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11 commits

Author SHA1 Message Date
TJ
b701662dbe Initial commit for getting deployments to display 2021-06-11 23:30:06 -05:00
supervj
516e6a0bd1 Created Starship Deployment on actor drop
This lets actors drop onto ships.  It mostly works data wise.  Tokens are stored separately from characters at this point, need to bring that part in from polymorph.
Actors dropped do not appear on character sheet
2021-06-11 16:08:15 -04:00
supervj
18f11013c1 Attached equipment to starships
calculated attributes based on armor, shields, power coupling, hyperdrive, and reactor.
2021-06-10 23:38:05 -04:00
supervj
0ac4d45302 Connect derived data to starships
another update to connect derived data to starships sheet only based on size so far.
2021-06-09 17:29:04 -04:00
supervj
a1a7843454 Further Updates to starship sheet
With the help of Cyr we made some progress

Connected fuel burn and refuel
connected power die
connected power routing

added debug handlebar helper to help see scope of html pages
2021-06-09 01:16:38 -04:00
supervj
de6d3d4eb7 Fix Upgrade cost and some Starship actor sheet data
updated data to be inline with new structure, but not seeing it transfer through.  need to figure out why.
2021-06-04 17:02:30 -04:00
supervj
22c962d4d3 Update Starship Data with new structure
Updated to bring actor data inline with the starship class.  Still need to do derived data for starship
2021-06-04 16:21:21 -04:00
supervj
4cae2c0de3 Make Starship item type fields visible
getting fields on the form, probably broke starships because I changed names and locations in the template for ease of readability and consistency
2021-05-26 01:09:02 -04:00
supervj
0be98ab20c More work on starship sizes as "classes"
getting there, this seems to be droppable, but doesn't show on sheet yet.
2021-05-22 01:05:50 -04:00
supervj
b3344ba8b9 Integrate changes from the Prof
Received as-is changes from the Prof.
2021-05-21 14:58:11 -04:00
supervj
cacc43740e Flesh out New Dice structure - Not complete
add structure for Hull, Shield, and Power Dice to allow for recharge, refitting, and regeneration.  Not complete.
2021-05-20 03:45:18 -04:00
31 changed files with 1675 additions and 317 deletions

View file

@ -19,6 +19,7 @@
"ITEM.TypeLoot": "Loot",
"ITEM.TypePower": "Power",
"ITEM.TypeSpecies": "Species",
"ITEM.TypeStarship": "Starship",
"ITEM.TypeStarshipfeature": "Starship Feature",
"ITEM.TypeStarshipfeaturePl": "Starship Features",
"ITEM.TypeStarshipmod": "Starship Modification",
@ -187,6 +188,7 @@
"SW5E.BonusSaveForm": "Update Bonuses",
"SW5E.BonusTechPowerDC": "Global Tech Power DC Bonus",
"SW5E.BonusTitle": "Configure Actor Bonuses",
"SW5E.BurnFuel": "Burn",
"SW5E.CapacityMultiplier": "Capacity Multiplier",
"SW5E.CentStorageCapacity": "Central Storage Capacity",
"SW5E.ChallengeRating": "Challenge Rating",
@ -197,7 +199,6 @@
"SW5E.ChatContextHalfDamage": "Apply Half Damage",
"SW5E.ChatContextHealing": "Apply Healing",
"SW5E.ChatFlavor": "Chat Message Flavor",
"SW5E.ClassCasterType": "Class Caster Type",
"SW5E.ClassLevels": "Class Levels",
"SW5E.ClassName": "Class Name",
"SW5E.ClassSkillsChosen": "Chosen Class Skills",
@ -261,7 +262,7 @@
"SW5E.CoverHalf": "Half",
"SW5E.CoverThreeQuarters": "Three Quarters",
"SW5E.CoverTotal": "Total",
"SW5E.CrewCap": "Crew Capacity",
"SW5E.CrewCap": "Minimum Crew Capacity",
"SW5E.Critical": "Critical",
"SW5E.CriticalHit": "Critical Hit",
"SW5E.Currency": "Currency",
@ -297,7 +298,17 @@
"SW5E.Default": "Default",
"SW5E.DefaultAbilityCheck": "Default Ability Check",
"SW5E.Deployment": "Deployment",
"SW5E.DeploymentAcceptSettings": "Deploy Actor",
"SW5E.DeploymentPl": "Deployments",
"SW5E.DeploymentPromptTitle": "Deploying Actor",
"SW5E.DeploymentTypeCoordinator": "Coordinator",
"SW5E.DeploymentTypeCrew": "Crew",
"SW5E.DeploymentTypeGunner": "Gunner",
"SW5E.DeploymentTypeMechanic": "Mechanic",
"SW5E.DeploymentTypeOperator": "Operator",
"SW5E.DeploymentTypePilot": "Pilot",
"SW5E.DeploymentTypePassenger" : "Passenger",
"SW5E.DeploymentTypeTechnician": "Technician",
"SW5E.description": "A comprehensive game system for running games of Star Wars 5th Edition in the Foundry VTT environment.",
"SW5E.Description": "Description",
"SW5E.DestructionSave": "Destruction Saves",
@ -481,10 +492,12 @@
"SW5E.Flaws": "Flaws",
"SW5E.ForcePowerbook": "Force Powers",
"SW5E.Formula": "Formula",
"SW5E.FuelCapacity": "Fuel Capacity",
"SW5E.FuelCostsMod": "Fuel Costs Modifier",
"SW5E.FuelCostPerUnit": "Fuel Cost per Unit",
"SW5E.GrantedAbilities": "Granted Abilities",
"SW5E.HalfProficient": "Half Proficient",
"SW5E.HardpointSizeMod": "Hardpoint Size Modifier",
"SW5E.HardpointsPerRound": "Max Hardpoints Fired Per Round",
"SW5E.Healing": "Healing",
"SW5E.HealingTemp": "Healing (Temporary)",
"SW5E.Health": "Health",
@ -497,6 +510,9 @@
"SW5E.HP": "Health",
"SW5E.HPFormula": "Health Formula",
"SW5E.HullDice": "Hull Dice",
"SW5E.HullDiceRoll": "Roll Hull Dice",
"SW5E.HullDiceUsed": "Hull Dice Used",
"SW5E.HullDiceWarn": "{name} has no available {formula} Hull Dice remaining!",
"SW5E.HullPoints": "Hull Points",
"SW5E.HullPointsFormula": "Hull Points Formula",
"SW5E.HyperdriveClass": "Hyperdrive Class",
@ -571,6 +587,7 @@
"SW5E.ItemTypePowerPl": "Powers",
"SW5E.ItemTypeSpecies": "Species",
"SW5E.ItemTypeSpeciesPl": "Species",
"SW5E.ItemTypeStarship": "Starship",
"SW5E.ItemTypeStarshipMod": "Starship Modification",
"SW5E.ItemTypeStarshipModPl": "Starship Modifications",
"SW5E.ItemTypeTool": "Tool",
@ -739,6 +756,7 @@
"SW5E.MovementFly": "Fly",
"SW5E.MovementHover": "Hover",
"SW5E.MovementRoll": "Roll",
"SW5E.MovementSpace": "Space Flight",
"SW5E.MovementSwim": "Swim",
"SW5E.MovementTurn": "Turning",
"SW5E.MovementUnits": "Units",
@ -796,7 +814,9 @@
"SW5E.PowerCreate": "Create Power",
"SW5E.PowerDC": "Power DC",
"SW5E.PowerDetails": "Power Details",
"SW5E.PowerDice": "Power Dice",
"SW5E.PowerDie": "Power Die",
"SW5E.PowerDiePl": "Power Dice",
"SW5E.PowerDieAlloc": "Power Die Allocation",
"SW5E.PowerDiceRecovery": "Power Dice Recovery",
"SW5E.PowerEffects": "Power Effects",
"SW5E.PowerLevel": "Power Level",
@ -846,7 +866,24 @@
"SW5E.Reaction": "Reaction",
"SW5E.ReactionPl": "Reactions",
"SW5E.Recharge": "Recharge",
"SW5E.RechargeRestHint": "Take a recharge rest? On a recharge rest you may spend remaining Hull Dice and recover Shields.",
"SW5E.RechargetRestNoHD": "No Hull Dice remaining",
"SW5E.RechargeRestNormal": "Recharge Rest (1 hour)",
"SW5E.RechargeRestOvernight": "Recharge Rest (New Day)",
"SW5E.RechargeRestResult": "{name} takes a recharge rest spending {dice} Hull Dice to recover {health} Hull Points.",
"SW5E.RechargeRestResultShort": "{name} takes a recharge rest.",
"SW5E.RechargeRestSelect": "Select Dice to Roll",
"SW5E.Refitting": "Refitting",
"SW5E.RefittingRest": "Refitting Rest",
"SW5E.RefittingRestEpic": "Refitting Rest (1 hour)",
"SW5E.RefittingRestGritty": "Refitting Rest (7 days)",
"SW5E.RefittingRestNormal": "Refitting Rest (8 hours)",
"SW5E.RefittingRestOvernight": "Refitting Rest (New Day)",
"SW5E.RefittingRestResult": "{name} takes a refitting rest.",
"SW5E.RefittingRestResultHD": "{name} takes a refitting rest and recovers {dice} Hull Dice.",
"SW5E.RefittingRestResultHP": "{name} takes a refitting rest and recovers {health} Hull Points.",
"SW5E.RefittingRestResultHPHD": "{name} takes a refitting rest and recovers {health} Hull Points and {dice} Hull Dice.",
"SW5E.Refuel": "Refuel",
"SW5E.RegenerationRateCoefficient": "Regeneration Rate Coefficient",
"SW5E.RequiredMaterials": "Required Materials",
"SW5E.Requirements": "Requirements",
@ -892,8 +929,12 @@
"SW5E.SheetClassNPCOld": "Old NPC Sheet",
"SW5E.SheetClassVehicle": "Default Vehicle Sheet",
"SW5E.ShieldDice": "Shield Dice",
"SW5E.ShieldDiceRoll": "Roll Shield Dice",
"SW5E.ShieldDiceUsed": "Shield Dice Used",
"SW5E.ShieldDiceWarn": "{name} has no available {formula} Shield Dice remaining!",
"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)",
@ -980,7 +1021,7 @@
"SW5E.StarshipSkillDat": "Data",
"SW5E.StarshipSkillHid": "Hide",
"SW5E.StarshipSkillImp": "Impress",
"SW5E.StarshipSkillInt": "Interfere",
"SW5E.StarshipSkillInf": "Interfere",
"SW5E.StarshipSkillMan": "Maneuvering",
"SW5E.StarshipSkillMen": "Menace",
"SW5E.StarshipSkillPat": "Patch",

