "1/4": 0.25, "1/2": 0.5};
let crv = "data.details.cr";
let cr = formData[crv];
cr = crs[cr] || parseFloat(cr);
if ( cr ) formData[crv] = cr < 1 ? cr : parseInt(cr);
// Assign and return
data.features = Object.values(features);
data.powerbook = powerbook;
}
// Parent ActorSheet update steps
return super._updateObject(event, formData);
}
/* -------------------------------------------- */
/* -------------------------------------------- */
/* Event Listeners and Handlers */
/* -------------------------------------------- */
/** @inheritdoc */
getData(options) {
const data = super.getData(options);
/** @override */
activateListeners(html) {
super.activateListeners(html);
html.find(".health .rollable").click(this._onRollHPFormula.bind(this));
}
// Challenge Rating
const cr = parseFloat(data.data.details.cr || 0);
const crLabels = {0: "0", 0.125: "1/8", 0.25: "1/4", 0.5: "1/2"};
data.labels["cr"] = cr >= 1 ? String(cr) : crLabels[cr] || 1;
/* -------------------------------------------- */
// Creature Type
data.labels["type"] = this.actor.labels.creatureType;
return data;
}
/**
* Handle rolling NPC health values using the provided formula
* @param {Event} event The original click event
* @private
*/
_onRollHPFormula(event) {
event.preventDefault();
const formula = this.actor.data.data.attributes.hp.formula;
if ( !formula ) return;
const hp = new Roll(formula).roll().total;
AudioHelper.play({src: CONFIG.sounds.dice});
this.actor.update({"data.attributes.hp.value": hp, "data.attributes.hp.max": hp});
}
/* -------------------------------------------- */
/* Object Updates */
/* -------------------------------------------- */
/** @override */
async _updateObject(event, formData) {
// Format NPC Challenge Rating
const crs = {"1/8": 0.125, "1/4": 0.25, "1/2": 0.5};
let crv = "data.details.cr";
let cr = formData[crv];
cr = crs[cr] || parseFloat(cr);
if (cr) formData[crv] = cr < 1 ? cr : parseInt(cr);
// Parent ActorSheet update steps
return super._updateObject(event, formData);
}
/* -------------------------------------------- */
/* Event Listeners and Handlers */
/* -------------------------------------------- */
/** @override */
activateListeners(html) {
super.activateListeners(html);
html.find(".health .rollable").click(this._onRollHPFormula.bind(this));
}
/* -------------------------------------------- */
/**
* Handle rolling NPC health values using the provided formula
* @param {Event} event The original click event
* @private
*/
_onRollHPFormula(event) {
event.preventDefault();
const formula = this.actor.data.data.attributes.hp.formula;
if (!formula) return;
const hp = new Roll(formula).roll().total;
AudioHelper.play({src: CONFIG.sounds.dice});
this.actor.update({"data.attributes.hp.value": hp, "data.attributes.hp.max": hp});
}
}

View file

@ -6,411 +6,427 @@ import ActorSheet5e from "./base.js";
* @type {ActorSheet5e}
*/
export default class ActorSheet5eVehicle extends ActorSheet5e {
/**
* Define default rendering options for the Vehicle sheet.
* @returns {Object}
*/
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
classes: ["sw5e", "sheet", "actor", "vehicle"],
width: 605,
height: 680
});
}
/* -------------------------------------------- */
/** @override */
static unsupportedItemTypes = new Set(["class"]);
/* -------------------------------------------- */
/**
* Creates a new cargo entry for a vehicle Actor.
*/
static get newCargo() {
return {
name: '',
quantity: 1
};
}
/* -------------------------------------------- */
/**
* Compute the total weight of the vehicle's cargo.
* @param {Number} totalWeight The cumulative item weight from inventory items
* @param {Object} actorData The data object for the Actor being rendered
* @returns {{max: number, value: number, pct: number}}
* @private
*/
_computeEncumbrance(totalWeight, actorData) {
// Compute currency weight
const totalCoins = Object.values(actorData.data.currency).reduce((acc, denom) => acc + denom, 0);
totalWeight += totalCoins / CONFIG.SW5E.encumbrance.currencyPerWeight;
// Vehicle weights are an order of magnitude greater.
totalWeight /= CONFIG.SW5E.encumbrance.vehicleWeightMultiplier;
// Compute overall encumbrance
const max = actorData.data.attributes.capacity.cargo;
const pct = Math.clamped((totalWeight * 100) / max, 0, 100);
return {value: totalWeight.toNearest(0.1), max, pct};
}
/* -------------------------------------------- */
/** @override */
_getMovementSpeed(actorData, largestPrimary=true) {
return super._getMovementSpeed(actorData, largestPrimary);
}
/* -------------------------------------------- */
/**
* Prepare items that are mounted to a vehicle and require one or more crew
* to operate.
* @private
*/
_prepareCrewedItem(item) {
// Determine crewed status
const isCrewed = item.data.crewed;
item.toggleClass = isCrewed ? 'active' : '';
item.toggleTitle = game.i18n.localize(`SW5E.${isCrewed ? 'Crewed' : 'Uncrewed'}`);
// Handle crew actions
if (item.type === 'feat' && item.data.activation.type === 'crew') {
item.crew = item.data.activation.cost;
item.cover = game.i18n.localize(`SW5E.${item.data.cover ? 'CoverTotal' : 'None'}`);
if (item.data.cover === .5) item.cover = '½';
else if (item.data.cover === .75) item.cover = '¾';
else if (item.data.cover === null) item.cover = '—';
if (item.crew < 1 || item.crew === null) item.crew = '—';
/**
* Define default rendering options for the Vehicle sheet.
* @returns {Object}
*/
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
classes: ["sw5e", "sheet", "actor", "vehicle"],
width: 605,
height: 680
});
}
// Prepare vehicle weapons
if (item.type === 'equipment' || item.type === 'weapon') {
item.threshold = item.data.hp.dt ? item.data.hp.dt : '—';
}
}
/* -------------------------------------------- */
/* -------------------------------------------- */
/** @override */
static unsupportedItemTypes = new Set(["class"]);
/**
* Organize Owned Items for rendering the Vehicle sheet.
* @private
*/
_prepareItems(data) {
const cargoColumns = [{
label: game.i18n.localize('SW5E.Quantity'),
css: 'item-qty',
property: 'quantity',
editable: 'Number'
}];
/* -------------------------------------------- */
const equipmentColumns = [{
label: game.i18n.localize('SW5E.Quantity'),
css: 'item-qty',
property: 'data.quantity'
}, {
label: game.i18n.localize('SW5E.AC'),
css: 'item-ac',
property: 'data.armor.value'
}, {
label: game.i18n.localize('SW5E.HP'),
css: 'item-hp',
property: 'data.hp.value',
editable: 'Number'
}, {
label: game.i18n.localize('SW5E.Threshold'),
css: 'item-threshold',
property: 'threshold'
}];
const features = {
actions: {
label: game.i18n.localize('SW5E.ActionPl'),
items: [],
crewable: true,
dataset: {type: 'feat', 'activation.type': 'crew'},
columns: [{
label: game.i18n.localize('SW5E.VehicleCrew'),
css: 'item-crew',
property: 'crew'
}, {
label: game.i18n.localize('SW5E.Cover'),
css: 'item-cover',
property: 'cover'
}]
},
equipment: {
label: game.i18n.localize('SW5E.ItemTypeEquipment'),
items: [],
crewable: true,
dataset: {type: 'equipment', 'armor.type': 'vehicle'},
columns: equipmentColumns
},
passive: {
label: game.i18n.localize('SW5E.Features'),
items: [],
dataset: {type: 'feat'}
},
reactions: {
label: game.i18n.localize('SW5E.ReactionPl'),
items: [],
dataset: {type: 'feat', 'activation.type': 'reaction'}
},
weapons: {
label: game.i18n.localize('SW5E.ItemTypeWeaponPl'),
items: [],
crewable: true,
dataset: {type: 'weapon', 'weapon-type': 'siege'},
columns: equipmentColumns
}
};
const cargo = {
crew: {
label: game.i18n.localize('SW5E.VehicleCrew'),
items: data.data.cargo.crew,
css: 'cargo-row crew',
editableName: true,
dataset: {type: 'crew'},
columns: cargoColumns
},
passengers: {
label: game.i18n.localize('SW5E.VehiclePassengers'),
items: data.data.cargo.passengers,
css: 'cargo-row passengers',
editableName: true,
dataset: {type: 'passengers'},
columns: cargoColumns
},
cargo: {
label: game.i18n.localize('SW5E.VehicleCargo'),
items: [],
dataset: {type: 'loot'},
columns: [{
label: game.i18n.localize('SW5E.Quantity'),
css: 'item-qty',
property: 'data.quantity',
editable: 'Number'
}, {
label: game.i18n.localize('SW5E.Price'),
css: 'item-price',
property: 'data.price',
editable: 'Number'
}, {
label: game.i18n.localize('SW5E.Weight'),
css: 'item-weight',
property: 'data.weight',
editable: 'Number'
}]
}
};
// Classify items owned by the vehicle and compute total cargo weight
let totalWeight = 0;
for (const item of data.items) {
this._prepareCrewedItem(item);
// Handle cargo explicitly
const isCargo = item.flags.sw5e?.vehicleCargo === true;
if ( isCargo ) {
totalWeight += (item.data.weight || 0) * item.data.quantity;
cargo.cargo.items.push(item);
continue;
}
// Handle non-cargo item types
switch ( item.type ) {
case "weapon":
features.weapons.items.push(item);
break;
case "equipment":
features.equipment.items.push(item);
break;
case "feat":
if (!item.data.activation.type || (item.data.activation.type === "none")) features.passive.items.push(item);
else if (item.data.activation.type === 'reaction') features.reactions.items.push(item);
else features.actions.items.push(item);
break;
default:
totalWeight += (item.data.weight || 0) * item.data.quantity;
cargo.cargo.items.push(item);
}
/**
* Creates a new cargo entry for a vehicle Actor.
*/
static get newCargo() {
return {
name: "",
quantity: 1
};
}
// Update the rendering context data
data.features = Object.values(features);
data.cargo = Object.values(cargo);
data.data.attributes.encumbrance = this._computeEncumbrance(totalWeight, data);
}
/* -------------------------------------------- */
/* -------------------------------------------- */
/* Event Listeners and Handlers */
/* -------------------------------------------- */
/**
* Compute the total weight of the vehicle's cargo.
* @param {Number} totalWeight The cumulative item weight from inventory items
* @param {Object} actorData The data object for the Actor being rendered
* @returns {{max: number, value: number, pct: number}}
* @private
*/
_computeEncumbrance(totalWeight, actorData) {
// Compute currency weight
const totalCoins = Object.values(actorData.data.currency).reduce((acc, denom) => acc + denom, 0);
totalWeight += totalCoins / CONFIG.SW5E.encumbrance.currencyPerWeight;
/** @override */
activateListeners(html) {
super.activateListeners(html);
if (!this.isEditable) return;
// Vehicle weights are an order of magnitude greater.
totalWeight /= CONFIG.SW5E.encumbrance.vehicleWeightMultiplier;
html.find('.item-toggle').click(this._onToggleItem.bind(this));
html.find('.item-hp input')
.click(evt => evt.target.select())
.change(this._onHPChange.bind(this));
html.find('.item:not(.cargo-row) input[data-property]')
.click(evt => evt.target.select())
.change(this._onEditInSheet.bind(this));
html.find('.cargo-row input')
.click(evt => evt.target.select())
.change(this._onCargoRowChange.bind(this));
if (this.actor.data.data.attributes.actions.stations) {
html.find('.counter.actions, .counter.action-thresholds').hide();
}
}
/* -------------------------------------------- */
/**
* Handle saving a cargo row (i.e. crew or passenger) in-sheet.
* @param event {Event}
* @returns {Promise<Actor>|null}
* @private
*/
_onCargoRowChange(event) {
event.preventDefault();
const target = event.currentTarget;
const row = target.closest('.item');
const idx = Number(row.dataset.itemId);
const property = row.classList.contains('crew') ? 'crew' : 'passengers';
// Get the cargo entry
const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[property]);
const entry = cargo[idx];
if (!entry) return null;
// Update the cargo value
const key = target.dataset.property || 'name';
const type = target.dataset.dtype;
let value = target.value;
if (type === 'Number') value = Number(value);
entry[key] = value;
// Perform the Actor update
return this.actor.update({[`data.cargo.${property}`]: cargo});
}
/* -------------------------------------------- */
/**
* Handle editing certain values like quantity, price, and weight in-sheet.
* @param event {Event}
* @returns {Promise<Item>}
* @private
*/
_onEditInSheet(event) {
event.preventDefault();
const itemID = event.currentTarget.closest('.item').dataset.itemId;
const item = this.actor.items.get(itemID);
const property = event.currentTarget.dataset.property;
const type = event.currentTarget.dataset.dtype;
let value = event.currentTarget.value;
switch (type) {
case 'Number': value = parseInt(value); break;
case 'Boolean': value = value === 'true'; break;
}
return item.update({[`${property}`]: value});
}
/* -------------------------------------------- */
/**
* Handle creating a new crew or passenger row.
* @param event {Event}
* @returns {Promise<Actor|Item>}
* @private
*/
_onItemCreate(event) {
event.preventDefault();
const target = event.currentTarget;
const type = target.dataset.type;
if (type === 'crew' || type === 'passengers') {
const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[type]);
cargo.push(this.constructor.newCargo);
return this.actor.update({[`data.cargo.${type}`]: cargo});
}
return super._onItemCreate(event);
}
/* -------------------------------------------- */
/**
* Handle deleting a crew or passenger row.
* @param event {Event}
* @returns {Promise<Actor|Item>}
* @private
*/
_onItemDelete(event) {
event.preventDefault();
const row = event.currentTarget.closest('.item');
if (row.classList.contains('cargo-row')) {
const idx = Number(row.dataset.itemId);
const type = row.classList.contains('crew') ? 'crew' : 'passengers';
const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[type]).filter((_, i) => i !== idx);
return this.actor.update({[`data.cargo.${type}`]: cargo});
// Compute overall encumbrance
const max = actorData.data.attributes.capacity.cargo;
const pct = Math.clamped((totalWeight * 100) / max, 0, 100);
return {value: totalWeight.toNearest(0.1), max, pct};
}
return super._onItemDelete(event);
}
/* -------------------------------------------- */
/* -------------------------------------------- */
/** @override */
_getMovementSpeed(actorData, largestPrimary = true) {
return super._getMovementSpeed(actorData, largestPrimary);
}
/** @override */
async _onDropItemCreate(itemData) {
const cargoTypes = ["weapon", "equipment", "consumable", "tool", "loot", "backpack"];
const isCargo = cargoTypes.includes(itemData.type) && (this._tabs[0].active === "cargo");
foundry.utils.setProperty(itemData, "flags.sw5e.vehicleCargo", isCargo);
return super._onDropItemCreate(itemData);
}
/* -------------------------------------------- */
/* -------------------------------------------- */
/**
* Prepare items that are mounted to a vehicle and require one or more crew
* to operate.
* @private
*/
_prepareCrewedItem(item) {
// Determine crewed status
const isCrewed = item.data.crewed;
item.toggleClass = isCrewed ? "active" : "";
item.toggleTitle = game.i18n.localize(`SW5E.${isCrewed ? "Crewed" : "Uncrewed"}`);
/**
* Special handling for editing HP to clamp it within appropriate range.
* @param event {Event}
* @returns {Promise<Item>}
* @private
*/
_onHPChange(event) {
event.preventDefault();
const itemID = event.currentTarget.closest('.item').dataset.itemId;
const item = this.actor.items.get(itemID);
const hp = Math.clamped(0, parseInt(event.currentTarget.value), item.data.data.hp.max);
event.currentTarget.value = hp;
return item.update({'data.hp.value': hp});
}
// Handle crew actions
if (item.type === "feat" && item.data.activation.type === "crew") {
item.crew = item.data.activation.cost;
item.cover = game.i18n.localize(`SW5E.${item.data.cover ? "CoverTotal" : "None"}`);
if (item.data.cover === 0.5) item.cover = "½";
else if (item.data.cover === 0.75) item.cover = "¾";
else if (item.data.cover === null) item.cover = "—";
if (item.crew < 1 || item.crew === null) item.crew = "—";
}
/* -------------------------------------------- */
// Prepare vehicle weapons
if (item.type === "equipment" || item.type === "weapon") {
item.threshold = item.data.hp.dt ? item.data.hp.dt : "—";
}
}
/**
* Handle toggling an item's crewed status.
* @param event {Event}
* @returns {Promise<Item>}
* @private
*/
_onToggleItem(event) {
event.preventDefault();
const itemID = event.currentTarget.closest('.item').dataset.itemId;
const item = this.actor.items.get(itemID);
const crewed = !!item.data.data.crewed;
return item.update({'data.crewed': !crewed});
}
};
/* -------------------------------------------- */
/**
* Organize Owned Items for rendering the Vehicle sheet.
* @private
*/
_prepareItems(data) {
const cargoColumns = [
{
label: game.i18n.localize("SW5E.Quantity"),
css: "item-qty",
property: "quantity",
editable: "Number"
}
];
const equipmentColumns = [
{
label: game.i18n.localize("SW5E.Quantity"),
css: "item-qty",
property: "data.quantity"
},
{
label: game.i18n.localize("SW5E.AC"),
css: "item-ac",
property: "data.armor.value"
},
{
label: game.i18n.localize("SW5E.HP"),
css: "item-hp",
property: "data.hp.value",
editable: "Number"
},
{
label: game.i18n.localize("SW5E.Threshold"),
css: "item-threshold",
property: "threshold"
}
];
const features = {
actions: {
label: game.i18n.localize("SW5E.ActionPl"),
items: [],
crewable: true,
dataset: {"type": "feat", "activation.type": "crew"},
columns: [
{
label: game.i18n.localize("SW5E.VehicleCrew"),
css: "item-crew",
property: "crew"
},
{
label: game.i18n.localize("SW5E.Cover"),
css: "item-cover",
property: "cover"
}
]
},
equipment: {
label: game.i18n.localize("SW5E.ItemTypeEquipment"),
items: [],
crewable: true,
dataset: {"type": "equipment", "armor.type": "vehicle"},
columns: equipmentColumns
},
passive: {
label: game.i18n.localize("SW5E.Features"),
items: [],
dataset: {type: "feat"}
},
reactions: {
label: game.i18n.localize("SW5E.ReactionPl"),
items: [],
dataset: {"type": "feat", "activation.type": "reaction"}
},
weapons: {
label: game.i18n.localize("SW5E.ItemTypeWeaponPl"),
items: [],
crewable: true,
dataset: {"type": "weapon", "weapon-type": "siege"},
columns: equipmentColumns
}
};
const cargo = {
crew: {
label: game.i18n.localize("SW5E.VehicleCrew"),
items: data.data.cargo.crew,
css: "cargo-row crew",
editableName: true,
dataset: {type: "crew"},
columns: cargoColumns
},
passengers: {
label: game.i18n.localize("SW5E.VehiclePassengers"),
items: data.data.cargo.passengers,
css: "cargo-row passengers",
editableName: true,
dataset: {type: "passengers"},
columns: cargoColumns
},
cargo: {
label: game.i18n.localize("SW5E.VehicleCargo"),
items: [],
dataset: {type: "loot"},
columns: [
{
label: game.i18n.localize("SW5E.Quantity"),
css: "item-qty",
property: "data.quantity",
editable: "Number"
},
{
label: game.i18n.localize("SW5E.Price"),
css: "item-price",
property: "data.price",
editable: "Number"
},
{
label: game.i18n.localize("SW5E.Weight"),
css: "item-weight",
property: "data.weight",
editable: "Number"
}
]
}
};
// Classify items owned by the vehicle and compute total cargo weight
let totalWeight = 0;
for (const item of data.items) {
this._prepareCrewedItem(item);
// Handle cargo explicitly
const isCargo = item.flags.sw5e?.vehicleCargo === true;
if (isCargo) {
totalWeight += (item.data.weight || 0) * item.data.quantity;
cargo.cargo.items.push(item);
continue;
}
// Handle non-cargo item types
switch (item.type) {
case "weapon":
features.weapons.items.push(item);
break;
case "equipment":
features.equipment.items.push(item);
break;
case "feat":
if (!item.data.activation.type || item.data.activation.type === "none")
features.passive.items.push(item);
else if (item.data.activation.type === "reaction") features.reactions.items.push(item);
else features.actions.items.push(item);
break;
default:
totalWeight += (item.data.weight || 0) * item.data.quantity;
cargo.cargo.items.push(item);
}
}
// Update the rendering context data
data.features = Object.values(features);
data.cargo = Object.values(cargo);
data.data.attributes.encumbrance = this._computeEncumbrance(totalWeight, data);
}
/* -------------------------------------------- */
/* Event Listeners and Handlers */
/* -------------------------------------------- */
/** @override */
activateListeners(html) {
super.activateListeners(html);
if (!this.isEditable) return;
html.find(".item-toggle").click(this._onToggleItem.bind(this));
html.find(".item-hp input")
.click((evt) => evt.target.select())
.change(this._onHPChange.bind(this));
html.find(".item:not(.cargo-row) input[data-property]")
.click((evt) => evt.target.select())
.change(this._onEditInSheet.bind(this));
html.find(".cargo-row input")
.click((evt) => evt.target.select())
.change(this._onCargoRowChange.bind(this));
if (this.actor.data.data.attributes.actions.stations) {
html.find(".counter.actions, .counter.action-thresholds").hide();
}
}
/* -------------------------------------------- */
/**
* Handle saving a cargo row (i.e. crew or passenger) in-sheet.
* @param event {Event}
* @returns {Promise<Actor>|null}
* @private
*/
_onCargoRowChange(event) {
event.preventDefault();
const target = event.currentTarget;
const row = target.closest(".item");
const idx = Number(row.dataset.itemId);
const property = row.classList.contains("crew") ? "crew" : "passengers";
// Get the cargo entry
const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[property]);
const entry = cargo[idx];
if (!entry) return null;
// Update the cargo value
const key = target.dataset.property || "name";
const type = target.dataset.dtype;
let value = target.value;
if (type === "Number") value = Number(value);
entry[key] = value;
// Perform the Actor update
return this.actor.update({[`data.cargo.${property}`]: cargo});
}
/* -------------------------------------------- */
/**
* Handle editing certain values like quantity, price, and weight in-sheet.
* @param event {Event}
* @returns {Promise<Item>}
* @private
*/
_onEditInSheet(event) {
event.preventDefault();
const itemID = event.currentTarget.closest(".item").dataset.itemId;
const item = this.actor.items.get(itemID);
const property = event.currentTarget.dataset.property;
const type = event.currentTarget.dataset.dtype;
let value = event.currentTarget.value;
switch (type) {
case "Number":
value = parseInt(value);
break;
case "Boolean":
value = value === "true";
break;
}
return item.update({[`${property}`]: value});
}
/* -------------------------------------------- */
/**
* Handle creating a new crew or passenger row.
* @param event {Event}
* @returns {Promise<Actor|Item>}
* @private
*/
_onItemCreate(event) {
event.preventDefault();
const target = event.currentTarget;
const type = target.dataset.type;
if (type === "crew" || type === "passengers") {
const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[type]);
cargo.push(this.constructor.newCargo);
return this.actor.update({[`data.cargo.${type}`]: cargo});
}
return super._onItemCreate(event);
}
/* -------------------------------------------- */
/**
* Handle deleting a crew or passenger row.
* @param event {Event}
* @returns {Promise<Actor|Item>}
* @private
*/
_onItemDelete(event) {
event.preventDefault();
const row = event.currentTarget.closest(".item");
if (row.classList.contains("cargo-row")) {
const idx = Number(row.dataset.itemId);
const type = row.classList.contains("crew") ? "crew" : "passengers";
const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[type]).filter((_, i) => i !== idx);
return this.actor.update({[`data.cargo.${type}`]: cargo});
}
return super._onItemDelete(event);
}
/* -------------------------------------------- */
/** @override */
async _onDropItemCreate(itemData) {
const cargoTypes = ["weapon", "equipment", "consumable", "tool", "loot", "backpack"];
const isCargo = cargoTypes.includes(itemData.type) && this._tabs[0].active === "cargo";
foundry.utils.setProperty(itemData, "flags.sw5e.vehicleCargo", isCargo);
return super._onDropItemCreate(itemData);
}
/* -------------------------------------------- */
/**
* Special handling for editing HP to clamp it within appropriate range.
* @param event {Event}
* @returns {Promise<Item>}
* @private
*/
_onHPChange(event) {
event.preventDefault();
const itemID = event.currentTarget.closest(".item").dataset.itemId;
const item = this.actor.items.get(itemID);
const hp = Math.clamped(0, parseInt(event.currentTarget.value), item.data.data.hp.max);
event.currentTarget.value = hp;
return item.update({"data.hp.value": hp});
}
/* -------------------------------------------- */
/**
* Handle toggling an item's crewed status.
* @param event {Event}
* @returns {Promise<Item>}
* @private
*/
_onToggleItem(event) {
event.preventDefault();
const itemID = event.currentTarget.closest(".item").dataset.itemId;
const item = this.actor.items.get(itemID);
const crewed = !!item.data.data.crewed;
return item.update({"data.crewed": !crewed});
}
}

View file

@ -3,220 +3,225 @@
* @type {Dialog}
*/
export default class AbilityUseDialog extends Dialog {
constructor(item, dialogData={}, options={}) {
super(dialogData, options);
this.options.classes = ["sw5e", "dialog"];
constructor(item, dialogData = {}, options = {}) {
super(dialogData, options);
this.options.classes = ["sw5e", "dialog"];
/**
* Store a reference to the Item entity being used
* @type {Item5e}
*/
this.item = item;
}
/* -------------------------------------------- */
/* Rendering */
/* -------------------------------------------- */
/**
* Store a reference to the Item entity being used
* @type {Item5e}
* A constructor function which displays the Power Cast Dialog app for a given Actor and Item.
* Returns a Promise which resolves to the dialog FormData once the workflow has been completed.
* @param {Item5e} item
* @return {Promise}
*/
this.item = item;
}
static async create(item) {
if (!item.isOwned) throw new Error("You cannot display an ability usage dialog for an unowned item");
/* -------------------------------------------- */
/* Rendering */
/* -------------------------------------------- */
// Prepare data
const actorData = item.actor.data.data;
const itemData = item.data.data;
const uses = itemData.uses || {};
const quantity = itemData.quantity || 0;
const recharge = itemData.recharge || {};
const recharges = !!recharge.value;
const sufficientUses = (quantity > 0 && !uses.value) || uses.value > 0;
/**
* A constructor function which displays the Power Cast Dialog app for a given Actor and Item.
* Returns a Promise which resolves to the dialog FormData once the workflow has been completed.
* @param {Item5e} item
* @return {Promise}
*/
static async create(item) {
if ( !item.isOwned ) throw new Error("You cannot display an ability usage dialog for an unowned item");
// Prepare dialog form data
const data = {
item: item.data,
title: game.i18n.format("SW5E.AbilityUseHint", {
type: game.i18n.localize(`SW5E.ItemType${item.type.capitalize()}`),
name: item.name
}),
note: this._getAbilityUseNote(item.data, uses, recharge),
consumePowerSlot: false,
consumeRecharge: recharges,
consumeResource: !!itemData.consume.target,
consumeUses: uses.per && uses.max > 0,
canUse: recharges ? recharge.charged : sufficientUses,
createTemplate: game.user.can("TEMPLATE_CREATE") && item.hasAreaTarget,
errors: []
};
if (item.data.type === "power") this._getPowerData(actorData, itemData, data);
// Prepare data
const actorData = item.actor.data.data;
const itemData = item.data.data;
const uses = itemData.uses || {};
const quantity = itemData.quantity || 0;
const recharge = itemData.recharge || {};
const recharges = !!recharge.value;
const sufficientUses = (quantity > 0 && !uses.value) || uses.value > 0;
// Render the ability usage template
const html = await renderTemplate("systems/sw5e/templates/apps/ability-use.html", data);
// Prepare dialog form data
const data = {
item: item.data,
title: game.i18n.format("SW5E.AbilityUseHint", item.data),
note: this._getAbilityUseNote(item.data, uses, recharge),
consumePowerSlot: false,
consumeRecharge: recharges,
consumeResource: !!itemData.consume.target,
consumeUses: uses.per && (uses.max > 0),
canUse: recharges ? recharge.charged : sufficientUses,
createTemplate: game.user.can("TEMPLATE_CREATE") && item.hasAreaTarget,
errors: []
};
if ( item.data.type === "power" ) this._getPowerData(actorData, itemData, data);
// Create the Dialog and return data as a Promise
const icon = data.isPower ? "fa-magic" : "fa-fist-raised";
const label = game.i18n.localize("SW5E.AbilityUse" + (data.isPower ? "Cast" : "Use"));
return new Promise((resolve) => {
const dlg = new this(item, {
title: `${item.name}: ${game.i18n.localize("SW5E.AbilityUseConfig")}`,
content: html,
buttons: {
use: {
icon: `<i class="fas ${icon}"></i>`,
label: label,
callback: (html) => {
const fd = new FormDataExtended(html[0].querySelector("form"));
resolve(fd.toObject());
}
}
},
default: "use",
close: () => resolve(null)
});
dlg.render(true);
});
}
// Render the ability usage template
const html = await renderTemplate("systems/sw5e/templates/apps/ability-use.html", data);
/* -------------------------------------------- */
/* Helpers */
/* -------------------------------------------- */
// Create the Dialog and return data as a Promise
const icon = data.isPower ? "fa-magic" : "fa-fist-raised";
const label = game.i18n.localize("SW5E.AbilityUse" + (data.isPower ? "Cast" : "Use"));
return new Promise((resolve) => {
const dlg = new this(item, {
title: `${item.name}: Usage Configuration`,
content: html,
buttons: {
use: {
icon: `<i class="fas ${icon}"></i>`,
label: label,
callback: html => {
const fd = new FormDataExtended(html[0].querySelector("form"));
resolve(fd.toObject());
/**
* Get dialog data related to limited power slots
* @private
*/
static _getPowerData(actorData, itemData, data) {
// Determine whether the power may be up-cast
const lvl = itemData.level;
const consumePowerSlot = lvl > 0 && CONFIG.SW5E.powerUpcastModes.includes(itemData.preparation.mode);
// If can't upcast, return early and don't bother calculating available power slots
if (!consumePowerSlot) {
mergeObject(data, {isPower: true, consumePowerSlot});
return;
}
// Determine the levels which are feasible
let lmax = 0;
let points;
let powerType;
switch (itemData.school) {
case "lgt":
case "uni":
case "drk": {
powerType = "force";
points = actorData.attributes.force.points.value + actorData.attributes.force.points.temp;
break;
}
case "tec": {
powerType = "tech";
points = actorData.attributes.tech.points.value + actorData.attributes.tech.points.temp;
break;
}
}
},
default: "use",
close: () => resolve(null)
});
dlg.render(true);
});
}
/* -------------------------------------------- */
/* Helpers */
/* -------------------------------------------- */
/**
* Get dialog data related to limited power slots
* @private
*/
static _getPowerData(actorData, itemData, data) {
// Determine whether the power may be up-cast
const lvl = itemData.level;
const consumePowerSlot = (lvl > 0) && CONFIG.SW5E.powerUpcastModes.includes(itemData.preparation.mode);
// If can't upcast, return early and don't bother calculating available power slots
if (!consumePowerSlot) {
mergeObject(data, { isPower: true, consumePowerSlot });
return;
}
// Determine the levels which are feasible
let lmax = 0;
let points;
let powerType;
switch (itemData.school){
case "lgt":
case "uni":
case "drk": {
powerType = "force"
points = actorData.attributes.force.points.value + actorData.attributes.force.points.temp;
break;
}
case "tec": {
powerType = "tech"
points = actorData.attributes.tech.points.value + actorData.attributes.tech.points.temp;
break;
}
}
// eliminate point usage for innate casters
if (actorData.attributes.powercasting === 'innate') points = 999;
let powerLevels
if (powerType === "force"){
powerLevels = Array.fromRange(10).reduce((arr, i) => {
if ( i < lvl ) return arr;
const label = CONFIG.SW5E.powerLevels[i];
const l = actorData.powers["power"+i] || {fmax: 0, foverride: null};
let max = parseInt(l.foverride || l.fmax || 0);
let slots = Math.clamped(parseInt(l.fvalue || 0), 0, max);
if ( max > 0 ) lmax = i;
if ((max > 0) && (slots > 0) && (points > i)){
arr.push({
level: i,
label: i > 0 ? game.i18n.format('SW5E.PowerLevelSlot', {level: label, n: slots}) : label,
canCast: max > 0,
hasSlots: slots > 0
});
}
return arr;
}, []).filter(sl => sl.level <= lmax);
}else if (powerType === "tech"){
powerLevels = Array.fromRange(10).reduce((arr, i) => {
if ( i < lvl ) return arr;
const label = CONFIG.SW5E.powerLevels[i];
const l = actorData.powers["power"+i] || {tmax: 0, toverride: null};
let max = parseInt(l.override || l.tmax || 0);
let slots = Math.clamped(parseInt(l.tvalue || 0), 0, max);
if ( max > 0 ) lmax = i;
if ((max > 0) && (slots > 0) && (points > i)){
arr.push({
level: i,
label: i > 0 ? game.i18n.format('SW5E.PowerLevelSlot', {level: label, n: slots}) : label,
canCast: max > 0,
hasSlots: slots > 0
});
// eliminate point usage for innate casters
if (actorData.attributes.powercasting === "innate") points = 999;
let powerLevels;
if (powerType === "force") {
powerLevels = Array.fromRange(10)
.reduce((arr, i) => {
if (i < lvl) return arr;
const label = CONFIG.SW5E.powerLevels[i];
const l = actorData.powers["power" + i] || {fmax: 0, foverride: null};
let max = parseInt(l.foverride || l.fmax || 0);
let slots = Math.clamped(parseInt(l.fvalue || 0), 0, max);
if (max > 0) lmax = i;
if (max > 0 && slots > 0 && points > i) {
arr.push({
level: i,
label: i > 0 ? game.i18n.format("SW5E.PowerLevelSlot", {level: label, n: slots}) : label,
canCast: max > 0,
hasSlots: slots > 0
});
}
return arr;
}, [])
.filter((sl) => sl.level <= lmax);
} else if (powerType === "tech") {
powerLevels = Array.fromRange(10)
.reduce((arr, i) => {
if (i < lvl) return arr;
const label = CONFIG.SW5E.powerLevels[i];
const l = actorData.powers["power" + i] || {tmax: 0, toverride: null};
let max = parseInt(l.override || l.tmax || 0);
let slots = Math.clamped(parseInt(l.tvalue || 0), 0, max);
if (max > 0) lmax = i;
if (max > 0 && slots > 0 && points > i) {
arr.push({
level: i,
label: i > 0 ? game.i18n.format("SW5E.PowerLevelSlot", {level: label, n: slots}) : label,
canCast: max > 0,
hasSlots: slots > 0
});
}
return arr;
}, [])
.filter((sl) => sl.level <= lmax);
}
return arr;
}, []).filter(sl => sl.level <= lmax);
}
const canCast = powerLevels.some(l => l.hasSlots);
if ( !canCast ) data.errors.push(game.i18n.format("SW5E.PowerCastNoSlots", {
level: CONFIG.SW5E.powerLevels[lvl],
name: data.item.name
}));
const canCast = powerLevels.some((l) => l.hasSlots);
if (!canCast)
data.errors.push(
game.i18n.format("SW5E.PowerCastNoSlots", {
level: CONFIG.SW5E.powerLevels[lvl],
name: data.item.name
})
);
// Merge power casting data
return foundry.utils.mergeObject(data, { isPower: true, consumePowerSlot, powerLevels });
}
/* -------------------------------------------- */
/**
* Get the ability usage note that is displayed
* @private
*/
static _getAbilityUseNote(item, uses, recharge) {
// Zero quantity
const quantity = item.data.quantity;
if ( quantity <= 0 ) return game.i18n.localize("SW5E.AbilityUseUnavailableHint");
// Abilities which use Recharge
if ( !!recharge.value ) {
return game.i18n.format(recharge.charged ? "SW5E.AbilityUseChargedHint" : "SW5E.AbilityUseRechargeHint", {
type: item.type,
})
// Merge power casting data
return foundry.utils.mergeObject(data, {isPower: true, consumePowerSlot, powerLevels});
}
// Does not use any resource
if ( !uses.per || !uses.max ) return "";
/* -------------------------------------------- */
// Consumables
if ( item.type === "consumable" ) {
let str = "SW5E.AbilityUseNormalHint";
if ( uses.value > 1 ) str = "SW5E.AbilityUseConsumableChargeHint";
else if ( item.data.quantity === 1 && uses.autoDestroy ) str = "SW5E.AbilityUseConsumableDestroyHint";
else if ( item.data.quantity > 1 ) str = "SW5E.AbilityUseConsumableQuantityHint";
return game.i18n.format(str, {
type: item.data.consumableType,
value: uses.value,
quantity: item.data.quantity,
max: uses.max,
per: CONFIG.SW5E.limitedUsePeriods[uses.per]
});
}
/**
* Get the ability usage note that is displayed
* @private
*/
static _getAbilityUseNote(item, uses, recharge) {
// Zero quantity
const quantity = item.data.quantity;
if (quantity <= 0) return game.i18n.localize("SW5E.AbilityUseUnavailableHint");
// Other Items
else {
return game.i18n.format("SW5E.AbilityUseNormalHint", {
type: item.type,
value: uses.value,
max: uses.max,
per: CONFIG.SW5E.limitedUsePeriods[uses.per]
});
// Abilities which use Recharge
if (!!recharge.value) {
return game.i18n.format(recharge.charged ? "SW5E.AbilityUseChargedHint" : "SW5E.AbilityUseRechargeHint", {
type: game.i18n.localize(`SW5E.ItemType${item.type.capitalize()}`)
});
}
// Does not use any resource
if (!uses.per || !uses.max) return "";
// Consumables
if (item.type === "consumable") {
let str = "SW5E.AbilityUseNormalHint";
if (uses.value > 1) str = "SW5E.AbilityUseConsumableChargeHint";
else if (item.data.quantity === 1 && uses.autoDestroy) str = "SW5E.AbilityUseConsumableDestroyHint";
else if (item.data.quantity > 1) str = "SW5E.AbilityUseConsumableQuantityHint";
return game.i18n.format(str, {
type: game.i18n.localize(`SW5E.Consumable${item.data.consumableType.capitalize()}`),
value: uses.value,
quantity: item.data.quantity,
max: uses.max,
per: CONFIG.SW5E.limitedUsePeriods[uses.per]
});
}
// Other Items
else {
return game.i18n.format("SW5E.AbilityUseNormalHint", {
type: game.i18n.localize(`SW5E.ItemType${item.type.capitalize()}`),
value: uses.value,
max: uses.max,
per: CONFIG.SW5E.limitedUsePeriods[uses.per]
});
}
}
}
}