View file

@ -662,6 +662,77 @@
.editor {
padding: 0 8px;
}
.fuel {
flex: 0 0 12px;
background: #7a7971;
margin: 1px 15px 0 1px;
border: 1px solid #191813;
border-radius: 3px;
position: relative;
.fuel-bar {
position: absolute;
top: 1px;
left: 1px;
background: #6c8aa5;
height: 8px;
border: 1px solid #cde4ff;
border-radius: 2px;
}
.fuel-label {
height: 10px;
padding: 0 5px;
position: absolute;
top: 0;
right: 0;
font-size: 13px;
line-height: 12px;
text-align: right;
color: #EEE;
text-shadow: 0 0 5px #000;
}
.fuel-breakpoint {
display: block;
position: absolute;
}
.fuel-breakpoint.fuel-20 {
left: 20%;
}
.fuel-breakpoint.fuel-40 {
left: 40%;
}
.fuel-breakpoint.fuel-60 {
left: 60%;
}
.fuel-breakpoint.fuel-80 {
left: 80%;
}
.arrow-up {
bottom: 0;
width: 0;
height: 0;
border-left: 4px solid transparent;
border-right: 4px solid transparent;
border-bottom: 4px solid #000;
}
.arrow-down {
top: 0;
width: 0;
height: 0;
border-left: 4px solid transparent;
border-right: 4px solid transparent;
border-top: 4px solid #000;
}
}
.fuel.fueled {
.arrow-up {
border-bottom: 4px solid #fff;
border-bottom: 4px solid #000;
}
.arrow-down {
border-top: 4px solid #fff;
border-top: 4px solid #000;
}
}
}
#actor-flags {

View file

@ -249,7 +249,45 @@
}
}
}
.panel.resources {
.traits {
.fuel-wrapper {
display: grid;
grid-template-columns: 300px 100px;
width: 400px;
justify-self: end;
.fuel-label {
font-size: 12px;
line-height: 14px;
width: 100%;
text-shadow: none;
padding: 0;
margin: 0;
height: auto;
text-align: center;
margin-left: -2px;
border-radius: 0 4px 4px 0;
}
.fuel {
position: relative;
border-radius: 4px;
height: 16px;
margin: 0;
width: 100%;
.fuel-bar {
position: absolute;
top: 0;
left: 0;
height: 100%;
border-radius: 4px;
border: none;
}
}
}
}
}
nav.sheet-navigation {
display: grid;
grid-template-columns: repeat(7, 1fr);
@ -1097,4 +1135,44 @@
}
}
}
input[type=range][orient=vertical] {
-webkit-appearance: slider-vertical;
width: 10px;
height: 60px !important;
padding: 0 0 !important;
background-color: #c40f0f !important;
box-sizing: border-box;
&::-webkit-slider-runnable-track {
-webkit-appearance: slider-vertical !important;
height: 60px !important;
width: 10px !important;
line-height: 60px !important;
padding-top: 0 !important;
padding-bottom: 0 !important;
margin-top: 0 0 !important;
border-radius: 3px !important;
background: linear-gradient( to top, #c40f0f 50%, #0dce0d 50% );
}
&::-webkit-slider-thumb {
-webkit-appearance: none !important;
background-color: #c40f0f !important;
margin-right: -4px !important;
margin-top: 0px !important;
cursor: grab !important;
border-radius: 0 0 0 0 !important;
width: 10px !important;
height: 5px !important;
font-size: 10px;
}
}
output {
display: block;
margin: 5px auto;
font-size: 1.75em;
}
input {
.vertslider {
height: 60px;
}
}
}

View file

@ -34,6 +34,28 @@ body.dark-theme {
border: 1px solid @blockquoteBorder;
box-shadow: @blockquoteShadow;
}
.sw5e.sheet.actor {
.swalt-sheet {
.panel.resources {
.traits {
.fuel-wrapper {
.fuel-label {
background: #D6D6D6;
color: #1C1C1C;
border: 1px solid #1C1C1C;
}
.fuel {
background: #c40f0f;
.fuel-bar {
background: #0dce0d;
}
}
}
}
}
}
}
hr {
border-width: 0 0 1px 0;

View file

@ -34,6 +34,28 @@ body.light-theme {
border: 1px solid @blockquoteBorder;
box-shadow: @blockquoteShadow;
}
.sw5e.sheet.actor {
.swalt-sheet {
.panel.resources {
.traits {
.fuel-wrapper {
.fuel-label {
background: #D6D6D6;
color: #1C1C1C;
border: 1px solid #1C1C1C;
}
.fuel {
background: #c40f0f;
.fuel-bar {
background: #0dce0d;
}
}
}
}
}
}
}
hr {
border-width: 0 0 1px 0;

View file

@ -77,7 +77,47 @@ export default class Actor5e extends Actor {
// Inventory encumbrance
data.attributes.encumbrance = this._computeEncumbrance(actorData);
if (actorData.type === "starship") {
// Calculate AC
data.attributes.ac.value += Math.min(data.abilities.dex.mod, data.attributes.equip.armor.maxDex);
// Set Power Die Storage
data.attributes.power.central.max += data.attributes.equip.powerCoupling.centralCap;
data.attributes.power.comms.max += data.attributes.equip.powerCoupling.systemCap;
data.attributes.power.engines.max += data.attributes.equip.powerCoupling.systemCap;
data.attributes.power.shields.max += data.attributes.equip.powerCoupling.systemCap;
data.attributes.power.sensors.max += data.attributes.equip.powerCoupling.systemCap;
data.attributes.power.weapons.max += data.attributes.equip.powerCoupling.systemCap;
// Find Size info of Starship
const size = actorData.items.filter(i => i.type === "starship");
if (size.length === 0) return;
const sizeData = size[0].data;
// Prepare Hull Points
data.attributes.hp.max = sizeData.hullDiceRolled.reduce((a, b) => a + b, 0) + data.abilities.con.mod * data.attributes.hull.dicemax;
if (data.attributes.hp.value === null) data.attributes.hp.value = data.attributes.hp.max;
// Prepare Shield Points
data.attributes.hp.tempmax = (sizeData.shldDiceRolled.reduce((a, b) => a + b, 0) + data.abilities.str.mod * data.attributes.shld.dicemax) * data.attributes.equip.shields.capMult;
if (data.attributes.hp.temp === null) data.attributes.hp.temp = data.attributes.hp.tempmax;
// Prepare Speeds
data.attributes.movement.space = sizeData.baseSpaceSpeed + (50 * (data.abilities.str.mod - data.abilities.con.mod));
data.attributes.movement.turn = Math.min(data.attributes.movement.space, Math.max(50,(sizeData.baseTurnSpeed - (50 * (data.abilities.dex.mod - data.abilities.con.mod)))));
// Prepare Max Suites
data.attributes.mods.suites.max = sizeData.modMaxSuitesBase + (sizeData.modMaxSuitesMult * data.abilities.con.mod);
// Prepare Hardpoints
data.attributes.mods.hardpoints.max = sizeData.hardpointMult * Math.max(1,data.abilities.str.mod);
//Prepare Fuel
data.attributes.fuel = this._computeFuel(actorData);
}
// Prepare skills
this._prepareSkills(actorData, bonuses, checkBonus, originalSkills);
@ -98,7 +138,7 @@ export default class Actor5e extends Actor {
data.attributes.powerForceDarkDC = 8 + data.abilities.cha.mod + data.attributes.prof ?? 10;
data.attributes.powerForceUnivDC = Math.max(data.attributes.powerForceLightDC,data.attributes.powerForceDarkDC) ?? 10;
data.attributes.powerTechDC = 8 + data.abilities.int.mod + data.attributes.prof ?? 10;
this._computePowercastingProgression(this.data);
this._computeDerivedPowercasting(this.data);
// Compute owned item attributes which depend on prepared Actor data
this.items.forEach(item => {
@ -273,6 +313,9 @@ export default class Actor5e extends Actor {
const required = xp.max - prior;
const pct = Math.round((xp.value - prior) * 100 / required);
xp.pct = Math.clamped(pct, 0, 100);
// Add base Powercasting attributes
this._computeBasePowercasting(actorData);
}
/* -------------------------------------------- */
@ -289,6 +332,8 @@ export default class Actor5e extends Actor {
// Proficiency
data.attributes.prof = Math.floor((Math.max(data.details.cr, 1) + 7) / 4);
this._computeBasePowercasting(actorData);
// Powercaster Level
if ( data.attributes.powercasting && !Number.isNumeric(data.details.powerLevel) ) {
data.details.powerLevel = Math.max(data.details.cr, 1);
@ -314,16 +359,90 @@ export default class Actor5e extends Actor {
* @private
*/
_prepareStarshipData(actorData) {
const data = actorData.data;
const data = actorData.data;
data.attributes.prof = 0;
// Determine Starship size-based properties based on owned Starship item
const size = actorData.items.filter(i => i.type === "starship");
if (size.length !== 0) {
const sizeData = size[0].data;
const tiers = parseInt(sizeData.tier) || 0;
data.traits.size = sizeData.size; // needs to be the short code
data.details.tier = tiers;
data.attributes.ac.value = 10 + Math.max(tiers - 1, 0);
data.attributes.hull.die = sizeData.hullDice;
data.attributes.hull.dicemax = sizeData.hullDiceStart + tiers;
data.attributes.hull.dice = sizeData.hullDiceStart + tiers - (parseInt(sizeData.hullDiceUsed) || 0);
data.attributes.shld.die = sizeData.shldDice;
data.attributes.shld.dicemax = sizeData.shldDiceStart + tiers;
data.attributes.shld.dice = sizeData.shldDiceStart + tiers - (parseInt(sizeData.shldDiceUsed) || 0);
sizeData.pwrDice = SW5E.powerDieTypes[tiers];
data.attributes.power.die = sizeData.pwrDice;
data.attributes.cost.baseBuild = sizeData.buildBaseCost;
data.attributes.workforce.minBuild = sizeData.buildMinWorkforce;
data.attributes.workforce.max = data.attributes.workforce.minBuild * 5;
data.attributes.cost.baseUpgrade = SW5E.baseUpgradeCost[tiers];
data.attributes.cost.multUpgrade = sizeData.upgrdCostMult;
data.attributes.workforce.minUpgrade = sizeData.upgrdMinWorkforce;
data.attributes.equip.size.crewMinWorkforce = (parseInt(sizeData.crewMinWorkforce) || 1);
data.attributes.mods.capLimit = sizeData.modBaseCap;
data.attributes.mods.suites.cap = sizeData.modMaxSuiteCap;
data.attributes.cost.multModification = sizeData.modCostMult;
data.attributes.workforce.minModification = sizeData.modMinWorkforce;
data.attributes.cost.multEquip = sizeData.equipCostMult;
data.attributes.workforce.minEquip = sizeData.equipMinWorkforce;
data.attributes.equip.size.cargoCap = sizeData.cargoCap;
data.attributes.fuel.cost = sizeData.fuelCost;
data.attributes.fuel.cap = sizeData.fuelCap;
data.attributes.equip.size.foodCap = sizeData.foodCap;
}
// Proficiency
data.attributes.prof = Math.floor((Math.max(data.details.tier, 1) + 7) / 4);
// Determine Starship armor-based properties based on owned Starship item
const armor = actorData.items.filter(i => ((i.type === "equipment") && (i.data.armor.type === "ssarmor"))); // && (i.data.equipped === true)));
if (armor.length !== 0) {
const armorData = armor[0].data;
data.attributes.equip.armor.dr = (parseInt(armorData.dmgred.value) || 0);
data.attributes.equip.armor.maxDex = armorData.armor.dex;
data.attributes.equip.armor.stealthDisadv = armorData.stealth;
}
// Determine Starship hyperdrive-based properties based on owned Starship item
const hyperdrive = actorData.items.filter(i => ((i.type === "equipment") && (i.data.armor.type === "hyper"))); // && (i.data.equipped === true)));
if (hyperdrive.length !== 0) {
const hdData = hyperdrive[0].data;
data.attributes.equip.hyperdrive.class = (parseFloat(hdData.hdclass.value) || null);
}
// Determine Starship power coupling-based properties based on owned Starship item
const pwrcpl = actorData.items.filter(i => ((i.type === "equipment") && (i.data.armor.type === "powerc"))); // && (i.data.equipped === true)));
if (pwrcpl.length !== 0) {
const pwrcplData = pwrcpl[0].data;
data.attributes.equip.powerCoupling.centralCap = (parseInt(pwrcplData.cscap.value) || 0);
data.attributes.equip.powerCoupling.systemCap = (parseInt(pwrcplData.sscap.value) || 0);
data.attributes.power.central.max = 0;
data.attributes.power.comms.max = 0;
data.attributes.power.engines.max = 0;
data.attributes.power.shields.max = 0;
data.attributes.power.sensors.max = 0;
data.attributes.power.weapons.max = 0;
}
// Determine Starship reactor-based properties based on owned Starship item
const reactor = actorData.items.filter(i => ((i.type === "equipment") && (i.data.armor.type === "reactor"))); // && (i.data.equipped === true)));
if (reactor.length !== 0) {
const reactorData = reactor[0].data;
data.attributes.equip.reactor.fuelMult = (parseFloat(reactorData.fuelcostsmod.value) || 0);
data.attributes.equip.reactor.powerRecDie = reactorData.powdicerec.value;
}
// Determine Starship shield-based properties based on owned Starship item
const shields = actorData.items.filter(i => ((i.type === "equipment") && (i.data.armor.type === "ssshield"))); // && (i.data.equipped === true)));
if (shields.length !== 0) {
const shieldsData = shields[0].data;
data.attributes.equip.shields.capMult = (parseFloat(shieldsData.capx.value) || 1);
data.attributes.equip.shields.regenRateMult = (parseFloat(shieldsData.regrateco.value) || 1);
}
// Link hull to hp and shields to temp hp
data.attributes.hull.value = data.attributes.hp.value;
data.attributes.hull.max = data.attributes.hp.max;
data.attributes.shld.value = data.attributes.hp.temp;
data.attributes.shld.max = data.attributes.hp.tempmax;
}
/* -------------------------------------------- */
@ -386,7 +505,7 @@ export default class Actor5e extends Actor {
* Prepare data related to the power-casting capabilities of the Actor
* @private
*/
_computePowercastingProgression (actorData) {
_computeBasePowercasting (actorData) {
if (actorData.type === 'vehicle' || actorData.type === 'starship') return;
const powers = actorData.data.powers;
const isNPC = actorData.type === 'npc';
@ -565,12 +684,12 @@ export default class Actor5e extends Actor {
// Set Force and tech power for PC Actors
if (!isNPC && forceProgression.levels){
actorData.data.attributes.force.known.max = forceProgression.powersKnown;
actorData.data.attributes.force.points.max = forceProgression.points + Math.max(actorData.data.abilities.wis.mod,actorData.data.abilities.cha.mod);
actorData.data.attributes.force.points.max = forceProgression.points; // + Math.max(actorData.data.abilities.wis.mod,actorData.data.abilities.cha.mod);
actorData.data.attributes.force.level = forceProgression.levels;
}
if (!isNPC && techProgression.levels){
actorData.data.attributes.tech.known.max = techProgression.powersKnown;
actorData.data.attributes.tech.points.max = techProgression.points + actorData.data.abilities.int.mod;
actorData.data.attributes.tech.points.max = techProgression.points; // + actorData.data.abilities.int.mod;
actorData.data.attributes.tech.level = techProgression.levels;
}
@ -603,6 +722,25 @@ export default class Actor5e extends Actor {
/* -------------------------------------------- */
/**
* Prepare data related to the power-casting capabilities of the Actor
* @private
*/
_computeDerivedPowercasting (actorData) {
if (actorData.type !== 'actor') return;
// Set Force and tech power for PC Actors
if (!!actorData.data.attributes.force.level){
actorData.data.attributes.force.points.max += Math.max(actorData.data.abilities.wis.mod,actorData.data.abilities.cha.mod);
}
if (!!actorData.data.attributes.tech.level){
actorData.data.attributes.tech.points.max += actorData.data.abilities.int.mod;
}
}
/* -------------------------------------------- */
/**
* Compute the level and percentage of encumbrance for an Actor.
*
@ -647,8 +785,15 @@ export default class Actor5e extends Actor {
const pct = Math.clamped((weight * 100) / max, 0, 100);
return { value: weight.toNearest(0.1), max, pct, encumbered: pct > (2/3) };
}
/* -------------------------------------------- */
_computeFuel(actorData) {
const fuel = actorData.data.attributes.fuel;
// Compute Fuel percentage
const pct = Math.clamped((fuel.value.toNearest(0.1) * 100) / fuel.cap, 0, 100);
return { ...fuel, pct, fueled: pct > 0 };
}
/* -------------------------------------------- */
/* Socket Listeners and Handlers
/* -------------------------------------------- */
@ -1147,6 +1292,196 @@ export default class Actor5e extends Actor {
/* -------------------------------------------- */
/**
* Roll a hull die of the appropriate type, gaining hull points equal to the die roll plus your CON modifier
* @param {string} [denomination] The hit denomination of hull die to roll. Example "d8".
* If no denomination is provided, the first available HD will be used
* @param {string} [numDice] How many damage dice to roll?
* @param {string} [keep] Which dice to keep? Example "kh1".
* @param {boolean} [dialog] Show a dialog prompt for configuring the hull die roll?
* @return {Promise<Roll|null>} The created Roll instance, or null if no hull die was rolled
*/
async rollHullDie(denomination, numDice="1", keep="",{dialog=true}={}) {
// If no denomination was provided, choose the first available
let sship = null;
if ( !denomination ) {
sship = this.itemTypes.class.find(s => s.data.data.hullDiceUsed < (s.data.data.tier + s.data.data.hullDiceStart));
if ( !sship ) return null;
denomination = sship.data.data.hullDice;
}
// Otherwise locate a starship (if any) which has an available hit die of the requested denomination
else {
sship = this.items.find(i => {
const d = i.data.data;
return (d.hullDice === denomination) && ((d.hitDiceUsed || 0) < ((d.tier || 0) + d.hullDiceStart));
});
}
// If no class is available, display an error notification
if ( !sship ) {
ui.notifications.error(game.i18n.format("SW5E.HullDiceWarn", {name: this.name, formula: denomination}));
return null;
}
// Prepare roll data
const parts = [`${numDice}${denomination}${keep}`, "@abilities.con.mod"];
const title = game.i18n.localize("SW5E.HullDiceRoll");
const rollData = duplicate(this.data.data);
// Call the roll helper utility
const roll = await damageRoll({
event: new Event("hitDie"),
parts: parts,
data: rollData,
title: title,
speaker: ChatMessage.getSpeaker({actor: this}),
allowcritical: false,
fastForward: !dialog,
dialogOptions: {width: 350},
messageData: {"flags.sw5e.roll": {type: "hullDie"}}
});
if ( !roll ) return null;
// Adjust actor data
await sship.update({"data.hullDiceUsed": sship.data.data.hullDiceUsed + 1});
const hp = this.data.data.attributes.hp;
const dhp = Math.min(hp.max - hp.value, roll.total);
await this.update({"data.attributes.hp.value": hp.value + dhp});
return roll;
}
/* -------------------------------------------- */
/**
* Roll a hull die of the appropriate type, gaining hull points equal to the die roll plus your CON modifier
* @return {Promise<Roll|null>} The created Roll instance, or null if no hull die was rolled
*/
async rollHullDieCheck() {
// If no denomination was provided, choose the first available
let sship = null;
if ( !denomination ) {
sship = this.itemTypes.class.find(s => s.data.data.hullDiceUsed < (s.data.data.tier + s.data.data.hullDiceStart));
if ( !sship ) return null;
denomination = sship.data.data.hullDice;
}
// Otherwise locate a starship (if any) which has an available hit die of the requested denomination
else {
sship = this.items.find(i => {
const d = i.data.data;
return (d.hullDice === denomination) && ((d.hitDiceUsed || 0) < ((d.tier || 0) + d.hullDiceStart));
});
}
// If no class is available, display an error notification
if ( !sship ) {
ui.notifications.error(game.i18n.format("SW5E.HullDiceWarn", {name: this.name, formula: denomination}));
return null;
}
// Prepare roll data
const parts = [`${numDice}${denomination}${keep}`, "@abilities.con.mod"];
const title = game.i18n.localize("SW5E.HullDiceRoll");
const rollData = duplicate(this.data.data);
// Call the roll helper utility
const roll = await damageRoll({
event: new Event("hitDie"),
parts: parts,
data: rollData,
title: title,
speaker: ChatMessage.getSpeaker({actor: this}),
allowcritical: false,
fastForward: !dialog,
dialogOptions: {width: 350},
messageData: {"flags.sw5e.roll": {type: "hullDie"}}
});
if ( !roll ) return null;
// Adjust actor data
await sship.update({"data.hullDiceUsed": sship.data.data.hullDiceUsed + 1});
const hp = this.data.data.attributes.hp;
const dhp = Math.min(hp.max - hp.value, roll.total);
await this.update({"data.attributes.hp.value": hp.value + dhp});
return roll;
}
/* -------------------------------------------- */
/**
* Roll a shield die of the appropriate type, gaining shield points equal to the die roll
* multiplied by the shield regeneration coefficient
* @param {string} [denomination] The denomination of shield die to roll. Example "d8".
* If no denomination is provided, the first available SD will be used
* @param {boolean} [natural] Natural ship shield regeneration (true) or user action (false)?
* @param {string} [numDice] How many damage dice to roll?
* @param {string} [keep] Which dice to keep? Example "kh1".
* @param {boolean} [dialog] Show a dialog prompt for configuring the shield die roll?
* @return {Promise<Roll|null>} The created Roll instance, or null if no shield die was rolled
*/
async rollShieldDie(denomination, natural=false, numDice="1", keep="", {dialog=true}={}) {
// If no denomination was provided, choose the first available
let sship = null;
if ( !denomination ) {
sship = this.itemTypes.class.find(s => s.data.data.shldDiceUsed < (s.data.data.tier + s.data.data.shldDiceStart));
if ( !sship ) return null;
denomination = sship.data.data.shldDice;
}
// Otherwise locate a starship (if any) which has an available hit die of the requested denomination
else {
sship = this.items.find(i => {
const d = i.data.data;
return (d.shldDice === denomination) && ((d.shldDiceUsed || 0) < ((d.tier || 0) + d.shldDiceStart));
});
}
// If no starship is available, display an error notification
if ( !sship ) {
ui.notifications.error(game.i18n.format("SW5E.ShldDiceWarn", {name: this.name, formula: denomination}));
return null;
}
// if natural regeneration roll max
if (natural) {
numdice = denomination.substring(1);
denomination = "";
keep = "";
}
// Prepare roll data
const parts = [`${numDice}${denomination}${keep} * @attributes.regenRate`];
const title = game.i18n.localize("SW5E.ShieldDiceRoll");
const rollData = duplicate(this.data.data);
// Call the roll helper utility
roll = await damageRoll({
event: new Event("shldDie"),
parts: parts,
data: rollData,
title: title,
speaker: ChatMessage.getSpeaker({actor: this}),
allowcritical: false,
fastForward: !dialog,
dialogOptions: {width: 350},
messageData: {"flags.sw5e.roll": {type: "shldDie"}}
});
if ( !roll ) return null;
// Adjust actor data
await sship.update({"data.shldDiceUsed": sship.data.data.shldDiceUsed + 1});
const hp = this.data.data.attributes.hp;
const dhp = Math.min(hp.tempmax - hp.temp, roll.total);
await this.update({"data.attributes.hp.temp": hp.temp + dhp});
return roll;
}
/* -------------------------------------------- */
/**
* Cause this Actor to take a Short Rest and regain all Tech Points
* During a Short Rest resources and limited item uses may be recovered
@ -1378,6 +1713,86 @@ export default class Actor5e extends Actor {
/* -------------------------------------------- */
/**
* Deploy an Actor into this one.
*
* @param {Actor} target The Actor to be deployed.
* @param {boolean} [coord] Deploy as Coordinator
* @param {boolean} [gunner] Deploy as Gunner
* @param {boolean} [mech] Deploy as Mechanic
* @param {boolean} [oper] Deploy as Operator
* @param {boolean} [pilot] Deploy as Pilot
* @param {boolean} [tech] Deploy as Technician
* @param {boolean} [crew] Deploy as Crew
* @param {boolean} [pass] Deploy as Passenger
*/
async deployInto(target, { coord=false, gunner=false, mech=false, oper=false,
pilot=false, tech=false, crew=false, pass=false}={}) {
// Get the starship Actor data and the new char data
const sship = duplicate(this.toJSON());
const ssDeploy = sship.data.attributes.deployment;
const char = target;
const charUUID = char.uuid;
const charName = char.data.name;
const charRank = char.data.data.attributes.rank;
let charProf = 0;
if (charRank === undefined || charRank.total > 0) {
charProf = char.data.data.attributes.prof;
}
if (coord) {
ssDeploy.coord.uuid = charUUID;
ssDeploy.coord.name = charName;
ssDeploy.coord.rank = charRank ? charRank.coord : 0;
ssDeploy.coord.prof = charProf;
}
if (gunner) {
ssDeploy.gunner.uuid = charUUID;
ssDeploy.gunner.name = charName;
ssDeploy.gunner.rank = charRank ? charRank.gunner : 0;
ssDeploy.gunner.prof = charProf;
}
if (mech) {
ssDeploy.mechanic.uuid = charUUID;
ssDeploy.mechanic.name = charName;
ssDeploy.mechanic.rank = charRank ? charRank.mechanic : 0;
ssDeploy.mechanic.prof = charProf;
}
if (oper) {
ssDeploy.operator.uuid = charUUID;
ssDeploy.operator.name = charName;
ssDeploy.operator.rank = charRank ? charRank.operator : 0;
ssDeploy.operator.prof = charProf;
}
if (pilot) {
ssDeploy.pilot.uuid = charUUID;
ssDeploy.pilot.name = charName;
ssDeploy.pilot.rank = charRank ? charRank.pilot : 0;
ssDeploy.pilot.prof = charProf;
}
if (tech) {
ssDeploy.technician.uuid = charUUID;
ssDeploy.technician.name = charName;
ssDeploy.technician.rank = charRank ? charRank.technician : 0;
ssDeploy.technician.prof = charProf;
}
if (crew) {
ssDeploy.crew.push({ uuid: charUUID, name: charName, rank: charRank, prof: charProf });
}
if (pass) {
ssDeploy.passenger.push({ uuid: charUUID, name: charName, rank: charRank, prof: charProf });
}
this.update({ "data.attributes.deployment": ssDeploy });
}
/**
* Transform this Actor into another one.
*