View file

@ -1,137 +1,139 @@
/**
* An application class which provides advanced configuration for special character flags which modify an Actor
* @extends {DocumentSheet}
* @implements {DocumentSheet}
*/
export default class ActorSheetFlags extends DocumentSheet {
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
id: "actor-flags",
classes: ["sw5e"],
template: "systems/sw5e/templates/apps/actor-flags.html",
width: 500,
closeOnSubmit: true
});
}
/* -------------------------------------------- */
/** @override */
get title() {
return `${game.i18n.localize('SW5E.FlagsTitle')}: ${this.object.name}`;
}
/* -------------------------------------------- */
/** @override */
getData() {
const data = {};
data.actor = this.object;
data.classes = this._getClasses();
data.flags = this._getFlags();
data.bonuses = this._getBonuses();
return data;
}
/* -------------------------------------------- */
/**
* Prepare an object of sorted classes.
* @return {object}
* @private
*/
_getClasses() {
const classes = this.object.items.filter(i => i.type === "class");
return classes.sort((a, b) => a.name.localeCompare(b.name)).reduce((obj, i) => {
obj[i.id] = i.name;
return obj;
}, {});
}
/* -------------------------------------------- */
/**
* Prepare an object of flags data which groups flags by section
* Add some additional data for rendering
* @return {object}
* @private
*/
_getFlags() {
const flags = {};
const baseData = this.document.toJSON();
for ( let [k, v] of Object.entries(CONFIG.SW5E.characterFlags) ) {
if ( !flags.hasOwnProperty(v.section) ) flags[v.section] = {};
let flag = foundry.utils.deepClone(v);
flag.type = v.type.name;
flag.isCheckbox = v.type === Boolean;
flag.isSelect = v.hasOwnProperty('choices');
flag.value = getProperty(baseData.flags, `sw5e.${k}`);
flags[v.section][`flags.sw5e.${k}`] = flag;
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
id: "actor-flags",
classes: ["sw5e"],
template: "systems/sw5e/templates/apps/actor-flags.html",
width: 500,
closeOnSubmit: true
});
}
return flags;
}
/* -------------------------------------------- */
/* -------------------------------------------- */
/**
* Get the bonuses fields and their localization strings
* @return {Array<object>}
* @private
*/
_getBonuses() {
const bonuses = [
{name: "data.bonuses.mwak.attack", label: "SW5E.BonusMWAttack"},
{name: "data.bonuses.mwak.damage", label: "SW5E.BonusMWDamage"},
{name: "data.bonuses.rwak.attack", label: "SW5E.BonusRWAttack"},
{name: "data.bonuses.rwak.damage", label: "SW5E.BonusRWDamage"},
{name: "data.bonuses.mpak.attack", label: "SW5E.BonusMPAttack"},
{name: "data.bonuses.mpak.damage", label: "SW5E.BonusMPDamage"},
{name: "data.bonuses.rpak.attack", label: "SW5E.BonusRPAttack"},
{name: "data.bonuses.rpak.damage", label: "SW5E.BonusRPDamage"},
{name: "data.bonuses.abilities.check", label: "SW5E.BonusAbilityCheck"},
{name: "data.bonuses.abilities.save", label: "SW5E.BonusAbilitySave"},
{name: "data.bonuses.abilities.skill", label: "SW5E.BonusAbilitySkill"},
{name: "data.bonuses.power.dc", label: "SW5E.BonusPowerDC"},
{name: "data.bonuses.power.forceLightDC", label: "SW5E.BonusForceLightPowerDC"},
{name: "data.bonuses.power.forceDarkDC", label: "SW5E.BonusForceDarkPowerDC"},
{name: "data.bonuses.power.forceUnivDC", label: "SW5E.BonusForceUnivPowerDC"},
{name: "data.bonuses.power.techDC", label: "SW5E.BonusTechPowerDC"}
];
for ( let b of bonuses ) {
b.value = getProperty(this.object._data, b.name) || "";
/** @override */
get title() {
return `${game.i18n.localize("SW5E.FlagsTitle")}: ${this.object.name}`;
}
return bonuses;
}
/* -------------------------------------------- */
/* -------------------------------------------- */
/** @override */
async _updateObject(event, formData) {
const actor = this.object;
let updateData = expandObject(formData);
/** @override */
getData() {
const data = {};
data.actor = this.object;
data.classes = this._getClasses();
data.flags = this._getFlags();
data.bonuses = this._getBonuses();
return data;
}
// Unset any flags which are "false"
let unset = false;
const flags = updateData.flags.sw5e;
//clone flags to dnd5e for module compatability
updateData.flags.dnd5e = updateData.flags.sw5e
for ( let [k, v] of Object.entries(flags) ) {
if ( [undefined, null, "", false, 0].includes(v) ) {
delete flags[k];
if ( hasProperty(actor._data.flags, `sw5e.${k}`) ) {
unset = true;
flags[`-=${k}`] = null;
/* -------------------------------------------- */
/**
* Prepare an object of sorted classes.
* @return {object}
* @private
*/
_getClasses() {
const classes = this.object.items.filter((i) => i.type === "class");
return classes
.sort((a, b) => a.name.localeCompare(b.name))
.reduce((obj, i) => {
obj[i.id] = i.name;
return obj;
}, {});
}
/* -------------------------------------------- */
/**
* Prepare an object of flags data which groups flags by section
* Add some additional data for rendering
* @return {object}
* @private
*/
_getFlags() {
const flags = {};
const baseData = this.document.toJSON();
for (let [k, v] of Object.entries(CONFIG.SW5E.characterFlags)) {
if (!flags.hasOwnProperty(v.section)) flags[v.section] = {};
let flag = foundry.utils.deepClone(v);
flag.type = v.type.name;
flag.isCheckbox = v.type === Boolean;
flag.isSelect = v.hasOwnProperty("choices");
flag.value = getProperty(baseData.flags, `sw5e.${k}`);
flags[v.section][`flags.sw5e.${k}`] = flag;
}
}
return flags;
}
// Clear any bonuses which are whitespace only
for ( let b of Object.values(updateData.data.bonuses ) ) {
for ( let [k, v] of Object.entries(b) ) {
b[k] = v.trim();
}
/* -------------------------------------------- */
/**
* Get the bonuses fields and their localization strings
* @return {Array<object>}
* @private
*/
_getBonuses() {
const bonuses = [
{name: "data.bonuses.mwak.attack", label: "SW5E.BonusMWAttack"},
{name: "data.bonuses.mwak.damage", label: "SW5E.BonusMWDamage"},
{name: "data.bonuses.rwak.attack", label: "SW5E.BonusRWAttack"},
{name: "data.bonuses.rwak.damage", label: "SW5E.BonusRWDamage"},
{name: "data.bonuses.mpak.attack", label: "SW5E.BonusMPAttack"},
{name: "data.bonuses.mpak.damage", label: "SW5E.BonusMPDamage"},
{name: "data.bonuses.rpak.attack", label: "SW5E.BonusRPAttack"},
{name: "data.bonuses.rpak.damage", label: "SW5E.BonusRPDamage"},
{name: "data.bonuses.abilities.check", label: "SW5E.BonusAbilityCheck"},
{name: "data.bonuses.abilities.save", label: "SW5E.BonusAbilitySave"},
{name: "data.bonuses.abilities.skill", label: "SW5E.BonusAbilitySkill"},
{name: "data.bonuses.power.dc", label: "SW5E.BonusPowerDC"},
{name: "data.bonuses.power.forceLightDC", label: "SW5E.BonusForceLightPowerDC"},
{name: "data.bonuses.power.forceDarkDC", label: "SW5E.BonusForceDarkPowerDC"},
{name: "data.bonuses.power.forceUnivDC", label: "SW5E.BonusForceUnivPowerDC"},
{name: "data.bonuses.power.techDC", label: "SW5E.BonusTechPowerDC"}
];
for (let b of bonuses) {
b.value = getProperty(this.object._data, b.name) || "";
}
return bonuses;
}
// Diff the data against any applied overrides and apply
await actor.update(updateData, {diff: false});
}
/* -------------------------------------------- */
/** @override */
async _updateObject(event, formData) {
const actor = this.object;
let updateData = expandObject(formData);
// Unset any flags which are "false"
let unset = false;
const flags = updateData.flags.sw5e;
//clone flags to dnd5e for module compatability
updateData.flags.dnd5e = updateData.flags.sw5e;
for (let [k, v] of Object.entries(flags)) {
if ([undefined, null, "", false, 0].includes(v)) {
delete flags[k];
if (hasProperty(actor._data.flags, `sw5e.${k}`)) {
unset = true;
flags[`-=${k}`] = null;
}
}
}
// Clear any bonuses which are whitespace only
for (let b of Object.values(updateData.data.bonuses)) {
for (let [k, v] of Object.entries(b)) {
b[k] = v.trim();
}
}
// Diff the data against any applied overrides and apply
await actor.update(updateData, {diff: false});
}
}

View file

@ -5,7 +5,6 @@ import Actor5e from "../actor/entity.js";
* @extends {FormApplication}
*/
export default class ActorTypeConfig extends FormApplication {
/** @inheritdoc */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
@ -32,23 +31,23 @@ export default class ActorTypeConfig extends FormApplication {
/** @override */
getData(options) {
// Get current value or new default
let attr = foundry.utils.getProperty(this.object.data.data, 'details.type');
if ( foundry.utils.getType(attr) !== "Object" ) attr = {
value: (attr in CONFIG.SW5E.creatureTypes) ? attr : "humanoid",
subtype: "",
swarm: "",
custom: ""
};
let attr = foundry.utils.getProperty(this.object.data.data, "details.type");
if (foundry.utils.getType(attr) !== "Object")
attr = {
value: attr in CONFIG.SW5E.creatureTypes ? attr : "humanoid",
subtype: "",
swarm: "",
custom: ""
};
// Populate choices
const types = {};
for ( let [k, v] of Object.entries(CONFIG.SW5E.creatureTypes) ) {
for (let [k, v] of Object.entries(CONFIG.SW5E.creatureTypes)) {
types[k] = {
label: game.i18n.localize(v),
chosen: attr.value === k
}
};
}
// Return data for rendering
@ -61,12 +60,14 @@ export default class ActorTypeConfig extends FormApplication {
},
subtype: attr.subtype,
swarm: attr.swarm,
sizes: Array.from(Object.entries(CONFIG.SW5E.actorSizes)).reverse().reduce((obj, e) => {
obj[e[0]] = e[1];
return obj;
}, {}),
sizes: Array.from(Object.entries(CONFIG.SW5E.actorSizes))
.reverse()
.reduce((obj, e) => {
obj[e[0]] = e[1];
return obj;
}, {}),
preview: Actor5e.formatCreatureType(attr) || ""
}
};
}
/* -------------------------------------------- */
@ -74,7 +75,7 @@ export default class ActorTypeConfig extends FormApplication {
/** @override */
async _updateObject(event, formData) {
const typeObject = foundry.utils.expandObject(formData);
return this.object.update({ 'data.details.type': typeObject });
return this.object.update({"data.details.type": typeObject});
}
/* -------------------------------------------- */

View file

@ -3,7 +3,6 @@
* @implements {DocumentSheet}
*/
export default class ActorHitDiceConfig extends DocumentSheet {
/** @override */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
@ -26,20 +25,22 @@ export default class ActorHitDiceConfig extends DocumentSheet {
/** @override */
getData(options) {
return {
classes: this.object.items.reduce((classes, item) => {
if (item.data.type === "class") {
// Add the appropriate data only if this item is a "class"
classes.push({
classItemId: item.data._id,
name: item.data.name,
diceDenom: item.data.data.hitDice,
currentHitDice: item.data.data.levels - item.data.data.hitDiceUsed,
maxHitDice: item.data.data.levels,
canRoll: (item.data.data.levels - item.data.data.hitDiceUsed) > 0
});
}
return classes;
}, []).sort((a, b) => parseInt(b.diceDenom.slice(1)) - parseInt(a.diceDenom.slice(1)))
classes: this.object.items
.reduce((classes, item) => {
if (item.data.type === "class") {
// Add the appropriate data only if this item is a "class"
classes.push({
classItemId: item.data._id,
name: item.data.name,
diceDenom: item.data.data.hitDice,
currentHitDice: item.data.data.levels - item.data.data.hitDiceUsed,
maxHitDice: item.data.data.levels,
canRoll: item.data.data.levels - item.data.data.hitDiceUsed > 0
});
}
return classes;
}, [])
.sort((a, b) => parseInt(b.diceDenom.slice(1)) - parseInt(a.diceDenom.slice(1)))
};
}
@ -50,7 +51,7 @@ export default class ActorHitDiceConfig extends DocumentSheet {
super.activateListeners(html);
// Hook up -/+ buttons to adjust the current value in the form
html.find("button.increment,button.decrement").click(event => {
html.find("button.increment,button.decrement").click((event) => {
const button = event.currentTarget;
const current = button.parentElement.querySelector(".current");
const max = button.parentElement.querySelector(".max");
@ -67,8 +68,8 @@ export default class ActorHitDiceConfig extends DocumentSheet {
async _updateObject(event, formData) {
const actorItems = this.object.items;
const classUpdates = Object.entries(formData).map(([id, hd]) => ({
_id: id,
"data.hitDiceUsed": actorItems.get(id).data.data.levels - hd,
"_id": id,
"data.hitDiceUsed": actorItems.get(id).data.data.levels - hd
}));
return this.object.updateEmbeddedDocuments("Item", classUpdates);
}

View file

@ -3,65 +3,65 @@
* @extends {Dialog}
*/
export default class LongRestDialog extends Dialog {
constructor(actor, dialogData = {}, options = {}) {
super(dialogData, options);
this.actor = actor;
}
constructor(actor, dialogData = {}, options = {}) {
super(dialogData, options);
this.actor = actor;
}
/* -------------------------------------------- */
/* -------------------------------------------- */
/** @override */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
template: "systems/sw5e/templates/apps/long-rest.html",
classes: ["sw5e", "dialog"]
});
}
/** @override */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
template: "systems/sw5e/templates/apps/long-rest.html",
classes: ["sw5e", "dialog"]
});
}
/* -------------------------------------------- */
/* -------------------------------------------- */
/** @override */
getData() {
const data = super.getData();
const variant = game.settings.get("sw5e", "restVariant");
data.promptNewDay = variant !== "gritty"; // It's always a new day when resting 1 week
data.newDay = variant === "normal"; // It's probably a new day when resting normally (8 hours)
return data;
}
/** @override */
getData() {
const data = super.getData();
const variant = game.settings.get("sw5e", "restVariant");
data.promptNewDay = variant !== "gritty"; // It's always a new day when resting 1 week
data.newDay = variant === "normal"; // It's probably a new day when resting normally (8 hours)
return data;
}
/* -------------------------------------------- */
/* -------------------------------------------- */
/**
* A helper constructor function which displays the Long Rest confirmation dialog and returns a Promise once it's
* workflow has been resolved.
* @param {Actor5e} actor
* @return {Promise}
*/
static async longRestDialog({ actor } = {}) {
return new Promise((resolve, reject) => {
const dlg = new this(actor, {
title: "Long Rest",
buttons: {
rest: {
icon: '<i class="fas fa-bed"></i>',
label: "Rest",
callback: html => {
let newDay = true;
if (game.settings.get("sw5e", "restVariant") !== "gritty")
newDay = html.find('input[name="newDay"]')[0].checked;
resolve(newDay);
}
},
cancel: {
icon: '<i class="fas fa-times"></i>',
label: "Cancel",
callback: reject
}
},
default: 'rest',
close: reject
});
dlg.render(true);
});
}
}
/**
* A helper constructor function which displays the Long Rest confirmation dialog and returns a Promise once it's
* workflow has been resolved.
* @param {Actor5e} actor
* @return {Promise}
*/
static async longRestDialog({actor} = {}) {
return new Promise((resolve, reject) => {
const dlg = new this(actor, {
title: game.i18n.localize("SW5E.LongRest"),
buttons: {
rest: {
icon: '<i class="fas fa-bed"></i>',
label: game.i18n.localize("SW5E.Rest"),
callback: (html) => {
let newDay = true;
if (game.settings.get("sw5e", "restVariant") !== "gritty")
newDay = html.find('input[name="newDay"]')[0].checked;
resolve(newDay);
}
},
cancel: {
icon: '<i class="fas fa-times"></i>',
label: game.i18n.localize("Cancel"),
callback: reject
}
},
default: "rest",
close: reject
});
dlg.render(true);
});
}
}

View file

@ -3,37 +3,36 @@
* @extends {DocumentSheet}
*/
export default class ActorMovementConfig extends DocumentSheet {
/** @override */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["sw5e"],
template: "systems/sw5e/templates/apps/movement-config.html",
width: 300,
height: "auto"
});
}
/* -------------------------------------------- */
/** @override */
get title() {
return `${game.i18n.localize("SW5E.MovementConfig")}: ${this.document.name}`;
}
/* -------------------------------------------- */
/** @override */
getData(options) {
const sourceMovement = foundry.utils.getProperty(this.document.data._source, "data.attributes.movement") || {};
const data = {
movement: foundry.utils.deepClone(sourceMovement),
units: CONFIG.SW5E.movementUnits
};
for ( let [k, v] of Object.entries(data.movement) ) {
if ( ["units", "hover"].includes(k) ) continue;
data.movement[k] = Number.isNumeric(v) ? v.toNearest(0.1) : 0;
/** @override */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["sw5e"],
template: "systems/sw5e/templates/apps/movement-config.html",
width: 300,
height: "auto"
});
}
/* -------------------------------------------- */
/** @override */
get title() {
return `${game.i18n.localize("SW5E.MovementConfig")}: ${this.document.name}`;
}
/* -------------------------------------------- */
/** @override */
getData(options) {
const sourceMovement = foundry.utils.getProperty(this.document.data._source, "data.attributes.movement") || {};
const data = {
movement: foundry.utils.deepClone(sourceMovement),
units: CONFIG.SW5E.movementUnits
};
for (let [k, v] of Object.entries(data.movement)) {
if (["units", "hover"].includes(k)) continue;
data.movement[k] = Number.isNumeric(v) ? v.toNearest(0.1) : 0;
}
return data;
}
return data;
}
}

View file

@ -3,7 +3,7 @@
* @type {Dialog}
*/
export default class SelectItemsPrompt extends Dialog {
constructor(items, dialogData={}, options={}) {
constructor(items, dialogData = {}, options = {}) {
super(dialogData, options);
this.options.classes = ["sw5e", "dialog", "select-items-prompt", "sheet"];
@ -18,11 +18,11 @@ export default class SelectItemsPrompt extends Dialog {
super.activateListeners(html);
// render the item's sheet if its image is clicked
html.on('click', '.item-image', (event) => {
html.on("click", ".item-image", (event) => {
const item = this.items.find((feature) => feature.id === event.currentTarget.dataset?.itemId);
item?.sheet.render(true);
})
});
}
/**
@ -33,29 +33,27 @@ export default class SelectItemsPrompt extends Dialog {
* @param {string} options.hint - Localized hint to display at the top of the prompt
* @return {Promise<string[]>} - list of item ids which the user has selected
*/
static async create(items, {
hint
}) {
static async create(items, {hint}) {
// Render the ability usage template
const html = await renderTemplate("systems/sw5e/templates/apps/select-items-prompt.html", {items, hint});
return new Promise((resolve) => {
const dlg = new this(items, {
title: game.i18n.localize('SW5E.SelectItemsPromptTitle'),
title: game.i18n.localize("SW5E.SelectItemsPromptTitle"),
content: html,
buttons: {
apply: {
icon: `<i class="fas fa-user-plus"></i>`,
label: game.i18n.localize('SW5E.Apply'),
callback: html => {
label: game.i18n.localize("SW5E.Apply"),
callback: (html) => {
const fd = new FormDataExtended(html[0].querySelector("form")).toObject();
const selectedIds = Object.keys(fd).filter(itemId => fd[itemId]);
const selectedIds = Object.keys(fd).filter((itemId) => fd[itemId]);
resolve(selectedIds);
}
},
cancel: {
icon: '<i class="fas fa-forward"></i>',
label: game.i18n.localize('SW5E.Skip'),
label: game.i18n.localize("SW5E.Skip"),
callback: () => resolve([])
}
},

View file

@ -1,43 +1,43 @@
/**
* A simple form to set actor movement speeds
* A simple form to set Actor movement speeds.
* @extends {DocumentSheet}
*/
export default class ActorSensesConfig extends DocumentSheet {
/** @inheritdoc */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["sw5e"],
template: "systems/sw5e/templates/apps/senses-config.html",
width: 300,
height: "auto"
});
}
/* -------------------------------------------- */
/** @inheritdoc */
get title() {
return `${game.i18n.localize("SW5E.SensesConfig")}: ${this.document.name}`;
}
/* -------------------------------------------- */
/** @inheritdoc */
getData(options) {
const senses = foundry.utils.getProperty(this.document.data._source, "data.attributes.senses") || {};
const data = {
senses: {},
special: senses.special ?? "",
units: senses.units, movementUnits: CONFIG.SW5E.movementUnits
};
for ( let [name, label] of Object.entries(CONFIG.SW5E.senses) ) {
const v = senses[name];
data.senses[name] = {
label: game.i18n.localize(label),
value: Number.isNumeric(v) ? v.toNearest(0.1) : 0
}
/** @inheritdoc */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["sw5e"],
template: "systems/sw5e/templates/apps/senses-config.html",
width: 300,
height: "auto"
});
}
/* -------------------------------------------- */
/** @inheritdoc */
get title() {
return `${game.i18n.localize("SW5E.SensesConfig")}: ${this.document.name}`;
}
/* -------------------------------------------- */
/** @inheritdoc */
getData(options) {
const senses = foundry.utils.getProperty(this.document.data._source, "data.attributes.senses") || {};
const data = {
senses: {},
special: senses.special ?? "",
units: senses.units,
movementUnits: CONFIG.SW5E.movementUnits
};
for (let [name, label] of Object.entries(CONFIG.SW5E.senses)) {
const v = senses[name];
data.senses[name] = {
label: game.i18n.localize(label),
value: Number.isNumeric(v) ? v.toNearest(0.1) : 0
};
}
return data;
}
return data;
}
}

View file

@ -5,129 +5,130 @@ import LongRestDialog from "./long-rest.js";
* @extends {Dialog}
*/
export default class ShortRestDialog extends Dialog {
constructor(actor, dialogData={}, options={}) {
super(dialogData, options);
constructor(actor, dialogData = {}, options = {}) {
super(dialogData, options);
/**
* Store a reference to the Actor entity which is resting
* @type {Actor}
*/
this.actor = actor;
/**
* Store a reference to the Actor entity which is resting
* @type {Actor}
*/
this.actor = actor;
/**
* Track the most recently used HD denomination for re-rendering the form
* @type {string}
*/
this._denom = null;
}
/**
* Track the most recently used HD denomination for re-rendering the form
* @type {string}
*/
this._denom = null;
}
/* -------------------------------------------- */
/* -------------------------------------------- */
/** @override */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
template: "systems/sw5e/templates/apps/short-rest.html",
classes: ["sw5e", "dialog"]
});
}
/** @override */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
template: "systems/sw5e/templates/apps/short-rest.html",
classes: ["sw5e", "dialog"]
});
}
/* -------------------------------------------- */
/* -------------------------------------------- */
/** @override */
getData() {
const data = super.getData();
/** @override */
getData() {
const data = super.getData();
// Determine Hit Dice
data.availableHD = this.actor.data.items.reduce((hd, item) => {
if ( item.type === "class" ) {
const d = item.data.data;
const denom = d.hitDice || "d6";
const available = parseInt(d.levels || 1) - parseInt(d.hitDiceUsed || 0);
hd[denom] = denom in hd ? hd[denom] + available : available;
}
return hd;
}, {});
data.canRoll = this.actor.data.data.attributes.hd > 0;
data.denomination = this._denom;
// Determine rest type
const variant = game.settings.get("sw5e", "restVariant");
data.promptNewDay = variant !== "epic"; // It's never a new day when only resting 1 minute
data.newDay = false; // It may be a new day, but not by default
return data;
}
/* -------------------------------------------- */
/** @override */
activateListeners(html) {
super.activateListeners(html);
let btn = html.find("#roll-hd");
btn.click(this._onRollHitDie.bind(this));
}
/* -------------------------------------------- */
/**
* Handle rolling a Hit Die as part of a Short Rest action
* @param {Event} event The triggering click event
* @private
*/
async _onRollHitDie(event) {
event.preventDefault();
const btn = event.currentTarget;
this._denom = btn.form.hd.value;
await this.actor.rollHitDie(this._denom);
this.render();
}
/* -------------------------------------------- */
/**
* A helper constructor function which displays the Short Rest dialog and returns a Promise once it's workflow has
* been resolved.
* @param {Actor5e} actor
* @return {Promise}
*/
static async shortRestDialog({actor}={}) {
return new Promise((resolve, reject) => {
const dlg = new this(actor, {
title: "Short Rest",
buttons: {
rest: {
icon: '<i class="fas fa-bed"></i>',
label: "Rest",
callback: html => {
let newDay = false;
if (game.settings.get("sw5e", "restVariant") === "gritty")
newDay = html.find('input[name="newDay"]')[0].checked;
resolve(newDay);
// Determine Hit Dice
data.availableHD = this.actor.data.items.reduce((hd, item) => {
if (item.type === "class") {
const d = item.data.data;
const denom = d.hitDice || "d6";
const available = parseInt(d.levels || 1) - parseInt(d.hitDiceUsed || 0);
hd[denom] = denom in hd ? hd[denom] + available : available;
}
},
cancel: {
icon: '<i class="fas fa-times"></i>',
label: "Cancel",
callback: reject
}
},
close: reject
});
dlg.render(true);
});
}
return hd;
}, {});
data.canRoll = this.actor.data.data.attributes.hd > 0;
data.denomination = this._denom;
/* -------------------------------------------- */
// Determine rest type
const variant = game.settings.get("sw5e", "restVariant");
data.promptNewDay = variant !== "epic"; // It's never a new day when only resting 1 minute
data.newDay = false; // It may be a new day, but not by default
return data;
}
/**
* A helper constructor function which displays the Long Rest confirmation dialog and returns a Promise once it's
* workflow has been resolved.
* @deprecated
* @param {Actor5e} actor
* @return {Promise}
*/
static async longRestDialog({actor}={}) {
console.warn("WARNING! ShortRestDialog.longRestDialog has been deprecated, use LongRestDialog.longRestDialog instead.");
return LongRestDialog.longRestDialog(...arguments);
}
/* -------------------------------------------- */
/** @override */
activateListeners(html) {
super.activateListeners(html);
let btn = html.find("#roll-hd");
btn.click(this._onRollHitDie.bind(this));
}
/* -------------------------------------------- */
/**
* Handle rolling a Hit Die as part of a Short Rest action
* @param {Event} event The triggering click event
* @private
*/
async _onRollHitDie(event) {
event.preventDefault();
const btn = event.currentTarget;
this._denom = btn.form.hd.value;
await this.actor.rollHitDie(this._denom);
this.render();
}
/* -------------------------------------------- */
/**
* A helper constructor function which displays the Short Rest dialog and returns a Promise once it's workflow has
* been resolved.
* @param {Actor5e} actor
* @return {Promise}
*/
static async shortRestDialog({actor} = {}) {
return new Promise((resolve, reject) => {
const dlg = new this(actor, {
title: game.i18n.localize("SW5E.ShortRest"),
buttons: {
rest: {
icon: '<i class="fas fa-bed"></i>',
label: game.i18n.localize("SW5E.Rest"),
callback: (html) => {
let newDay = false;
if (game.settings.get("sw5e", "restVariant") === "gritty")
newDay = html.find('input[name="newDay"]')[0].checked;
resolve(newDay);
}
},
cancel: {
icon: '<i class="fas fa-times"></i>',
label: game.i18n.localize("Cancel"),
callback: reject
}
},
close: reject
});
dlg.render(true);
});
}
/* -------------------------------------------- */
/**
* A helper constructor function which displays the Long Rest confirmation dialog and returns a Promise once it's
* workflow has been resolved.
* @deprecated
* @param {Actor5e} actor
* @return {Promise}
*/
static async longRestDialog({actor} = {}) {
console.warn(
"WARNING! ShortRestDialog.longRestDialog has been deprecated, use LongRestDialog.longRestDialog instead."
);
return LongRestDialog.longRestDialog(...arguments);
}
}

View file

@ -3,86 +3,85 @@
* @extends {DocumentSheet}
*/
export default class TraitSelector extends DocumentSheet {
/** @inheritDoc */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
id: "trait-selector",
classes: ["sw5e", "trait-selector", "subconfig"],
title: "Actor Trait Selection",
template: "systems/sw5e/templates/apps/trait-selector.html",
width: 320,
height: "auto",
choices: {},
allowCustom: true,
minimum: 0,
maximum: null,
valueKey: "value",
customKey: "custom"
});
}
/* -------------------------------------------- */
/**
* Return a reference to the target attribute
* @type {string}
*/
get attribute() {
return this.options.name;
}
/* -------------------------------------------- */
/** @override */
getData() {
const attr = foundry.utils.getProperty(this.object.data, this.attribute);
const o = this.options;
const value = (o.valueKey) ? attr[o.valueKey] ?? [] : attr;
const custom = (o.customKey) ? attr[o.customKey] ?? "" : "";
// Populate choices
const choices = Object.entries(o.choices).reduce((obj, e) => {
let [k, v] = e;
obj[k] = { label: v, chosen: attr ? value.includes(k) : false };
return obj;
}, {})
// Return data
return {
allowCustom: o.allowCustom,
choices: choices,
custom: custom
}
}
/* -------------------------------------------- */
/** @override */
async _updateObject(event, formData) {
const o = this.options;
// Obtain choices
const chosen = [];
for ( let [k, v] of Object.entries(formData) ) {
if ( (k !== "custom") && v ) chosen.push(k);
/** @inheritdoc */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
id: "trait-selector",
classes: ["sw5e", "trait-selector", "subconfig"],
title: "Actor Trait Selection",
template: "systems/sw5e/templates/apps/trait-selector.html",
width: 320,
height: "auto",
choices: {},
allowCustom: true,
minimum: 0,
maximum: null,
valueKey: "value",
customKey: "custom"
});
}
// Object including custom data
const updateData = {};
if ( o.valueKey ) updateData[`${this.attribute}.${o.valueKey}`] = chosen;
else updateData[this.attribute] = chosen;
if ( o.allowCustom ) updateData[`${this.attribute}.${o.customKey}`] = formData.custom;
/* -------------------------------------------- */
// Validate the number chosen
if ( o.minimum && (chosen.length < o.minimum) ) {
return ui.notifications.error(`You must choose at least ${o.minimum} options`);
}
if ( o.maximum && (chosen.length > o.maximum) ) {
return ui.notifications.error(`You may choose no more than ${o.maximum} options`);
/**
* Return a reference to the target attribute
* @type {string}
*/
get attribute() {
return this.options.name;
}
// Update the object
this.object.update(updateData);
}
/* -------------------------------------------- */
/** @override */
getData() {
const attr = foundry.utils.getProperty(this.object.data, this.attribute);
const o = this.options;
const value = o.valueKey ? attr[o.valueKey] ?? [] : attr;
const custom = o.customKey ? attr[o.customKey] ?? "" : "";
// Populate choices
const choices = Object.entries(o.choices).reduce((obj, e) => {
let [k, v] = e;
obj[k] = {label: v, chosen: attr ? value.includes(k) : false};
return obj;
}, {});
// Return data
return {
allowCustom: o.allowCustom,
choices: choices,
custom: custom
};
}
/* -------------------------------------------- */
/** @override */
async _updateObject(event, formData) {
const o = this.options;
// Obtain choices
const chosen = [];
for (let [k, v] of Object.entries(formData)) {
if (k !== "custom" && v) chosen.push(k);
}
// Object including custom data
const updateData = {};
if (o.valueKey) updateData[`${this.attribute}.${o.valueKey}`] = chosen;
else updateData[this.attribute] = chosen;
if (o.allowCustom) updateData[`${this.attribute}.${o.customKey}`] = formData.custom;
// Validate the number chosen
if (o.minimum && chosen.length < o.minimum) {
return ui.notifications.error(`You must choose at least ${o.minimum} options`);
}
if (o.maximum && chosen.length > o.maximum) {
return ui.notifications.error(`You may choose no more than ${o.maximum} options`);
}
// Update the object
this.object.update(updateData);
}
}