View file

@ -535,7 +535,7 @@ export default class ActorSheet5e extends ActorSheet {
/** @override */
async _onDropActor(event, data) {
const canPolymorph = game.user.isGM || (this.actor.owner && game.settings.get('sw5e', 'allowPolymorphing'));
const canPolymorph = game.user.isGM || (this.actor.data.type === "starship") || (this.actor.owner && game.settings.get('sw5e', 'allowPolymorphing'));
if ( !canPolymorph ) return false;
// Get the target actor
@ -560,49 +560,76 @@ export default class ActorSheet5e extends ActorSheet {
};
// Create and render the Dialog
return new Dialog({
title: game.i18n.localize('SW5E.PolymorphPromptTitle'),
content: {
options: game.settings.get('sw5e', 'polymorphSettings'),
i18n: SW5E.polymorphSettings,
isToken: this.actor.isToken
},
default: 'accept',
buttons: {
accept: {
icon: '<i class="fas fa-check"></i>',
label: game.i18n.localize('SW5E.PolymorphAcceptSettings'),
callback: html => this.actor.transformInto(sourceActor, rememberOptions(html))
if (this.actor.data.type === "starship") {
return new Dialog({
title: game.i18n.localize('SW5E.DeploymentPromptTitle') + " " + sourceActor.data.name + " into " + this.actor.data.name,
content: {
i18n: SW5E.deploymentTypes,
isToken: this.actor.isToken
},
wildshape: {
icon: '<i class="fas fa-paw"></i>',
label: game.i18n.localize('SW5E.PolymorphWildShape'),
callback: html => this.actor.transformInto(sourceActor, {
keepBio: true,
keepClass: true,
keepMental: true,
mergeSaves: true,
mergeSkills: true,
transformTokens: rememberOptions(html).transformTokens
})
},
polymorph: {
icon: '<i class="fas fa-pastafarianism"></i>',
label: game.i18n.localize('SW5E.Polymorph'),
callback: html => this.actor.transformInto(sourceActor, {
transformTokens: rememberOptions(html).transformTokens
})
},
cancel: {
icon: '<i class="fas fa-times"></i>',
label: game.i18n.localize('Cancel')
default: 'accept',
buttons: {
deploy: {
icon: '<i class="fas fa-check"></i>',
label: game.i18n.localize('SW5E.DeploymentAcceptSettings'),
callback: html => this.actor.deployInto(sourceActor, rememberOptions(html))
},
cancel: {
icon: '<i class="fas fa-times"></i>',
label: game.i18n.localize('Cancel')
}
}
}
}, {
classes: ['dialog', 'sw5e'],
width: 600,
template: 'systems/sw5e/templates/apps/polymorph-prompt.html'
}).render(true);
}, {
classes: ['dialog', 'sw5e'],
width: 600,
template: 'systems/sw5e/templates/apps/deployment-prompt.html'
}).render(true);
} else {
return new Dialog({
title: game.i18n.localize('SW5E.PolymorphPromptTitle'),
content: {
options: game.settings.get('sw5e', 'polymorphSettings'),
i18n: SW5E.polymorphSettings,
isToken: this.actor.isToken
},
default: 'accept',
buttons: {
accept: {
icon: '<i class="fas fa-check"></i>',
label: game.i18n.localize('SW5E.PolymorphAcceptSettings'),
callback: html => this.actor.transformInto(sourceActor, rememberOptions(html))
},
wildshape: {
icon: '<i class="fas fa-paw"></i>',
label: game.i18n.localize('SW5E.PolymorphWildShape'),
callback: html => this.actor.transformInto(sourceActor, {
keepBio: true,
keepClass: true,
keepMental: true,
mergeSaves: true,
mergeSkills: true,
transformTokens: rememberOptions(html).transformTokens
})
},
polymorph: {
icon: '<i class="fas fa-pastafarianism"></i>',
label: game.i18n.localize('SW5E.Polymorph'),
callback: html => this.actor.transformInto(sourceActor, {
transformTokens: rememberOptions(html).transformTokens
})
},
cancel: {
icon: '<i class="fas fa-times"></i>',
label: game.i18n.localize('Cancel')
}
}
}, {
classes: ['dialog', 'sw5e'],
width: 600,
template: 'systems/sw5e/templates/apps/polymorph-prompt.html'
}).render(true);
}
}
/* -------------------------------------------- */

View file

@ -17,6 +17,7 @@ export default class ActorSheet5eStarship extends ActorSheet5e {
return mergeObject(super.defaultOptions, {
classes: ["sw5e", "sheet", "actor", "starship"],
width: 800,
height: 775,
tabs: [{
navSelector: ".root-tabs",
contentSelector: ".sheet-body",
@ -135,6 +136,11 @@ export default class ActorSheet5eStarship extends ActorSheet5e {
activateListeners(html) {
super.activateListeners(html);
html.find(".health .rollable").click(this._onRollHPFormula.bind(this));
html.find('.refuel').click(this._onIncrementFuelLevel.bind(this));
html.find('.burnfuel').click(this._onDecrementFuelLevel.bind(this));
html.find('#engineslidervalue')[0].addEventListener('input', this._engineSliderUpdate.bind(this));
html.find('#shieldslidervalue')[0].addEventListener('input', this._shieldSliderUpdate.bind(this));
html.find('#weaponslidervalue')[0].addEventListener('input', this._weaponSliderUpdate.bind(this));
}
/* -------------------------------------------- */
@ -153,4 +159,95 @@ export default class ActorSheet5eStarship extends ActorSheet5e {
this.actor.update({"data.attributes.hp.value": hp, "data.attributes.hp.max": hp});
}
}
/* -------------------------------------------- */
/**
* Handle refueling a starship
* @param {Event} event The original click event
* @private
*/
_onIncrementFuelLevel(event) {
// event.preventDefault();
// const fuelcaparray = this.actor.data.effects.changes;
// var fuelcappos = fuelcaparray.indexOf('fuel.cap');
// const refuel = this.actor.data.effect.changes[fuelcappos].value;
this.actor.update({"data.attributes.fuel.value": this.actor.data.data.attributes.fuel.cap});
}
/* -------------------------------------------- */
/**
* Handle a starship burning fuel
* @param {Event} event The original click event
* @private
*/
_onDecrementFuelLevel(event) {
// event.preventDefault();
// const fuelcaparray = this.actor.data.effects.changes;
// var fuelcappos = fuelcaparray.indexOf('fuel.cap');
// const refuel = this.actor.data.effect.changes[fuelcappos].value;
this.actor.update({"data.attributes.fuel.value": this.actor.data.data.attributes.fuel.value - 1});
}
_engineSliderUpdate(input) {
var symbol;
var coefficient;
switch(input.target.value) {
case "0":
symbol = "↓";
coefficient = 0.5;
break;
case "1":
symbol = "=";
coefficient = 1;
break;
case "2":
symbol = "↑";
coefficient = 2;
};
let slideroutput = symbol;
document.querySelector('#engineslideroutput').value = slideroutput;
this.actor.update({"data.attributes.power.routing.engines": coefficient});
}
_shieldSliderUpdate(input) {
var symbol;
var coefficient;
switch(input.target.value) {
case "0":
symbol = "↓";
coefficient = 0.5;
break;
case "1":
symbol = "=";
coefficient = 1;
break;
case "2":
symbol = "↑";
coefficient = 2;
};
let slideroutput = symbol;
document.querySelector('#shieldslideroutput').value = slideroutput;
this.actor.update({"data.attributes.power.routing.shields": coefficient});
}
_weaponSliderUpdate(input) {
var symbol;
var coefficient;
switch(input.target.value) {
case "0":
symbol = "↓";
coefficient = 0.5;
break;
case "1":
symbol = "=";
coefficient = 1;
break;
case "2":
symbol = "↑";
coefficient = 2;
};
let slideroutput = symbol;
document.querySelector('#weaponslideroutput').value = slideroutput;
this.actor.update({"data.attributes.power.routing.weapons": coefficient});
}
}

View file

@ -0,0 +1,117 @@
/**
* A helper Dialog subclass for rolling Hit Dice on a recharge rest
* @extends {Dialog}
*/
export default class RechargeRestDialog extends Dialog {
constructor(actor, dialogData={}, options={}) {
super(dialogData, options);
/**
* 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;
}
/* -------------------------------------------- */
/** @override */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
template: "systems/sw5e/templates/apps/recharge-rest.html",
classes: ["sw5e", "dialog"]
});
}
/* -------------------------------------------- */
/** @override */
getData() {
const data = super.getData();
// Determine Hull Dice
data.availableHD = this.actor.data.items.reduce((hd, item) => {
if ( item.type === "starship" ) {
const d = item.data;
const denom = d.hullDice || "d6";
const available = parseInt(d.hullDiceStart || 1) + parseInt(d.tier || 0) - parseInt(d.hullDiceUsed || 0);
hd[denom] = denom in hd ? hd[denom] + available : available;
}
return hd;
}, {});
data.canRoll = this.actor.data.data.attributes.hull.dice > 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-hulld");
btn.click(this._onRollHullDie.bind(this));
}
/* -------------------------------------------- */
/**
* Handle rolling a Hull Die as part of a Recharge Rest action
* @param {Event} event The triggering click event
* @private
*/
async _onRollHullDie(event) {
event.preventDefault();
const btn = event.currentTarget;
this._denom = btn.form.hulld.value;
await this.actor.rollHullDie(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 rechargeRestDialog({actor}={}) {
return new Promise((resolve, reject) => {
const dlg = new this(actor, {
title: "Recharge 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);
}
},
cancel: {
icon: '<i class="fas fa-times"></i>',
label: "Cancel",
callback: reject
}
},
close: reject
});
dlg.render(true);
});
}
}

View file

@ -0,0 +1,69 @@
/**
* A helper Dialog subclass for completing a refitting rest
* @extends {Dialog}
*/
export default class RefittingRestDialog extends Dialog {
constructor(actor, dialogData = {}, options = {}) {
super(dialogData, options);
this.actor = actor;
}
/* -------------------------------------------- */
/** @override */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
template: "systems/sw5e/templates/apps/refitting-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;
}
/* -------------------------------------------- */
/**
* A helper constructor function which displays the Refitting Rest confirmation dialog and returns a Promise once it's
* workflow has been resolved.
* @param {Actor5e} actor
* @return {Promise}
*/
static async refittingRestDialog({ actor } = {}) {
return new Promise((resolve, reject) => {
const dlg = new this(actor, {
title: "Refitting Rest",
buttons: {
rest: {
icon: '<i class="fas fa-bed"></i>',
label: "Rest",
callback: html => {
let newDay = false;
if (game.settings.get("sw5e", "restVariant") === "normal")
newDay = html.find('input[name="newDay"]')[0].checked;
else if(game.settings.get("sw5e", "restVariant") === "gritty")
newDay = true;
resolve(newDay);
}
},
cancel: {
icon: '<i class="fas fa-times"></i>',
label: "Cancel",
callback: reject
}
},
default: 'rest',
close: reject
});
dlg.render(true);
});
}
}

View file

@ -367,6 +367,7 @@ SW5E.movementTypes = {
"crawl": "SW5E.MovementCrawl",
"fly": "SW5E.MovementFly",
"roll": "SW5E.MovementRoll",
"space": "SW5E.MovementSpace",
"swim": "SW5E.MovementSwim",
"turn": "SW5E.MovementTurn",
"walk": "SW5E.MovementWalk",
@ -467,7 +468,6 @@ SW5E.healingTypes = {
"temphp": "SW5E.HealingTemp"
};
/* -------------------------------------------- */
@ -489,113 +489,34 @@ SW5E.powerDieTypes = [1, "d4", "d6", "d8", "d10", "d12"];
/* -------------------------------------------- */
/**
* Enumerate the base stat and feature settings for starships based on size.
* @type {Array.<string>}
* Enumerate the upgrade costs as they apply to starships in the SW5E system based on Tier.
* @type {Array.<string>}
*/
SW5E.baseStarshipSettings = {
"tiny": {"changes":[{"key":"data.abilities.dex.value","value":4,"mode":2,"priority":20},{"key":"data.abilities.dex.proficient","value":1,"mode":4,"priority":20}, {"key":"data.abilities.con.value","value":-4,"mode":2,"priority":20}, {"key":"data.abilities.int.proficient","value":1,"mode":4,"priority":20}], "attributes":{"crewcap":null, "hd":"1d4", "hp":{"value":4, "max":4, "temp":4, "tempmax":4}, "hsm":1, "sd":"1d4", "mods":{"open":10, "max":10}, "suites":{"open":0, "max":0}, "movement":{"fly":300, "turn":300}}},
"sm": {"changes":[{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.proficient","value":1,"mode":4,"priority":20},{"key":"data.abilities.con.value","value":-2,"mode":2,"priority":20},{"key":"data.abilities.str.proficient","value":1,"mode":4,"priority":20}], "attributes":{"crewcap":1, "hd":"3d6", "hp":{"value":6, "max":6, "temp":6, "tempmax":6}, "hsm":2, "sd":"3d6", "mods":{"open":20, "max":20}, "suites":{"open":-1, "max":-1}, "movement":{"fly":300, "turn":250}}},
"med": {"attributes":{"crewcap":1, "hd":"5d8", "hp":{"value":8, "max":8, "temp":8, "tempmax":8}, "hsm":3, "sd":"5d8", "mods":{"open":30, "max":30}, "suites":{"open":3, "max":3}, "movement":{"fly":300, "turn":200}}},
"lg": {"changes":[{"key":"data.abilities.dex.value","value":-2,"mode":2,"priority":20},{"key":"data.abilities.wis.proficient","value":1,"mode":4,"priority":20},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20}], "attributes":{"crewcap":200, "hd":"7d10", "hp":{"value":10, "max":10, "temp":10, "tempmax":10}, "hsm":4, "sd":"7d10", "mods":{"open":50, "max":50}, "suites":{"open":3, "max":3}, "movement":{"fly":300, "turn":150}}},
"huge": {"changes":[{"key":"data.abilities.dex.value","value":-4,"mode":2,"priority":20},{"key":"data.abilities.wis.proficient","value":1,"mode":4,"priority":20},{"key":"data.abilities.con.value","value":4,"mode":2,"priority":20}], "attributes":{"crewcap":4000, "hd":"9d12", "hp":{"value":12, "max":12, "temp":12, "tempmax":12}, "hsm":2, "sd":"9d12", "mods":{"open":60, "max":60}, "suites":{"open":6, "max":6}, "movement":{"fly":300, "turn":100}}},
"grg": {"changes":[{"key":"data.abilities.dex.value","value":-6,"mode":2,"priority":20},{"key":"data.abilities.wis.proficient","value":1,"mode":4,"priority":20},{"key":"data.abilities.con.value","value":6,"mode":2,"priority":20}], "attributes":{"crewcap":80000, "hd":"11d20", "hp":{"value":20, "max":20, "temp":20, "tempmax":20}, "hsm":3, "sd":"11d20", "mods":{"open":70, "max":70}, "suites":{"open":10, "max":10}, "movement":{"fly":300, "turn":50}}}
}
SW5E.baseUpgradeCost = [0, 3900, 77500, 297000, 620000, 1150000];
/* -------------------------------------------- */
/**
* The set of starship roles which can be selected in SW5e
* @type {Object}
* Starship Deployment types
*/
SW5E.starshipRolestiny = {
};
SW5E.starshipRolessm = {
"bmbr": "SW5E.StarshipBomber",
"intc": "SW5E.StarshipInterceptor",
"scout": "SW5E.StarshipScout",
"scrm": "SW5E.StarshipScrambler",
"shtl": "SW5E.StarshipShuttle",
"strf": "SW5E.StarshipStrikeFighter"
};
SW5E.starshipRolesmed = {
"cour": "SW5E.StarshipCourier",
"frtr": "SW5E.StarshipFreighter",
"gnbt": "SW5E.StarshipGunboat",
"msbt": "SW5E.StarshipMissileBoat",
"nvgt": "SW5E.StarshipNavigator",
"yacht": "SW5E.StarshipYacht"
};
SW5E.starshipRoleslg = {
"ambd": "SW5E.StarshipAmbassador",
"corv": "SW5E.StarshipCorvette",
"crui": "SW5E.StarshipCruiser",
"expl": "SW5E.StarshipExplorer",
"pics": "SW5E.StarshipPicketShip",
"shtd": "SW5E.StarshipShipsTender"
};
SW5E.starshipRoleshuge = {
"btls": "SW5E.StarshipBattleship",
"carr": "SW5E.StarshipCarrier",
"colo": "SW5E.StarshipColonizer",
"cmds": "SW5E.StarshipCommandShip",
"intd": "SW5E.StarshipInterdictor",
"jugg": "SW5E.StarshipJuggernaut"
};
SW5E.starshipRolesgrg = {
"blks": "SW5E.StarshipBlockadeShip",
"flgs": "SW5E.StarshipFlagship",
"inct": "SW5E.StarshipIndustrialCenter",
"mbmt": "SW5E.StarshipMobileMetropolis",
"rsrc": "SW5E.StarshipResearcher",
"wars": "SW5E.StarshipWarship"
SW5E.deploymentTypes = {
"coord": "SW5E.DeploymentTypeCoordinator",
"gunner": "SW5E.DeploymentTypeGunner",
"mech": "SW5E.DeploymentTypeMechanic",
"oper": "SW5E.DeploymentTypeOperator",
"pilot": "SW5E.DeploymentTypePilot",
"tech": "SW5E.DeploymentTypeTechnician",
"crew": "SW5E.DeploymentTypeCrew",
"pass": "SW5E.DeploymentTypePassenger"
};
/* -------------------------------------------- */
/**
* The set of starship role bonuses to starships which can be selected in SW5e
* @type {Object}
*/
SW5E.starshipRoleBonuses = {
"bmbr": {"changes":[{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20}]},
"intc": {"changes":[{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20}]},
"scout": {"changes":[{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20}]},
"scrm": {"changes":[{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20}]},
"shtl": {"changes":[{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20}]},
"strf": {"changes":[{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20}]},
"cour": {"changes":[{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20}]},
"frtr": {"changes":[{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20}]},
"gnbt": {"changes":[{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20}]},
"msbt": {"changes":[{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20}]},
"nvgt": {"changes":[{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20}]},
"yacht": {"changes":[{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20}]},
"ambd": {"changes":[{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20}]},
"corv": {"changes":[{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20}]},
"crui": {"changes":[{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20}]},
"expl": {"changes":[{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20}]},
"pics": {"changes":[{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20}]},
"shtd": {"changes":[{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20}]},
"btls": {"changes":[{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20}]},
"carr": {"changes":[{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20}]},
"colo": {"changes":[{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20}]},
"cmds": {"changes":[{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20}]},
"intd": {"changes":[{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20}]},
"jugg": {"changes":[{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20}]},
"blks": {"changes":[{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20}]},
"flgs": {"changes":[{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20}]},
"inct": {"changes":[{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20}]},
"mbmt": {"changes":[{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20}]},
"rsrc": {"changes":[{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20}]},
"wars": {"changes":[{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20}]}
};
/* -------------------------------------------- */
/**
* The set of possible sensory perception types which an Actor may have
@ -647,7 +568,7 @@ SW5E.starshipSkills = {
"dat": "SW5E.StarshipSkillDat",
"hid": "SW5E.StarshipSkillHid",
"imp": "SW5E.StarshipSkillImp",
"int": "SW5E.StarshipSkillInt",
"inf": "SW5E.StarshipSkillInf",
"man": "SW5E.StarshipSkillMan",
"men": "SW5E.StarshipSkillMen",
"pat": "SW5E.StarshipSkillPat",