View file

@ -1,38 +1,38 @@
/** @override */
export const measureDistances = function(segments, options={}) {
if ( !options.gridSpaces ) return BaseGrid.prototype.measureDistances.call(this, segments, options);
export const measureDistances = function (segments, options = {}) {
if (!options.gridSpaces) return BaseGrid.prototype.measureDistances.call(this, segments, options);
// Track the total number of diagonals
let nDiagonal = 0;
const rule = this.parent.diagonalRule;
const d = canvas.dimensions;
// Track the total number of diagonals
let nDiagonal = 0;
const rule = this.parent.diagonalRule;
const d = canvas.dimensions;
// Iterate over measured segments
return segments.map(s => {
let r = s.ray;
// Iterate over measured segments
return segments.map((s) => {
let r = s.ray;
// Determine the total distance traveled
let nx = Math.abs(Math.ceil(r.dx / d.size));
let ny = Math.abs(Math.ceil(r.dy / d.size));
// Determine the total distance traveled
let nx = Math.abs(Math.ceil(r.dx / d.size));
let ny = Math.abs(Math.ceil(r.dy / d.size));
// Determine the number of straight and diagonal moves
let nd = Math.min(nx, ny);
let ns = Math.abs(ny - nx);
nDiagonal += nd;
// Determine the number of straight and diagonal moves
let nd = Math.min(nx, ny);
let ns = Math.abs(ny - nx);
nDiagonal += nd;
// Alternative DMG Movement
if (rule === "5105") {
let nd10 = Math.floor(nDiagonal / 2) - Math.floor((nDiagonal - nd) / 2);
let spaces = (nd10 * 2) + (nd - nd10) + ns;
return spaces * canvas.dimensions.distance;
}
// Alternative DMG Movement
if (rule === "5105") {
let nd10 = Math.floor(nDiagonal / 2) - Math.floor((nDiagonal - nd) / 2);
let spaces = nd10 * 2 + (nd - nd10) + ns;
return spaces * canvas.dimensions.distance;
}
// Euclidean Measurement
else if (rule === "EUCL") {
return Math.round(Math.hypot(nx, ny) * canvas.scene.data.gridDistance);
}
// Euclidean Measurement
else if (rule === "EUCL") {
return Math.round(Math.hypot(nx, ny) * canvas.scene.data.gridDistance);
}
// Standard PHB Movement
else return (ns + nd) * canvas.scene.data.gridDistance;
});
};
// Standard PHB Movement
else return (ns + nd) * canvas.scene.data.gridDistance;
});
};

View file

@ -1,51 +1,51 @@
export default class CharacterImporter {
// transform JSON from sw5e.com to Foundry friendly format
// and insert new actor
static async transform(rawCharacter) {
const sourceCharacter = JSON.parse(rawCharacter); //source character
// transform JSON from sw5e.com to Foundry friendly format
// and insert new actor
static async transform(rawCharacter) {
const sourceCharacter = JSON.parse(rawCharacter); //source character
const details = {
species: sourceCharacter.attribs.find((e) => e.name == "race").current,
background: sourceCharacter.attribs.find((e) => e.name == "background").current,
alignment: sourceCharacter.attribs.find((e) => e.name == "alignment").current
};
const details = {
species: sourceCharacter.attribs.find((e) => e.name == "race").current,
background: sourceCharacter.attribs.find((e) => e.name == "background").current,
alignment: sourceCharacter.attribs.find((e) => e.name == "alignment").current
};
const hp = {
value: sourceCharacter.attribs.find((e) => e.name == "hp").current,
min: 0,
max: sourceCharacter.attribs.find((e) => e.name == "hp").current,
temp: sourceCharacter.attribs.find((e) => e.name == "hp_temp").current
};
const hp = {
value: sourceCharacter.attribs.find((e) => e.name == "hp").current,
min: 0,
max: sourceCharacter.attribs.find((e) => e.name == "hp").current,
temp: sourceCharacter.attribs.find((e) => e.name == "hp_temp").current
};
const abilities = {
str: {
value: sourceCharacter.attribs.find((e) => e.name == "strength").current,
proficient: sourceCharacter.attribs.find((e) => e.name == "strength_save_prof").current ? 1 : 0
},
dex: {
value: sourceCharacter.attribs.find((e) => e.name == "dexterity").current,
proficient: sourceCharacter.attribs.find((e) => e.name == "dexterity_save_prof").current ? 1 : 0
},
con: {
value: sourceCharacter.attribs.find((e) => e.name == "constitution").current,
proficient: sourceCharacter.attribs.find((e) => e.name == "constitution_save_prof").current ? 1 : 0
},
int: {
value: sourceCharacter.attribs.find((e) => e.name == "intelligence").current,
proficient: sourceCharacter.attribs.find((e) => e.name == "intelligence_save_prof").current ? 1 : 0
},
wis: {
value: sourceCharacter.attribs.find((e) => e.name == "wisdom").current,
proficient: sourceCharacter.attribs.find((e) => e.name == "wisdom_save_prof").current ? 1 : 0
},
cha: {
value: sourceCharacter.attribs.find((e) => e.name == "charisma").current,
proficient: sourceCharacter.attribs.find((e) => e.name == "charisma_save_prof").current ? 1 : 0
}
};
const abilities = {
str: {
value: sourceCharacter.attribs.find((e) => e.name == "strength").current,
proficient: sourceCharacter.attribs.find((e) => e.name == "strength_save_prof").current ? 1 : 0
},
dex: {
value: sourceCharacter.attribs.find((e) => e.name == "dexterity").current,
proficient: sourceCharacter.attribs.find((e) => e.name == "dexterity_save_prof").current ? 1 : 0
},
con: {
value: sourceCharacter.attribs.find((e) => e.name == "constitution").current,
proficient: sourceCharacter.attribs.find((e) => e.name == "constitution_save_prof").current ? 1 : 0
},
int: {
value: sourceCharacter.attribs.find((e) => e.name == "intelligence").current,
proficient: sourceCharacter.attribs.find((e) => e.name == "intelligence_save_prof").current ? 1 : 0
},
wis: {
value: sourceCharacter.attribs.find((e) => e.name == "wisdom").current,
proficient: sourceCharacter.attribs.find((e) => e.name == "wisdom_save_prof").current ? 1 : 0
},
cha: {
value: sourceCharacter.attribs.find((e) => e.name == "charisma").current,
proficient: sourceCharacter.attribs.find((e) => e.name == "charisma_save_prof").current ? 1 : 0
}
};
/* ----------------------------------------------------------------- */
/* character.data.skills.<skill_name>.value is all that matters
/* ----------------------------------------------------------------- */
/* character.data.skills.<skill_name>.value is all that matters
/* values can be 0, 0.5, 1 or 2
/* 0 = regular
/* 0.5 = half-proficient
@ -53,272 +53,274 @@ export default class CharacterImporter {
/* 2 = expertise
/* foundry takes care of calculating the rest
/* ----------------------------------------------------------------- */
const skills = {
acr: {
value: sourceCharacter.attribs.find((e) => e.name == "acrobatics_type").current
},
ani: {
value: sourceCharacter.attribs.find((e) => e.name == "animal_handling_type").current
},
ath: {
value: sourceCharacter.attribs.find((e) => e.name == "athletics_type").current
},
dec: {
value: sourceCharacter.attribs.find((e) => e.name == "deception_type").current
},
ins: {
value: sourceCharacter.attribs.find((e) => e.name == "insight_type").current
},
inv: {
value: sourceCharacter.attribs.find((e) => e.name == "investigation_type").current
},
itm: {
value: sourceCharacter.attribs.find((e) => e.name == "intimidation_type").current
},
lor: {
value: sourceCharacter.attribs.find((e) => e.name == "lore_type").current
},
med: {
value: sourceCharacter.attribs.find((e) => e.name == "medicine_type").current
},
nat: {
value: sourceCharacter.attribs.find((e) => e.name == "nature_type").current
},
per: {
value: sourceCharacter.attribs.find((e) => e.name == "persuasion_type").current
},
pil: {
value: sourceCharacter.attribs.find((e) => e.name == "piloting_type").current
},
prc: {
value: sourceCharacter.attribs.find((e) => e.name == "perception_type").current
},
prf: {
value: sourceCharacter.attribs.find((e) => e.name == "performance_type").current
},
slt: {
value: sourceCharacter.attribs.find((e) => e.name == "sleight_of_hand_type").current
},
ste: {
value: sourceCharacter.attribs.find((e) => e.name == "stealth_type").current
},
sur: {
value: sourceCharacter.attribs.find((e) => e.name == "survival_type").current
},
tec: {
value: sourceCharacter.attribs.find((e) => e.name == "technology_type").current
}
};
const targetCharacter = {
name: sourceCharacter.name,
type: "character",
data: {
abilities: abilities,
details: details,
skills: skills,
attributes: {
hp: hp
}
}
};
let actor = await Actor.create(targetCharacter);
CharacterImporter.addProfessions(sourceCharacter, actor);
}
// Parse all classes and add them to already created actor.
// "class" is a reserved word, therefore I use profession where I can.
static async addProfessions(sourceCharacter, actor) {
let result = [];
// parse all class and multiclassX items
// couldn't get Array.filter to work here for some reason
// result = array of objects. each object is a separate class
sourceCharacter.attribs.forEach((e) => {
if (CharacterImporter.classOrMulticlass(e.name)) {
var t = {
profession: CharacterImporter.capitalize(e.current),
type: CharacterImporter.baseOrMulti(e.name),
level: CharacterImporter.getLevel(e, sourceCharacter)
const skills = {
acr: {
value: sourceCharacter.attribs.find((e) => e.name == "acrobatics_type").current
},
ani: {
value: sourceCharacter.attribs.find((e) => e.name == "animal_handling_type").current
},
ath: {
value: sourceCharacter.attribs.find((e) => e.name == "athletics_type").current
},
dec: {
value: sourceCharacter.attribs.find((e) => e.name == "deception_type").current
},
ins: {
value: sourceCharacter.attribs.find((e) => e.name == "insight_type").current
},
inv: {
value: sourceCharacter.attribs.find((e) => e.name == "investigation_type").current
},
itm: {
value: sourceCharacter.attribs.find((e) => e.name == "intimidation_type").current
},
lor: {
value: sourceCharacter.attribs.find((e) => e.name == "lore_type").current
},
med: {
value: sourceCharacter.attribs.find((e) => e.name == "medicine_type").current
},
nat: {
value: sourceCharacter.attribs.find((e) => e.name == "nature_type").current
},
per: {
value: sourceCharacter.attribs.find((e) => e.name == "persuasion_type").current
},
pil: {
value: sourceCharacter.attribs.find((e) => e.name == "piloting_type").current
},
prc: {
value: sourceCharacter.attribs.find((e) => e.name == "perception_type").current
},
prf: {
value: sourceCharacter.attribs.find((e) => e.name == "performance_type").current
},
slt: {
value: sourceCharacter.attribs.find((e) => e.name == "sleight_of_hand_type").current
},
ste: {
value: sourceCharacter.attribs.find((e) => e.name == "stealth_type").current
},
sur: {
value: sourceCharacter.attribs.find((e) => e.name == "survival_type").current
},
tec: {
value: sourceCharacter.attribs.find((e) => e.name == "technology_type").current
}
};
result.push(t);
}
});
// pull classes directly from system compendium and add them to current actor
const professionsPack = await game.packs.get("sw5e.classes").getContent();
result.forEach((prof) => {
let assignedProfession = professionsPack.find((o) => o.name === prof.profession);
assignedProfession.data.data.levels = prof.level;
actor.createEmbeddedEntity("OwnedItem", assignedProfession.data, { displaySheet: false });
});
const targetCharacter = {
name: sourceCharacter.name,
type: "character",
data: {
abilities: abilities,
details: details,
skills: skills,
attributes: {
hp: hp
}
}
};
this.addSpecies(sourceCharacter.attribs.find((e) => e.name == "race").current, actor);
this.addPowers(
sourceCharacter.attribs.filter((e) => e.name.search(/repeating_power.+_powername/g) != -1).map((e) => e.current),
actor
);
const discoveredItems = sourceCharacter.attribs.filter(
(e) => e.name.search(/repeating_inventory.+_itemname/g) != -1
);
const items = discoveredItems.map((item) => {
const id = item.name.match(/-\w{19}/g);
return {
name: item.current,
quantity: sourceCharacter.attribs.find((e) => e.name === `repeating_inventory_${id}_itemcount`).current
};
});
this.addItems(items, actor);
}
static async addClasses(profession, level, actor) {
let classes = await game.packs.get("sw5e.classes").getContent();
let assignedClass = classes.find((c) => c.name === profession);
assignedClass.data.data.levels = level;
await actor.createEmbeddedEntity("OwnedItem", assignedClass.data, { displaySheet: false });
}
static classOrMulticlass(name) {
return name === "class" || (name.includes("multiclass") && name.length <= 12);
}
static baseOrMulti(name) {
if (name === "class") {
return "base_class";
} else {
return "multi_class";
let actor = await Actor.create(targetCharacter);
CharacterImporter.addProfessions(sourceCharacter, actor);
}
}
static getLevel(item, sourceCharacter) {
if (item.name === "class") {
let result = sourceCharacter.attribs.find((e) => e.name === "base_level").current;
return parseInt(result);
} else {
let result = sourceCharacter.attribs.find((e) => e.name === `${item.name}_lvl`).current;
return parseInt(result);
// Parse all classes and add them to already created actor.
// "class" is a reserved word, therefore I use profession where I can.
static async addProfessions(sourceCharacter, actor) {
let result = [];
// parse all class and multiclassX items
// couldn't get Array.filter to work here for some reason
// result = array of objects. each object is a separate class
sourceCharacter.attribs.forEach((e) => {
if (CharacterImporter.classOrMulticlass(e.name)) {
var t = {
profession: CharacterImporter.capitalize(e.current),
type: CharacterImporter.baseOrMulti(e.name),
level: CharacterImporter.getLevel(e, sourceCharacter)
};
result.push(t);
}
});
// pull classes directly from system compendium and add them to current actor
const professionsPack = await game.packs.get("sw5e.classes").getDocuments();
result.forEach((prof) => {
let assignedProfession = professionsPack.find((o) => o.name === prof.profession);
assignedProfession.data.data.levels = prof.level;
actor.createEmbeddedDocuments("Item", [assignedProfession.data], {displaySheet: false});
});
this.addSpecies(sourceCharacter.attribs.find((e) => e.name == "race").current, actor);
this.addPowers(
sourceCharacter.attribs
.filter((e) => e.name.search(/repeating_power.+_powername/g) != -1)
.map((e) => e.current),
actor
);
const discoveredItems = sourceCharacter.attribs.filter(
(e) => e.name.search(/repeating_inventory.+_itemname/g) != -1
);
const items = discoveredItems.map((item) => {
const id = item.name.match(/-\w{19}/g);
return {
name: item.current,
quantity: sourceCharacter.attribs.find((e) => e.name === `repeating_inventory_${id}_itemcount`).current
};
});
this.addItems(items, actor);
}
}
static capitalize(str) {
return str.charAt(0).toUpperCase() + str.slice(1);
}
static async addSpecies(race, actor) {
const species = await game.packs.get("sw5e.species").getContent();
const assignedSpecies = species.find((c) => c.name === race);
const activeEffects = assignedSpecies.data.effects[0].changes;
const actorData = { data: { abilities: { ...actor.data.data.abilities } } };
activeEffects.map((effect) => {
switch (effect.key) {
case "data.abilities.str.value":
actorData.data.abilities.str.value -= effect.value;
break;
case "data.abilities.dex.value":
actorData.data.abilities.dex.value -= effect.value;
break;
case "data.abilities.con.value":
actorData.data.abilities.con.value -= effect.value;
break;
case "data.abilities.int.value":
actorData.data.abilities.int.value -= effect.value;
break;
case "data.abilities.wis.value":
actorData.data.abilities.wis.value -= effect.value;
break;
case "data.abilities.cha.value":
actorData.data.abilities.cha.value -= effect.value;
break;
default:
break;
}
});
actor.update(actorData);
await actor.createEmbeddedEntity("OwnedItem", assignedSpecies.data, { displaySheet: false });
}
static async addPowers(powers, actor) {
const forcePowers = await game.packs.get("sw5e.forcepowers").getContent();
const techPowers = await game.packs.get("sw5e.techpowers").getContent();
for (const power of powers) {
const createdPower = forcePowers.find((c) => c.name === power) || techPowers.find((c) => c.name === power);
if (createdPower) {
await actor.createEmbeddedEntity("OwnedItem", createdPower.data, { displaySheet: false });
}
static async addClasses(profession, level, actor) {
let classes = await game.packs.get("sw5e.classes").getDocuments();
let assignedClass = classes.find((c) => c.name === profession);
assignedClass.data.data.levels = level;
await actor.createEmbeddedDocuments("Item", [assignedClass.data], {displaySheet: false});
}
}
static async addItems(items, actor) {
const weapons = await game.packs.get("sw5e.weapons").getContent();
const armors = await game.packs.get("sw5e.armor").getContent();
const adventuringGear = await game.packs.get("sw5e.adventuringgear").getContent();
static classOrMulticlass(name) {
return name === "class" || (name.includes("multiclass") && name.length <= 12);
}
for (const item of items) {
const createdItem =
weapons.find((c) => c.name.toLowerCase() === item.name.toLowerCase()) ||
armors.find((c) => c.name.toLowerCase() === item.name.toLowerCase()) ||
adventuringGear.find((c) => c.name.toLowerCase() === item.name.toLowerCase());
if (createdItem) {
if (item.quantity != 1) {
createdItem.data.data.quantity = item.quantity;
static baseOrMulti(name) {
if (name === "class") {
return "base_class";
} else {
return "multi_class";
}
await actor.createEmbeddedEntity("OwnedItem", createdItem.data, { displaySheet: false });
}
}
}
static addImportButton(html) {
const actionButtons = html.find(".header-actions");
actionButtons[0].insertAdjacentHTML(
"afterend",
`<div class="header-actions action-buttons flexrow"><button class="create-entity cs-import-button"><i class="fas fa-upload"></i> Import Character</button></div>`
);
static getLevel(item, sourceCharacter) {
if (item.name === "class") {
let result = sourceCharacter.attribs.find((e) => e.name === "base_level").current;
return parseInt(result);
} else {
let result = sourceCharacter.attribs.find((e) => e.name === `${item.name}_lvl`).current;
return parseInt(result);
}
}
let characterImportButton = $(".cs-import-button");
characterImportButton.click(() => {
let content = `<h1>Saved Character JSON Import</h1>
static capitalize(str) {
return str.charAt(0).toUpperCase() + str.slice(1);
}
static async addSpecies(race, actor) {
const species = await game.packs.get("sw5e.species").getDocuments();
const assignedSpecies = species.find((c) => c.name === race);
const activeEffects = [...assignedSpecies.data.effects][0].data.changes;
const actorData = {data: {abilities: {...actor.data.data.abilities}}};
activeEffects.map((effect) => {
switch (effect.key) {
case "data.abilities.str.value":
actorData.data.abilities.str.value -= effect.value;
break;
case "data.abilities.dex.value":
actorData.data.abilities.dex.value -= effect.value;
break;
case "data.abilities.con.value":
actorData.data.abilities.con.value -= effect.value;
break;
case "data.abilities.int.value":
actorData.data.abilities.int.value -= effect.value;
break;
case "data.abilities.wis.value":
actorData.data.abilities.wis.value -= effect.value;
break;
case "data.abilities.cha.value":
actorData.data.abilities.cha.value -= effect.value;
break;
default:
break;
}
});
actor.update(actorData);
await actor.createEmbeddedDocuments("Item", [assignedSpecies.data], {displaySheet: false});
}
static async addPowers(powers, actor) {
const forcePowers = await game.packs.get("sw5e.forcepowers").getDocuments();
const techPowers = await game.packs.get("sw5e.techpowers").getDocuments();
for (const power of powers) {
const createdPower = forcePowers.find((c) => c.name === power) || techPowers.find((c) => c.name === power);
if (createdPower) {
await actor.createEmbeddedDocuments("Item", [createdPower.data], {displaySheet: false});
}
}
}
static async addItems(items, actor) {
const weapons = await game.packs.get("sw5e.weapons").getDocuments();
const armors = await game.packs.get("sw5e.armor").getDocuments();
const adventuringGear = await game.packs.get("sw5e.adventuringgear").getDocuments();
for (const item of items) {
const createdItem =
weapons.find((c) => c.name.toLowerCase() === item.name.toLowerCase()) ||
armors.find((c) => c.name.toLowerCase() === item.name.toLowerCase()) ||
adventuringGear.find((c) => c.name.toLowerCase() === item.name.toLowerCase());
if (createdItem) {
if (item.quantity != 1) {
createdItem.data.data.quantity = item.quantity;
}
await actor.createEmbeddedDocuments("Item", [createdItem.data], {displaySheet: false});
}
}
}
static addImportButton(html) {
const actionButtons = html.find(".header-actions");
actionButtons[0].insertAdjacentHTML(
"afterend",
`<div class="header-actions action-buttons flexrow"><button class="create-entity cs-import-button"><i class="fas fa-upload"></i> Import Character</button></div>`
);
let characterImportButton = $(".cs-import-button");
characterImportButton.click(() => {
let content = `<h1>Saved Character JSON Import</h1>
<label for="character-json">Paste character JSON here:</label>
</br>
<textarea id="character-json" name="character-json" rows="10" cols="50"></textarea>`;
let importDialog = new Dialog({
title: "Import Character from SW5e.com",
content: content,
buttons: {
Import: {
icon: `<i class="fas fa-file-import"></i>`,
label: "Import Character",
callback: () => {
let characterData = $("#character-json").val();
console.log("Parsing Character JSON");
CharacterImporter.transform(characterData);
}
},
Cancel: {
icon: `<i class="fas fa-times-circle"></i>`,
label: "Cancel",
callback: () => {}
}
}
});
importDialog.render(true);
});
}
let importDialog = new Dialog({
title: "Import Character from SW5e.com",
content: content,
buttons: {
Import: {
icon: `<i class="fas fa-file-import"></i>`,
label: "Import Character",
callback: () => {
let characterData = $("#character-json").val();
console.log("Parsing Character JSON");
CharacterImporter.transform(characterData);
}
},
Cancel: {
icon: `<i class="fas fa-times-circle"></i>`,
label: "Cancel",
callback: () => {}
}
}
});
importDialog.render(true);
});
}
}

View file

@ -1,30 +1,29 @@
/**
* Highlight critical success or failure on d20 rolls
*/
export const highlightCriticalSuccessFailure = function(message, html, data) {
if ( !message.isRoll || !message.isContentVisible ) return;
export const highlightCriticalSuccessFailure = function (message, html, data) {
if (!message.isRoll || !message.isContentVisible) return;
// Highlight rolls where the first part is a d20 roll
const roll = message.roll;
if ( !roll.dice.length ) return;
const d = roll.dice[0];
// Highlight rolls where the first part is a d20 roll
const roll = message.roll;
if (!roll.dice.length) return;
const d = roll.dice[0];
// Ensure it is an un-modified d20 roll
const isD20 = (d.faces === 20) && ( d.values.length === 1 );
if ( !isD20 ) return;
const isModifiedRoll = ("success" in d.results[0]) || d.options.marginSuccess || d.options.marginFailure;
if ( isModifiedRoll ) return;
// Ensure it is an un-modified d20 roll
const isD20 = d.faces === 20 && d.values.length === 1;
if (!isD20) return;
const isModifiedRoll = "success" in d.results[0] || d.options.marginSuccess || d.options.marginFailure;
if (isModifiedRoll) return;
// Highlight successes and failures
const critical = d.options.critical || 20;
const fumble = d.options.fumble || 1;
if ( d.total >= critical ) html.find(".dice-total").addClass("critical");
else if ( d.total <= fumble ) html.find(".dice-total").addClass("fumble");
else if ( d.options.target ) {
if ( roll.total >= d.options.target ) html.find(".dice-total").addClass("success");
else html.find(".dice-total").addClass("failure");
}
// Highlight successes and failures
const critical = d.options.critical || 20;
const fumble = d.options.fumble || 1;
if (d.total >= critical) html.find(".dice-total").addClass("critical");
else if (d.total <= fumble) html.find(".dice-total").addClass("fumble");
else if (d.options.target) {
if (roll.total >= d.options.target) html.find(".dice-total").addClass("success");
else html.find(".dice-total").addClass("failure");
}
};
/* -------------------------------------------- */
@ -32,24 +31,24 @@ export const highlightCriticalSuccessFailure = function(message, html, data) {
/**
* Optionally hide the display of chat card action buttons which cannot be performed by the user
*/
export const displayChatActionButtons = function(message, html, data) {
const chatCard = html.find(".sw5e.chat-card");
if ( chatCard.length > 0 ) {
const flavor = html.find(".flavor-text");
if ( flavor.text() === html.find(".item-name").text() ) flavor.remove();
export const displayChatActionButtons = function (message, html, data) {
const chatCard = html.find(".sw5e.chat-card");
if (chatCard.length > 0) {
const flavor = html.find(".flavor-text");
if (flavor.text() === html.find(".item-name").text()) flavor.remove();
// If the user is the message author or the actor owner, proceed
let actor = game.actors.get(data.message.speaker.actor);
if ( actor && actor.isOwner ) return;
else if ( game.user.isGM || (data.author.id === game.user.id)) return;
// If the user is the message author or the actor owner, proceed
let actor = game.actors.get(data.message.speaker.actor);
if (actor && actor.isOwner) return;
else if (game.user.isGM || data.author.id === game.user.id) return;
// Otherwise conceal action buttons except for saving throw
const buttons = chatCard.find("button[data-action]");
buttons.each((i, btn) => {
if ( btn.dataset.action === "save" ) return;
btn.style.display = "none"
});
}
// Otherwise conceal action buttons except for saving throw
const buttons = chatCard.find("button[data-action]");
buttons.each((i, btn) => {
if (btn.dataset.action === "save") return;
btn.style.display = "none";
});
}
};
/* -------------------------------------------- */
@ -63,38 +62,38 @@ export const displayChatActionButtons = function(message, html, data) {
*
* @return {Array} The extended options Array including new context choices
*/
export const addChatMessageContextOptions = function(html, options) {
let canApply = li => {
const message = game.messages.get(li.data("messageId"));
return message?.isRoll && message?.isContentVisible && canvas.tokens?.controlled.length;
};
options.push(
{
name: game.i18n.localize("SW5E.ChatContextDamage"),
icon: '<i class="fas fa-user-minus"></i>',
condition: canApply,
callback: li => applyChatCardDamage(li, 1)
},
{
name: game.i18n.localize("SW5E.ChatContextHealing"),
icon: '<i class="fas fa-user-plus"></i>',
condition: canApply,
callback: li => applyChatCardDamage(li, -1)
},
{
name: game.i18n.localize("SW5E.ChatContextDoubleDamage"),
icon: '<i class="fas fa-user-injured"></i>',
condition: canApply,
callback: li => applyChatCardDamage(li, 2)
},
{
name: game.i18n.localize("SW5E.ChatContextHalfDamage"),
icon: '<i class="fas fa-user-shield"></i>',
condition: canApply,
callback: li => applyChatCardDamage(li, 0.5)
}
);
return options;
export const addChatMessageContextOptions = function (html, options) {
let canApply = (li) => {
const message = game.messages.get(li.data("messageId"));
return message?.isRoll && message?.isContentVisible && canvas.tokens?.controlled.length;
};
options.push(
{
name: game.i18n.localize("SW5E.ChatContextDamage"),
icon: '<i class="fas fa-user-minus"></i>',
condition: canApply,
callback: (li) => applyChatCardDamage(li, 1)
},
{
name: game.i18n.localize("SW5E.ChatContextHealing"),
icon: '<i class="fas fa-user-plus"></i>',
condition: canApply,
callback: (li) => applyChatCardDamage(li, -1)
},
{
name: game.i18n.localize("SW5E.ChatContextDoubleDamage"),
icon: '<i class="fas fa-user-injured"></i>',
condition: canApply,
callback: (li) => applyChatCardDamage(li, 2)
},
{
name: game.i18n.localize("SW5E.ChatContextHalfDamage"),
icon: '<i class="fas fa-user-shield"></i>',
condition: canApply,
callback: (li) => applyChatCardDamage(li, 0.5)
}
);
return options;
};
/* -------------------------------------------- */
@ -108,12 +107,14 @@ export const addChatMessageContextOptions = function(html, options) {
* @return {Promise}
*/
function applyChatCardDamage(li, multiplier) {
const message = game.messages.get(li.data("messageId"));
const roll = message.roll;
return Promise.all(canvas.tokens.controlled.map(t => {
const a = t.actor;
return a.applyDamage(roll.total, multiplier);
}));
const message = game.messages.get(li.data("messageId"));
const roll = message.roll;
return Promise.all(
canvas.tokens.controlled.map((t) => {
const a = t.actor;
return a.applyDamage(roll.total, multiplier);
})
);
}
/* -------------------------------------------- */

View file

@ -1,4 +1 @@
export const ClassFeatures = {
};
export const ClassFeatures = {};

View file

@ -1,27 +1,31 @@
/**
* Override the default Initiative formula to customize special behaviors of the SW5e system.
* Apply advantage, proficiency, or bonuses where appropriate
* Apply the dexterity score as a decimal tiebreaker if requested
* See Combat._getInitiativeFormula for more detail.
*/
export const _getInitiativeFormula = function() {
const actor = this.actor;
if ( !actor ) return "1d20";
const init = actor.data.data.attributes.init;
export const _getInitiativeFormula = function () {
const actor = this.actor;
if (!actor) return "1d20";
const init = actor.data.data.attributes.init;
// Construct initiative formula parts
let nd = 1;
let mods = "";
if (actor.getFlag("sw5e", "halflingLucky")) mods += "r1=1";
if (actor.getFlag("sw5e", "initiativeAdv")) {
nd = 2;
mods += "kh";
}
const parts = [`${nd}d20${mods}`, init.mod, (init.prof !== 0) ? init.prof : null, (init.bonus !== 0) ? init.bonus : null];
// Construct initiative formula parts
let nd = 1;
let mods = "";
if (actor.getFlag("sw5e", "halflingLucky")) mods += "r1=1";
if (actor.getFlag("sw5e", "initiativeAdv")) {
nd = 2;
mods += "kh";
}
const parts = [
`${nd}d20${mods}`,
init.mod,
init.prof !== 0 ? init.prof : null,
init.bonus !== 0 ? init.bonus : null
];
// Optionally apply Dexterity tiebreaker
const tiebreaker = game.settings.get("sw5e", "initiativeDexTiebreaker");
if ( tiebreaker ) parts.push(actor.data.data.abilities.dex.value / 100);
return parts.filter(p => p !== null).join(" + ");
// Optionally apply Dexterity tiebreaker
const tiebreaker = game.settings.get("sw5e", "initiativeDexTiebreaker");
if (tiebreaker) parts.push(actor.data.data.abilities.dex.value / 100);
return parts.filter((p) => p !== null).join(" + ");
};

File diff suppressed because it is too large Load diff

View file

@ -12,43 +12,55 @@ export {default as DamageRoll} from "./dice/damage-roll.js";
* @return {string} The resulting simplified formula
*/
export function simplifyRollFormula(formula, data, {constantFirst = false} = {}) {
const roll = new Roll(formula, data); // Parses the formula and replaces any @properties
const terms = roll.terms;
const roll = new Roll(formula, data); // Parses the formula and replaces any @properties
const terms = roll.terms;
// Some terms are "too complicated" for this algorithm to simplify
// In this case, the original formula is returned.
if (terms.some(_isUnsupportedTerm)) return roll.formula;
// Some terms are "too complicated" for this algorithm to simplify
// In this case, the original formula is returned.
if (terms.some(_isUnsupportedTerm)) return roll.formula;
const rollableTerms = []; // Terms that are non-constant, and their associated operators
const constantTerms = []; // Terms that are constant, and their associated operators
let operators = []; // Temporary storage for operators before they are moved to one of the above
const rollableTerms = []; // Terms that are non-constant, and their associated operators
const constantTerms = []; // Terms that are constant, and their associated operators
let operators = []; // Temporary storage for operators before they are moved to one of the above
for (let term of terms) { // For each term
if (term instanceof OperatorTerm) operators.push(term); // If the term is an addition/subtraction operator, push the term into the operators array
else { // Otherwise the term is not an operator
if (term instanceof DiceTerm) { // If the term is something rollable
rollableTerms.push(...operators); // Place all the operators into the rollableTerms array
rollableTerms.push(term); // Then place this rollable term into it as well
} //
else { // Otherwise, this must be a constant
constantTerms.push(...operators); // Place the operators into the constantTerms array
constantTerms.push(term); // Then also add this constant term to that array.
} //
operators = []; // Finally, the operators have now all been assigend to one of the arrays, so empty this before the next iteration.
for (let term of terms) {
// For each term
if (term instanceof OperatorTerm) operators.push(term);
// If the term is an addition/subtraction operator, push the term into the operators array
else {
// Otherwise the term is not an operator
if (term instanceof DiceTerm) {
// If the term is something rollable
rollableTerms.push(...operators); // Place all the operators into the rollableTerms array
rollableTerms.push(term); // Then place this rollable term into it as well
} //
else {
// Otherwise, this must be a constant
constantTerms.push(...operators); // Place the operators into the constantTerms array
constantTerms.push(term); // Then also add this constant term to that array.
} //
operators = []; // Finally, the operators have now all been assigend to one of the arrays, so empty this before the next iteration.
}
}
}
const constantFormula = Roll.getFormula(constantTerms); // Cleans up the constant terms and produces a new formula string
const rollableFormula = Roll.getFormula(rollableTerms); // Cleans up the non-constant terms and produces a new formula string
const constantFormula = Roll.getFormula(constantTerms); // Cleans up the constant terms and produces a new formula string
const rollableFormula = Roll.getFormula(rollableTerms); // Cleans up the non-constant terms and produces a new formula string
// Mathematically evaluate the constant formula to produce a single constant term
const constantPart = constantFormula ? Roll.safeEval(constantFormula) : undefined;
// Mathematically evaluate the constant formula to produce a single constant term
let constantPart = undefined;
if (constantFormula) {
try {
constantPart = Roll.safeEval(constantFormula);
} catch (err) {
console.warn(`Unable to evaluate constant term ${constantFormula} in simplifyRollFormula`);
}
}
// Order the rollable and constant terms, either constant first or second depending on the optional argument
const parts = constantFirst ? [constantPart, rollableFormula] : [rollableFormula, constantPart];
// Order the rollable and constant terms, either constant first or second depending on the optional argument
const parts = constantFirst ? [constantPart, rollableFormula] : [rollableFormula, constantPart];
// Join the parts with a + sign, pass them to `Roll` once again to clean up the formula
return new Roll(parts.filterJoin(" + ")).formula;
// Join the parts with a + sign, pass them to `Roll` once again to clean up the formula
return new Roll(parts.filterJoin(" + ")).formula;
}
/* -------------------------------------------- */
@ -59,11 +71,11 @@ export function simplifyRollFormula(formula, data, {constantFirst = false} = {})
* @return {Boolean} True when unsupported, false if supported
*/
function _isUnsupportedTerm(term) {
const diceTerm = term instanceof DiceTerm;
const operator = term instanceof OperatorTerm && ["+", "-"].includes(term.operator);
const number = term instanceof NumericTerm;
const diceTerm = term instanceof DiceTerm;
const operator = term instanceof OperatorTerm && ["+", "-"].includes(term.operator);
const number = term instanceof NumericTerm;
return !(diceTerm || operator || number);
return !(diceTerm || operator || number);
}
/* -------------------------------------------- */
@ -104,54 +116,75 @@ function _isUnsupportedTerm(term) {
* @return {Promise<D20Roll|null>} The evaluated D20Roll, or null if the workflow was cancelled
*/
export async function d20Roll({
parts=[], data={}, // Roll creation
advantage, disadvantage, fumble=1, critical=20, targetValue, elvenAccuracy, halflingLucky, reliableTalent, // Roll customization
chooseModifier=false, fastForward=false, event, template, title, dialogOptions, // Dialog configuration
chatMessage=true, messageData={}, rollMode, speaker, flavor // Chat Message customization
}={}) {
// Handle input arguments
const formula = ["1d20"].concat(parts).join(" + ");
const {advantageMode, isFF} = _determineAdvantageMode({advantage, disadvantage, fastForward, event});
const defaultRollMode = rollMode || game.settings.get("core", "rollMode");
if ( chooseModifier && !isFF ) data["mod"] = "@mod";
// Construct the D20Roll instance
const roll = new CONFIG.Dice.D20Roll(formula, data, {
flavor: flavor || title,
advantageMode,
defaultRollMode,
critical,
fumble,
parts = [],
data = {}, // Roll creation
advantage,
disadvantage,
fumble = 1,
critical = 20,
targetValue,
elvenAccuracy,
halflingLucky,
reliableTalent
});
reliableTalent, // Roll customization
chooseModifier = false,
fastForward = false,
event,
template,
title,
dialogOptions, // Dialog configuration
chatMessage = true,
messageData = {},
rollMode,
speaker,
flavor // Chat Message customization
} = {}) {
// Handle input arguments
const formula = ["1d20"].concat(parts).join(" + ");
const {advantageMode, isFF} = _determineAdvantageMode({advantage, disadvantage, fastForward, event});
const defaultRollMode = rollMode || game.settings.get("core", "rollMode");
if (chooseModifier && !isFF) data["mod"] = "@mod";
// Prompt a Dialog to further configure the D20Roll
if ( !isFF ) {
const configured = await roll.configureDialog({
title,
chooseModifier,
defaultRollMode: defaultRollMode,
defaultAction: advantageMode,
defaultAbility: data?.item?.ability,
template
}, dialogOptions);
if ( configured === null ) return null;
}
// Construct the D20Roll instance
const roll = new CONFIG.Dice.D20Roll(formula, data, {
flavor: flavor || title,
advantageMode,
defaultRollMode,
critical,
fumble,
targetValue,
elvenAccuracy,
halflingLucky,
reliableTalent
});
// Evaluate the configured roll
await roll.evaluate({async: true});
// Prompt a Dialog to further configure the D20Roll
if (!isFF) {
const configured = await roll.configureDialog(
{
title,
chooseModifier,
defaultRollMode: defaultRollMode,
defaultAction: advantageMode,
defaultAbility: data?.item?.ability,
template
},
dialogOptions
);
if (configured === null) return null;
}
// Create a Chat Message
if ( speaker ) {
console.warn(`You are passing the speaker argument to the d20Roll function directly which should instead be passed as an internal key of messageData`);
messageData.speaker = speaker;
}
if ( roll && chatMessage ) await roll.toMessage(messageData);
return roll;
// Evaluate the configured roll
await roll.evaluate({async: true});
// Create a Chat Message
if (speaker) {
console.warn(
`You are passing the speaker argument to the d20Roll function directly which should instead be passed as an internal key of messageData`
);
messageData.speaker = speaker;
}
if (roll && chatMessage) await roll.toMessage(messageData);
return roll;
}
/* -------------------------------------------- */
@ -160,12 +193,13 @@ export async function d20Roll({
* Determines whether this d20 roll should be fast-forwarded, and whether advantage or disadvantage should be applied
* @returns {{isFF: boolean, advantageMode: number}} Whether the roll is fast-forward, and its advantage mode
*/
function _determineAdvantageMode({event, advantage=false, disadvantage=false, fastForward=false}={}) {
const isFF = fastForward || (event && (event.shiftKey || event.altKey || event.ctrlKey || event.metaKey));
let advantageMode = CONFIG.Dice.D20Roll.ADV_MODE.NORMAL;
if ( advantage || event?.altKey ) advantageMode = CONFIG.Dice.D20Roll.ADV_MODE.ADVANTAGE;
else if ( disadvantage || event?.ctrlKey || event?.metaKey ) advantageMode = CONFIG.Dice.D20Roll.ADV_MODE.DISADVANTAGE;
return {isFF, advantageMode};
function _determineAdvantageMode({event, advantage = false, disadvantage = false, fastForward = false} = {}) {
const isFF = fastForward || (event && (event.shiftKey || event.altKey || event.ctrlKey || event.metaKey));
let advantageMode = CONFIG.Dice.D20Roll.ADV_MODE.NORMAL;
if (advantage || event?.altKey) advantageMode = CONFIG.Dice.D20Roll.ADV_MODE.ADVANTAGE;
else if (disadvantage || event?.ctrlKey || event?.metaKey)
advantageMode = CONFIG.Dice.D20Roll.ADV_MODE.DISADVANTAGE;
return {isFF, advantageMode};
}
/* -------------------------------------------- */
@ -203,49 +237,67 @@ function _determineAdvantageMode({event, advantage=false, disadvantage=false, fa
* @return {Promise<DamageRoll|null>} The evaluated DamageRoll, or null if the workflow was canceled
*/
export async function damageRoll({
parts=[], data, // Roll creation
critical=false, criticalBonusDice, criticalMultiplier, multiplyNumeric, powerfulCritical, // Damage customization
fastForward=false, event, allowCritical=true, template, title, dialogOptions, // Dialog configuration
chatMessage=true, messageData={}, rollMode, speaker, flavor, // Chat Message customization
}={}) {
// Handle input arguments
const defaultRollMode = rollMode || game.settings.get("core", "rollMode");
// Construct the DamageRoll instance
const formula = parts.join(" + ");
const {isCritical, isFF} = _determineCriticalMode({critical, fastForward, event});
const roll = new CONFIG.Dice.DamageRoll(formula, data, {
flavor: flavor || title,
critical: isCritical,
parts = [],
data, // Roll creation
critical = false,
criticalBonusDice,
criticalMultiplier,
multiplyNumeric,
powerfulCritical
});
powerfulCritical, // Damage customization
fastForward = false,
event,
allowCritical = true,
template,
title,
dialogOptions, // Dialog configuration
chatMessage = true,
messageData = {},
rollMode,
speaker,
flavor // Chat Message customization
} = {}) {
// Handle input arguments
const defaultRollMode = rollMode || game.settings.get("core", "rollMode");
// Prompt a Dialog to further configure the DamageRoll
if ( !isFF ) {
const configured = await roll.configureDialog({
title,
defaultRollMode: defaultRollMode,
defaultCritical: isCritical,
template,
allowCritical
}, dialogOptions);
if ( configured === null ) return null;
}
// Construct the DamageRoll instance
const formula = parts.join(" + ");
const {isCritical, isFF} = _determineCriticalMode({critical, fastForward, event});
const roll = new CONFIG.Dice.DamageRoll(formula, data, {
flavor: flavor || title,
critical: isCritical,
criticalBonusDice,
criticalMultiplier,
multiplyNumeric,
powerfulCritical
});
// Evaluate the configured roll
await roll.evaluate({async: true});
// Prompt a Dialog to further configure the DamageRoll
if (!isFF) {
const configured = await roll.configureDialog(
{
title,
defaultRollMode: defaultRollMode,
defaultCritical: isCritical,
template,
allowCritical
},
dialogOptions
);
if (configured === null) return null;
}
// Create a Chat Message
if ( speaker ) {
console.warn(`You are passing the speaker argument to the damageRoll function directly which should instead be passed as an internal key of messageData`);
messageData.speaker = speaker;
}
if ( roll && chatMessage ) await roll.toMessage(messageData);
return roll;
// Evaluate the configured roll
await roll.evaluate({async: true});
// Create a Chat Message
if (speaker) {
console.warn(
`You are passing the speaker argument to the damageRoll function directly which should instead be passed as an internal key of messageData`
);
messageData.speaker = speaker;
}
if (roll && chatMessage) await roll.toMessage(messageData);
return roll;
}
/* -------------------------------------------- */
@ -254,8 +306,8 @@ export async function damageRoll({
* Determines whether this d20 roll should be fast-forwarded, and whether advantage or disadvantage should be applied
* @returns {{isFF: boolean, isCritical: boolean}} Whether the roll is fast-forward, and whether it is a critical hit
*/
function _determineCriticalMode({event, critical=false, fastForward=false}={}) {
const isFF = fastForward || (event && (event.shiftKey || event.altKey || event.ctrlKey || event.metaKey));
if ( event?.altKey ) critical = true;
return {isFF, isCritical: critical};
function _determineCriticalMode({event, critical = false, fastForward = false} = {}) {
const isFF = fastForward || (event && (event.shiftKey || event.altKey || event.ctrlKey || event.metaKey));
if (event?.altKey) critical = true;
return {isFF, isCritical: critical};
}

View file

@ -16,7 +16,7 @@
export default class D20Roll extends Roll {
constructor(formula, data, options) {
super(formula, data, options);
if ( !((this.terms[0] instanceof Die) && (this.terms[0].faces === 20)) ) {
if (!(this.terms[0] instanceof Die && this.terms[0].faces === 20)) {
throw new Error(`Invalid D20Roll formula provided ${this._formula}`);
}
this.configureModifiers();
@ -31,8 +31,8 @@ export default class D20Roll extends Roll {
static ADV_MODE = {
NORMAL: 0,
ADVANTAGE: 1,
DISADVANTAGE: -1,
}
DISADVANTAGE: -1
};
/**
* The HTML template path used to configure evaluation of this Roll
@ -71,28 +71,26 @@ export default class D20Roll extends Roll {
d20.modifiers = [];
// Halfling Lucky
if ( this.options.halflingLucky ) d20.modifiers.push("r1=1");
if (this.options.halflingLucky) d20.modifiers.push("r1=1");
// Reliable Talent
if ( this.options.reliableTalent ) d20.modifiers.push("min10");
if (this.options.reliableTalent) d20.modifiers.push("min10");
// Handle Advantage or Disadvantage
if ( this.hasAdvantage ) {
if (this.hasAdvantage) {
d20.number = this.options.elvenAccuracy ? 3 : 2;
d20.modifiers.push("kh");
d20.options.advantage = true;
}
else if ( this.hasDisadvantage ) {
} else if (this.hasDisadvantage) {
d20.number = 2;
d20.modifiers.push("kl");
d20.options.disadvantage = true;
}
else d20.number = 1;
} else d20.number = 1;
// Assign critical and fumble thresholds
if ( this.options.critical ) d20.options.critical = this.options.critical;
if ( this.options.fumble ) d20.options.fumble = this.options.fumble;
if ( this.options.targetValue ) d20.options.target = this.options.targetValue;
if (this.options.critical) d20.options.critical = this.options.critical;
if (this.options.fumble) d20.options.fumble = this.options.fumble;
if (this.options.targetValue) d20.options.target = this.options.targetValue;
// Re-compile the underlying formula
this._formula = this.constructor.getFormula(this.terms);
@ -101,22 +99,21 @@ export default class D20Roll extends Roll {
/* -------------------------------------------- */
/** @inheritdoc */
async toMessage(messageData={}, options={}) {
async toMessage(messageData = {}, options = {}) {
// Evaluate the roll now so we have the results available to determine whether reliable talent came into play
if ( !this._evaluated ) await this.evaluate({async: true});
if (!this._evaluated) await this.evaluate({async: true});
// Add appropriate advantage mode message flavor and sw5e roll flags
messageData.flavor = messageData.flavor || this.options.flavor;
if ( this.hasAdvantage ) messageData.flavor += ` (${game.i18n.localize("SW5E.Advantage")})`;
else if ( this.hasDisadvantage ) messageData.flavor += ` (${game.i18n.localize("SW5E.Disadvantage")})`;
if (this.hasAdvantage) messageData.flavor += ` (${game.i18n.localize("SW5E.Advantage")})`;
else if (this.hasDisadvantage) messageData.flavor += ` (${game.i18n.localize("SW5E.Disadvantage")})`;
// Add reliable talent to the d20-term flavor text if it applied
if ( this.options.reliableTalent ) {
if (this.options.reliableTalent) {
const d20 = this.dice[0];
const isRT = d20.results.every(r => !r.active || (r.result < 10));
const isRT = d20.results.every((r) => !r.active || r.result < 10);
const label = `(${game.i18n.localize("SW5E.FlagsReliableTalent")})`;
if ( isRT ) d20.options.flavor = d20.options.flavor ? `${d20.options.flavor} (${label})` : label;
if (isRT) d20.options.flavor = d20.options.flavor ? `${d20.options.flavor} (${label})` : label;
}
// Record the preferred rollMode
@ -140,8 +137,17 @@ export default class D20Roll extends Roll {
* @param {object} options Additional Dialog customization options
* @returns {Promise<D20Roll|null>} A resulting D20Roll object constructed with the dialog, or null if the dialog was closed
*/
async configureDialog({title, defaultRollMode, defaultAction=D20Roll.ADV_MODE.NORMAL, chooseModifier=false, defaultAbility, template}={}, options={}) {
async configureDialog(
{
title,
defaultRollMode,
defaultAction = D20Roll.ADV_MODE.NORMAL,
chooseModifier = false,
defaultAbility,
template
} = {},
options = {}
) {
// Render the Dialog inner HTML
const content = await renderTemplate(template ?? this.constructor.EVALUATION_TEMPLATE, {
formula: `${this.formula} + @bonus`,
@ -154,32 +160,39 @@ export default class D20Roll extends Roll {
let defaultButton = "normal";
switch (defaultAction) {
case D20Roll.ADV_MODE.ADVANTAGE: defaultButton = "advantage"; break;
case D20Roll.ADV_MODE.DISADVANTAGE: defaultButton = "disadvantage"; break;
case D20Roll.ADV_MODE.ADVANTAGE:
defaultButton = "advantage";
break;
case D20Roll.ADV_MODE.DISADVANTAGE:
defaultButton = "disadvantage";
break;
}
// Create the Dialog window and await submission of the form
return new Promise(resolve => {
new Dialog({
title,
content,
buttons: {
advantage: {
label: game.i18n.localize("SW5E.Advantage"),
callback: html => resolve(this._onDialogSubmit(html, D20Roll.ADV_MODE.ADVANTAGE))
return new Promise((resolve) => {
new Dialog(
{
title,
content,
buttons: {
advantage: {
label: game.i18n.localize("SW5E.Advantage"),
callback: (html) => resolve(this._onDialogSubmit(html, D20Roll.ADV_MODE.ADVANTAGE))
},
normal: {
label: game.i18n.localize("SW5E.Normal"),
callback: (html) => resolve(this._onDialogSubmit(html, D20Roll.ADV_MODE.NORMAL))
},
disadvantage: {
label: game.i18n.localize("SW5E.Disadvantage"),
callback: (html) => resolve(this._onDialogSubmit(html, D20Roll.ADV_MODE.DISADVANTAGE))
}
},
normal: {
label: game.i18n.localize("SW5E.Normal"),
callback: html => resolve(this._onDialogSubmit(html, D20Roll.ADV_MODE.NORMAL))
},
disadvantage: {
label: game.i18n.localize("SW5E.Disadvantage"),
callback: html => resolve(this._onDialogSubmit(html, D20Roll.ADV_MODE.DISADVANTAGE))
}
default: defaultButton,
close: () => resolve(null)
},
default: defaultButton,
close: () => resolve(null)
}, options).render(true);
options
).render(true);
});
}
@ -195,16 +208,16 @@ export default class D20Roll extends Roll {
const form = html[0].querySelector("form");
// Append a situational bonus term
if ( form.bonus.value ) {
if (form.bonus.value) {
const bonus = new Roll(form.bonus.value, this.data);
if ( !(bonus.terms[0] instanceof OperatorTerm) ) this.terms.push(new OperatorTerm({operator: "+"}));
if (!(bonus.terms[0] instanceof OperatorTerm)) this.terms.push(new OperatorTerm({operator: "+"}));
this.terms = this.terms.concat(bonus.terms);
}
// Customize the modifier
if ( form.ability?.value ) {
if (form.ability?.value) {
const abl = this.data.abilities[form.ability.value];
this.terms.findSplice(t => t.term === "@mod", new NumericTerm({number: abl.mod}));
this.terms.findSplice((t) => t.term === "@mod", new NumericTerm({number: abl.mod}));
this.options.flavor += ` (${CONFIG.SW5E.abilities[form.ability.value]})`;
}

View file

@ -13,7 +13,7 @@ export default class DamageRoll extends Roll {
constructor(formula, data, options) {
super(formula, data, options);
// For backwards compatibility, skip rolls which do not have the "critical" option defined
if ( this.options.critical !== undefined ) this.configureDamage();
if (this.options.critical !== undefined) this.configureDamage();
}
/**
@ -42,44 +42,44 @@ export default class DamageRoll extends Roll {
*/
configureDamage() {
let flatBonus = 0;
for ( let [i, term] of this.terms.entries() ) {
for (let [i, term] of this.terms.entries()) {
// Multiply dice terms
if ( term instanceof DiceTerm ) {
if (term instanceof DiceTerm) {
term.options.baseNumber = term.options.baseNumber ?? term.number; // Reset back
term.number = term.options.baseNumber;
if ( this.isCritical ) {
if (this.isCritical) {
let cm = this.options.criticalMultiplier ?? 2;
// Powerful critical - maximize damage and reduce the multiplier by 1
if ( this.options.powerfulCritical ) {
flatBonus += (term.number * term.faces);
cm = Math.max(1, cm-1);
if (this.options.powerfulCritical) {
flatBonus += term.number * term.faces;
cm = Math.max(1, cm - 1);
}
// Alter the damage term
let cb = (this.options.criticalBonusDice && (i === 0)) ? this.options.criticalBonusDice : 0;
let cb = this.options.criticalBonusDice && i === 0 ? this.options.criticalBonusDice : 0;
term.alter(cm, cb);
term.options.critical = true;
}
}
// Multiply numeric terms
else if ( this.options.multiplyNumeric && (term instanceof NumericTerm) ) {
else if (this.options.multiplyNumeric && term instanceof NumericTerm) {
term.options.baseNumber = term.options.baseNumber ?? term.number; // Reset back
term.number = term.options.baseNumber;
if ( this.isCritical ) {
term.number *= (this.options.criticalMultiplier ?? 2);
if (this.isCritical) {
term.number *= this.options.criticalMultiplier ?? 2;
term.options.critical = true;
}
}
}
// Add powerful critical bonus
if ( this.options.powerfulCritical && (flatBonus > 0) ) {
if (this.options.powerfulCritical && flatBonus > 0) {
this.terms.push(new OperatorTerm({operator: "+"}));
this.terms.push(new NumericTerm({number: flatBonus}, {flavor: game.i18n.localize("SW5E.PowerfulCritical")}));
this.terms.push(
new NumericTerm({number: flatBonus}, {flavor: game.i18n.localize("SW5E.PowerfulCritical")})
);
}
// Re-compile the underlying formula
@ -89,9 +89,9 @@ export default class DamageRoll extends Roll {
/* -------------------------------------------- */
/** @inheritdoc */
toMessage(messageData={}, options={}) {
toMessage(messageData = {}, options = {}) {
messageData.flavor = messageData.flavor || this.options.flavor;
if ( this.isCritical ) {
if (this.isCritical) {
const label = game.i18n.localize("SW5E.CriticalHit");
messageData.flavor = messageData.flavor ? `${messageData.flavor} (${label})` : label;
}
@ -114,34 +114,39 @@ export default class DamageRoll extends Roll {
* @param {object} options Additional Dialog customization options
* @returns {Promise<D20Roll|null>} A resulting D20Roll object constructed with the dialog, or null if the dialog was closed
*/
async configureDialog({title, defaultRollMode, defaultCritical=false, template, allowCritical=true}={}, options={}) {
async configureDialog(
{title, defaultRollMode, defaultCritical = false, template, allowCritical = true} = {},
options = {}
) {
// Render the Dialog inner HTML
const content = await renderTemplate(template ?? this.constructor.EVALUATION_TEMPLATE, {
formula: `${this.formula} + @bonus`,
defaultRollMode,
rollModes: CONFIG.Dice.rollModes,
rollModes: CONFIG.Dice.rollModes
});
// Create the Dialog window and await submission of the form
return new Promise(resolve => {
new Dialog({
title,
content,
buttons: {
critical: {
condition: allowCritical,
label: game.i18n.localize("SW5E.CriticalHit"),
callback: html => resolve(this._onDialogSubmit(html, true))
return new Promise((resolve) => {
new Dialog(
{
title,
content,
buttons: {
critical: {
condition: allowCritical,
label: game.i18n.localize("SW5E.CriticalHit"),
callback: (html) => resolve(this._onDialogSubmit(html, true))
},
normal: {
label: game.i18n.localize(allowCritical ? "SW5E.Normal" : "SW5E.Roll"),
callback: (html) => resolve(this._onDialogSubmit(html, false))
}
},
normal: {
label: game.i18n.localize(allowCritical ? "SW5E.Normal" : "SW5E.Roll"),
callback: html => resolve(this._onDialogSubmit(html, false))
}
default: defaultCritical ? "critical" : "normal",
close: () => resolve(null)
},
default: defaultCritical ? "critical" : "normal",
close: () => resolve(null)
}, options).render(true);
options
).render(true);
});
}
@ -157,9 +162,9 @@ export default class DamageRoll extends Roll {
const form = html[0].querySelector("form");
// Append a situational bonus term
if ( form.bonus.value ) {
if (form.bonus.value) {
const bonus = new Roll(form.bonus.value, this.data);
if ( !(bonus.terms[0] instanceof OperatorTerm) ) this.terms.push(new OperatorTerm({operator: "+"}));
if (!(bonus.terms[0] instanceof OperatorTerm)) this.terms.push(new OperatorTerm({operator: "+"}));
this.terms = this.terms.concat(bonus.terms);
}

85
module/effects.js vendored
View file

@ -4,26 +4,28 @@
* @param {Actor|Item} owner The owning entity which manages this effect
*/
export function onManageActiveEffect(event, owner) {
event.preventDefault();
const a = event.currentTarget;
const li = a.closest("li");
const effect = li.dataset.effectId ? owner.effects.get(li.dataset.effectId) : null;
switch ( a.dataset.action ) {
case "create":
return owner.createEmbeddedDocuments("ActiveEffect", [{
label: "New Effect",
icon: "icons/svg/aura.svg",
origin: owner.uuid,
"duration.rounds": li.dataset.effectType === "temporary" ? 1 : undefined,
disabled: li.dataset.effectType === "inactive"
}]);
case "edit":
return effect.sheet.render(true);
case "delete":
return effect.delete();
case "toggle":
return effect.update({disabled: !effect.data.disabled});
}
event.preventDefault();
const a = event.currentTarget;
const li = a.closest("li");
const effect = li.dataset.effectId ? owner.effects.get(li.dataset.effectId) : null;
switch (a.dataset.action) {
case "create":
return owner.createEmbeddedDocuments("ActiveEffect", [
{
"label": game.i18n.localize("SW5E.EffectNew"),
"icon": "icons/svg/aura.svg",
"origin": owner.uuid,
"duration.rounds": li.dataset.effectType === "temporary" ? 1 : undefined,
"disabled": li.dataset.effectType === "inactive"
}
]);
case "edit":
return effect.sheet.render(true);
case "delete":
return effect.delete();
case "toggle":
return effect.update({disabled: !effect.data.disabled});
}
}
/**
@ -32,32 +34,31 @@ export function onManageActiveEffect(event, owner) {
* @return {object} Data for rendering
*/
export function prepareActiveEffectCategories(effects) {
// Define effect header categories
const categories = {
temporary: {
type: "temporary",
label: "SW5E.EffectsCategoryTemporary",
effects: []
},
passive: {
type: "passive",
label: "SW5E.EffectsCategoryPassive",
effects: []
},
inactive: {
type: "inactive",
label: "SW5E.EffectsCategoryInactive",
effects: []
}
temporary: {
type: "temporary",
label: game.i18n.localize("SW5E.EffectTemporary"),
effects: []
},
passive: {
type: "passive",
label: game.i18n.localize("SW5E.EffectPassive"),
effects: []
},
inactive: {
type: "inactive",
label: game.i18n.localize("SW5E.EffectInactive"),
effects: []
}
};
// Iterate over active effects, classifying them into categories
for ( let e of effects ) {
e._getSourceName(); // Trigger a lookup for the source name
if ( e.data.disabled ) categories.inactive.effects.push(e);
else if ( e.isTemporary ) categories.temporary.effects.push(e);
else categories.passive.effects.push(e);
for (let e of effects) {
e._getSourceName(); // Trigger a lookup for the source name
if (e.data.disabled) categories.inactive.effects.push(e);
else if (e.isTemporary) categories.temporary.effects.push(e);
else categories.passive.effects.push(e);
}
return categories;
}
}