View file

@ -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":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":240,"max":240,"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"}
@ -111,4 +111,3 @@
{"name":"Headcomm","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"<p>A headcomm can be installed in a helmet or worn independently. It functions as a hands-free commlink.</p>","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":1,"price":200,"attuned":false,"equipped":false,"rarity":"","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Communications/Headcomm.webp","_id":"zHERdLuCUPpxzaSJ"}
{"name":"Poisoner's Kit","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"tool","data":{"description":{"value":"<p>A poisoners kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.</p>","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":2,"price":500,"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/Kit/Poisoner_s%20Kit.webp","_id":"zaLzNlsfzRf71Xpl"}
{"name":"Mine, Plasma","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"weapon","data":{"description":{"value":"<p>When you use your action to set it, this mine sets an imperceptible laser line extending up to 15 feet. When the laser is tripped, the mine explodes, coating the area in a 15-foot radius around it in fire that burns for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 13 Dexterity saving throw. On a failed save, the creature takes 2d6 fire damage, or half as much on a successful one. A construct makes this save with disadvantage.</p>","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":2,"price":550,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"flat"},"weaponType":"improv","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Explosive/Mine%2C%20Plasma.webp","_id":"zrSOUA8dUg9lHVdS"}
{"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":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":240,"max":240,"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"}

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View file

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{"name":"Hyperdrive, Class 3","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"equipment","data":{"description":{"value":"<p>The hyperdrive is a propulsion system that allows a starship to reach hyperspeed and traverse the void between stars in the alternate dimension of hyperspace. For a starship to have a hyperdrive, it must have a vacant hyperdrive slot modification.</p>","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":null,"price":7500,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"hyper","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"hpperhd":{"value":""},"regrateco":{"value":""},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":"3"}},"flags":{"core":{"sourceId":"Item.bzY549C3zaI3H6mt"}},"img":"systems/sw5e/packs/Icons/Starship%20Equipment/Hyperdrive.webp","effects":[],"_id":"rFm20P0THnzZRUxB"}