File diff suppressed because it is too large Load diff

View file

@ -1,362 +1,370 @@
import TraitSelector from "../apps/trait-selector.js";
import { onManageActiveEffect, prepareActiveEffectCategories } from "../effects.js";
import {onManageActiveEffect, prepareActiveEffectCategories} from "../effects.js";
/**
* Override and extend the core ItemSheet implementation to handle specific item types
* @extends {ItemSheet}
*/
export default class ItemSheet5e extends ItemSheet {
constructor(...args) {
super(...args);
constructor(...args) {
super(...args);
// Expand the default size of the class sheet
if (this.object.data.type === "class") {
this.options.width = this.position.width = 600;
this.options.height = this.position.height = 680;
}
}
/* -------------------------------------------- */
/** @inheritdoc */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
width: 560,
height: 400,
classes: ["sw5e", "sheet", "item"],
resizable: true,
scrollY: [".tab.details"],
tabs: [{ navSelector: ".tabs", contentSelector: ".sheet-body", initial: "description" }]
});
}
/* -------------------------------------------- */
/** @inheritdoc */
get template() {
const path = "systems/sw5e/templates/items/";
return `${path}/${this.item.data.type}.html`;
}
/* -------------------------------------------- */
/** @override */
async getData(options) {
const data = super.getData(options);
const itemData = data.data;
data.labels = this.item.labels;
data.config = CONFIG.SW5E;
// Item Type, Status, and Details
data.itemType = game.i18n.localize(`ITEM.Type${data.item.type.titleCase()}`);
data.itemStatus = this._getItemStatus(itemData);
data.itemProperties = this._getItemProperties(itemData);
data.isPhysical = itemData.data.hasOwnProperty("quantity");
// Potential consumption targets
data.abilityConsumptionTargets = this._getItemConsumptionTargets(itemData);
// Action Detail
data.hasAttackRoll = this.item.hasAttack;
data.isHealing = itemData.data.actionType === "heal";
data.isFlatDC = getProperty(itemData, "data.save.scaling") === "flat";
data.isLine = ["line", "wall"].includes(itemData.data.target?.type);
// Original maximum uses formula
const sourceMax = foundry.utils.getProperty(this.item.data._source, "data.uses.max");
if ( sourceMax ) itemData.data.uses.max = sourceMax;
// Vehicles
data.isCrewed = itemData.data.activation?.type === "crew";
data.isMountable = this._isItemMountable(itemData);
// Prepare Active Effects
data.effects = prepareActiveEffectCategories(this.item.effects);
// Re-define the template data references (backwards compatible)
data.item = itemData;
data.data = itemData.data;
return data;
}
/* -------------------------------------------- */
/**
* Get the valid item consumption targets which exist on the actor
* @param {Object} item Item data for the item being displayed
* @return {{string: string}} An object of potential consumption targets
* @private
*/
_getItemConsumptionTargets(item) {
const consume = item.data.consume || {};
if (!consume.type) return [];
const actor = this.item.actor;
if (!actor) return {};
// Ammunition
if (consume.type === "ammo") {
return actor.itemTypes.consumable.reduce(
(ammo, i) => {
if (i.data.data.consumableType === "ammo") {
ammo[i.id] = `${i.name} (${i.data.data.quantity})`;
}
return ammo;
},
{ [item._id]: `${item.name} (${item.data.quantity})` }
);
}
// Attributes
else if (consume.type === "attribute") {
const attributes = TokenDocument.getTrackedAttributes(actor.data.data);
attributes.bar.forEach(a => a.push("value"));
return attributes.bar.concat(attributes.value).reduce((obj, a) => {
let k = a.join(".");
obj[k] = k;
return obj;
}, {});
}
// Materials
else if (consume.type === "material") {
return actor.items.reduce((obj, i) => {
if (["consumable", "loot"].includes(i.data.type) && !i.data.data.activation) {
obj[i.id] = `${i.name} (${i.data.data.quantity})`;
// Expand the default size of the class sheet
if (this.object.data.type === "class") {
this.options.width = this.position.width = 600;
this.options.height = this.position.height = 680;
}
return obj;
}, {});
}
// Charges
else if (consume.type === "charges") {
return actor.items.reduce((obj, i) => {
// Limited-use items
const uses = i.data.data.uses || {};
if (uses.per && uses.max) {
const label =
uses.per === "charges"
? ` (${game.i18n.format("SW5E.AbilityUseChargesLabel", { value: uses.value })})`
: ` (${game.i18n.format("SW5E.AbilityUseConsumableLabel", { max: uses.max, per: uses.per })})`;
obj[i.id] = i.name + label;
/* -------------------------------------------- */
/** @inheritdoc */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
width: 560,
height: 400,
classes: ["sw5e", "sheet", "item"],
resizable: true,
scrollY: [".tab.details"],
tabs: [{navSelector: ".tabs", contentSelector: ".sheet-body", initial: "description"}]
});
}
/* -------------------------------------------- */
/** @inheritdoc */
get template() {
const path = "systems/sw5e/templates/items/";
return `${path}/${this.item.data.type}.html`;
}
/* -------------------------------------------- */
/** @override */
async getData(options) {
const data = super.getData(options);
const itemData = data.data;
data.labels = this.item.labels;
data.config = CONFIG.SW5E;
// Item Type, Status, and Details
data.itemType = game.i18n.localize(`ITEM.Type${data.item.type.titleCase()}`);
data.itemStatus = this._getItemStatus(itemData);
data.itemProperties = this._getItemProperties(itemData);
data.isPhysical = itemData.data.hasOwnProperty("quantity");
// Potential consumption targets
data.abilityConsumptionTargets = this._getItemConsumptionTargets(itemData);
// Action Details
data.hasAttackRoll = this.item.hasAttack;
data.isHealing = itemData.data.actionType === "heal";
data.isFlatDC = getProperty(itemData, "data.save.scaling") === "flat";
data.isLine = ["line", "wall"].includes(itemData.data.target?.type);
// Original maximum uses formula
const sourceMax = foundry.utils.getProperty(this.item.data._source, "data.uses.max");
if (sourceMax) itemData.data.uses.max = sourceMax;
// Vehicles
data.isCrewed = itemData.data.activation?.type === "crew";
data.isMountable = this._isItemMountable(itemData);
// Prepare Active Effects
data.effects = prepareActiveEffectCategories(this.item.effects);
// Re-define the template data references (backwards compatible)
data.item = itemData;
data.data = itemData.data;
return data;
}
/* -------------------------------------------- */
/**
* Get the valid item consumption targets which exist on the actor
* @param {Object} item Item data for the item being displayed
* @return {{string: string}} An object of potential consumption targets
* @private
*/
_getItemConsumptionTargets(item) {
const consume = item.data.consume || {};
if (!consume.type) return [];
const actor = this.item.actor;
if (!actor) return {};
// Ammunition
if (consume.type === "ammo") {
return actor.itemTypes.consumable.reduce(
(ammo, i) => {
if (i.data.data.consumableType === "ammo") {
ammo[i.id] = `${i.name} (${i.data.data.quantity})`;
}
return ammo;
},
{[item._id]: `${item.name} (${item.data.quantity})`}
);
}
// Recharging items
const recharge = i.data.data.recharge || {};
if (recharge.value) obj[i.id] = `${i.name} (${game.i18n.format("SW5E.Recharge")})`;
return obj;
}, {});
} else return {};
}
// Attributes
else if (consume.type === "attribute") {
const attributes = TokenDocument.getTrackedAttributes(actor.data.data);
attributes.bar.forEach((a) => a.push("value"));
return attributes.bar.concat(attributes.value).reduce((obj, a) => {
let k = a.join(".");
obj[k] = k;
return obj;
}, {});
}
/* -------------------------------------------- */
// Materials
else if (consume.type === "material") {
return actor.items.reduce((obj, i) => {
if (["consumable", "loot"].includes(i.data.type) && !i.data.data.activation) {
obj[i.id] = `${i.name} (${i.data.data.quantity})`;
}
return obj;
}, {});
}
/**
* Get the text item status which is shown beneath the Item type in the top-right corner of the sheet
* @return {string}
* @private
*/
_getItemStatus(item) {
if (item.type === "power") {
return CONFIG.SW5E.powerPreparationModes[item.data.preparation];
} else if (["weapon", "equipment"].includes(item.type)) {
return game.i18n.localize(item.data.equipped ? "SW5E.Equipped" : "SW5E.Unequipped");
} else if (item.type === "tool") {
return game.i18n.localize(item.data.proficient ? "SW5E.Proficient" : "SW5E.NotProficient");
}
}
// Charges
else if (consume.type === "charges") {
return actor.items.reduce((obj, i) => {
// Limited-use items
const uses = i.data.data.uses || {};
if (uses.per && uses.max) {
const label =
uses.per === "charges"
? ` (${game.i18n.format("SW5E.AbilityUseChargesLabel", {value: uses.value})})`
: ` (${game.i18n.format("SW5E.AbilityUseConsumableLabel", {
max: uses.max,
per: uses.per
})})`;
obj[i.id] = i.name + label;
}
/* -------------------------------------------- */
/**
* Get the Array of item properties which are used in the small sidebar of the description tab
* @return {Array}
* @private
*/
_getItemProperties(item) {
const props = [];
const labels = this.item.labels;
if (item.type === "weapon") {
props.push(
...Object.entries(item.data.properties)
.filter((e) => e[1] === true)
.map((e) => CONFIG.SW5E.weaponProperties[e[0]])
);
} else if (item.type === "power") {
props.push(
labels.components,
labels.materials,
item.data.components.concentration ? game.i18n.localize("SW5E.Concentration") : null,
item.data.components.ritual ? game.i18n.localize("SW5E.Ritual") : null
);
} else if (item.type === "equipment") {
props.push(CONFIG.SW5E.equipmentTypes[item.data.armor.type]);
props.push(labels.armor);
} else if (item.type === "feat") {
props.push(labels.featType);
//TODO: Work out these
} else if (item.type === "species") {
//props.push(labels.species);
} else if (item.type === "archetype") {
//props.push(labels.archetype);
} else if (item.type === "background") {
//props.push(labels.background);
} else if (item.type === "classfeature") {
//props.push(labels.classfeature);
} else if (item.type === "deployment") {
//props.push(labels.deployment);
} else if (item.type === "venture") {
//props.push(labels.venture);
} else if (item.type === "fightingmastery") {
//props.push(labels.fightingmastery);
} else if (item.type === "fightingstyle") {
//props.push(labels.fightingstyle);
} else if (item.type === "lightsaberform") {
//props.push(labels.lightsaberform);
// Recharging items
const recharge = i.data.data.recharge || {};
if (recharge.value) obj[i.id] = `${i.name} (${game.i18n.format("SW5E.Recharge")})`;
return obj;
}, {});
} else return {};
}
// Action type
if (item.data.actionType) {
props.push(CONFIG.SW5E.itemActionTypes[item.data.actionType]);
/* -------------------------------------------- */
/**
* Get the text item status which is shown beneath the Item type in the top-right corner of the sheet
* @return {string}
* @private
*/
_getItemStatus(item) {
if (item.type === "power") {
return CONFIG.SW5E.powerPreparationModes[item.data.preparation];
} else if (["weapon", "equipment"].includes(item.type)) {
return game.i18n.localize(item.data.equipped ? "SW5E.Equipped" : "SW5E.Unequipped");
} else if (item.type === "tool") {
return game.i18n.localize(item.data.proficient ? "SW5E.Proficient" : "SW5E.NotProficient");
}
}
// Action usage
if (item.type !== "weapon" && item.data.activation && !isObjectEmpty(item.data.activation)) {
props.push(labels.activation, labels.range, labels.target, labels.duration);
}
return props.filter((p) => !!p);
}
/* -------------------------------------------- */
/* -------------------------------------------- */
/**
* Get the Array of item properties which are used in the small sidebar of the description tab
* @return {Array}
* @private
*/
_getItemProperties(item) {
const props = [];
const labels = this.item.labels;
/**
* Is this item a separate large object like a siege engine or vehicle
* component that is usually mounted on fixtures rather than equipped, and
* has its own AC and HP.
* @param item
* @returns {boolean}
* @private
*/
_isItemMountable(item) {
const data = item.data;
return (
(item.type === "weapon" && data.weaponType === "siege") ||
(item.type === "equipment" && data.armor.type === "vehicle")
);
}
if (item.type === "weapon") {
props.push(
...Object.entries(item.data.properties)
.filter((e) => e[1] === true)
.map((e) => CONFIG.SW5E.weaponProperties[e[0]])
);
} else if (item.type === "power") {
props.push(
labels.materials,
item.data.components.concentration ? game.i18n.localize("SW5E.Concentration") : null,
item.data.components.ritual ? game.i18n.localize("SW5E.Ritual") : null
);
} else if (item.type === "equipment") {
props.push(CONFIG.SW5E.equipmentTypes[item.data.armor.type]);
props.push(labels.armor);
} else if (item.type === "feat") {
props.push(labels.featType);
//TODO: Work out these
} else if (item.type === "species") {
//props.push(labels.species);
} else if (item.type === "archetype") {
//props.push(labels.archetype);
} else if (item.type === "background") {
//props.push(labels.background);
} else if (item.type === "classfeature") {
//props.push(labels.classfeature);
} else if (item.type === "deployment") {
//props.push(labels.deployment);
} else if (item.type === "venture") {
//props.push(labels.venture);
} else if (item.type === "fightingmastery") {
//props.push(labels.fightingmastery);
} else if (item.type === "fightingstyle") {
//props.push(labels.fightingstyle);
} else if (item.type === "lightsaberform") {
//props.push(labels.lightsaberform);
}
/* -------------------------------------------- */
// Action type
if (item.data.actionType) {
props.push(CONFIG.SW5E.itemActionTypes[item.data.actionType]);
}
/** @inheritdoc */
setPosition(position = {}) {
if (!(this._minimized || position.height)) {
position.height = this._tabs[0].active === "details" ? "auto" : this.options.height;
}
return super.setPosition(position);
}
/* -------------------------------------------- */
/* Form Submission */
/* -------------------------------------------- */
/** @inheritdoc */
_getSubmitData(updateData = {}) {
// Create the expanded update data object
const fd = new FormDataExtended(this.form, { editors: this.editors });
let data = fd.toObject();
if (updateData) data = mergeObject(data, updateData);
else data = expandObject(data);
// Handle Damage array
const damage = data.data?.damage;
if (damage) damage.parts = Object.values(damage?.parts || {}).map((d) => [d[0] || "", d[1] || ""]);
// Return the flattened submission data
return flattenObject(data);
}
/* -------------------------------------------- */
/** @inheritdoc */
activateListeners(html) {
super.activateListeners(html);
if (this.isEditable) {
html.find(".damage-control").click(this._onDamageControl.bind(this));
html.find(".trait-selector.class-skills").click(this._onConfigureTraits.bind(this));
html.find(".effect-control").click((ev) => {
if (this.item.isOwned) return ui.notifications.warn("Managing Active Effects within an Owned Item is not currently supported and will be added in a subsequent update.");
onManageActiveEffect(ev, this.item);
});
}
}
/* -------------------------------------------- */
/**
* Add or remove a damage part from the damage formula
* @param {Event} event The original click event
* @return {Promise}
* @private
*/
async _onDamageControl(event) {
event.preventDefault();
const a = event.currentTarget;
// Add new damage component
if (a.classList.contains("add-damage")) {
await this._onSubmit(event); // Submit any unsaved changes
const damage = this.item.data.data.damage;
return this.item.update({ "data.damage.parts": damage.parts.concat([["", ""]]) });
// Action usage
if (item.type !== "weapon" && item.data.activation && !isObjectEmpty(item.data.activation)) {
props.push(labels.activation, labels.range, labels.target, labels.duration);
}
return props.filter((p) => !!p);
}
// Remove a damage component
if (a.classList.contains("delete-damage")) {
await this._onSubmit(event); // Submit any unsaved changes
const li = a.closest(".damage-part");
const damage = foundry.utils.deepClone(this.item.data.data.damage);
damage.parts.splice(Number(li.dataset.damagePart), 1);
return this.item.update({ "data.damage.parts": damage.parts });
/* -------------------------------------------- */
/**
* Is this item a separate large object like a siege engine or vehicle
* component that is usually mounted on fixtures rather than equipped, and
* has its own AC and HP.
* @param item
* @returns {boolean}
* @private
*/
_isItemMountable(item) {
const data = item.data;
return (
(item.type === "weapon" && data.weaponType === "siege") ||
(item.type === "equipment" && data.armor.type === "vehicle")
);
}
}
/* -------------------------------------------- */
/* -------------------------------------------- */
/**
* Handle spawning the TraitSelector application for selection various options.
* @param {Event} event The click event which originated the selection
* @private
*/
_onConfigureTraits(event) {
event.preventDefault();
const a = event.currentTarget;
const options = {
name: a.dataset.target,
title: a.parentElement.innerText,
choices: [],
allowCustom: false
};
switch(a.dataset.options) {
case 'saves':
options.choices = CONFIG.SW5E.abilities;
options.valueKey = null;
break;
case 'skills':
const skills = this.item.data.data.skills;
const choiceSet = skills.choices && skills.choices.length ? skills.choices : Object.keys(CONFIG.SW5E.skills);
options.choices = Object.fromEntries(Object.entries(CONFIG.SW5E.skills).filter(skill => choiceSet.includes(skill[0])));
options.maximum = skills.number;
break;
/** @inheritdoc */
setPosition(position = {}) {
if (!(this._minimized || position.height)) {
position.height = this._tabs[0].active === "details" ? "auto" : this.options.height;
}
return super.setPosition(position);
}
new TraitSelector(this.item, options).render(true);
}
/* -------------------------------------------- */
/* -------------------------------------------- */
/* Form Submission */
/* -------------------------------------------- */
/** @inheritdoc */
async _onSubmit(...args) {
if (this._tabs[0].active === "details") this.position.height = "auto";
await super._onSubmit(...args);
}
/** @inheritdoc */
_getSubmitData(updateData = {}) {
// Create the expanded update data object
const fd = new FormDataExtended(this.form, {editors: this.editors});
let data = fd.toObject();
if (updateData) data = mergeObject(data, updateData);
else data = expandObject(data);
// Handle Damage array
const damage = data.data?.damage;
if (damage) damage.parts = Object.values(damage?.parts || {}).map((d) => [d[0] || "", d[1] || ""]);
// Return the flattened submission data
return flattenObject(data);
}
/* -------------------------------------------- */
/** @inheritdoc */
activateListeners(html) {
super.activateListeners(html);
if (this.isEditable) {
html.find(".damage-control").click(this._onDamageControl.bind(this));
html.find(".trait-selector.class-skills").click(this._onConfigureTraits.bind(this));
html.find(".effect-control").click((ev) => {
if (this.item.isOwned)
return ui.notifications.warn(
"Managing Active Effects within an Owned Item is not currently supported and will be added in a subsequent update."
);
onManageActiveEffect(ev, this.item);
});
}
}
/* -------------------------------------------- */
/**
* Add or remove a damage part from the damage formula
* @param {Event} event The original click event
* @return {Promise}
* @private
*/
async _onDamageControl(event) {
event.preventDefault();
const a = event.currentTarget;
// Add new damage component
if (a.classList.contains("add-damage")) {
await this._onSubmit(event); // Submit any unsaved changes
const damage = this.item.data.data.damage;
return this.item.update({"data.damage.parts": damage.parts.concat([["", ""]])});
}
// Remove a damage component
if (a.classList.contains("delete-damage")) {
await this._onSubmit(event); // Submit any unsaved changes
const li = a.closest(".damage-part");
const damage = foundry.utils.deepClone(this.item.data.data.damage);
damage.parts.splice(Number(li.dataset.damagePart), 1);
return this.item.update({"data.damage.parts": damage.parts});
}
}
/* -------------------------------------------- */
/**
* Handle spawning the TraitSelector application for selection various options.
* @param {Event} event The click event which originated the selection
* @private
*/
_onConfigureTraits(event) {
event.preventDefault();
const a = event.currentTarget;
const options = {
name: a.dataset.target,
title: a.parentElement.innerText,
choices: [],
allowCustom: false
};
switch (a.dataset.options) {
case "saves":
options.choices = CONFIG.SW5E.abilities;
options.valueKey = null;
break;
case "skills":
const skills = this.item.data.data.skills;
const choiceSet =
skills.choices && skills.choices.length ? skills.choices : Object.keys(CONFIG.SW5E.skills);
options.choices = Object.fromEntries(
Object.entries(CONFIG.SW5E.skills).filter((skill) => choiceSet.includes(skill[0]))
);
options.maximum = skills.number;
break;
}
new TraitSelector(this.item, options).render(true);
}
/* -------------------------------------------- */
/** @inheritdoc */
async _onSubmit(...args) {
if (this._tabs[0].active === "details") this.position.height = "auto";
await super._onSubmit(...args);
}
}

View file

@ -1,4 +1,3 @@
/* -------------------------------------------- */
/* Hotbar Macros */
/* -------------------------------------------- */
@ -11,24 +10,24 @@
* @returns {Promise}
*/
export async function create5eMacro(data, slot) {
if ( data.type !== "Item" ) return;
if (!( "data" in data ) ) return ui.notifications.warn("You can only create macro buttons for owned Items");
const item = data.data;
if (data.type !== "Item") return;
if (!("data" in data)) return ui.notifications.warn("You can only create macro buttons for owned Items");
const item = data.data;
// Create the macro command
const command = `game.sw5e.rollItemMacro("${item.name}");`;
let macro = game.macros.entities.find(m => (m.name === item.name) && (m.command === command));
if ( !macro ) {
macro = await Macro.create({
name: item.name,
type: "script",
img: item.img,
command: command,
flags: {"sw5e.itemMacro": true}
});
}
game.user.assignHotbarMacro(macro, slot);
return false;
// Create the macro command
const command = `game.sw5e.rollItemMacro("${item.name}");`;
let macro = game.macros.entities.find((m) => m.name === item.name && m.command === command);
if (!macro) {
macro = await Macro.create({
name: item.name,
type: "script",
img: item.img,
command: command,
flags: {"sw5e.itemMacro": true}
});
}
game.user.assignHotbarMacro(macro, slot);
return false;
}
/* -------------------------------------------- */
@ -40,20 +39,22 @@ export async function create5eMacro(data, slot) {
* @return {Promise}
*/
export function rollItemMacro(itemName) {
const speaker = ChatMessage.getSpeaker();
let actor;
if ( speaker.token ) actor = game.actors.tokens[speaker.token];
if ( !actor ) actor = game.actors.get(speaker.actor);
const speaker = ChatMessage.getSpeaker();
let actor;
if (speaker.token) actor = game.actors.tokens[speaker.token];
if (!actor) actor = game.actors.get(speaker.actor);
// Get matching items
const items = actor ? actor.items.filter(i => i.name === itemName) : [];
if ( items.length > 1 ) {
ui.notifications.warn(`Your controlled Actor ${actor.name} has more than one Item with name ${itemName}. The first matched item will be chosen.`);
} else if ( items.length === 0 ) {
return ui.notifications.warn(`Your controlled Actor does not have an item named ${itemName}`);
}
const item = items[0];
// Get matching items
const items = actor ? actor.items.filter((i) => i.name === itemName) : [];
if (items.length > 1) {
ui.notifications.warn(
`Your controlled Actor ${actor.name} has more than one Item with name ${itemName}. The first matched item will be chosen.`
);
} else if (items.length === 0) {
return ui.notifications.warn(`Your controlled Actor does not have an item named ${itemName}`);
}
const item = items[0];
// Trigger the item roll
return item.roll();
// Trigger the item roll
return item.roll();
}

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View file

@ -1,134 +1,132 @@
import { SW5E } from "../config.js";
import {SW5E} from "../config.js";
/**
* A helper class for building MeasuredTemplates for 5e powers and abilities
* @extends {MeasuredTemplate}
*/
export default class AbilityTemplate extends MeasuredTemplate {
/**
* A factory method to create an AbilityTemplate instance using provided data from an Item5e instance
* @param {Item5e} item The Item object for which to construct the template
* @return {AbilityTemplate|null} The template object, or null if the item does not produce a template
*/
static fromItem(item) {
const target = getProperty(item.data, "data.target") || {};
const templateShape = SW5E.areaTargetTypes[target.type];
if (!templateShape) return null;
/**
* A factory method to create an AbilityTemplate instance using provided data from an Item5e instance
* @param {Item5e} item The Item object for which to construct the template
* @return {AbilityTemplate|null} The template object, or null if the item does not produce a template
*/
static fromItem(item) {
const target = getProperty(item.data, "data.target") || {};
const templateShape = SW5E.areaTargetTypes[target.type];
if ( !templateShape ) return null;
// Prepare template data
const templateData = {
t: templateShape,
user: game.user.data._id,
distance: target.value,
direction: 0,
x: 0,
y: 0,
fillColor: game.user.color
};
// Prepare template data
const templateData = {
t: templateShape,
user: game.user.data._id,
distance: target.value,
direction: 0,
x: 0,
y: 0,
fillColor: game.user.color
};
// Additional type-specific data
switch (templateShape) {
case "cone":
templateData.angle = CONFIG.MeasuredTemplate.defaults.angle;
break;
case "rect": // 5e rectangular AoEs are always cubes
templateData.distance = Math.hypot(target.value, target.value);
templateData.width = target.value;
templateData.direction = 45;
break;
case "ray": // 5e rays are most commonly 1 square (5 ft) in width
templateData.width = target.width ?? canvas.dimensions.distance;
break;
default:
break;
}
// Additional type-specific data
switch ( templateShape ) {
case "cone":
templateData.angle = CONFIG.MeasuredTemplate.defaults.angle;
break;
case "rect": // 5e rectangular AoEs are always cubes
templateData.distance = Math.hypot(target.value, target.value);
templateData.width = target.value;
templateData.direction = 45;
break;
case "ray": // 5e rays are most commonly 1 square (5 ft) in width
templateData.width = target.width ?? canvas.dimensions.distance;
break;
default:
break;
// Return the template constructed from the item data
const cls = CONFIG.MeasuredTemplate.documentClass;
const template = new cls(templateData, {parent: canvas.scene});
const object = new this(template);
object.item = item;
object.actorSheet = item.actor?.sheet || null;
return object;
}
// Return the template constructed from the item data
const cls = CONFIG.MeasuredTemplate.documentClass;
const template = new cls(templateData, {parent: canvas.scene});
const object = new this(template);
object.item = item;
object.actorSheet = item.actor?.sheet || null;
return object;
}
/* -------------------------------------------- */
/* -------------------------------------------- */
/**
* Creates a preview of the power template
*/
drawPreview() {
const initialLayer = canvas.activeLayer;
/**
* Creates a preview of the power template
*/
drawPreview() {
const initialLayer = canvas.activeLayer;
// Draw the template and switch to the template layer
this.draw();
this.layer.activate();
this.layer.preview.addChild(this);
// Draw the template and switch to the template layer
this.draw();
this.layer.activate();
this.layer.preview.addChild(this);
// Hide the sheet that originated the preview
if (this.actorSheet) this.actorSheet.minimize();
// Hide the sheet that originated the preview
if ( this.actorSheet ) this.actorSheet.minimize();
// Activate interactivity
this.activatePreviewListeners(initialLayer);
}
// Activate interactivity
this.activatePreviewListeners(initialLayer);
}
/* -------------------------------------------- */
/* -------------------------------------------- */
/**
* Activate listeners for the template preview
* @param {CanvasLayer} initialLayer The initially active CanvasLayer to re-activate after the workflow is complete
*/
activatePreviewListeners(initialLayer) {
const handlers = {};
let moveTime = 0;
/**
* Activate listeners for the template preview
* @param {CanvasLayer} initialLayer The initially active CanvasLayer to re-activate after the workflow is complete
*/
activatePreviewListeners(initialLayer) {
const handlers = {};
let moveTime = 0;
// Update placement (mouse-move)
handlers.mm = (event) => {
event.stopPropagation();
let now = Date.now(); // Apply a 20ms throttle
if (now - moveTime <= 20) return;
const center = event.data.getLocalPosition(this.layer);
const snapped = canvas.grid.getSnappedPosition(center.x, center.y, 2);
this.data.update({x: snapped.x, y: snapped.y});
this.refresh();
moveTime = now;
};
// Update placement (mouse-move)
handlers.mm = event => {
event.stopPropagation();
let now = Date.now(); // Apply a 20ms throttle
if ( now - moveTime <= 20 ) return;
const center = event.data.getLocalPosition(this.layer);
const snapped = canvas.grid.getSnappedPosition(center.x, center.y, 2);
this.data.x = snapped.x;
this.data.y = snapped.y;
this.refresh();
moveTime = now;
};
// Cancel the workflow (right-click)
handlers.rc = (event) => {
this.layer.preview.removeChildren();
canvas.stage.off("mousemove", handlers.mm);
canvas.stage.off("mousedown", handlers.lc);
canvas.app.view.oncontextmenu = null;
canvas.app.view.onwheel = null;
initialLayer.activate();
this.actorSheet.maximize();
};
// Cancel the workflow (right-click)
handlers.rc = event => {
this.layer.preview.removeChildren();
canvas.stage.off("mousemove", handlers.mm);
canvas.stage.off("mousedown", handlers.lc);
canvas.app.view.oncontextmenu = null;
canvas.app.view.onwheel = null;
initialLayer.activate();
this.actorSheet.maximize();
};
// Confirm the workflow (left-click)
handlers.lc = (event) => {
handlers.rc(event);
const destination = canvas.grid.getSnappedPosition(this.data.x, this.data.y, 2);
this.data.update(destination);
canvas.scene.createEmbeddedDocuments("MeasuredTemplate", [this.data]);
};
// Confirm the workflow (left-click)
handlers.lc = event => {
handlers.rc(event);
const destination = canvas.grid.getSnappedPosition(this.data.x, this.data.y, 2);
this.data.update(destination);
canvas.scene.createEmbeddedDocuments("MeasuredTemplate", [this.data]);
};
// Rotate the template by 3 degree increments (mouse-wheel)
handlers.mw = (event) => {
if (event.ctrlKey) event.preventDefault(); // Avoid zooming the browser window
event.stopPropagation();
let delta = canvas.grid.type > CONST.GRID_TYPES.SQUARE ? 30 : 15;
let snap = event.shiftKey ? delta : 5;
this.data.update({direction: this.data.direction + snap * Math.sign(event.deltaY)});
this.refresh();
};
// Rotate the template by 3 degree increments (mouse-wheel)
handlers.mw = event => {
if ( event.ctrlKey ) event.preventDefault(); // Avoid zooming the browser window
event.stopPropagation();
let delta = canvas.grid.type > CONST.GRID_TYPES.SQUARE ? 30 : 15;
let snap = event.shiftKey ? delta : 5;
this.data.update({direction: this.data.direction + (snap * Math.sign(event.deltaY))});
this.refresh();
};
// Activate listeners
canvas.stage.on("mousemove", handlers.mm);
canvas.stage.on("mousedown", handlers.lc);
canvas.app.view.oncontextmenu = handlers.rc;
canvas.app.view.onwheel = handlers.mw;
}
// Activate listeners
canvas.stage.on("mousemove", handlers.mm);
canvas.stage.on("mousedown", handlers.lc);
canvas.app.view.oncontextmenu = handlers.rc;
canvas.app.view.onwheel = handlers.mw;
}
}

View file

@ -1,145 +1,144 @@
export const registerSystemSettings = function() {
export const registerSystemSettings = function () {
/**
* Track the system version upon which point a migration was last applied
*/
game.settings.register("sw5e", "systemMigrationVersion", {
name: "System Migration Version",
scope: "world",
config: false,
type: String,
default: game.system.data.version
});
/**
* Track the system version upon which point a migration was last applied
*/
game.settings.register("sw5e", "systemMigrationVersion", {
name: "System Migration Version",
scope: "world",
config: false,
type: String,
default: game.system.data.version
});
/**
* Register resting variants
*/
game.settings.register("sw5e", "restVariant", {
name: "SETTINGS.5eRestN",
hint: "SETTINGS.5eRestL",
scope: "world",
config: true,
default: "normal",
type: String,
choices: {
normal: "SETTINGS.5eRestPHB",
gritty: "SETTINGS.5eRestGritty",
epic: "SETTINGS.5eRestEpic"
}
});
/**
* Register resting variants
*/
game.settings.register("sw5e", "restVariant", {
name: "SETTINGS.5eRestN",
hint: "SETTINGS.5eRestL",
scope: "world",
config: true,
default: "normal",
type: String,
choices: {
"normal": "SETTINGS.5eRestPHB",
"gritty": "SETTINGS.5eRestGritty",
"epic": "SETTINGS.5eRestEpic",
}
});
/**
* Register diagonal movement rule setting
*/
game.settings.register("sw5e", "diagonalMovement", {
name: "SETTINGS.5eDiagN",
hint: "SETTINGS.5eDiagL",
scope: "world",
config: true,
default: "555",
type: String,
choices: {
555: "SETTINGS.5eDiagPHB",
5105: "SETTINGS.5eDiagDMG",
EUCL: "SETTINGS.5eDiagEuclidean"
},
onChange: (rule) => (canvas.grid.diagonalRule = rule)
});
/**
* Register diagonal movement rule setting
*/
game.settings.register("sw5e", "diagonalMovement", {
name: "SETTINGS.5eDiagN",
hint: "SETTINGS.5eDiagL",
scope: "world",
config: true,
default: "555",
type: String,
choices: {
"555": "SETTINGS.5eDiagPHB",
"5105": "SETTINGS.5eDiagDMG",
"EUCL": "SETTINGS.5eDiagEuclidean",
},
onChange: rule => canvas.grid.diagonalRule = rule
});
/**
* Register Initiative formula setting
*/
game.settings.register("sw5e", "initiativeDexTiebreaker", {
name: "SETTINGS.5eInitTBN",
hint: "SETTINGS.5eInitTBL",
scope: "world",
config: true,
default: false,
type: Boolean
});
/**
* Register Initiative formula setting
*/
game.settings.register("sw5e", "initiativeDexTiebreaker", {
name: "SETTINGS.5eInitTBN",
hint: "SETTINGS.5eInitTBL",
scope: "world",
config: true,
default: false,
type: Boolean
});
/**
* Require Currency Carrying Weight
*/
game.settings.register("sw5e", "currencyWeight", {
name: "SETTINGS.5eCurWtN",
hint: "SETTINGS.5eCurWtL",
scope: "world",
config: true,
default: true,
type: Boolean
});
/**
* Require Currency Carrying Weight
*/
game.settings.register("sw5e", "currencyWeight", {
name: "SETTINGS.5eCurWtN",
hint: "SETTINGS.5eCurWtL",
scope: "world",
config: true,
default: true,
type: Boolean
});
/**
* Option to disable XP bar for session-based or story-based advancement.
*/
game.settings.register("sw5e", "disableExperienceTracking", {
name: "SETTINGS.5eNoExpN",
hint: "SETTINGS.5eNoExpL",
scope: "world",
config: true,
default: false,
type: Boolean
});
/**
* Option to disable XP bar for session-based or story-based advancement.
*/
game.settings.register("sw5e", "disableExperienceTracking", {
name: "SETTINGS.5eNoExpN",
hint: "SETTINGS.5eNoExpL",
scope: "world",
config: true,
default: false,
type: Boolean,
});
/**
* Option to automatically collapse Item Card descriptions
*/
game.settings.register("sw5e", "autoCollapseItemCards", {
name: "SETTINGS.5eAutoCollapseCardN",
hint: "SETTINGS.5eAutoCollapseCardL",
scope: "client",
config: true,
default: false,
type: Boolean,
onChange: (s) => {
ui.chat.render();
}
});
/**
* Option to automatically collapse Item Card descriptions
*/
game.settings.register("sw5e", "autoCollapseItemCards", {
name: "SETTINGS.5eAutoCollapseCardN",
hint: "SETTINGS.5eAutoCollapseCardL",
scope: "client",
config: true,
default: false,
type: Boolean,
onChange: s => {
ui.chat.render();
}
});
/**
* Option to allow GMs to restrict polymorphing to GMs only.
*/
game.settings.register("sw5e", "allowPolymorphing", {
name: "SETTINGS.5eAllowPolymorphingN",
hint: "SETTINGS.5eAllowPolymorphingL",
scope: "world",
config: true,
default: false,
type: Boolean
});
/**
* Option to allow GMs to restrict polymorphing to GMs only.
*/
game.settings.register('sw5e', 'allowPolymorphing', {
name: 'SETTINGS.5eAllowPolymorphingN',
hint: 'SETTINGS.5eAllowPolymorphingL',
scope: 'world',
config: true,
default: false,
type: Boolean
});
/**
* Remember last-used polymorph settings.
*/
game.settings.register('sw5e', 'polymorphSettings', {
scope: 'client',
default: {
keepPhysical: false,
keepMental: false,
keepSaves: false,
keepSkills: false,
mergeSaves: false,
mergeSkills: false,
keepClass: false,
keepFeats: false,
keepPowers: false,
keepItems: false,
keepBio: false,
keepVision: true,
transformTokens: true
}
});
game.settings.register("sw5e", "colorTheme", {
name: "SETTINGS.SWColorN",
hint: "SETTINGS.SWColorL",
scope: "world",
config: true,
default: "light",
type: String,
choices: {
"light": "SETTINGS.SWColorLight",
"dark": "SETTINGS.SWColorDark"
}
});
/**
* Remember last-used polymorph settings.
*/
game.settings.register("sw5e", "polymorphSettings", {
scope: "client",
default: {
keepPhysical: false,
keepMental: false,
keepSaves: false,
keepSkills: false,
mergeSaves: false,
mergeSkills: false,
keepClass: false,
keepFeats: false,
keepPowers: false,
keepItems: false,
keepBio: false,
keepVision: true,
transformTokens: true
}
});
game.settings.register("sw5e", "colorTheme", {
name: "SETTINGS.SWColorN",
hint: "SETTINGS.SWColorL",
scope: "world",
config: true,
default: "light",
type: String,
choices: {
light: "SETTINGS.SWColorLight",
dark: "SETTINGS.SWColorDark"
}
});
};

View file

@ -3,34 +3,33 @@
* Pre-loaded templates are compiled and cached for fast access when rendering
* @return {Promise}
*/
export const preloadHandlebarsTemplates = async function() {
return loadTemplates([
export const preloadHandlebarsTemplates = async function () {
return loadTemplates([
// Shared Partials
"systems/sw5e/templates/actors/parts/active-effects.html",
// Shared Partials
"systems/sw5e/templates/actors/parts/active-effects.html",
// Actor Sheet Partials
"systems/sw5e/templates/actors/oldActor/parts/actor-traits.html",
"systems/sw5e/templates/actors/oldActor/parts/actor-inventory.html",
"systems/sw5e/templates/actors/oldActor/parts/actor-features.html",
"systems/sw5e/templates/actors/oldActor/parts/actor-powerbook.html",
"systems/sw5e/templates/actors/oldActor/parts/actor-notes.html",
// Actor Sheet Partials
"systems/sw5e/templates/actors/oldActor/parts/actor-traits.html",
"systems/sw5e/templates/actors/oldActor/parts/actor-inventory.html",
"systems/sw5e/templates/actors/oldActor/parts/actor-features.html",
"systems/sw5e/templates/actors/oldActor/parts/actor-powerbook.html",
"systems/sw5e/templates/actors/oldActor/parts/actor-notes.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-biography.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-core.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-crew.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-active-effects.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-features.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-inventory.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-force-powerbook.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-tech-powerbook.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-resources.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-traits.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-biography.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-core.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-crew.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-active-effects.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-features.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-inventory.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-force-powerbook.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-tech-powerbook.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-resources.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-traits.html",
// Item Sheet Partials
"systems/sw5e/templates/items/parts/item-action.html",
"systems/sw5e/templates/items/parts/item-activation.html",
"systems/sw5e/templates/items/parts/item-description.html",
"systems/sw5e/templates/items/parts/item-mountable.html"
]);
// Item Sheet Partials
"systems/sw5e/templates/items/parts/item-action.html",
"systems/sw5e/templates/items/parts/item-activation.html",
"systems/sw5e/templates/items/parts/item-description.html",
"systems/sw5e/templates/items/parts/item-mountable.html"
]);
};

View file

@ -3,11 +3,10 @@
* @extends {TokenDocument}
*/
export class TokenDocument5e extends TokenDocument {
/** @inheritdoc */
getBarAttribute(...args) {
const data = super.getBarAttribute(...args);
if ( data && (data.attribute === "attributes.hp") ) {
if (data && data.attribute === "attributes.hp") {
data.value += parseInt(getProperty(this.actor.data, "data.attributes.hp.temp") || 0);
data.max += parseInt(getProperty(this.actor.data, "data.attributes.hp.tempmax") || 0);
}
@ -15,19 +14,16 @@ export class TokenDocument5e extends TokenDocument {
}
}
/* -------------------------------------------- */
/**
* Extend the base Token class to implement additional system-specific logic.
* @extends {Token}
*/
export class Token5e extends Token {
/** @inheritdoc */
_drawBar(number, bar, data) {
if ( data.attribute === "attributes.hp" ) return this._drawHPBar(number, bar, data);
if (data.attribute === "attributes.hp") return this._drawHPBar(number, bar, data);
return super._drawBar(number, bar, data);
}
@ -41,7 +37,6 @@ export class Token5e extends Token {
* @private
*/
_drawHPBar(number, bar, data) {
// Extract health data
let {value, max, temp, tempmax} = this.document.actor.data.data.attributes.hp;
temp = Number(temp || 0);
@ -58,42 +53,50 @@ export class Token5e extends Token {
// Determine colors to use
const blk = 0x000000;
const hpColor = PIXI.utils.rgb2hex([(1-(colorPct/2)), colorPct, 0]);
const hpColor = PIXI.utils.rgb2hex([1 - colorPct / 2, colorPct, 0]);
const c = CONFIG.SW5E.tokenHPColors;
// Determine the container size (logic borrowed from core)
const w = this.w;
let h = Math.max((canvas.dimensions.size / 12), 8);
if ( this.data.height >= 2 ) h *= 1.6;
let h = Math.max(canvas.dimensions.size / 12, 8);
if (this.data.height >= 2) h *= 1.6;
const bs = Math.clamped(h / 8, 1, 2);
const bs1 = bs+1;
const bs1 = bs + 1;
// Overall bar container
bar.clear()
bar.clear();
bar.beginFill(blk, 0.5).lineStyle(bs, blk, 1.0).drawRoundedRect(0, 0, w, h, 3);
// Temporary maximum HP
if (tempmax > 0) {
const pct = max / effectiveMax;
bar.beginFill(c.tempmax, 1.0).lineStyle(1, blk, 1.0).drawRoundedRect(pct*w, 0, (1-pct)*w, h, 2);
bar.beginFill(c.tempmax, 1.0)
.lineStyle(1, blk, 1.0)
.drawRoundedRect(pct * w, 0, (1 - pct) * w, h, 2);
}
// Maximum HP penalty
else if (tempmax < 0) {
const pct = (max + tempmax) / max;
bar.beginFill(c.negmax, 1.0).lineStyle(1, blk, 1.0).drawRoundedRect(pct*w, 0, (1-pct)*w, h, 2);
bar.beginFill(c.negmax, 1.0)
.lineStyle(1, blk, 1.0)
.drawRoundedRect(pct * w, 0, (1 - pct) * w, h, 2);
}
// Health bar
bar.beginFill(hpColor, 1.0).lineStyle(bs, blk, 1.0).drawRoundedRect(0, 0, valuePct*w, h, 2)
bar.beginFill(hpColor, 1.0)
.lineStyle(bs, blk, 1.0)
.drawRoundedRect(0, 0, valuePct * w, h, 2);
// Temporary hit points
if ( temp > 0 ) {
bar.beginFill(c.temp, 1.0).lineStyle(0).drawRoundedRect(bs1, bs1, (tempPct*w)-(2*bs1), h-(2*bs1), 1);
if (temp > 0) {
bar.beginFill(c.temp, 1.0)
.lineStyle(0)
.drawRoundedRect(bs1, bs1, tempPct * w - 2 * bs1, h - 2 * bs1, 1);
}
// Set position
let posY = (number === 0) ? (this.h - h) : 0;
let posY = number === 0 ? this.h - h : 0;
bar.position.set(0, posY);
}
}

12
package-lock.json generated
View file

@ -1266,9 +1266,9 @@
}
},
"hosted-git-info": {
"version": "2.8.8",
"resolved": "https://registry.npmjs.org/hosted-git-info/-/hosted-git-info-2.8.8.tgz",
"integrity": "sha512-f/wzC2QaWBs7t9IYqB4T3sR1xviIViXJRJTWBlx2Gf3g0Xi5vI7Yy4koXQ1c9OYDGHN9sBy1DQ2AB8fqZBWhUg=="
"version": "2.8.9",
"resolved": "https://registry.npmjs.org/hosted-git-info/-/hosted-git-info-2.8.9.tgz",
"integrity": "sha512-mxIDAb9Lsm6DoOJ7xH+5+X4y1LU/4Hi50L9C5sIswK3JzULS4bwk1FvjdBgvYR4bzT4tuUQiC15FE2f5HbLvYw=="
},
"image-size": {
"version": "0.5.5",
@ -3068,9 +3068,9 @@
"integrity": "sha512-LKYU1iAXJXUgAXn9URjiu+MWhyUXHsvfp7mcuYm9dSUKK0/CjtrUwFAxD82/mCWbtLsGjFIad0wIsod4zrTAEQ=="
},
"y18n": {
"version": "3.2.1",
"resolved": "https://registry.npmjs.org/y18n/-/y18n-3.2.1.tgz",
"integrity": "sha1-bRX7qITAhnnA136I53WegR4H+kE="
"version": "3.2.2",
"resolved": "https://registry.npmjs.org/y18n/-/y18n-3.2.2.tgz",
"integrity": "sha512-uGZHXkHnhF0XeeAPgnKfPv1bgKAYyVvmNL1xlKsPYZPaIHxGti2hHqvOCQv71XMsLxu1QjergkqogUnms5D3YQ=="
},
"yargs": {
"version": "7.1.1",

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@ -52,7 +52,7 @@
{"name":"Traz","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"tool","data":{"description":{"value":"","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":6,"price":300,"attuned":false,"equipped":false,"rarity":"","identified":true,"ability":"int","chatFlavor":"","proficient":0,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Musical%20Instrument/Traz.webp","_id":"UQu4duMtxYEXKAbo"}
{"name":"Tent, two-person","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"","chat":"","unidentified":""},"source":"","quantity":1,"weight":5,"price":20,"attuned":false,"equipped":false,"rarity":"","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Utility/Tent.webp","_id":"UxL0trd3omeqzBk4"}
{"name":"Homing Beacon","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"<p>A homing beacon is a device used to track starships or any other entity being transported. Homing beacons transmit using non-mass HoloNet transceivers able to be tracked through hyperspace. Homing beacons are small enough that they can easily be hidden inside a ship, or tucked into some crevice on its exterior.</p>","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":450,"attuned":false,"equipped":false,"rarity":"","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Utility/Homing%20Beacon.webp","_id":"V2hSxkLfq461mvNz"}
{"name":"Power Cell","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"consumable","data":{"description":{"value":"<p>Power cells fuel blaster weapons that deal energy or ion damage. Additionally, power cells are used to energize certain tools.</p>","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":1,"price":10,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation": {"type": "none","cost": null,"condition": ""},"duration": {"value": null,"units": ""},"target": {"value": null,"width": null,"units": "","type": ""},range":{"value": null,"long": null,"units": ""},"uses": {"value": 100,"max": "100","per": "charges","autoDestroy": false},"consume": {"type": "","target": "","amount": null},"ability": null,"actionType": "","attackBonus": 0,"chatFlavor": "","critical": null,"damage": {"parts": [],"versatile": ""},"formula": "","save": {"ability": "","dc": null,"scaling": "spell"},"consumableType": "ammo","attributes": {"spelldc": 10},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Ammunition/Power%20Cell.webp","_id":"VUkO1T2aYMuUcBZM"}
{"name":"Power Cell","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"consumable","data":{"description":{"value":"<p>Power cells fuel blaster weapons that deal energy or ion damage. Additionally, power cells are used to energize certain tools.</p>","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":1,"price":10,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation": {"type": "none","cost": null,"condition": ""},"duration": {"value": null,"units": ""},"target": {"value": null,"width": null,"units": "","type": ""},"range":{"value": null,"long": null,"units": ""},"uses": {"value": 100,"max": "100","per": "charges","autoDestroy": false},"consume": {"type": "","target": "","amount": null},"ability": null,"actionType": "","attackBonus": 0,"chatFlavor": "","critical": null,"damage": {"parts": [],"versatile": ""},"formula": "","save": {"ability": "","dc": null,"scaling": "spell"},"consumableType": "ammo","attributes": {"spelldc": 10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Ammunition/Power%20Cell.webp","_id":"VUkO1T2aYMuUcBZM"}
{"name":"Propulsion pack","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"<p>Propulsion packs enhance underwater movement. Activating or deactivating the propulsion pack requires a bonus action and, while active, you have a swimming speed of 30 feet. The propulsion pack lasts for 1 minute per power cell (to a maximum of 10 minutes) and can be recharged by a power source or replacing the power cells.</p>","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":20,"price":400,"attuned":false,"equipped":false,"rarity":"","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Weapon%20or%20Armor%20Accessory/Propulsion%20Pack.webp","_id":"XR1obpDj1PqDLfA8"}
{"name":"Emergency Battery","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"consumable","data":{"description":{"value":"<p>All non-expendable droids need recharging as they are used. The battery has ten uses. As an action, you can expend one use of the kit to stabilize a droid that has 0 hit points, without needing to make an Intelligence (Technology) check.</p>","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":5,"price":70,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":10,"max":10,"per":"charges","autoDestroy":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"Stabilize Droid","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Medical/Emergency%20Battery.webp","_id":"Z0YM3aYCyCRhL6cx"}
{"name":"Smugglepack","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"backpack","data":{"description":{"value":"<p>This backpack comes with a main compartment that can store up to 15 lb., not exceeding a volume of 1/2 cubic foot. Additionally, it has a hidden storage compartment that can hold up to 5 lb, not exceeding a volume of 1/4 cubic foot. Finding the hidden compartment requires a DC 15 Investigation check.</p>","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":6,"price":400,"attuned":false,"equipped":false,"rarity":"","identified":true,"capacity":{"type":"weight","value":20,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Storage/Smugglerpack.webp","_id":"Zlj5z56A4oVQ5iEC"}

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@ -8,6 +8,7 @@
{"_id":"28uF6yN4NLoc1Mf7","name":"Master Speed","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p><em><strong>Prerequisite:</strong> Knight Speed</em></p>\n<p>Choose up to two willing creatures that you can see within range. Until the power ends, each targets&rsquo; speed is doubled, they gain a +2 bonus to AC, they have advantage on Dexterity saving throws, and they gain an additional action on each of their turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or the Use an Object Action.</p>\n<p>When the power ends, each target can&rsquo;t move or take actions until after its next turn, as a wave of lethargy sweeps over it.</p>\n<p><em><strong>Force Potency.</strong></em>&nbsp;When you cast this power using a force slot of 8th-level or higher, you can target one additional creature for each slot level above 7th.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":2,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":7,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Master%20Speed.webp","effects":[]}
{"_id":"2EdyvNwmyRD9yhmn","name":"Maddening Darkness","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p><em><strong>Prerequisite:</strong> Shroud of Darkness</em></p>\n<p>Terrifying darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can&rsquo;t see through this darkness. Unenhanced light, as well as light created by powers of 8th level or lower, can&rsquo;t illuminate the area.</p>\n<p>Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Shroud of Darkenss"},"duration":{"value":10,"units":"minute"},"target":{"value":60,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","psychic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":8,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Maddening%20Darkness.webp","effects":[]}
{"_id":"2MaAEt5XSnjEurWK","name":"Valor","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p><em><strong>Prerequisite:</strong> Resistance</em></p>\n<p>You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the power ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.</p>\n<p><em><strong>Force Potency.</strong></em>&nbsp;When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":3,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Valor.webp","effects":[]}
{"name":"Wakefulness","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"<p><em><strong>Prerequisite:</strong> Breath Control</em></p>\n<p>You use the Force to control your body's functions. For the duration, you gain the following benefits:</p>\n<ul>\n<li>You ignore the effects of any levels of exhaustion you have.</li>\n<li>You do not need to eat, drink, or sleep. You can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading and keeping watch.</li>\n</ul>\n<p>If you still have any levels of exhaustion when this power ends, you must make a DC 15 Constitution saving throw. On a failed save, you gain one level of exhaustion.</p>","chat":"","unidentified":""},"requirements":"","source":"EC","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"flags":{"core":{"sourceId":"Item.ROvBWSja1cjiDOO0"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Wakefulness.webp","effects":[],"_id":"2obXjKljRPeuoqcl"}
{"_id":"3IoaQSSoAtFsoavO","name":"Master Force Barrier","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p><em><strong>Prerequisite:</strong> Improved Force Barrier</em></p>\n<p>This power massively bolsters your allies with toughness and resolve. Creatures of your choice in a 30-foot radius around you when you cast this power gain the following benefits:</p>\n<ul>\n<li>The creature sheds dim light in a 5-foot radius.</li>\n<li>The creature has advantage on all saving throws</li>\n<li>Other creatures have disadvantage on attack rolls against them.</li>\n<li>When a dark side creature hits them with a melee attack, that creature must make a Constitution saving throw or be blinded until the power ends.</li>\n</ul>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":8,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Master%20Force%20Barrier.webp","effects":[]}
{"_id":"3KGdCbHATzaghiwo","name":"Force Propel","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p><em><strong>Prerequisite:</strong> Force Push/Pull</em></p>\n<p>Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.</p>\n<p><em><strong>Force Potency.</strong></em>&nbsp;When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Propel.webp","effects":[]}
{"_id":"3odfJsD1RezuxzDG","name":"Mass Hysteria","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p><em><strong>Prerequisite:</strong> Hysteria</em></p>\n<p>Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, manifesting their worst nightmares as an implacable threat visible only to them. Each creature in a 30-foot-radius sphere is frightened for the duration of the power. At the end of each of the frightened creature&rsquo;s turns, it must succeed on a Wisdom saving throw or take 5d10 psychic damage. On a successful save, the power ends for that creature. This power has no effect on droids or constructs.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Hysteria Power"},"duration":{"value":1,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":9,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Mass%20Hysteria.webp","effects":[]}
@ -19,7 +20,7 @@
{"_id":"562ItvjZZHhSmqeP","name":"Morichro","permission":{"default":0,"XA86Wm4MjngMySbc":3},"type":"power","data":{"description":{"value":"<p><em><strong>Prerequisite:</strong> Cloud Mind</em></p>\n<p>You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.</p>\n<p>For the power&rsquo;s duration, or until you use an action to touch the target and dismiss the power, the target appears dead to all outward inspection and to powers used to determine the target&rsquo;s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the power, or becomes diseased or poisoned while under the power&rsquo;s effect, the disease and poison have no effect until the power ends. This power has no effect on droids or constructs.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Morichro.webp","effects":[]}
{"_id":"5Gxqh2j4A258jCSY","name":"Revitalize","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p><em><strong>Prerequisite:</strong> Spare the Dying</em></p>\n<p>You return a dead creature you touch to life, provided that it has been dead no longer than 10 minutes. If the creature&rsquo;s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.</p>\n<p>This power also neutralizes any poisons and cures diseases that affected the creature at the time it died.</p>\n<p>This power closes all mortal wounds, but it doesn&rsquo;t restore missing body parts. If the creature is lacking body parts or organs integral for its survival, its head for instance, the power automatically fails.</p>\n<p>Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Revitalize.webp","effects":[]}
{"_id":"5koTRABu4ER8g6Wo","name":"Horror","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"<p><em><strong>Prerequisite:</strong> Fear</em></p>\n<p>You project a phantasmal image of a creature&rsquo;s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. This power has no effect on constructs or droids.</p>\n<p>While frightened by this power, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn&rsquo;t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the power ends for that creature.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Horror.webp","effects":[]}
{"_id":"5lOXTZUiRmL7aZi9","name":"Convulsion","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p><em><strong>Prerequisite:</strong> Tremor</em></p>\n<p>Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 kinetic damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.</p>\n<p><em><strong>Force Potency.</strong></em>&nbsp;When you cast this power using a force slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"units":"ft","type":"cube"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d12",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d12"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Convulsion.webp","effects":[]}
{"_id":"5lOXTZUiRmL7aZi9","name":"Convulsion","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p><em><strong>Prerequisite:</strong> Tremor</em></p>\n<p>Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 kinetic damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.</p>\n<p><em><strong>Force Potency.</strong></em>&nbsp;When you cast this power using a force slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":20,"units":"ft","type":"cube"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d12",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d12"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Convulsion.webp","effects":[]}
{"_id":"5o01ADUmNyzy470b","name":"Force Disarm","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p>You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.</p>\n<p>This powers damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Disarm.webp","effects":[]}
{"_id":"5raHPlhouud0Jpr4","name":"Telekinetic Storm","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p><em><strong>Prerequisite:</strong> Turbulence</em></p>\n<p>You stir the Force around you, creating a turbulent field of telekinetic energy that buffets enemies around you. The field extends out to a distance of 15 feet around you for the duration.</p>\n<p>When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature&rsquo;s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.</p>\n<p><em><strong>Force Potency.</strong></em>&nbsp;When you cast this power using a force power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Telekinetic%20Storm.webp","effects":[]}
{"_id":"5tAwilkRcZsTc62q","name":"Skill Empowerment","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p>Your power with the Force deepens a creature&rsquo;s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the power ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.</p>\n<p>You must choose a skill in which the target is proficient and that isn&rsquo;t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Skill%20Empowerment.webp","effects":[]}
@ -49,10 +50,12 @@
{"_id":"C2ROn2KK2QTLm9DW","name":"Guidance","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p>You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The power then ends.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Guidance.webp","effects":[]}
{"_id":"C5UBI7f4LoNg2dPM","name":"Force Meld","permission":{"default":0,"XA86Wm4MjngMySbc":3},"type":"power","data":{"description":{"value":"<p><em><strong>Prerequisite:</strong> Force Whisper</em></p>\n<p>You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Droids, constructs, and creatures with Intelligence scores of 2 or less aren&rsquo;t affected by this power.</p>\n<p>Until the power ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can&rsquo;t extend beyond a single planet.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":8,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Meld.webp","effects":[]}
{"_id":"CJR5SlWKoaCtY1bq","name":"Spare the Dying","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p>You touch a living creature that has 0 hit points. The creature becomes stable. This power has no effect on droids or constructs.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Spare%20the%20Dying.webp","effects":[]}
{"name":"Telepathic Link","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"<p><em><strong>Prerequisite:</strong> Force Whisper</em></p>\n<p>You establish a telepathic link with one willing humanoid you touch. Until the power ends, whenever you and the target can see each other, each of you can communicate with the other via telepathy.</p>\n<p>You don&rsquo;t need to share a language with a creature for it to understand your telepathic utterances, and the creature understands you even if it lacks a language. The creature can respond to you telepathically as well, but it must understand at least one language in order to communicate this way.</p>\n<p><em><strong>Force Potency.</strong></em> When you cast this power using a force slot of 3rd level or higher, the duration increases to Concentration, up to 1 hour, and if either you or the creature you are linked to are surprised, while both of you can see each other, the surprised creature can still act normally during the surprise round, as if it were not surprised.</p>","chat":"","unidentified":""},"requirements":"","source":"EC","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"flags":{"core":{"sourceId":"Item.ribj4iIyIwS74McS"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Telepathic%20Link.webp","effects":[],"_id":"CjHXQcv4UPNIcIg0"}
{"_id":"CkMXwj0l0H0rD9md","name":"Mass Malacia","permission":{"default":0,"XA86Wm4MjngMySbc":3},"type":"power","data":{"description":{"value":"<p><em><strong>Prerequisite:</strong> Malacia</em></p>\n<p>Each creature in a 30-foot cube within range must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this power, the creature is incapacitated and has a speed of 0.</p>\n<p>The power ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. This power has no effect on droids or constructs.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"units":"ft","type":"cube"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Mass%20Malacia.webp","effects":[]}
{"_id":"CkwLRMWRdXp1ZOIh","name":"Greater Saber Throw","permission":{"default":0,"XA86Wm4MjngMySbc":3},"type":"power","data":{"description":{"value":"<p><em><strong>Prerequisite:</strong> Improved Saber Throw</em></p>\n<p>As a part of the action used to cast this power, you must make a ranged force attack with a lightweapon or vibroweapon against one target within the power&rsquo;s range, otherwise the power fails. On a hit, the target takes 6d8 damage of the same type as the weapon&rsquo;s damage and must make a Constitution saving throw against an additional effect depending on your choice of casting ability:</p>\n<p>Wisdom.&nbsp;The target takes an additional 4d6 force damage and it gains four levels of slowed until the end of its next turn. On a success, the target takes half as much damage and its speed isn&rsquo;t reduced.</p>\n<p>Charisma.&nbsp;The target takes an additional 4d6 necrotic damage and cannot regain hit points until the end of its next turn. On a success, the target takes half as much damage and its healing capability is unaffected.</p>\n<p>The weapon then immediately returns to your hand.</p>\n<p><em><strong>Force Potency.</strong></em>&nbsp;When you cast this power using a force slot of 6th level or higher, the force or necrotic damage increases by 1d6 for each slot above 5th.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["6d8",""]],"versatile":""},"formula":"4d6","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Greater%20Saber%20Throw.webp","effects":[]}
{"_id":"CsLjEyQtegNiXKIZ","name":"Tremor","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p><em><strong>Prerequisite:</strong> Burst</em></p>\n<p>You cause a tremor in the ground within range. Each creature other than you in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 1d6 kinetic damage and is knocked prone. On a successful save, the creature takes half as much damage and isn&rsquo;t knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.</p>\n<p><em><strong>Force Potency.</strong></em>&nbsp;When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"units":"ft","type":"radius"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Tremor.webp","effects":[]}
{"_id":"CuAbwhIt3j2V30Ey","name":"Saber Reflect","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p>In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, youre wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attacks normal damage.</p>\n<p>If you would have resistance to the triggering damage, resistance is applied before the damage reduction.</p>\n<p>The powers damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]}
{"name":"Tapas","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"<p>You use the Force to inure yourself to the elements. For the duration, you are considered adapted to hot and cold climates.</p>","chat":"","unidentified":""},"requirements":"","source":"EC","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"flags":{"core":{"sourceId":"Item.Heu6br9Yn7ZOVnnA"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Tapas.webp","effects":[],"_id":"D9V8ShFjzvenV8ud"}
{"_id":"DFpooO6icOfTdG5C","name":"Master Feedback","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p><em><strong>Prerequisite:</strong> Greater Feedback</em></p>\n<p>You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.</p>\n<p>Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn&rsquo;t stunned.</p>\n<p>A stunned target can make a Wisdom saving throw at the end of each of its turns. On a successful save, the stunning effect ends.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Greater Feedback Power"},"duration":{"value":null,"units":"inst"},"target":{"value":10,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["14d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":8,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Master%20Feedback.webp","effects":[]}
{"_id":"ENNhFJKCcxrg481J","name":"Improved Phasestrike","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p><em><strong>Prerequisite:</strong> Phasestrike</em></p>\n<p>Choose up to five creatures you can see within range. Make a melee force attack against each one. On hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the creatures you chose.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["6d10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Phasestrike.webp","effects":[]}
{"_id":"EXK4sg6gKXfMnLnf","name":"Battle Meditation","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p>You exude an aura out to 5 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the oppositions combat-effectiveness by eroding their will to fight.</p>\n<p>Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d4 and add the number rolled to the attack roll or saving throw.</p>\n<p>Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d4 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Meditation.webp","effects":[]}
@ -67,7 +70,7 @@
{"_id":"G8UVHP4MXW6Dudky","name":"Phasestrike","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p>Until the power ends, your movement doesnt provoke opportunity attacks.</p>\n<p>Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Phasestrike.webp","effects":[]}
{"_id":"GBJRx32gU9xU1Q6s","name":"Improved Feedback","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p><em><strong>Prerequisite:</strong> Feedback</em></p>\n<p>You unleash a blast of psychic energy at a target within range. If the target can hear you (though it need not understand you), it must succeed on an Intelligence saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn&rsquo;t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn&rsquo;t have to move away. A deafened creature automatically succeeds on the save.</p>\n<p><strong><em><strong>Force Potency.</strong></em></strong>&nbsp;When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Feedback Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Feedback.webp","effects":[]}
{"_id":"H51uSnFY6eyBTXRJ","name":"Stasis","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p><em><strong>Prerequisite:</strong> Stun</em></p>\n<p>Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target. This power has no effect on droids or constructs.</p>\n<p><em><strong>Force Potency.</strong></em>&nbsp;When you cast this power using a force slot of 6th level or higher, you can target an additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Stasis.webp","effects":[]}
{"_id":"HPtgWP83jKSyFWFp","name":"Aura of Purity","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p><em><strong>Prerequisite:</strong> Restoration</em></p>\n<p>Purifying energy radiates from you in a 30-foot radius. Until the power ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can&rsquo;t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Aura%20of%20Purity.webp","effects":[]}
{"_id":"HPtgWP83jKSyFWFp","name":"Aura of Purity","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p><em><strong>Prerequisite:</strong> Restoration</em></p>\n<p>Purifying energy radiates from you in a 30-foot radius. Until the power ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can&rsquo;t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":"0","max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Aura%20of%20Purity.webp","effects":[]}
{"_id":"Hgn1yHJsMzp5qKr5","name":"Force Reflect","permission":{"default":0,"XA86Wm4MjngMySbc":3},"type":"power","data":{"description":{"value":"<p><em><strong>Prerequisite:</strong> Saber Reflect</em></p>\n<p>In response to being attacked, you attempt to deflect the attack with the Force. When you use this power, the damage you take from the attack is reduced by 1d10. If you reduce the damage to 0 and the damage is energy, force, ion, kinetic, lightning, necrotic, or sonic, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 30 feet and a long range of 90 feet. On a hit, the target takes the triggering attack&rsquo;s normal damage.</p>\n<p><em><strong>Force Potency.</strong></em>&nbsp;When you cast this power using a force slot of 2nd level or higher, the damage reduction increases by 1d10 for each slot level above 1st.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d10","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Reflect.webp","effects":[]}
{"_id":"HqxcYlFOZJZ91a98","name":"Precognition","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p><em><strong>Prerequisite:</strong> Danger Sense</em></p>\n<p>Your mastery of the Force gives you a limited ability to see into the immediate future. For the duration, you can&rsquo;t be surprised and you have advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against you for the duration.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":9,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Precognition.webp","effects":[]}
{"_id":"HvyTel83im9br37p","name":"Force Leap","permission":{"default":0,"XA86Wm4MjngMySbc":3},"type":"power","data":{"description":{"value":"<p>Until the end of your next turn, you can use your forcecasting ability score instead of your Strength score when you jump, and always count as having made a running start before jumping.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Leap.webp","effects":[]}
@ -100,7 +103,7 @@
{"_id":"NrMpYXddHnoPKHT2","name":"Force Lightning Cone","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"<p><em><strong>Prerequisite:</strong> Force Chain Lightning</em></p>\n<p>Lightning arcs from your hands. Each creature in a 60-foot cone must make a Dexterity saving throw. A creatures takes 12d6 lightning damage on a failed save, or half as much on a successful one.</p>\n<p><em><strong>Force Potency.</strong></em>&nbsp;When you cast this power using a force slot of 8th level or higher, the damage increases by 2d6 for each slot level above 7th.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Cone%20Lightning.webp","effects":[]}
{"_id":"Ns34rjyKzqeydYBH","name":"Sense Emotion","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p>You attune your senses to pick up the emotions of others for the duration. When you cast the power, and as your action on each turn until the power ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the targets prevailing emotion, whether its love, anger, pain, fear, calm, or something else. If the target isnt actually humanoid or it is immune to being charmed, you sense that it is calm.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Sense%20Emotion.webp","effects":[]}
{"_id":"O5J8TTpTW7eHLDgG","name":"Sense Force","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p>For the duration, you sense the use of the Force, or its presence in an inanimate object within 30 feet of you. If you sense the Force in this way, you can use your action to determine the direction from which it originates and, if its in line of sight, you see a faint aura around the person or object from which the Force emanates.</p>\n<p><em><strong>Force Potency.</strong></em>&nbsp;When you cast this power using a 3rd-level force slot, the range increases to 60 feet. When you use a 5th-level force slot, the range increases to 500 feet. When you use a 7th-level force slot, the range increases to 1 mile. When you use a 9th-level force slot, the range increases to 10 miles.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Sense%20Force.webp","effects":[]}
{"_id":"OGLh7pBroWR6te2k","name":"Armor of Abeloth","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p>A protective force surrounds you, manifesting as shimmering light that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 psychic damage.</p>\n<p><em><strong>Force Potency.</strong></em>&nbsp;When you cast this power using a force slot of 2nd level or higher, both the temporary hit points and the psychic damage increase by 5 for each slot.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Armor%20of%20Abeloth.webp","effects":[]}
{"_id":"OGLh7pBroWR6te2k","name":"Armor of Abeloth","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p>A protective force surrounds you, manifesting as shimmering light that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 psychic damage.</p>\n<p><em><strong>Force Potency.</strong></em>&nbsp;When you cast this power using a force slot of 2nd level or higher, both the temporary hit points and the psychic damage increase by 5 for each slot.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Armor%20of%20Abeloth.webp","effects":[]}
{"_id":"OYQAqS6rjVy6o5Oa","name":"Kill","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p><em><strong>Prerequisite:</strong> Ruin</em></p>\n<p>You compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the power has no effect.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Ruin Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"Have over 100 HP left or Die!","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":9,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Kill.webp","effects":[]}
{"_id":"Oxb3dpusa4SmIKQd","name":"Improved Battle Meditation","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p><em><strong>Prerequisite:</strong> Battle Meditation</em></p>\n<p>You exude an aura out to 15 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition&rsquo;s combat-effectiveness by eroding their will to fight.</p>\n<p>Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d6 and add the number rolled to the attack roll or saving throw.</p>\n<p>Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d6 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Battle%20Meditation.webp","effects":[]}
{"_id":"PUHY0RrLsi4tAnZx","name":"Force Sight","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p><em><strong>Prerequisite:</strong> Sense Force</em></p>\n<p>You shift your vision to see through use of the Force; colors fade and inanimate objects appear as shades of gray. You gain the following benefits.</p>\n<ul>\n<li>Living things glow with the power of the Force. Those with an affinity for the light side glow blue, those with an affinity for the dark side glow red, and those with no attunement to either side of the Force glow yellow. How bright they glow is determined by how strong their connection to the Force is.</li>\n<li>You gain blindsight to 30 feet.</li>\n<li>You have advantage on Wisdom (Perception) checks that rely on sight against living targets within 30 feet.</li>\n</ul>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Sight.webp","effects":[]}
@ -122,7 +125,7 @@
{"_id":"VIi9ZD8Ha669UYRw","name":"Insanity","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"<p><em><strong>Prerequisite:</strong> Horror</em></p>\n<p>This power assaults and twists creatures&rsquo; minds, spawning delusions and provoking uncontrolled action. Each creature in a 30-foot-radius sphere centered on you must succeed on a Wisdom saving throw when you cast this power or be affected by it.</p>\n<p>An affected target can&rsquo;t take reactions and must roll a d8 at the start of each of its turns to determine its behavior for that turn. This power has no effect on constructs or droids.</p>\n<table style=\"border: 0;\">\n<tbody>\n<tr>\n<th style=\"width: 25px;\">d8</th>\n<th>Behavior</th>\n</tr>\n<tr>\n<td style=\"text-align: left;\">1</td>\n<td>The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn&rsquo;t take an action this turn.</td>\n</tr>\n<tr>\n<td>2-6</td>\n<td>The creature doesn&rsquo;t move or take actions this turn.</td>\n</tr>\n<tr>\n<td>7-8</td>\n<td>The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.</td>\n</tr>\n</tbody>\n</table>\n<p>At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.</p>\n<p><em><strong>Force Potency.</strong></em>&nbsp;When you cast this power using a power slot of 6th level or higher, the radius of the sphere increases by 5 feet for each force slot level above 5th.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d8","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Insanity.webp","effects":[]}
{"_id":"Vsnr0aVZQIcRD0Ed","name":"Force Mask","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p><em><strong>Prerequisite:</strong> Mind Trick</em></p>\n<p>Until the power ends or you use an action to dismiss it, you can disguise yourself through use of the Force in many ways. You can appear to be shorter or taller by about a foot and change the appearance of your body and weight, but you cannot change the basic structure of your body. This effect can include your clothes, weapons, and other belongings on your person.</p>\n<p>This effect is only visual, so any sort of physical contact will only interact with the real size and shape of you. A creature that uses its action to examine you can identify this effect with a successful Intelligence (Investigation) check against your force save DC. This power has no effect on droids or constructs.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Mask.webp","effects":[]}
{"_id":"WBNy29tnkclypOVZ","name":"Danger Sense","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p>You put your faith in the Force, feeling out the future and seeing whether your actions will lead to fortune or ruin. The GM chooses from the following possible omens:</p>\n<ul>\n<li>Peace, for results which are not dangerous</li>\n<li>Danger, for results which are dangerous but perhaps still worth the danger</li>\n<li>Ruin, for results which are certain to end in death or tragedy</li>\n</ul>\n<p>The power doesnt take into account any possible circumstances that might change the outcome, such as the use of additional powers or the loss or gain of a companion.</p>\n<p>If you use this power two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a neutral result regardless of the actual outcome.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Danger%20Sense.webp","effects":[]}
{"_id":"WG79exTllchDSK6M","name":"Animate Weapon","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p><em><strong>Prerequisite:</strong> Force Disarm</em></p>\n<p>You select a melee weapon you wield, or one melee weapon within range that is not worn or carried by a conscious creature, and use the Force to cause it to levitate, acting as an extension of your will for the duration or until you cast this power again. When you use this power, you can cause the weapon to move up to 20 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon.</p>\n<p>While the weapon is animated, on each of your turns you can use a bonus action to move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. At any time, you can end this force power to return the animated weapon to your hand.</p>\n<p>An enemy can attempt to gain control of the weapon by using its action to make a Strength (Athletics) check against your force save DC. On a success, the creature gains control of the weapon and the power ends.</p>\n<p><em><strong>Force Potency.</strong></em>&nbsp;When you cast this power using a force slot of 3rd level or higher, the weapon&rsquo;s damage increases by 1d8 for every two slot levels above 2nd.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"wis","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Animate%20Weapon.webp","effects":[]}
{"_id":"WG79exTllchDSK6M","name":"Animate Weapon","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p><em><strong>Prerequisite:</strong> Force Disarm</em></p>\n<p>You select a melee weapon you wield, or one melee weapon within range that is not worn or carried by a conscious creature, and use the Force to cause it to levitate, acting as an extension of your will for the duration or until you cast this power again. When you use this power, you can cause the weapon to move up to 20 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon.</p>\n<p>While the weapon is animated, on each of your turns you can use a bonus action to move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. At any time, you can end this force power to return the animated weapon to your hand.</p>\n<p>An enemy can attempt to gain control of the weapon by using its action to make a Strength (Athletics) check against your force save DC. On a success, the creature gains control of the weapon and the power ends.</p>\n<p><em><strong>Force Potency.</strong></em>&nbsp;When you cast this power using a force slot of 3rd level or higher, the weapon&rsquo;s damage increases by 1d8 for every two slot levels above 2nd.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":"0","max":"0","per":""},"ability":"wis","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Animate%20Weapon.webp","effects":[]}
{"_id":"WWCvfD4ldEZoR5fn","name":"Mind Trap","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p><em><strong>Prerequisite:</strong> Force Confusion</em></p>\n<p>You attempt to trap the mind of your target in a psychic cage. The target must make a Charisma saving throw. On a failed save, the creature&rsquo;s mind is trapped. It can think, but it can&rsquo;t have any contact with or perceive the outside world. If the creature takes damage, it makes another Charisma save. On a success, the power ends. This power has no effect on droids or constructs.</p>\n<p><em><strong>Force Potency.</strong></em>&nbsp;When you cast this power using a force slot of 6th level or higher, after 1 minute of concentration the power&rsquo;s duration becomes 24 hours and it no longer requires your concentration.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Mind%20Trap.webp","effects":[]}
{"_id":"XJSLZaP9Nix5EJHY","name":"Curse","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p><em><strong>Prerequisite:</strong> Denounce</em></p>\n<p>Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.</p>\n<p><strong><em><strong>Force Potency.</strong></em>&nbsp;</strong>When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Denounce Power"},"duration":{"value":1,"units":"minute"},"target":{"value":3,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 Addition Target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Curse.webp","effects":[]}
{"_id":"XYHAKmU4gHSzRK3I","name":"Force Suppression","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p>Choose one creature, object, or force effect within range. Any force power of 3rd level or lower on the target ends. For each force power of 4th level or higher on the target, make an ability check using your forcecasting ability. The DC equals 10 + the powers level. On a success, the power ends.</p>\n<p><em><strong>Force Potency.</strong></em>&nbsp;When you cast this power using a force slot of 4th level or higher, you automatically end the effects of a force power on the target if the powers level is equal to or less than the level of the force slot you used.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Suppression.webp","effects":[]}
@ -157,6 +160,7 @@
{"_id":"ebWGew0oR2CG7S43","name":"Disperse Force","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p><em><strong>Prerequisite:</strong> Saber Ward</em></p>\n<p>This power absorbs damage from incoming energy attacks, lessening its effect on you and distributing it throughout your body. You have resistance to the triggering damage type until the start of your next turn. Also, you gain 5 temporary hit points to potentially absorb the attack. These temporary hit points last until the start of your next turn.</p>\n<p><em><strong>Force Potency.</strong></em>&nbsp;When you cast this power using a force slot of 2nd level or higher, the temporary hit points increases by 5 for each slot level above 1st.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you take cold, energy, fire, ion, lightning, or sonic damage"},"duration":{"value":1,"units":"round"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"5 additional Temp HP"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Disperse%20Force.webp","effects":[]}
{"_id":"ecDdTd9MW0z4h8Hb","name":"Sap Vitality","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p>Make a melee force attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.</p>\n<p><strong><em><strong>Force Potency.</strong></em></strong>&nbsp;When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["3d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Sap%20Vitality.webp","effects":[]}
{"_id":"esyvxlavJubgPNmj","name":"Force Trance","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p>You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the powers duration. The power ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it cant be affected by this power again until it finishes a long rest.</p>\n<p><em><strong>Force Potency.</strong></em>&nbsp;When you cast this power using a force slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":3,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Trance.webp","effects":[]}
{"name":"Kinetite","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"<p><em><strong>Prerequisite: </strong>Sustained Lightning</em></p>\n<p>A 5-foot-diameter sphere of compressed lightning appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 lightning damage on a failed save, or half as much damage on a successful one.</p>\n<p>As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make a Dexterity saving throw, taking 2d6 kinetic damage on a failed save or half as much damage on a successful one, and the sphere stops moving this turn.</p>\n<p>When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.</p>\n<p><em><strong>Force Potency.</strong></em> When you cast this power with a force slot of 3rd level or higher, both the lightning and kinetic damage increase by 1d6 for each slot level above 2nd.</p>","chat":"","unidentified":""},"requirements":"","source":"EC","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"core":{"sourceId":"Item.sOyvjT8ig2Eninf3"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Kinetite.webp","effects":[],"_id":"f01f9EPd9qvVy6QA"}
{"_id":"f41D14g0yIBuXUka","name":"Force Immunity","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p>An immobile, faintly shimmering barrier springs into existence around you and remains for the duration. The barrier moves with you. Any force power of 3rd level or lower cast from outside the barrier cant affect you, even if the power is cast using a higher level force slot. Such a power can target you, but the power has no effect on you. Similarly, the area within the barrier is excluded from the areas affected by such powers.</p>\n<p><em><strong>Force Potency.</strong></em>&nbsp;When you cast this power using a force slot of 5th level or higher, the barrier blocks powers of one level higher for each slot level above 4th.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional slot"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Immunity.webp","effects":[]}
{"_id":"faTYDaOejYHPfXdl","name":"Earthquake","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p><em><strong>Prerequisite:</strong> Eruption</em></p>\n<p>You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.</p>\n<p>The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature&rsquo;s concentration is broken.</p>\n<p>When you cast this power and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.</p>\n<p>This power can have additional effects depending on the terrain in the area, as determined by the GM.</p>\n<p><strong>Fissures.</strong>&nbsp;Fissures open throughout the power&rsquo;s area at the start of your next turn after you cast the power. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the power&rsquo;s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure&rsquo;s edge as it opens.</p>\n<p>A fissure that opens beneath a structure causes it to automatically collapse (see below).</p>\n<p><strong>Structures.&nbsp;</strong>The tremor deals 50 kinetic damage to any structure in contact with the ground in the area when you cast the power and at the start of each of your turns until the power ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure&rsquo;s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 kinetic damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn&rsquo;t fall prone or become buried.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":100,"units":"ft","type":"radius"},"range":{"value":500,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":8,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Earthquake.webp","effects":[]}
{"_id":"fcs6lsi5hMfPOgRb","name":"Resistance","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p>You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The power then ends.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Resistance.webp","effects":[]}
@ -184,6 +188,7 @@
{"_id":"qIelaqr9e9Cn0W8O","name":"Calm Emotions","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p><em><strong>Prerequisite:</strong> Sense Emotion</em></p>\n<p>You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.</p>\n<ul>\n<li>You can suppress any effect causing a target to be charmed or frightened. When this power ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.</li>\n<li>You can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a power or if it witnesses any of its friends being harmed.</li>\n</ul>\n<p>When the power ends, the creature becomes hostile again, unless the GM rules otherwise.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Calm%20Emotions.webp","effects":[]}
{"_id":"qYnIKhpoJpSflVZh","name":"Telekinetic Burst","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p><em><strong>Prerequisite:</strong> Telekinetic Storm</em></p>\n<p>A beam of Force energy flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 8d6 force damage and is knocked prone. On a successful save, it takes half as much damage and isn&rsquo;t knocked prone.</p>\n<p>You can create a new telekinetic gust as your action on your turn until the power ends.</p>\n<p><em><strong>Force Potency.</strong></em>&nbsp;When you cast this power using a force slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"units":"ft","type":"line","width":null},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Telekinetic%20Burst.webp","effects":[]}
{"_id":"qkBzg8ZIJpglVMvi","name":"Beacon of Hope","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p><em><strong>Prerequisite:</strong> Heroism</em></p>\n<p>This power bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"any","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Beacon%20of%20Hope.webp","effects":[]}
{"name":"Defensive Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"<p>As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and you ward yourself from it through the Force.</p>\n<p>If the target forces you to make a saving throw before the start of your next turn, the target takes an additional 1d6 psychic damage, and you can roll 1d4 and add the number rolled to your saving throw. The power then ends.</p>\n<p>The power's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 force damage to the target, and the psychic damage the target takes for forcing you to make a saving throw increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.</p>","chat":"","unidentified":""},"requirements":"","source":"EC","activation":{"type":"action","cost":1,"condition":"you must make a melee weapon attack against one creature within your reach, otherwise the power fails"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"flags":{"core":{"sourceId":"Item.ielR5DiQGGDRsJB5"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Defensive%20Technique.webp","effects":[],"_id":"qv4hHFZKUwg7Ail2"}
{"_id":"qykEFT52bywaQrNO","name":"Force Technique","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p>You imbue your weapon with the purifying light of the Force. As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapons reach, otherwise the power fails. On a hit, the target suffers the attacks normal effects, and it becomes wreathed in a glowing barrier of force energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 force damage, and the power ends.</p>\n<p>This powers damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 force damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"You must make a melee attack with a weapon against one creature within your weapons reach"},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Technique.webp","effects":[]}
{"_id":"rxvZoFgkC411tibT","name":"Break","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"<p>You inflict 10 force damage to an object you can see within range that is not being worn or carried, generating an explosion of sound that can be heard up to 100 feet away. Even if the object is not destroyed, small shards of shrapnel fly at creatures within 5 feet of it. Each creature must make a Dexterity saving throw. On a failed save, a creature takes 1d4 kinetic damage.</p>\n<p>This power's kinetic damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4), and the power's force damage also increases by 10 at each of these levels.</p>","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"flags":{"core":{"sourceId":"Item.sVK2BXvC9pEX8By5"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Break.webp","effects":[]}
{"_id":"sFLwKTBxnM6YfboP","name":"Wrack","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"<p><em><strong>Prerequisite:</strong> Plague</em></p>\n<p>You wrack the body of a creature that you can see with a virulent, disease-like condition. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can&rsquo;t reduce the target&rsquo;s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature&rsquo;s hit point maximum to return to normal before that time passes.</p>\n<p><em><strong>Force Potency.</strong></em>&nbsp;If you cast this power using a force slot of 7th level or higher, the power deals an extra 2d6 damage for each slot level above 6th.</p>","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Plague"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["14d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Wrack.webp","effects":[]}