6
packs/packs/starships.db Normal file
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@ -0,0 +1,6 @@
{"_id":"6BN8l5E8QtYt103T","name":"Small Starship","permission":{"default":0,"yXqD5rPwgjXHtqeZ":3},"type":"starship","data":{"description":{"value":"<p>As the fighters cover his approach, Zik Beskin activates his targeting computer and ignores the explosions surrounding him, instead Focusing on the Destroyer's shield generator. It had to come down soon, or this fight was lost. Arsix, behind him, beeps and whirs, preparing the ion pulse missiles for the attack run, prewarming their engines and arming the warheads.</p>\n<p>Together a long time now, Beskin and Arsix had spilled their share of blood and oil, respectively, for the Rebellion--usually just while improving their ancient Ywing. But today, the blood and oil spilt wouldn't be their own. As Zik let fly a pair of missiles, he knew they would find their target. Today wasn't over just yet. This was her fourth sortie of the day, and Sheena was tired. The terrorists just kept coming. Every time she was about to shut her eyes a new wave of the Rebels came. And every time they did, she rushed to her TIE Interceptor and joined the alert fighters to take the fighters down before they could blow a hole in the planet's defenses. Every time they retreated before suffering heavy losses. But every time they came back. This last time she had decided to just nap in the cramped cockpit, so when the claxon rang out, she and her ship were basically ready to fly. This time she was going to end them quickly. As she repeatedly squeezed her trigger, she executed Koiogran turns and snap rolls galore, her laser blasts striking true, and the debris of A-wings, X-wings, and B-Wings--along with some frozen traitor remains--floated in space the next few days. At night, she leaned back against her beau, sipping some wine and watch-ing the beautiful streaks of light cross the sky as, piece by piece, the wreckage burned up in the atmosphere during reentry.</p>\n<p>R5-S1 locked down the loose stabilizer with his gripper arm as he angled the X-Wing's deflector shields. This ship took a firm gripper to get under control, but R5-S1 was up to the task. As his pilot, Veets, fired his last blast from the overheating cannons on the deployed s-foils, R5-S1 did the work of cooling off the guns, spooling up the hyperdrive, and running the calculations for lightspeed. It was time to go. Small ships have a tiny crew, often only a pilot and perhaps an astromech, but often strike above their weight class, a threat to small and large ships alike.</p>"},"size":"sm","tier":0,"hullDice":"d6","hullDiceStart":3,"hullDiceRolled":[6,4,4],"hullDiceUsed":0,"shldDice":"d6","shldDiceStart":3,"shldDiceRolled":[6,4,4],"shldDiceUsed":0,"pwrDice":"1","buildBaseCost":50000,"buildMinWorkforce":5,"upgrdCostMult":1,"upgrdMinWorkforce":1,"baseSpaceSpeed":300,"baseTurnSpeed":250,"crewMinWorkforce":1,"modBaseCap":20,"modMaxSuitesBase":-1,"modMaxSuitesMult":1,"modMaxSuiteCap":1,"modCostMult":1,"modMinWorkforce":2,"hardpointMult":1,"equipCostMult":1,"equipMinWorkforce":1,"cargoCap":2,"fuelCost":50,"fuelCap":10,"foodCap":10,"source":"SotG"},"folder":null,"sort":200001,"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[{"_id":"aVvrOFBux3t6WMEc","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":1},{"key":"data.abilities.con.value","value":-2,"mode":2,"priority":1}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Small Starship","origin":"Item.Kgo48vXNxSZkWp7H","tint":"","transfer":true}]}
{"_id":"6liD1m4hqKSeS5sp","name":"Medium Starship","permission":{"default":0,"yXqD5rPwgjXHtqeZ":3},"type":"starship","data":{"description":{"value":"<p>The Freighter shudders with the blasts of cannon fire. Despite its maneuvers, the pilot can't quite shake the pursuit. The technician's efforts to reinforce the shields are failing. The mechanic is pumping the reactor for every scrap of energy it can generate. The operator is frantically making the final few calculations for the jump to hyperspace. Finally, just as the ship's shields dissipate, the pilot makes the gut call, jettisoning the illicit cargo. As it distracts and hampers the followers, the freighter shifts power to the thrusters and quickly flies away.</p>\n<p>As the pirates activate their tractor beam to attempt to capture the weaponless frigate and its exotic wares, the gunboat escort intercedes. It flies in the line of the tractor, breaking the lock on the frigate, and unleashes a volley of cannon fire. The pirates, incapable of withstanding the salvo, drop the tractor beam and retreat.</p>\n<p>As the gunboat pursues to be sure the pirates don't come back for a second bite at the apple, the crew finally locks on target and unleashes a long-range night-stinger missile, putting a permanent end to the pirates' illicit and unwelcome activities.</p>\n<p>The captain invites his guests into his well-stocked cantina. He eyes the opposition as they take in his ship, assessing their reactions and noting their expressions. Fully aware of the effect the opulent room has on the unprepared, he easily stifles his grin and gestures for the starry-eyed vis-itors to sit across from him. He indicates for the server to bring drinks as he casually leans back and puts his feet on the table, confident this deal will go his way. He presses a button on the tiny remote in his hand, causing hidden panels to slide away and reveal his mostly-legal wares. \"So,\" he says, \"just how many of these do you need, and where will I deliver them?\"</p>\n<p>Medium ships are the bread and butter of the closeknit group. They are large enough to accommodate all of the immediate needs of a crew, while at the same time being small enough to feel cozy.</p>"},"size":"med","tier":0,"hullDice":"d8","hullDiceStart":5,"hullDiceRolled":[8,5,5,5,5],"hullDiceUsed":0,"shldDice":"d8","shldDiceStart":5,"shldDiceRolled":[8,5,5,5,5],"shldDiceUsed":0,"pwrDice":"1","buildBaseCost":100000,"buildMinWorkforce":10,"upgrdCostMult":2,"upgrdMinWorkforce":5,"baseSpaceSpeed":300,"baseTurnSpeed":200,"crewMinWorkforce":1,"modBaseCap":30,"modMaxSuitesBase":3,"modMaxSuitesMult":1,"modMaxSuiteCap":4,"modCostMult":2,"modMinWorkforce":4,"hardpointMult":1.5,"equipCostMult":2,"equipMinWorkforce":2,"cargoCap":25,"fuelCost":100,"fuelCap":30,"foodCap":120,"source":"SotG"},"folder":null,"sort":300001,"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Medium.webp","effects":[]}
{"_id":"FH8iBT4uujRUR0j7","name":"Gargantuan Starship","permission":{"default":0,"yXqD5rPwgjXHtqeZ":3},"type":"starship","data":{"description":{"value":"<p>The smaller ships retreat into the shadow of the blockade ship, fleeing an overwhelming foe. As the dreadnought's shields envelope them, they quickly turn and spring on their pursuers, utilizing the bulwark's shields as they unleash all of the firepower they have to bear.</p>\n<p>Meanwhile, the blockade ship unleashes a storm of electromagnetic energy from its antenna array, cutting of communications between enemy ships, effectively isolating the incoming forces from their distant fleet and from each other.</p>\n<p>In the center of the fleet, the command ship surveys the battlefield. Wherever the line wavers, the command ship quickly directs ships to reinforce. Finally, the formations of the enemy flag, and the command ship directs the fleet to capitalize on their failure as it determines and uploads targeting coordinates to its torpedo ships.</p>\n<p>The warship looms ominously over the battlefield as the two opposing armies crash. Despite the efforts of the enemy line, the warship closes into firing range of the capital ships. Having already determined an ordered targeting precedence, the operating crew confirms final firing solutions for the gunners as they charge up the main super-weapon on the prow of the ship. It unleashes its first devastating blast as the rest of its arsenal begins to lance out at secondary targets nearby.</p>\n<p>Gargantuan ships are the dreadnoughts that strike fear into the hearts of the faithless. They are the embodiment of indomitable might: a symbol of total and complete control.</p>"},"size":"grg","tier":0,"hullDice":"d20","hullDiceStart":11,"hullDiceRolled":[20,11,11,11,11,11,11,11,11,11,11],"hullDiceUsed":0,"shldDice":"d20","shldDiceStart":11,"shldDiceRolled":[20,11,11,11,11,11,11,11,11,11,11],"shldDiceUsed":0,"pwrDice":"1","buildBaseCost":1000000000,"buildMinWorkforce":10000,"upgrdCostMult":1000,"upgrdMinWorkforce":5000,"baseSpaceSpeed":300,"baseTurnSpeed":50,"crewMinWorkforce":80000,"modBaseCap":70,"modMaxSuitesBase":10,"modMaxSuitesMult":4,"modMaxSuiteCap":40000,"modCostMult":500,"modMinWorkforce":1000,"hardpointMult":3,"equipCostMult":500,"equipMinWorkforce":500,"cargoCap":200000,"fuelCost":100000,"fuelCap":1800,"foodCap":576000000,"source":"SotG"},"folder":null,"sort":600001,"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Gargantuan.webp","effects":[{"_id":"3erWl25IS1iaKUiv","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.abilities.dex.value","value":-6,"mode":2,"priority":1},{"key":"data.abilities.con.value","value":6,"mode":2,"priority":1}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Gargantuan.webp","label":"Gargantuan Starship","origin":"Item.KjK5001DYmUlFfPF","tint":"","transfer":true}]}
{"_id":"RFKvLuqE13INBxqd","name":"Large Starship","permission":{"default":0,"yXqD5rPwgjXHtqeZ":3},"type":"starship","data":{"description":{"value":"<p>Trapped in the capital ship's tractor beam, the ambassador frigate moves slowly towards the cruiser. The crew struggles to squeeze more power out of their reactor while the few marines on board take positions next to the hatches, wiping sweat from their brows as they check and re-check their weapons. Finally, bringing all the power the ship has to bare, the frigate is able to break the hold of the tractor beam and regain its trajectory, slowly but surely increasing the distance, before finally escaping the planet's moon and being able to jump to hyperspace. Shouts of joy echo down the ship's corridors and extra rations are ordered in celebration.</p>\n<p>Engines burning brightly, the corvette sprints through the blockade, trying to minimize the amount of fire its meager shields will have to absorb. Top and bottom turrets swivel to port, unleashing return fire against inbound interceptors. The ground drops from under everyone's feet as the artificial gravity systems flicker for a second as a pulse weapon detonates nearby. The high-pitched, distant whine of the reactor is barely audible over commands issuing from the bridge. The visual readouts indicated that they were now past the picket line, and the interceptors appeared to be breaking off, unsure of their ability to take on the much larger ship without the support of their battle stations. They'd made it. Looking back at the scopes, the coordinator's head hung down. They'd been the only ones to do so.</p>\n<p>As the Pelta-Class Picket ship danced between the larger destroyers and dreadnaughts, it continued its near constant barrage of heavy laser cannon fire, interspersed with individual launches of concussion missiles and proton torpedoes directed at vulnerable parts of the opposing fleet. If too many of those enemy guns came to bear on the the Pelta, it would be in trouble, but it's speed and it's relatively limited firepower made it a less-than juicy target. For now. But that is exactly what it's captain needed. Just a few more clicks and they would be in a perfect flanking position, able to pound the engines of the flag ship as soon as it's shields were brought down by the bombing squad beginning their run now.</p>\n<p>Large ships occupy the pinnacle of size for most private owner/operators in the galaxy. Large ships require an extensive crew and are costly to maintain, but can pack quite a punch and may house various suites and operation centers that allow the ship to operate as an impressive and mobile base of operations for wealthy individuals and successful adventurers.</p>"},"size":"lg","tier":0,"hullDice":"d10","hullDiceStart":7,"hullDiceRolled":[10,6,6,6,6,6,6],"hullDiceUsed":0,"shldDice":"d10","shldDiceStart":7,"shldDiceRolled":[10,6,6,6,6,6,6],"shldDiceUsed":0,"pwrDice":"1","buildBaseCost":1000000,"buildMinWorkforce":100,"upgrdCostMult":10,"upgrdMinWorkforce":50,"baseSpaceSpeed":300,"baseTurnSpeed":150,"crewMinWorkforce":200,"modBaseCap":50,"modMaxSuitesBase":3,"modMaxSuitesMult":2,"modMaxSuiteCap":400,"modCostMult":5,"modMinWorkforce":10,"hardpointMult":2,"equipCostMult":5,"equipMinWorkforce":5,"cargoCap":500,"fuelCost":1000,"fuelCap":300,"foodCap":240000,"source":"SotG"},"folder":null,"sort":400001,"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Large.webp","effects":[{"_id":"NwpCHKQsAOq16TMa","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.abilities.dex.value","value":-2,"mode":2,"priority":1},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":1}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Large.webp","label":"Large Ship","origin":"Item.ywTvt1JEvDEoqG3A","tint":"","transfer":true}]}
{"_id":"pgmf0rMYLt4LQtfN","name":"Huge Starship","permission":{"default":0,"yXqD5rPwgjXHtqeZ":3},"type":"starship","data":{"description":{"value":"<p>The battleship's shields flicker as it absorbs the blows of the attacking fighters. It continues inexorably past them as it's point-defense system peppers it's vicinity with blaster fire to ward them off. As it a approaches the fragile medical frigate the fighters scramble to protect, its gunners lock on to the target before unleashing a fierce volley of turbolaser fire and snapping it in half.</p>\n<p>As the carrier leaves hyperspace, snubfighters deploy from its hangars in formations and move to intercept the space station's patrol fighters. Before the enemy craft have the opportunity to respond, the fighters fall upon them, quickly decimating their ranks. But before the snubfighters had even left the carrier, a second wave of small bombers had been prepping for takeoff. As they spew forth from the hangars, they quickly lock on to the space station and launch proton bombs, pulverizing the station in minutes.</p>\n<p>With the command given, the operator activates the interdictor's gravity well projectors. the lights inside dim almost imperceptibly as huge amounts of power is drawn from the reactor core and supplemental capacitors to the projectors. Accompanied by a lowpitched hum, the gravity well projectors power up.</p>\n<p>Minutes pass for the ship uneventfully, until finally a frigate lurches unceremoniously out of hyperspace into realspace in front of them. The ship then activates its tractor beam, trapping its quarry.</p>\n<p>Huge starships, regardless of their specific purpose, are the backbone of any military. They provide a mobile base of operations and function as a staging ground for the faction that controls them.</p>"},"size":"huge","tier":0,"hullDice":"d12","hullDiceStart":9,"hullDiceRolled":[12,7,7,7,7,7,7,7,7],"hullDiceUsed":0,"shldDice":"d12","shldDiceStart":9,"shldDiceRolled":[12,7,7,7,7,7,7,7,7],"shldDiceUsed":0,"pwrDice":"1","buildBaseCost":100000000,"buildMinWorkforce":1000,"upgrdCostMult":100,"upgrdMinWorkforce":500,"baseSpaceSpeed":300,"baseTurnSpeed":100,"crewMinWorkforce":4000,"modBaseCap":60,"modMaxSuitesBase":6,"modMaxSuitesMult":3,"modMaxSuiteCap":4000,"modCostMult":50,"modMinWorkforce":100,"hardpointMult":2,"equipCostMult":50,"equipMinWorkforce":50,"cargoCap":10000,"fuelCost":10000,"fuelCap":600,"foodCap":9600000,"source":"SotG"},"folder":null,"sort":500001,"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Huge.webp","effects":[{"_id":"5dnyAxPsWqhRxR2v","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.abilities.dex.value","value":-4,"mode":2,"priority":1},{"key":"data.abilities.con.value","value":4,"mode":2,"priority":1}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Huge.webp","label":"Huge Starship","origin":"Item.h8l5MTU8C1pDIQGL","tint":"","transfer":true}]}
{"_id":"zC4qM8JMmMzCjMJK","name":"Tiny Starship","permission":{"default":0,"yXqD5rPwgjXHtqeZ":3},"type":"starship","data":{"description":{"value":"<p>As the droid fighter ducked and weaved through flying blaster bolts and dodged the occasional flak, its optical sensors continued to become more and more occluded as they accumulated a dark haze of dust and smoke. Switching to active radar systems, the droid continued to relentlessly pursue its target: the fleeing Jedi and its small padawn that was barely larger than a youngling. Not that it mattered. Whether either target continued to draw breath a few seconds from now didn't really matter to the droid. Of course, that cessation was its goal, but it didn't really care about that goal...it's just what it was doing. What it had to do. But not exactly what it wanted to do. The droid passed power from its fully charged weapon's capacitors into its guns, which blazed to life and spewed plasma towards the small child's back. It was a perfect shot. How could it not be. That's what it did. Then the Jedi's own plasma weapon flared as it darted across the youngling's back, deflecting the droid's blasts directly back at it. Of course, that is what Jedi's did. And as the bolts tore through the droid ship's hull, into its main computer banks, across its power banks and out its engines, the droid's final computations let it know that it was plummeting to the earth at terminal velocity. It's just what it was doing. What it now had to do. But not exactly what it wanted to do.</p>\n<p>The small drone slips silently past the blockade, scanning the defensive formations as it goes. The only chance to save the people on embattled Neth-Feeno was to coordinate a supply drop with them. This little, remote-controlled stealth ship was their only hope. It had to reach the surface to get the plan and maps through. Then it had to return with a full readout of the defenses. Only then could a distracting assault be planned to cover the air drop. As the tiny craft floated past the final sensor pod mounted right next to the final turret canon, the monitoring crew let out a sigh, and wiped sweat from their brows. As their screens, already more static than signal, winked out as the craft's transmissions were cut-off as it passed completely into the black-out zone, the team leader turned to his squad and said, \"May the force be with us today.\"</p>\n<p>One thing all Tiny starships have in common is that they are unmanned. Sometimes they are controlled remotely, but more often they are controlled by droids.</p>"},"size":"tiny","tier":0,"hullDice":"d4","hullDiceStart":1,"hullDiceRolled":[4],"hullDiceUsed":0,"shldDice":"d4","shldDiceStart":1,"shldDiceRolled":[4],"shldDiceUsed":0,"pwrDice":"1","buildBaseCost":10000,"buildMinWorkforce":3,"upgrdCostMult":0.5,"upgrdMinWorkforce":1,"baseSpaceSpeed":300,"baseTurnSpeed":300,"crewMinWorkforce":0,"modBaseCap":10,"modMaxSuitesBase":0,"modMaxSuitesMult":0,"modMaxSuiteCap":0,"modCostMult":0.5,"modMinWorkforce":1,"hardpointMult":1,"equipCostMult":0.5,"equipMinWorkforce":1,"cargoCap":0,"fuelCost":25,"fuelCap":5,"foodCap":0,"source":"SotG"},"folder":null,"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Tiny.webp","effects":[{"_id":"5BCYRjiFKUZY8ke9","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.abilities.dex.value","value":4,"mode":2,"priority":1},{"key":"data.abilities.con.value","value":-4,"mode":2,"priority":1}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Tiny.webp","label":"Tiny Starship","origin":"Item.k1Cxor0HkSEBpkuN","tint":"","transfer":true}]}

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@ -794,3 +794,14 @@ body.dark-theme .sw5e.sheet.actor .swalt-sheet .tab.notes section > input {
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body.dark-theme .sw5e.sheet.actor .swalt-sheet .panel.resources .traits .fuel-wrapper .fuel-label {
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@ -1727,3 +1727,78 @@ input[type="reset"]:disabled {
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grid-template-columns: 300px 100px;
width: 400px;
justify-self: end;
}
.sw5e.sheet.actor .swalt-sheet .panel.resources .traits .fuel-wrapper .fuel-label {
font-size: 12px;
line-height: 14px;
width: 100%;
text-shadow: none;
padding: 0;
margin: 0;
height: auto;
text-align: center;
margin-left: -2px;
border-radius: 0 4px 4px 0;
}
.sw5e.sheet.actor .swalt-sheet .panel.resources .traits .fuel-wrapper .fuel {
position: relative;
border-radius: 4px;
height: 16px;
margin: 0;
width: 100%;
}
.sw5e.sheet.actor .swalt-sheet .panel.resources .traits .fuel-wrapper .fuel .fuel-bar {
position: absolute;
top: 0;
left: 0;
height: 100%;
border-radius: 4px;
border: none;
}
input[type=range][orient=vertical] {
-webkit-appearance: slider-vertical;
width: 10px;
height: 60px !important;
padding: 0 0 !important;
background-color: #c40f0f !important;
box-sizing: border-box;
}
input[type=range][orient=vertical]::-webkit-slider-runnable-track {
-webkit-appearance: slider-vertical !important;
height: 60px !important;
width: 10px !important;
line-height: 60px !important;
padding-top: 0 !important;
padding-bottom: 0 !important;
margin-top: 0 0 !important;
border-radius: 3px !important;
background: linear-gradient(
to top,
#c40f0f 50%,
#0dce0d 50%
);
}
input[type=range][orient=vertical]::-webkit-slider-thumb {
-webkit-appearance: none !important;
background-color: #c40f0f !important;
margin-right: -4px !important;
margin-top: 0px !important;
cursor: grab !important;
border-radius: 0 0 0 0 !important;
width: 10px !important;
height: 5px !important;
font-size: 10px;
}
output {
display: block;
margin: 5px auto;
font-size:1.75em;
}
input .vertslider {
height: 60px;
}