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@ -20,6 +20,7 @@
{"_id":"6iIYMjmyWE2wqgzf","name":"Carbonite","permission":{"default":0},"type":"power","data":{"description":{"value":"<p>You attempt to freeze one creature that you can see within range into carbonite. The creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected.</p>\n<p>A creature restrained by this power must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this power three times, the power ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.</p>\n<p>If the creature is physically broken while frozen in carbonite, it suffers from similar deformities if it reverts to its original state.</p>\n<p>If you maintain your concentration on this power for the entire possible duration, the creature is frozen in carbonite until the effect is removed.</p>\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Carbonite.webp"}
{"_id":"6oJ07fhBJLXJ7zv1","name":"Scramble Interface","permission":{"default":0},"type":"power","data":{"description":{"value":"<p>You choose one droid or construct you can see within range and scramble its ability to differentiate targets. The target must make an Intelligence saving throw. If the construct has the 'Piloted' trait, and has a pilot controlling it that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the power ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.</p>\n<p>Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, power, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.</p>\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ScrambleInterface.webp"}
{"_id":"73W8rKPEbN60y7L2","name":"Defibrillate","permission":{"default":0},"type":"power","data":{"description":{"value":"<p>You touch a creature that has died within the last minute and administer a shock to restore it to life. That creature returns to life with 1 hit point. This power can't return to life a creature that has died of old age, nor can it restore any missing body parts. If the creature is lacking body parts or organs integral for its survival<61>its head, for instance<63>the power automatically fails. Once this power has restored a creature to life, it cannot benefit from this power again until it finishes a short or long rest.</p>\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Defibrillate.webp"}
{"name":"Tri-Shot","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"<p>Choose up to three creatures within range, none of whom can be more than 10 feet apart. If you choose three creatures, each target must succeed on a Dexterity saving throw or take 1d4 energy damage. If you choose two creatures, each target takes 1d6 energy damage on a failed save instead. If you choose only one creature, the target takes 1d8 energy damage on a failed save.</p>\n<p>This power's damage increases by one die when you reach 5th level (two dice), 11th level (three dice), and 17th level (four dice).</p>","chat":"","unidentified":""},"requirements":"","source":"EC","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":3,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"flags":{"core":{"sourceId":"Item.Tjrr6QDVOaLdRHZO"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Tri-Shot.webp","effects":[],"_id":"782klgZPJ4zjZX4E"}
{"_id":"7Twjeo1X2oUP9IZo","name":"Elemental Accelerant","permission":{"default":0},"type":"power","data":{"description":{"value":"<p>Choose one creature you can see and one damage type: acid, cold, fire, lightning, or sonic. The target must make a Constitution saving throw. If it fails, the first time on each turn when it takes damage of the chosen type, it takes an extra 2d6 damage of it. The target also loses resistance to the type until the power ends.</p>\n<p><em><strong>Overcharge Tech.</strong></em> You can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.</p>\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6",""]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ElementalAccelerant.webp"}
{"_id":"7khirDTQvs7rtLbW","name":"Copy","permission":{"default":0},"type":"power","data":{"description":{"value":"<p>This power creates a perfect duplicate of any written, drawn, or digital visual, audio or text-based data that you touch onto a datapad or datacard you supply. You can copy up to 10 pages of text or 10 minutes of visual or audio data with one casting of this power. Enhanced documents, such as datacrons, blueprints, or encrypted documents, can't be copied with this power.</p>\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Copy.webp"}
{"_id":"7o2xvsn9AVML11ME","name":"Storming Shot","permission":{"default":0},"type":"power","data":{"description":{"value":"<p>As a part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects and becomes shocked until the end of your next turn. When this power hits a target, if there is a creature within 30 feet who is shocked, an arc of lightning courses between the two creatures, dealing 1d6 lightning damage to both of them. If there are multiple other creatures who are shocked, the lightning leaps to the closest creature.</p>\n<p>The power's damage increases when you reach higher levels. At 5th level, the effects of both the ranged weapon attack and discharge deal an extra 1d6 lightning damage. Both damage rolls increase by an additional 1d6 at 11th and 17th level.</p>\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"other","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/StormingShot.webp"}
@ -132,6 +133,7 @@
{"_id":"Zk697eWSqME5gpkF","name":"Condense/Vaporize","permission":{"default":0},"type":"power","data":{"description":{"value":"<p>In an open container, you can create up to 10 gallons of drinkable water. You may also produce a rain that falls within a 30-foot cube and extinguishes open-air flames. You can destroy the same amount of water in an open container, or destroy a 30-foot cube of fog.</p>\n<p><em><strong>Overcharge Tech.</strong></em> When you cast this power using a tech slot of 2nd level or higher, the amount of water you can create increases by 10 gallons, or the size of the cube increases by 5 feet, for each slot level above 1st.</p>\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CondenseVaporize.webp"}
{"_id":"a4nZ05eHgTXZo4TU","name":"Cage","permission":{"default":0},"type":"power","data":{"description":{"value":"<p>An immobile, Invisible, cube-shaped prison composed of energy springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose.</p>\n<p>A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.</p>\n<p>A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any powers cast into or out of the area.</p>\n<p>When you cast the power, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.</p>\n<p>A creature inside the cage can't leave it by unenhanced means. If the creature tries to teleport to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that power to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the power or effect.</p>\n<p>This power can't be dispelled.</p>\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"units":"ft","type":"cube"},"range":{"value":100,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Cage.webp"}
{"_id":"aJqCpoejohXYuJ1J","name":"Sonic Strike","permission":{"default":0},"type":"power","data":{"description":{"value":"<p>As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and you begin to emanate a disturbing hum. If a hostile creature ends its turn within 5 feet of you before the start of your next turn, it takes 1d4 sonic damage.</p>\n<p>This power's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 sonic damage to the target, and the secondary damage increases by 1d4. Both damage rolls increase by 1d8 and 1d4, respectively, at 11th level and 17th level.</p>\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","sonic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SonicStrike.webp"}
{"name":"Aid Droid","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"<p>Choose one droid or construct that you can see within range. The target can immediately use its reaction to regain hit points equal to 1d6 + your techcasting ability modifier.</p>\n<p><strong><em>Overcharge Tech.</em></strong> When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d6 for each slot level above 1st.</p>","chat":"","unidentified":""},"requirements":"","source":"EC","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"droid"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+@abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"core":{"sourceId":"Item.xI9OeBQggss4H0AI"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Aid%20Droid.webp","effects":[],"_id":"aW2gm0t0dNq2YMcm"}
{"_id":"b0T7rxNgDtGx3mwh","name":"Stack the Deck","permission":{"default":0},"type":"power","data":{"description":{"value":"<p>You boost up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the power ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.</p>\n<p><em><strong>Overcharge Tech.</strong></em> When you cast this power with a tech slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st. When you cast this power at 3rd level or higher, the die size increases for every two slot levels above 1st (d6 at 3rd level, d8 at 5th level, d10 at 7th level).</p>\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Stackthe%20Deck.webp"}
{"_id":"bp55Q4R0gBpd0FiM","name":"Oil Slick","permission":{"default":0},"type":"power","data":{"description":{"value":"<p>You cover the ground in a 10-foot square within range in oil. For the duration, it is difficult terrain.</p>\n<p>When the oil appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw.</p>\n<p>The oil is flammable. Any 5 foot square of the oil exposed to fire burns away in one round. Each creature who enters the fire or starts it turn there must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.</p>\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"units":"ft","type":"square"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OilSlick.webp"}
{"_id":"c17MNNJ8FplU5Txm","name":"Absorb Energy","permission":{"default":0},"type":"power","data":{"description":{"value":"<p>The power captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the power ends.</p>\n<p><em><strong>Overcharge Tech.</strong></em> When you cast this power using a power slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.</p>\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you take acid, cold, energy, fire, ion, kinetic, lightning, or sonic damage"},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AbsorbEnergy.webp","effects":[]}
@ -190,6 +192,7 @@
{"_id":"to84bBMy9F4zYZ5I","name":"Combustive Shot","permission":{"default":0},"type":"power","data":{"description":{"value":"<p>As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it ignites in flame. At the start of your next turn, the creature takes fire damage equal to your techcasting ability modifier. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends.</p>\n<p>This power's damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 fire damage to the target, and the damage at the start of your next turn increases to 1d4 + your tech casting ability modifier. Both damage rolls increase by 1d6 and 1d4, respectively, at 11th level and 17th level.</p>\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["@abilities.int.mod","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CombustiveShot.webp"}
{"_id":"uKVIsflQoqXlbejy","name":"Radiation","permission":{"default":0},"type":"power","data":{"description":{"value":"<p>Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the power ends.</p>\n<p>When a creature moves into the power's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 necrotic damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this power go away when the power ends.</p>\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Radiation.webp"}
{"_id":"uLB7E27wecdLLbCE","name":"Minor Defibrillation","permission":{"default":0},"type":"power","data":{"description":{"value":"<p>You generate a static charge that can aid or harm a creature you touch. Make a melee tech attack against the target. On a hit, the target takes 1d10 lightning damage. If the target is a living creature that has 0 hit points, it immediately gains one death saving throw success instead of taking damage.</p>\n<p>This power's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).</p>\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"mpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d10"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MinorDefibrillation.webp"}
{"name":"Alter Self","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"<p>You alter your form with tech. When you cast the power, choose one of the following options, the effects of which last for the duration of the power. While the power lasts, you can end one option as an action to gain the benefits of a different one.</p>\n<p><strong><em>Aquatic Adaptation.</em></strong> You adapt your body to an aquatic environment. You can breathe underwater and gain a swimming speed equal to your walking speed.</p>\n<p><strong><em>Change Appearance.</em></strong> You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another species (an organic species cannot appear as a droid, or vice versa), though none of your statistics change. You can also alter your vocal cords, enabling you to speak a language you know, but otherwise would be incapable of speaking. You also can&rsquo;t appear as a creature of a different size than you, and your basic shape stays the same; if you&rsquo;re bipedal, you can&rsquo;t use this power to become quadrupedal, for instance. At any time for the duration of the power, you can use your action to change your appearance in this way again.</p>\n<p><strong><em>Natural Weapons.</em></strong> You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your damage die for your unarmed strikes increases by one step (from 1 to d4, d4 to d6, or d6 to d8). Your unarmed strikes are considered enhanced and you have a +1 bonus to attack and damage rolls with them.</p>","chat":"","unidentified":""},"requirements":"","source":"EC","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"flags":{"core":{"sourceId":"Item.lGXbhhtTzcGCZQ9b"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Alter%20Self.webp","effects":[],"_id":"uuxkihWcbMdubsLx"}
{"_id":"vo6OJqBxuOiyMyxX","name":"Kolto Cloud","permission":{"default":0},"type":"power","data":{"description":{"value":"<p>As you expel kolto, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your techcasting ability modifier. This power has no effect on droids or constructs.</p>\n<p><em><strong>Overcharge Tech.</strong></em> When you cast this power using a tech slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.</p>\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":6,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d4"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoCloud.webp"}
{"_id":"w8aWJGuIPq2kp4Qj","name":"Delayed Explosion","permission":{"default":0},"type":"power","data":{"description":{"value":"<p>You create a delayed explosion at a point within range. When the power ends, either because your concentration is broken or because you decide to end it, the explosion occurs. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.</p>\n<p>The power's base damage is 12d6. If at the end of your turn the explosion has not yet occurred, the damage increases by 1d6.</p>\n<p>If the explosion is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the power ends immediately, causing the explosion.</p>\n<p>The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.</p>\n<p><em><strong>Overcharge Tech.</strong></em> When you cast this power using a tech slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.</p>\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6",""]],"versatile":"1d6"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DelayedExplosion.webp"}
{"_id":"wtSlQwtA4N2ewADb","name":"Preparedness","permission":{"default":0},"type":"power","data":{"description":{"value":"<p>You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.</p>\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Preparedness.webp"}
@ -197,6 +200,7 @@
{"_id":"xW2LoI7JTHMqPcuC","name":"Mobile Lights","permission":{"default":0},"type":"power","data":{"description":{"value":"<p>You create up to four orbs of light within range that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.</p>\n<p>As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this power, and a light winks out if it exceeds the power's range.</p>\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"","type":"self"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MobileLights.webp"}
{"_id":"xXPplfLNPoXvhfjp","name":"Wire Line","permission":{"default":0},"type":"power","data":{"description":{"value":"<p>You launch a grappling wire toward a creature you can see within range. Make a melee tech attack against the target. If the attack hits, the creature takes 1d6 kinetic damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.</p>\n<p>This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).</p>\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"mpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/WireLine.webp"}
{"_id":"xeBPmKsGTsXqEszc","name":"Greater Analyze","permission":{"default":0},"type":"power","data":{"description":{"value":"<p>Name or describe a person, place, or object. This power gives you a summary of significant lore about it. If the thing you named isn't known outside of one planetary system, you gain no information. The more information you already have, the more detailed the information you receive is.</p>\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterAnalyze.webp"}
{"name":"Mutate/Augment","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"<p>You alter your body with tech, temporarily gaining new properties which last for the duration. You can select three of the following properties. You cannot select a property more than once, unless that property says otherwise.</p>\n<ul>\n<li>Your body becomes more flexible. You have advantage on ability checks and saving throws against effects that would grapple or restrain you, and your movement is unaffected by difficult terrain or squeezing.</li>\n<li>You grow one additional appendage. This appendage serves as an arm and a hand, though it can take the shape of a limb, tentacle, or similar appendage. You can select this property twice to grow a maximum number of two appendages. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required).</li>\n<li>You sprout antennae that give you tremorsense out to a range of 30 feet.</li>\n<li>You extend the length of your limbs. When you make a melee attack or attempt to grapple, shove, or trip a creature on your turn, your reach for it is 5 feet greater than normal.</li>\n<li>You gain a burrowing speed equal to your walking speed.</li>\n<li>Your flesh hardens. Your AC can't be less than 16, regardless of what kind of armor you're wearing.</li>\n<li>You can gain the benefits of any one option of the <em>alter self</em> power. You can select this property multiple times to gain the benefits of multiple options of the <em>alter self</em> power, choosing a different option each time.</li>\n<li>You gain the effect of the <em>magnetic hold</em> power, but you can affix to and move along any surface, instead of only metallic surfaces. You have a climbing speed equal to your walking speed.</li>\n<li>You can gain any one effect of the <em>force enlightenment</em> power.</li>\n</ul>\n<p><strong><em>Overcharge Tech.</em></strong> When you cast this power using a tech slot of 4th level or higher, you can select an additional property for each slot level above 3rd.</p>","chat":"","unidentified":""},"requirements":"","source":"EC","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"flags":{"core":{"sourceId":"Item.pY0NUf5jwDrhhiz9"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Mutate-Augment.webp","effects":[],"_id":"xoeFnjZ62vkY6ygA"}
{"_id":"xs0igvxRAzGwZqik","name":"Venomous Strike","permission":{"default":0},"type":"power","data":{"description":{"value":"<p>As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and if you were hidden from it, it takes an additional 1d4 poison damage.</p>\n<p>This power's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 poison damage to the target, and the damage the target takes when you are hidden from it increases to 2d4. Both damage rolls increase by 1d8 and 1d4, respectively, at 11th level and 17th level.</p>\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","poison"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/VenomousStrike.webp"}
{"_id":"xxrRddwkMSsJbPs0","name":"Kolto Infusion","permission":{"default":0},"type":"power","data":{"description":{"value":"<p>Choose a creature that you can see within range. A surge of kolto energy washes over the creature, causing it to regain 70 hit points. This power also ends blindness, deafness, and any diseases affecting the target. This power has no effect on droids or constructs.</p>\n<p><em><strong>Overcharge Tech.</strong></em> When you cast this power using a tech slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.</p>\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["+70","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"10"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoInfusion.webp"}
{"_id":"yBnreezRaiZpukCB","name":"Detect Invisibility","permission":{"default":0},"type":"power","data":{"description":{"value":"<p>For the duration, you see invisible creatures and objects as if they were visible.</p>\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DetectInvisibility.webp"}

View file

@ -1,27 +1,27 @@
{"_id":"0ZRWgHRykApmHmoG","name":"Heavy Shotgun","permission":{"default":0,"vXYkFWX6qzvOu2jc":3,"5TZqObbCr9nKC79s":3},"type":"weapon","data":{"description":{"value":"<p>Burst 4, Reload 12, Strength 13</p>","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":16,"price":400,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"ammo","target":"","amount":1},"ability":"","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4 + @mod","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialB","properties":{"amm":true,"aut":false,"bur":true,"def":false,"dex":false,"dir":false,"drm":false,"dgd":false,"dis":false,"dpt":false,"dou":false,"fin":false,"fix":false,"foc":false,"hvy":false,"hid":false,"ken":false,"lgt":false,"lum":false,"mig":false,"pic":false,"rap":false,"rch":false,"rel":true,"ret":false,"shk":false,"sil":false,"spc":false,"str":true,"thr":false,"two":true,"ver":false,"vic":false,"mgc":false,"nodam":false,"faulldam":false},"proficient":false},"folder":"7rtfHBtXhhiRSS8u","sort":2100001,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Martial%20Blasters/Heavy%20Shotgun.webp","effects":[]}
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{"_id":"z70LYISIcmv1gpJi","name":"Switch cannon","permission":{"default":0,"MmfWtlBdw3ij5wl9":3},"type":"weapon","data":{"description":{"value":"<p>Ammunition (range 80/320), Burst 4, Reload 8, Strength 11, Switch (2d4 acid/cold/fire/lightning), Two-handed</p>","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":26,"price":9600,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":80,"long":320,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"charges","target":"","amount":30},"ability":"","actionType":"rwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod","energy"]],"versatile":""},"formula":"2d4 + @mod","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialB","properties":{"amm":true,"aut":false,"bur":true,"def":false,"dex":false,"dir":false,"drm":false,"dgd":false,"dis":false,"dpt":false,"dou":false,"fin":false,"fix":false,"foc":false,"hvy":false,"hid":false,"ken":false,"lgt":false,"lum":false,"mig":false,"pic":false,"rap":false,"rch":false,"rel":true,"ret":false,"shk":false,"sil":false,"spc":false,"str":true,"thr":false,"two":true,"ver":false,"vic":false,"nodam":false,"fulldam":false},"proficient":true},"folder":"7rtfHBtXhhiRSS8u","sort":6999806,"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]}
{"_id":"z70LYISIcmv1gpJi","name":"Switch Cannon","permission":{"default":0,"MmfWtlBdw3ij5wl9":3},"type":"weapon","data":{"description":{"value":"<p>Ammunition (range 80/320), Burst 4, Reload 8, Strength 11, Switch (2d4 acid/cold/fire/lightning), Two-handed</p>","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":26,"price":9600,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":80,"long":320,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"charges","target":"","amount":30},"ability":"","actionType":"rwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod","energy"]],"versatile":""},"formula":"2d4 + @mod","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialB","properties":{"amm":true,"aut":false,"bur":true,"def":false,"dex":false,"dir":false,"drm":false,"dgd":false,"dis":false,"dpt":false,"dou":false,"fin":false,"fix":false,"foc":false,"hvy":false,"hid":false,"ken":false,"lgt":false,"lum":false,"mig":false,"pic":false,"rap":false,"rch":false,"rel":true,"ret":false,"shk":false,"sil":false,"spc":false,"str":true,"thr":false,"two":true,"ver":false,"vic":false,"nodam":false,"fulldam":false},"proficient":true},"folder":"7rtfHBtXhhiRSS8u","sort":6999806,"flags":{},"img":"systems/sw5e/packs/Icons/Martial%20Blasters/Switch%20Cannon.webp","effects":[]}
{"_id":"z7LJqf8bjWnzqEw8","name":"Flechette cannon","permission":{"default":0,"MmfWtlBdw3ij5wl9":3},"type":"weapon","data":{"description":{"value":"<p>The flechette cannon does not make attack rolls. Rather than traditional power cells, the flechette cannon uses specialized cannon tanks, which, when fired, spray an area with the contents of the tank. Projector tanks require your target to make a saving throw to resist the tank&rsquo;s effects. It can have different ammunition types loaded simultaneously, and you can choose which ammunition you&rsquo;re using as you fire it (no action required). If you don&rsquo;t meet the flechette cannon&rsquo;s strength requirement, creatures have advantage on their saving throws. If you lack proficiency in the flechette cannon, you must roll the damage dice twice and take the lesser total.</p>\n<p>Ammunition (range special), Reload 5, Special, Strength 11, Two-handed</p>","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":16,"price":1800,"attunement":0,"equipped":false,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialB","properties":{"amm":true,"aut":false,"bur":false,"def":false,"dex":false,"dir":false,"drm":false,"dgd":false,"dis":false,"dpt":false,"dou":false,"fin":false,"fix":false,"foc":false,"hvy":false,"hid":false,"ken":false,"lgt":false,"lum":false,"mig":false,"pic":false,"rap":false,"rch":false,"rel":true,"ret":false,"shk":false,"sil":false,"spc":true,"str":true,"thr":false,"two":true,"ver":false,"vic":false,"nodam":false,"fulldam":false},"proficient":true},"folder":"7rtfHBtXhhiRSS8u","sort":6793751,"flags":{},"img":"systems/sw5e/packs/Icons/Martial%20Blasters/Flechette%20Cannon.webp","effects":[]}
{"_id":"zArvVI9Nz8jA7vYF","name":"Vibroaxe","permission":{"default":0,"vXYkFWX6qzvOu2jc":3,"5TZqObbCr9nKC79s":3},"type":"weapon","data":{"description":{"value":"<p>Dexterity 11</p>","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":11,"price":300,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialVW","properties":{"amm":false,"aut":false,"bur":false,"def":false,"dex":true,"dir":false,"drm":false,"dgd":false,"dis":false,"dpt":false,"dou":false,"fin":false,"fix":false,"foc":false,"hvy":true,"hid":false,"ken":false,"lgt":false,"lum":false,"mig":false,"pic":false,"rap":false,"rch":false,"rel":false,"ret":false,"shk":false,"sil":false,"spc":false,"str":false,"thr":false,"two":true,"ver":false,"vic":false,"mgc":false,"nodam":false,"faulldam":false},"proficient":false},"folder":"7rtfHBtXhhiRSS8u","sort":5700001,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Martial%20Vibroweapons/Vibroaxe.webp","effects":[]}
{"_id":"zGU5Id8EUqoIzAmc","name":"Hold-Out","permission":{"default":0,"vXYkFWX6qzvOu2jc":3,"5TZqObbCr9nKC79s":3},"type":"weapon","data":{"description":{"value":"<p>Reload 6</p>","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":1,"price":250,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"ammo","target":"","amount":1},"ability":"","actionType":"rwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleB","properties":{"amm":true,"aut":false,"bur":false,"def":false,"dex":false,"dir":false,"drm":false,"dgd":false,"dis":false,"dpt":false,"dou":false,"fin":false,"fix":false,"foc":false,"hvy":false,"hid":true,"ken":false,"lgt":true,"lum":false,"mig":false,"pic":false,"rap":false,"rch":false,"rel":true,"ret":false,"shk":false,"sil":false,"spc":false,"str":false,"thr":false,"two":false,"ver":false,"vic":false,"mgc":false,"nodam":false,"faulldam":false,"fulldam":false},"proficient":false},"folder":"7rtfHBtXhhiRSS8u","sort":2400001,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Simple%20Blasters/Holdout%20Blaster.webp","effects":[]}

455
sw5e.js
View file

@ -8,17 +8,17 @@
*/
// Import Modules
import { SW5E } from "./module/config.js";
import { registerSystemSettings } from "./module/settings.js";
import { preloadHandlebarsTemplates } from "./module/templates.js";
import { _getInitiativeFormula } from "./module/combat.js";
import { measureDistances } from "./module/canvas.js";
import {SW5E} from "./module/config.js";
import {registerSystemSettings} from "./module/settings.js";
import {preloadHandlebarsTemplates} from "./module/templates.js";
import {_getInitiativeFormula} from "./module/combat.js";
import {measureDistances} from "./module/canvas.js";
// Import Documents
import Actor5e from "./module/actor/entity.js";
import Item5e from "./module/item/entity.js";
import CharacterImporter from "./module/characterImporter.js";
import { TokenDocument5e, Token5e } from "./module/token.js"
import {TokenDocument5e, Token5e} from "./module/token.js";
// Import Applications
import AbilityTemplate from "./module/pixi/ability-template.js";
@ -46,122 +46,137 @@ import * as migrations from "./module/migration.js";
/* Foundry VTT Initialization */
/* -------------------------------------------- */
// Keep on while migrating to Foundry version 0.8
CONFIG.debug.hooks = true;
Hooks.once("init", function () {
console.log(`SW5e | Initializing SW5E System\n${SW5E.ASCII}`);
Hooks.once("init", function() {
console.log(`SW5e | Initializing SW5E System\n${SW5E.ASCII}`);
// Create a SW5E namespace within the game global
game.sw5e = {
applications: {
AbilityUseDialog,
ActorSheetFlags,
ActorSheet5eCharacter,
ActorSheet5eCharacterNew,
ActorSheet5eNPC,
ActorSheet5eNPCNew,
ActorSheet5eVehicle,
ItemSheet5e,
ShortRestDialog,
TraitSelector,
ActorMovementConfig,
ActorSensesConfig
},
canvas: {
AbilityTemplate
},
config: SW5E,
dice: dice,
entities: {
Actor5e,
Item5e,
TokenDocument5e,
Token5e
},
macros: macros,
migrations: migrations,
rollItemMacro: macros.rollItemMacro
};
// Create a SW5E namespace within the game global
game.sw5e = {
applications: {
AbilityUseDialog,
ActorSheetFlags,
ActorSheet5eCharacter,
ActorSheet5eCharacterNew,
ActorSheet5eNPC,
ActorSheet5eNPCNew,
ActorSheet5eVehicle,
ItemSheet5e,
ShortRestDialog,
TraitSelector,
ActorMovementConfig,
ActorSensesConfig
},
canvas: {
AbilityTemplate
},
config: SW5E,
dice: dice,
entities: {
Actor5e,
Item5e,
TokenDocument5e,
Token5e,
},
macros: macros,
migrations: migrations,
rollItemMacro: macros.rollItemMacro
};
// Record Configuration Values
CONFIG.SW5E = SW5E;
CONFIG.Actor.documentClass = Actor5e;
CONFIG.Item.documentClass = Item5e;
CONFIG.Token.documentClass = TokenDocument5e;
CONFIG.Token.objectClass = Token5e;
CONFIG.time.roundTime = 6;
CONFIG.fontFamilies = ["Engli-Besh", "Open Sans", "Russo One"];
// Record Configuration Values
CONFIG.SW5E = SW5E;
CONFIG.Actor.documentClass = Actor5e;
CONFIG.Item.documentClass = Item5e;
CONFIG.Token.documentClass = TokenDocument5e;
CONFIG.Token.objectClass = Token5e;
CONFIG.time.roundTime = 6;
CONFIG.fontFamilies = [
"Engli-Besh",
"Open Sans",
"Russo One"
];
CONFIG.Dice.DamageRoll = dice.DamageRoll;
CONFIG.Dice.D20Roll = dice.D20Roll;
CONFIG.Dice.DamageRoll = dice.DamageRoll;
CONFIG.Dice.D20Roll = dice.D20Roll;
// 5e cone RAW should be 53.13 degrees
CONFIG.MeasuredTemplate.defaults.angle = 53.13;
// 5e cone RAW should be 53.13 degrees
CONFIG.MeasuredTemplate.defaults.angle = 53.13;
// Add DND5e namespace for module compatability
game.dnd5e = game.sw5e;
CONFIG.DND5E = CONFIG.SW5E;
// Add DND5e namespace for module compatability
game.dnd5e = game.sw5e;
CONFIG.DND5E = CONFIG.SW5E;
// Register System Settings
registerSystemSettings();
// Register System Settings
registerSystemSettings();
// Patch Core Functions
CONFIG.Combat.initiative.formula = "1d20 + @attributes.init.mod + @attributes.init.prof + @attributes.init.bonus";
Combatant.prototype._getInitiativeFormula = _getInitiativeFormula;
// Patch Core Functions
CONFIG.Combat.initiative.formula = "1d20 + @attributes.init.mod + @attributes.init.prof + @attributes.init.bonus";
Combatant.prototype._getInitiativeFormula = _getInitiativeFormula;
// Register Roll Extensions
CONFIG.Dice.rolls.push(dice.D20Roll);
CONFIG.Dice.rolls.push(dice.DamageRoll);
// Register Roll Extensions
CONFIG.Dice.rolls.push(dice.D20Roll);
CONFIG.Dice.rolls.push(dice.DamageRoll);
// Register sheet application classes
Actors.unregisterSheet("core", ActorSheet);
Actors.registerSheet("sw5e", ActorSheet5eCharacterNew, {
types: ["character"],
makeDefault: true,
label: "SW5E.SheetClassCharacter"
});
Actors.registerSheet("sw5e", ActorSheet5eCharacter, {
types: ["character"],
makeDefault: false,
label: "SW5E.SheetClassCharacterOld"
});
Actors.registerSheet("sw5e", ActorSheet5eNPCNew, {
types: ["npc"],
makeDefault: true,
label: "SW5E.SheetClassNPC"
});
Actors.registerSheet("sw5e", ActorSheet5eNPC, {
types: ["npc"],
makeDefault: false,
label: "SW5E.SheetClassNPCOld"
});
// Actors.registerSheet("sw5e", ActorSheet5eStarship, {
// types: ["starship"],
// makeDefault: true,
// label: "SW5E.SheetClassStarship"
// });
Actors.registerSheet("sw5e", ActorSheet5eVehicle, {
types: ["vehicle"],
makeDefault: true,
label: "SW5E.SheetClassVehicle"
});
Items.unregisterSheet("core", ItemSheet);
Items.registerSheet("sw5e", ItemSheet5e, {
types: [
"weapon",
"equipment",
"consumable",
"tool",
"loot",
"class",
"power",
"feat",
"species",
"backpack",
"archetype",
"classfeature",
"background",
"fightingmastery",
"fightingstyle",
"lightsaberform",
"deployment",
"deploymentfeature",
"starship",
"starshipfeature",
"starshipmod",
"venture"
],
makeDefault: true,
label: "SW5E.SheetClassItem"
});
// Register sheet application classes
Actors.unregisterSheet("core", ActorSheet);
Actors.registerSheet("sw5e", ActorSheet5eCharacterNew, {
types: ["character"],
makeDefault: true,
label: "SW5E.SheetClassCharacter"
});
Actors.registerSheet("sw5e", ActorSheet5eCharacter, {
types: ["character"],
makeDefault: false,
label: "SW5E.SheetClassCharacterOld"
});
Actors.registerSheet("sw5e", ActorSheet5eNPCNew, {
types: ["npc"],
makeDefault: true,
label: "SW5E.SheetClassNPC"
});
Actors.registerSheet("sw5e", ActorSheet5eNPC, {
types: ["npc"],
makeDefault: false,
label: "SW5E.SheetClassNPCOld"
});
// Actors.registerSheet("sw5e", ActorSheet5eStarship, {
// types: ["starship"],
// makeDefault: true,
// label: "SW5E.SheetClassStarship"
// });
Actors.registerSheet('sw5e', ActorSheet5eVehicle, {
types: ['vehicle'],
makeDefault: true,
label: "SW5E.SheetClassVehicle"
});
Items.unregisterSheet("core", ItemSheet);
Items.registerSheet("sw5e", ItemSheet5e, {
types: ['weapon', 'equipment', 'consumable', 'tool', 'loot', 'class', 'power', 'feat', 'species', 'backpack', 'archetype', 'classfeature', 'background', 'fightingmastery', 'fightingstyle', 'lightsaberform', 'deployment', 'deploymentfeature', 'starship', 'starshipfeature', 'starshipmod', 'venture'],
makeDefault: true,
label: "SW5E.SheetClassItem"
});
// Preload Handlebars Templates
return preloadHandlebarsTemplates();
// Preload Handlebars Templates
return preloadHandlebarsTemplates();
});
/* -------------------------------------------- */
/* Foundry VTT Setup */
/* -------------------------------------------- */
@ -169,131 +184,175 @@ Hooks.once("init", function() {
/**
* This function runs after game data has been requested and loaded from the servers, so entities exist
*/
Hooks.once("setup", function() {
Hooks.once("setup", function () {
// Localize CONFIG objects once up-front
const toLocalize = [
"abilities",
"abilityAbbreviations",
"abilityActivationTypes",
"abilityConsumptionTypes",
"actorSizes",
"alignments",
"armorProficiencies",
"armorPropertiesTypes",
"conditionTypes",
"consumableTypes",
"cover",
"currencies",
"damageResistanceTypes",
"damageTypes",
"distanceUnits",
"equipmentTypes",
"healingTypes",
"itemActionTypes",
"languages",
"limitedUsePeriods",
"movementTypes",
"movementUnits",
"polymorphSettings",
"proficiencyLevels",
"senses",
"skills",
"starshipRolessm",
"starshipRolesmed",
"starshipRoleslg",
"starshipRoleshuge",
"starshipRolesgrg",
"starshipSkills",
"powerComponents",
"powerLevels",
"powerPreparationModes",
"powerScalingModes",
"powerSchools",
"targetTypes",
"timePeriods",
"toolProficiencies",
"weaponProficiencies",
"weaponProperties",
"weaponSizes",
"weaponTypes"
];
// Localize CONFIG objects once up-front
const toLocalize = [
"abilities", "abilityAbbreviations", "abilityActivationTypes", "abilityConsumptionTypes", "actorSizes", "alignments",
"armorProficiencies", "armorPropertiesTypes", "conditionTypes", "consumableTypes", "cover", "currencies", "damageResistanceTypes",
"damageTypes", "distanceUnits", "equipmentTypes", "healingTypes", "itemActionTypes", "languages",
"limitedUsePeriods", "movementTypes", "movementUnits", "polymorphSettings", "proficiencyLevels", "senses", "skills",
"starshipRolessm", "starshipRolesmed", "starshipRoleslg", "starshipRoleshuge", "starshipRolesgrg", "starshipSkills",
"powerComponents", "powerLevels", "powerPreparationModes", "powerScalingModes", "powerSchools", "targetTypes",
"timePeriods", "toolProficiencies", "weaponProficiencies", "weaponProperties", "weaponSizes", "weaponTypes"
];
// Exclude some from sorting where the default order matters
const noSort = [
"abilities",
"alignments",
"currencies",
"distanceUnits",
"movementUnits",
"itemActionTypes",
"proficiencyLevels",
"limitedUsePeriods",
"powerComponents",
"powerLevels",
"powerPreparationModes",
"weaponTypes"
];
// Exclude some from sorting where the default order matters
const noSort = [
"abilities", "alignments", "currencies", "distanceUnits", "movementUnits", "itemActionTypes", "proficiencyLevels",
"limitedUsePeriods", "powerComponents", "powerLevels", "powerPreparationModes", "weaponTypes"
];
// Localize and sort CONFIG objects
for ( let o of toLocalize ) {
const localized = Object.entries(CONFIG.SW5E[o]).map(e => {
return [e[0], game.i18n.localize(e[1])];
});
if ( !noSort.includes(o) ) localized.sort((a, b) => a[1].localeCompare(b[1]));
CONFIG.SW5E[o] = localized.reduce((obj, e) => {
obj[e[0]] = e[1];
return obj;
}, {});
}
// add DND5E translation for module compatability
game.i18n.translations.DND5E = game.i18n.translations.SW5E;
// console.log(game.settings.get("sw5e", "colorTheme"));
let theme = game.settings.get("sw5e", "colorTheme") + '-theme';
document.body.classList.add(theme);
// Localize and sort CONFIG objects
for (let o of toLocalize) {
const localized = Object.entries(CONFIG.SW5E[o]).map((e) => {
return [e[0], game.i18n.localize(e[1])];
});
if (!noSort.includes(o)) localized.sort((a, b) => a[1].localeCompare(b[1]));
CONFIG.SW5E[o] = localized.reduce((obj, e) => {
obj[e[0]] = e[1];
return obj;
}, {});
}
// add DND5E translation for module compatability
game.i18n.translations.DND5E = game.i18n.translations.SW5E;
// console.log(game.settings.get("sw5e", "colorTheme"));
let theme = game.settings.get("sw5e", "colorTheme") + "-theme";
document.body.classList.add(theme);
});
/* -------------------------------------------- */
/**
* Once the entire VTT framework is initialized, check to see if we should perform a data migration
*/
Hooks.once("ready", function() {
Hooks.once("ready", function () {
// Wait to register hotbar drop hook on ready so that modules could register earlier if they want to
Hooks.on("hotbarDrop", (bar, data, slot) => macros.create5eMacro(data, slot));
// Wait to register hotbar drop hook on ready so that modules could register earlier if they want to
Hooks.on("hotbarDrop", (bar, data, slot) => macros.create5eMacro(data, slot));
// Determine whether a system migration is required and feasible
if (!game.user.isGM) return;
const currentVersion = game.settings.get("sw5e", "systemMigrationVersion");
const NEEDS_MIGRATION_VERSION = "1.3.5.R1-A6";
// Check for R1 SW5E versions
const SW5E_NEEDS_MIGRATION_VERSION = "R1-A6";
const COMPATIBLE_MIGRATION_VERSION = 0.8;
const needsMigration =
currentVersion &&
(isNewerVersion(SW5E_NEEDS_MIGRATION_VERSION, currentVersion) ||
isNewerVersion(NEEDS_MIGRATION_VERSION, currentVersion));
if (!needsMigration && needsMigration !== "") return;
// Determine whether a system migration is required and feasible
if ( !game.user.isGM ) return;
const currentVersion = game.settings.get("sw5e", "systemMigrationVersion");
const NEEDS_MIGRATION_VERSION = "1.3.0.R1-A6";
// Check for R1 SW5E versions
const SW5E_NEEDS_MIGRATION_VERSION = "R1-A6";
const COMPATIBLE_MIGRATION_VERSION = 0.80;
const needsMigration = currentVersion && (isNewerVersion(SW5E_NEEDS_MIGRATION_VERSION, currentVersion) || isNewerVersion(NEEDS_MIGRATION_VERSION, currentVersion));
if (!needsMigration && needsMigration !== "") return;
// Perform the migration
if ( currentVersion && isNewerVersion(COMPATIBLE_MIGRATION_VERSION, currentVersion) ) {
const warning = `Your SW5e system data is from too old a Foundry version and cannot be reliably migrated to the latest version. The process will be attempted, but errors may occur.`;
ui.notifications.error(warning, {permanent: true});
}
migrations.migrateWorld();
// Perform the migration
if (currentVersion && isNewerVersion(COMPATIBLE_MIGRATION_VERSION, currentVersion)) {
const warning = `Your SW5e system data is from too old a Foundry version and cannot be reliably migrated to the latest version. The process will be attempted, but errors may occur.`;
ui.notifications.error(warning, {permanent: true});
}
migrations.migrateWorld();
});
/* -------------------------------------------- */
/* Canvas Initialization */
/* -------------------------------------------- */
Hooks.on("canvasInit", function() {
// Extend Diagonal Measurement
canvas.grid.diagonalRule = game.settings.get("sw5e", "diagonalMovement");
SquareGrid.prototype.measureDistances = measureDistances;
Hooks.on("canvasInit", function () {
// Extend Diagonal Measurement
canvas.grid.diagonalRule = game.settings.get("sw5e", "diagonalMovement");
SquareGrid.prototype.measureDistances = measureDistances;
});
/* -------------------------------------------- */
/* Other Hooks */
/* -------------------------------------------- */
Hooks.on("renderChatMessage", (app, html, data) => {
// Display action buttons
chat.displayChatActionButtons(app, html, data);
// Display action buttons
chat.displayChatActionButtons(app, html, data);
// Highlight critical success or failure die
chat.highlightCriticalSuccessFailure(app, html, data);
// Highlight critical success or failure die
chat.highlightCriticalSuccessFailure(app, html, data);
// Optionally collapse the content
if (game.settings.get("sw5e", "autoCollapseItemCards")) html.find(".card-content").hide();
// Optionally collapse the content
if (game.settings.get("sw5e", "autoCollapseItemCards")) html.find(".card-content").hide();
});
Hooks.on("getChatLogEntryContext", chat.addChatMessageContextOptions);
Hooks.on("renderChatLog", (app, html, data) => Item5e.chatListeners(html));
Hooks.on("renderChatPopout", (app, html, data) => Item5e.chatListeners(html));
Hooks.on('getActorDirectoryEntryContext', Actor5e.addDirectoryContextOptions);
Hooks.on("renderSceneDirectory", (app, html, data)=> {
//console.log(html.find("header.folder-header"));
setFolderBackground(html);
Hooks.on("getActorDirectoryEntryContext", Actor5e.addDirectoryContextOptions);
Hooks.on("renderSceneDirectory", (app, html, data) => {
//console.log(html.find("header.folder-header"));
setFolderBackground(html);
});
Hooks.on("renderActorDirectory", (app, html, data)=> {
setFolderBackground(html);
CharacterImporter.addImportButton(html);
Hooks.on("renderActorDirectory", (app, html, data) => {
setFolderBackground(html);
CharacterImporter.addImportButton(html);
});
Hooks.on("renderItemDirectory", (app, html, data)=> {
setFolderBackground(html);
Hooks.on("renderItemDirectory", (app, html, data) => {
setFolderBackground(html);
});
Hooks.on("renderJournalDirectory", (app, html, data)=> {
setFolderBackground(html);
Hooks.on("renderJournalDirectory", (app, html, data) => {
setFolderBackground(html);
});
Hooks.on("renderRollTableDirectory", (app, html, data)=> {
setFolderBackground(html);
Hooks.on("renderRollTableDirectory", (app, html, data) => {
setFolderBackground(html);
});
Hooks.on("ActorSheet5eCharacterNew", (app, html, data) => {
console.log("renderSwaltSheet");
console.log("renderSwaltSheet");
});
// FIXME: This helper is needed for the vehicle sheet. It should probably be refactored.
Handlebars.registerHelper('getProperty', function (data, property) {
return getProperty(data, property);
Handlebars.registerHelper("getProperty", function (data, property) {
return getProperty(data, property);
});
function setFolderBackground(html) {
html.find("header.folder-header").each(function() {
let bgColor = $(this).css("background-color");
if(bgColor == undefined)
bgColor = "rgb(255,255,255)";
$(this).closest('li').css("background-color", bgColor);
})
}
html.find("header.folder-header").each(function () {
let bgColor = $(this).css("background-color");
if (bgColor == undefined) bgColor = "rgb(255,255,255)";
$(this).closest("li").css("background-color", bgColor);
});
}

View file

@ -2,7 +2,7 @@
"name": "sw5e",
"title": "SW 5th Edition",
"description": "A comprehensive game system for running games of SW 5th Edition in the Foundry VTT environment.",
"version": "1.3.3.R1-A6",
"version": "1.3.5.R1-A7",
"author": "Dev Team",
"scripts": [],
"esmodules": ["sw5e.js"],
@ -151,8 +151,8 @@
"gridUnits": "ft",
"primaryTokenAttribute": "attributes.hp",
"secondaryTokenAttribute": null,
"minimumCoreVersion": "0.8.3",
"compatibleCoreVersion": "0.8.6",
"minimumCoreVersion": "0.8.2",
"compatibleCoreVersion": "0.8.8",
"url": "https://github.com/unrealkakeman89/sw5e",
"manifest": "https://raw.githubusercontent.com/unrealkakeman89/sw5e/master/system.json",
"download": "https://github.com/unrealkakeman89/sw5e/archive/master.zip"

View file

@ -97,13 +97,13 @@
value="{{ability.value}}" data-dtype="Number" placeholder="10" />
<div class="ability-modifiers">
<span class="ability-mod"
title="Modifier">{{numberFormat ability.mod decimals=0 sign=true}}</span>
title="{{ localize 'SW5E.Modifier' }}">{{numberFormat ability.mod decimals=0 sign=true}}</span>
<input type="hidden" name="data.abilities.{{id}}.proficient"
value="{{ability.proficient}}" data-dtype="Number" />
<button class="proficiency-toggle ability-proficiency"
title="Proficiency">{{{ability.icon}}}</button>
<span class="ability-save"
title="Saving Throw">{{numberFormat ability.save decimals=0 sign=true}}</span>
title="{{ localize 'SW5E.SavingThrow' }}">{{numberFormat ability.save decimals=0 sign=true}}</span>
</div>
</li>
{{/each}}

View file

@ -3,8 +3,8 @@
{{#each effects as |section sid|}}
<li class="items-header flexrow" data-effect-type="{{section.type}}">
<h3 class="item-name effect-name flexrow">{{localize section.label}}</h3>
<div class="effect-source">Source</div>
<div class="effect-source">Duration</div>
<div class="effect-source">{{localize "SW5E.Source"}}</div>
<div class="effect-source">{{localize "SW5E.Duration"}}</div>
<div class="item-controls effect-controls flexrow">
<a class="effect-control" data-action="create" title="{{localize 'SW5E.EffectCreate'}}">
<i class="fas fa-plus"></i> {{localize "SW5E.Add"}}

View file

@ -10,13 +10,13 @@
value="{{ability.value}}" data-dtype="Number" placeholder="10" />
<div class="ability-modifiers">
<span class="ability-mod"
title="Modifier">{{numberFormat ability.mod decimals=0 sign=true}}</span>
title="{{ localize 'SW5E.Modifier' }}">{{numberFormat ability.mod decimals=0 sign=true}}</span>
<input type="hidden" name="data.abilities.{{id}}.proficient"
value="{{ability.proficient}}" data-dtype="Number" />
<button class="proficiency-toggle ability-proficiency"
title="Proficiency">{{{ability.icon}}}</button>
<span class="ability-save"
title="Saving Throw">{{numberFormat ability.save decimals=0 sign=true}}</span>
title="{{ localize 'SW5E.SavingThrow' }}">{{numberFormat ability.save decimals=0 sign=true}}</span>
</div>
</li>
{{/each}}

View file

@ -66,7 +66,7 @@
<!-- {{item.data.hitDice}} -->
</div>
<div class="item-detail player-class-levels">
<strong>Level {{item.data.levels}}</strong> &nbsp;&nbsp;<a class="increment-class-level"><i style="color:#c40f0f; text-shadow: 0 1px 2px gray;" class="fas fa-arrow-up"></i></a> &nbsp;&nbsp;<a class="decrement-class-level"><i style="color:#c40f0f; text-shadow: 0 1px 2px gray" class="fas fa-arrow-down"></i></a>
<strong>{{localize "SW5E.Level"}} {{item.data.levels}}</strong> &nbsp;&nbsp;<a class="increment-class-level"><i style="color:#c40f0f; text-shadow: 0 1px 2px gray;" class="fas fa-arrow-up"></i></a> &nbsp;&nbsp;<a class="decrement-class-level"><i style="color:#c40f0f; text-shadow: 0 1px 2px gray" class="fas fa-arrow-down"></i></a>
<!-- {{#if ../owner}}
<a class="item-control item-create" title="{{localize 'SW5E.LevelAdd'}}"
{{#each item.data.levels as |v k|}}data-{{k}}="{{v}}" {{/each}}>
@ -78,8 +78,8 @@
{{#if ../../owner}}
<div class="item-controls item-detail">
<a class="item-control item-edit" title="Edit Item"><i class="fas fa-edit"></i></a>
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
<a class="item-control item-edit" title="{{localize 'SW5E.ItemEdit'}}"><i class="fas fa-edit"></i></a>
<a class="item-control item-delete" title="{{localize 'SW5E.ItemDelete'}}"><i class="fas fa-trash"></i></a>
</div>
{{/if}}
</li>

View file

@ -38,8 +38,11 @@
{{#each section.items as |item iid|}}
<li class="item group-grid-features {{#if isDepleted}}depleted{{/if}}" data-item-id="{{item._id}}">
<div class="item-name rollable">
<div class="item-image" style="background-image: url({{item.img}})"></div>
<h4>{{item.name}}</h4>
<div class="item-image" style="background-image: url('{{item.img}}')"></div>
<h4>
{{item.name}}
{{#if item.isOriginalClass}} <i class="original-class fas fa-sun" title="{{localize 'SW5E.ClassOriginal'}}"></i>{{/if}}
</h4>
</div>
{{#if section.hasActions}}
@ -66,7 +69,7 @@
<!-- {{item.data.hitDice}} -->
</div>
<div class="item-detail player-class-levels">
<strong>Level {{item.data.levels}}</strong> &nbsp;&nbsp;<a class="increment-class-level"><i style="color:#c40f0f; text-shadow: 0 1px 2px gray;" class="fas fa-arrow-up"></i></a> &nbsp;&nbsp;<a class="decrement-class-level"><i style="color:#c40f0f; text-shadow: 0 1px 2px gray" class="fas fa-arrow-down"></i></a>
<strong>{{localize "SW5E.Level"}} {{item.data.levels}}</strong> &nbsp;&nbsp;<a class="increment-class-level"><i style="color:#c40f0f; text-shadow: 0 1px 2px gray;" class="fas fa-arrow-up"></i></a> &nbsp;&nbsp;<a class="decrement-class-level"><i style="color:#c40f0f; text-shadow: 0 1px 2px gray" class="fas fa-arrow-down"></i></a>
<!-- {{#if ../owner}}
<a class="item-control item-create" title="{{localize 'SW5E.LevelAdd'}}"
{{#each item.data.levels as |v k|}}data-{{k}}="{{v}}" {{/each}}>
@ -78,8 +81,8 @@
{{#if ../../owner}}
<div class="item-controls item-detail">
<a class="item-control item-edit" title="Edit Item"><i class="fas fa-edit"></i></a>
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
<a class="item-control item-edit" title="{{localize 'SW5E.ItemEdit'}}"><i class="fas fa-edit"></i></a>
<a class="item-control item-delete" title="{{localize 'SW5E.ItemDelete'}}"><i class="fas fa-trash"></i></a>
</div>
{{/if}}
</li>

View file

@ -110,7 +110,7 @@
<div class="item-detail item-target" title="{{localize 'SW5E.Range'}}: {{labels.range}}">
{{#if labels.target}}
{{labels.target}}
{{else}}None
{{else}}{{localize 'SW5E.None'}}
{{/if}}
</div>
@ -120,8 +120,8 @@
<a class="item-control item-toggle {{item.toggleClass}}" title="{{item.toggleTitle}}"><i
class="fas fa-check-circle"></i></a>
{{/if}}
<a class="item-control item-edit" title="Edit Item"><i class="fas fa-edit"></i></a>
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
<a class="item-control item-edit" title="{{localize 'SW5E.ItemEdit'}}"><i class="fas fa-edit"></i></a>
<a class="item-control item-delete" title="{{localize 'SW5E.ItemDelete'}}"><i class="fas fa-trash"></i></a>
</div>
{{/if}}
</li>

View file

@ -63,9 +63,12 @@
<h4>
{{item.name~}}
{{~#if item.isStack}} ({{item.data.quantity}}){{/if}}
{{~#if item.data.attuned}} <i class="fas fa-sun attuned"
title={{localize "SW5E.Attuned"}}></i>{{/if}}
</h4>
{{#if item.attunement}}
<div class="item-detail attunement">
<i class="fas {{item.attunement.icon}} {{item.attunement.cls}}" title="{{localize item.attunement.title}}"></i>
</div>
{{/if}}
</div>
{{#if ../../isCharacter}}

View file

@ -92,7 +92,7 @@
<div class="item-detail item-target" title="{{localize 'SW5E.Range'}}: {{labels.range}}">
{{#if labels.target}}
{{labels.target}}
{{else}}None
{{else}}{{localize 'SW5E.None'}}
{{/if}}
</div>
@ -102,8 +102,8 @@
<a class="item-control item-toggle {{item.toggleClass}}" title="{{item.toggleTitle}}"><i
class="fas fa-check-circle"></i></a>
{{/if}}
<a class="item-control item-edit" title="Edit Item"><i class="fas fa-edit"></i></a>
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
<a class="item-control item-edit" title="{{localize 'SW5E.ItemEdit'}}"><i class="fas fa-edit"></i></a>
<a class="item-control item-delete" title="{{localize 'SW5E.ItemDelete'}}"><i class="fas fa-trash"></i></a>
</div>
{{/if}}
</li>

View file

@ -14,12 +14,12 @@
placeholder="0" class="value-number" />
</div>
<footer class="attribute-footer">
<label class="recharge checkbox">
{{ localize "SW5E.AbbreviationSR" }} <input name="data.resources.{{res.name}}.sr" type="checkbox"
<label class="recharge checkbox flexcol">
<span>{{ localize "SW5E.AbbreviationSR" }}</span> <input name="data.resources.{{res.name}}.sr" type="checkbox"
{{checked res.sr}} />
</label>
<label class="recharge checkbox">
{{ localize "SW5E.AbbreviationLR" }} <input name="data.resources.{{res.name}}.lr" type="checkbox"
<label class="recharge checkbox flexcol">
<span>{{ localize "SW5E.AbbreviationLR" }}</span> <input name="data.resources.{{res.name}}.lr" type="checkbox"
{{checked res.lr}} />
</label>
</footer>

View file

@ -109,13 +109,13 @@
value="{{ability.value}}" data-dtype="Number" placeholder="10" />
<div class="ability-modifiers">
<span class="ability-mod"
title="Modifier">{{numberFormat ability.mod decimals=0 sign=true}}</span>
title="{{ localize 'SW5E.Modifier' }}">{{numberFormat ability.mod decimals=0 sign=true}}</span>
<input type="hidden" name="data.abilities.{{id}}.proficient"
value="{{ability.proficient}}" data-dtype="Number" />
<button class="proficiency-toggle ability-proficiency"
title="Proficiency">{{{ability.icon}}}</button>
<span class="ability-save"
title="Saving Throw">{{numberFormat ability.save decimals=0 sign=true}}</span>
title="{{ localize 'SW5E.SavingThrow' }}">{{numberFormat ability.save decimals=0 sign=true}}</span>
</div>
</li>
{{/each}}

View file

@ -135,10 +135,10 @@
<h4 class="ability-name box-title rollable">{{ability.label}}</h4>
<input class="ability-score" name="data.abilities.{{id}}.value" type="number" value="{{ability.value}}" placeholder="10"/>
<div class="ability-modifiers flexrow">
<span class="ability-mod" title="Modifier">{{numberFormat ability.mod decimals=0 sign=true}}</span>
<span class="ability-mod" title="{{ localize 'SW5E.Modifier' }}">{{numberFormat ability.mod decimals=0 sign=true}}</span>
<input type="hidden" name="data.abilities.{{id}}.proficient" value="{{ability.proficient}}" data-dtype="Number"/>
<a class="proficiency-toggle ability-proficiency" title="{{ localize 'SW5E.Proficiency' }}">{{{ability.icon}}}</a>
<span class="ability-save" title="Saving Throw">{{numberFormat ability.save decimals=0 sign=true}}</span>
<span class="ability-save" title="{{ localize 'SW5E.SavingThrow' }}">{{numberFormat ability.save decimals=0 sign=true}}</span>
</div>
</li>
{{/each}}

View file

@ -98,10 +98,10 @@
<h4 class="ability-name box-title rollable">{{ability.label}}</h4>
<input class="ability-score" name="data.abilities.{{id}}.value" type="number" value="{{ability.value}}" placeholder="10"/>
<div class="ability-modifiers flexrow">
<span class="ability-mod" title="Modifier">{{numberFormat ability.mod decimals=0 sign=true}}</span>
<span class="ability-mod" title="{{ localize 'SW5E.Modifier' }}">{{numberFormat ability.mod decimals=0 sign=true}}</span>
<input type="hidden" name="data.abilities.{{id}}.proficient" value="{{ability.proficient}}" data-dtype="Number"/>
<a class="proficiency-toggle ability-proficiency" title="{{ localize 'SW5E.Proficiency' }}">{{{ability.icon}}}</a>
<span class="ability-save" title="Saving Throw">{{numberFormat ability.save decimals=0 sign=true}}</span>
<span class="ability-save" title="{{ localize 'SW5E.SavingThrow' }}">{{numberFormat ability.save decimals=0 sign=true}}</span>
</div>
</li>
{{/each}}

View file

@ -101,7 +101,7 @@
{{item.data.archetype}}
</div>
<div class="item-detail item-action">
Level {{item.data.levels}}
{{localize "SW5E.Level"}} {{item.data.levels}}
</div>
{{/if}}
@ -128,8 +128,8 @@
<i class="fas fa-sun"></i>
</a>
{{/if}}
<a class="item-control item-edit" title="Edit Item"><i class="fas fa-edit"></i></a>
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
<a class="item-control item-edit" title="{{localize 'SW5E.ItemEdit'}}"><i class="fas fa-edit"></i></a>
<a class="item-control item-delete" title="{{localize 'SW5E.ItemDelete'}}"><i class="fas fa-trash"></i></a>
</div>
{{/if}}
</li>

View file

@ -59,11 +59,15 @@
<input type="text" value="{{item.name}}">
{{else}}
<div class="item-image" style="background-image: url('{{item.img}}')"></div>
<h4>
{{item.name~}}
{{~#if item.isStack}} ({{item.data.quantity}}){{/if}}
{{~#if item.data.attuned}} <i class="fas fa-sun attuned" title={{localize "SW5E.Attuned"}}></i>{{/if}}
</h4>
<h4>
{{item.name~}}
{{~#if item.isStack}} ({{item.data.quantity}}){{/if}}
</h4>
{{#if item.attunement}}
<div class="item-detail attunement">
<i class="fas {{item.attunement.icon}} {{item.attunement.cls}}" title="{{localize item.attunement.title}}"></i>
</div>
{{/if}}
{{/if}}
</div>

View file

@ -86,7 +86,7 @@
<div class="power-target" title="{{localize 'SW5E.Range'}}: {{labels.range}}">
{{#if labels.target}}
{{labels.target}}
{{else}}None
{{else}}{{localize 'SW5E.None'}}
{{/if}}
</div>
@ -95,8 +95,8 @@
{{#if section.canPrepare}}
<a class="item-control item-toggle {{item.toggleClass}}" title="{{item.toggleTitle}}"><i class="fas fa-sun"></i></a>
{{/if}}
<a class="item-control item-edit" title="Edit Item"><i class="fas fa-edit"></i></a>
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
<a class="item-control item-edit" title="{{localize 'SW5E.ItemEdit'}}"><i class="fas fa-edit"></i></a>
<a class="item-control item-delete" title="{{localize 'SW5E.ItemDelete'}}"><i class="fas fa-trash"></i></a>
</div>
{{/if}}
</li>

View file

@ -2,8 +2,8 @@
{{#each effects as |section sid|}}
<li class="items-header flexrow" data-effect-type="{{section.type}}">
<h3 class="item-name effect-name flexrow">{{localize section.label}}</h3>
<div class="effect-source">Source</div>
<div class="effect-source">Duration</div>
<div class="effect-source">{{localize "SW5E.Source"}}</div>
<div class="effect-source">{{localize "SW5E.Duration"}}</div>
<div class="item-controls effect-controls flexrow">
<a class="effect-control" data-action="create" title="{{localize 'SW5E.EffectCreate'}}">
<i class="fas fa-plus"></i> {{localize "SW5E.Add"}}

View file

@ -11,7 +11,7 @@
<button class="increment" type="button">+</button>
<button class="roll-hd" data-hd-denom="{{this.diceDenom}}" {{#unless this.canRoll}}disabled{{/unless}}>
<i class="fas fa-dice-d20"></i> {{ localize "Roll" }}
<i class="fas fa-dice-d20"></i> {{ localize "SW5E.Roll" }}
</button>
</div>
</div>

View file

@ -1,11 +1,11 @@
<form id="long-rest" class="dialog-content" onsubmit="event.preventDefault();">
<p>Take a long rest? On a long rest you will recover hit points, half your maximum hit dice, class resources, limited use item charges, and power points.</p>
<p>{{ localize "SW5E.LongRestHint" }}</p>
{{#if promptNewDay}}
<div class="form-group">
<label>Is New Day?</label>
<label>{{ localize "SW5E.NewDay" }}</label>
<input type="checkbox" name="newDay" {{checked newDay}}/>
<p class="hint">Recover limited use abilities which recharge "per day"?</p>
<p class="hint">{{ localize "SW5E.NewDayHint" }}</p>
</div>
{{/if}}

View file

@ -11,7 +11,7 @@
{{/select}}
</select>
<button id="roll-hd" {{#unless canRoll}}disabled{{/unless}}>
<i class="fas fa-dice-d20"></i> {{ localize "Roll" }}
<i class="fas fa-dice-d20"></i> {{ localize "SW5E.Roll" }}
</button>
</div>
{{#unless canRoll}}
@ -21,9 +21,9 @@
{{#if promptNewDay}}
<div class="form-group">
<label>Is New Day?</label>
<label>{{ localize "SW5E.NewDay" }}</label>
<input type="checkbox" name="newDay" {{checked newDay}}/>
<p class="hint">Recover limited use abilities which recharge "per day"?</p>
<p class="hint">{{ localize "SW5E.NewDayHint" }}</p>
</div>
{{/if}}

View file

@ -82,19 +82,44 @@
</div>
</div>
{{!-- Powercasting --}}
<div class="form-group">
<label>{{localize 'SW5E.PowerProgression'}}</label>
<div class="form-fields">
<select name="data.powercasting">
{{#select data.powercasting}}
{{#each config.powerProgression}}
<option value="{{@key}}">{{localize this}}</option>
{{/each}}
{{/select}}
<select name="data.powercasting.progression">
{{selectOptions config.powerProgression selected=data.powercasting.progression localize=true}}
</select>
</div>
</div>
<div class="form-group">
<label>{{localize "SW5E.PowerAbility"}}</label>
<div class="form-fields">
<select name="data.powercasting.ability">
{{selectOptions config.abilities selected=data.powercasting.ability blank=""}}
</select>
</div>
</div>
{{!-- Proficiencies --}}
<div class="form-group">
<label>
{{ localize "SW5E.ClassSaves" }}
{{#if editable}}
<a class="trait-selector class-saves" data-target="data.saves" data-options="saves">
<i class="fas fa-edit"></i>
</a>
{{/if}}
</label>
<div class="form-fields">
<ul class="traits-list">
{{#each data.saves}}
<li class="tag {{this}}">{{lookup ../config.abilities this}}</li>
{{/each}}
</ul>
</div>
</div>
{{!-- Level 1 skills --}}
<div class="form-group">
<label>{{localize "SW5E.ClassSkillsNumber"}}</label>