View file

@ -781,3 +781,14 @@ body.light-theme .sw5e.sheet.actor .swalt-sheet .tab.notes section > input {
body.light-theme .sw5e.sheet.actor.npc .swalt-sheet header .experience {
color: #4f4f4f;
}
body.light-theme .sw5e.sheet.actor .swalt-sheet .panel.resources .traits .fuel-wrapper .fuel-label {
background: #D6D6D6;
color: #1C1C1C;
border: 1px solid #1C1C1C;
}
body.light-theme .sw5e.sheet.actor .swalt-sheet .panel.resources .traits .fuel-wrapper .fuel {
background: #c40f0f;
}
body.light-theme .sw5e.sheet.actor .swalt-sheet .panel.resources .traits .fuel-wrapper .fuel .fuel-bar {
background: #0dce0d;
}

View file

@ -426,6 +426,7 @@
list-style: none;
margin: 0;
padding: 0;
display: block;
}
.sw5e.sheet .items-list .item-name {
flex: 2;

15
sw5e.js
View file

@ -159,16 +159,15 @@ Hooks.once("setup", function() {
const toLocalize = [
"abilities", "abilityAbbreviations", "abilityActivationTypes", "abilityConsumptionTypes", "actorSizes", "alignments",
"armorProficiencies", "armorPropertiesTypes", "conditionTypes", "consumableTypes", "cover", "currencies", "damageResistanceTypes",
"damageTypes", "distanceUnits", "equipmentTypes", "healingTypes", "itemActionTypes", "languages",
"damageTypes", "deploymentTypes", "distanceUnits", "equipmentTypes", "healingTypes", "itemActionTypes", "languages",
"limitedUsePeriods", "movementTypes", "movementUnits", "polymorphSettings", "proficiencyLevels", "senses", "skills",
"starshipRolessm", "starshipRolesmed", "starshipRoleslg", "starshipRoleshuge", "starshipRolesgrg", "starshipSkills",
"powerComponents", "powerLevels", "powerPreparationModes", "powerScalingModes", "powerSchools", "targetTypes",
"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",
"abilities", "alignments", "currencies", "deploymentTypes", "distanceUnits", "movementUnits", "itemActionTypes", "proficiencyLevels",
"limitedUsePeriods", "powerComponents", "powerLevels", "powerPreparationModes", "weaponTypes"
];
@ -277,6 +276,14 @@ Handlebars.registerHelper('getProperty', function (data, property) {
return getProperty(data, property);
});
Handlebars.registerHelper('round', function(value) {
return Math.floor(value);
});
Handlebars.registerHelper('debug', function(value) {
console.log(value)
return value;
})
function setFolderBackground(html) {
html.find("header.folder-header").each(function() {

View file

@ -146,6 +146,12 @@
"path": "./packs/packs/starshipmodifications.db",
"entity": "Item"
},
{
"name": "starships",
"label": "Starship Types",
"path": "./packs/packs/starships.db",
"entity": "Item"
},
{
"name": "starshipweapons",
"label": "Starship Weapons",

View file

@ -37,8 +37,8 @@
"value": 10,
"min": 0,
"max": 10,
"temp": 0,
"tempmax": 0
"temp": null,
"tempmax": null
},
"init": {
"value": 0,
@ -89,6 +89,15 @@
},
"creature": {
"attributes": {
"rank": {
"total": 0,
"coord": 0,
"gunner": 0,
"mechanic": 0,
"operator": 0,
"pilot": 0,
"technician": 0
},
"senses": {
"darkvision": 0,
"blindsight": 0,
@ -410,31 +419,119 @@
"starship": {
"templates": ["common"],
"attributes": {
"cargcap": 0,
"crewcap": 0,
"cscap": 0,
"cost": {
"baseBuild": 0,
"baseUpgrade": 0,
"multEquip": 0,
"multModification": 0,
"multUpgrade": 0
},
"death": {
"failure": 0,
"success": 0
},
"dr": 0,
"engpow": 1,
"exhaustion": 0,
"hsm": 1,
"deployment": {
"coord": {
"uuid": null,
"name": null,
"rank": null,
"prof": null
},
"gunner": {
"uuid": null,
"name": null,
"rank": null,
"prof": null
},
"mechanic": {
"uuid": null,
"name": null,
"rank": null,
"prof": null
},
"operator": {
"uuid": null,
"name": null,
"rank": null,
"prof": null
},
"pilot": {
"uuid": null,
"name": null,
"rank": null,
"prof": null
},
"technician": {
"uuid": null,
"name": null,
"rank": null,
"prof": null
},
"crew": [],
"passenger": []
},
"equip": {
"armor": {
"dr": 0,
"maxDex": 99,
"stealthDisadv": false
},
"hyperdrive": {
"class": null
},
"powerCoupling": {
"centralCap": 0,
"systemCap": 0
},
"reactor": {
"fuelMult": 1,
"powerRecDie": "1"
},
"size": {
"cargoCap": 0,
"crewMinWorkforce": 0,
"foodCap": 0
},
"shields": {
"capMult": 1,
"regenRateMult": 1
}
},
"systemDamage": 0,
"fuel": {
"cap": 0,
"cost": 0,
"value": 0
},
"hull": {
"die": "",
"dice": 0,
"dicemax": 0,
"formula":"",
"value": null,
"max": null
},
"mods": {
"open": 10,
"max": 10
"capUsed": 0,
"capLimit": 10,
"hardpoints":{
"open": 0,
"max": 0
},
"installed": 0,
"suites": {
"open": 0,
"max": 0,
"cap": 0
}
},
"pwrdice": {
"pwrdie": "",
"recovery": 1,
"power": {
"die": "",
"routing":{
"engines": 1,
"shields": 1,
"weapons": 1
},
"central": {
"value": 0,
"max": 0
@ -463,21 +560,24 @@
"shld": {
"die": "",
"dice": 0,
"dicemax": 0,
"depleted": false,
"formula":"",
"value": null,
"max": null
},
"shieldpow": 1,
"sscap": 0,
"suites": {
"open": 0,
"max": 0
},
"weaponpow": 1
"used": false,
"workforce": {
"max": 0,
"minBuild": 0,
"minEquip": 0,
"minModification": 0,
"minUpgrade": 0
}
},
"details": {
"tier": 0,
"role": "",
"role": [],
"source": ""
},
"skills": {
@ -501,7 +601,7 @@
"value": 0,
"ability": "cha"
},
"int": {
"inf": {
"value": 0,
"ability": "cha"
},
@ -539,7 +639,7 @@
}
},
"traits": {
"size": "med"
"size": null
}
},
"vehicle": {
@ -826,7 +926,7 @@
"capx": {
"value": null
},
"hpperhd": {
"dmgred": {
"value": null
},
"regrateco": {
@ -1005,12 +1105,34 @@
"size": "",
"tier": 0,
"hullDice": "d6",
"hullDiceStart": 1,
"hullDiceStart": 3,
"hullDiceRolled":[6,4,4],
"hullDiceUsed": 0,
"shldDice": "d6",
"shldDiceStart": 1,
"shldDiceStart": 3,
"shldDiceRolled":[6,4,4],
"shldDiceUsed": 0,
"pwrDice": "1",
"buildBaseCost": 50000,
"buildMinWorkforce": 5,
"upgrdCostMult": 1,
"upgrdMinWorkforce": 1,
"baseSpaceSpeed": 300,
"baseTurnSpeed": 250,
"crewMinWorkforce": 1,
"modBaseCap": 20,
"modMaxSuitesBase": 0,
"modMaxSuitesMult": 1,
"modMaxSuiteCap": 1,
"modCostMult": 1,
"modMinWorkforce": 2,
"hardpointMult": 2,
"equipCostMult": 1,
"equipMinWorkforce": 1,
"cargoCap": 2,
"fuelCost": 50,
"fuelCap": 10,
"foodCap": 10,
"source": "SotG"
},
"starshipfeature": {

View file

@ -8,6 +8,14 @@
<li class="filter-item" data-filter="reaction">{{localize "SW5E.Reaction"}}</li>
</ul>
<ol>
<li>Coordinator: {{data.attributes.deployment.coord.name}}</li>
<li>Gunner: {{data.attributes.deployment.gunner.name}}</li>
<li>Mechanic: {{data.attributes.deployment.mechanic.name}}</li>
<li>Operator: {{data.attributes.deployment.operator.name}}</li>
<li>Pilot: {{data.attributes.deployment.pilot.name}}</li>
<li>Technician: {{data.attributes.deployment.technician.name}}</li>
</ol>
<ol class="group-list">
{{#each sections as |section sid|}}

View file

@ -14,14 +14,8 @@
</div>
<div class="summary">
<!-- <input type="text" name="data.traits.size" value="{{data.traits.size}}"
placeholder="{{lookup config.actorSizes data.traits.size}}" style="text-transform: capitalize;" /> -->
<span class="summary-input" style="text-transform: capitalize;font-family: 'Russo One';display: inline; height: auto; font-size: 17px; font-weight: 400; letter-spacing: 0.5px; line-height: 24px; color: #4f4f4f;">{{lookup config.actorSizes data.traits.size}}</span>
<!-- <input type="text" name="data.details.role" value="{{data.details.role}}"
placeholder="{{ localize 'SW5E.Role' }}" /> -->
<span class="summary-input" style="text-transform: capitalize;font-family: 'Russo One';display: inline; height: auto; font-size: 17px; font-weight: 400; letter-spacing: 0.5px; line-height: 24px; color: #4f4f4f;">{{lookup config.starshipRolessm data.details.role}}</span>
<input type="text" name="data.details.source" value="{{data.details.source}}"
placeholder="{{ localize 'SW5E.Source' }}" />
<input type="text" name="data.details.source" value="{{data.details.source}}" placeholder="{{ localize 'SW5E.Source' }}" />
</div>
<div class="attributes">
{{!-- ARMOR CLASS --}}
@ -31,10 +25,11 @@
<input class="ac-display" name="data.attributes.ac.value" type="text"
value="{{data.attributes.ac.value}}" data-dtype="Number" placeholder="10" />
</div>
<footer class="attribute-footer proficiency">
{{ localize "SW5E.Proficiency" }}
{{numberFormat data.attributes.prof decimals=0 sign=true}}
</footer>
<footer class="attribute-footer hit-dice" style="grid-template-columns: 1fr 1fr 1fr; column-gap: 4px;">
<button type="button" class="rest short-rest">{{ localize "SW5E.Recharge" }}</button>
<button type="button" class="rest long-rest">{{ localize "SW5E.Refitting" }}</button>
<button type="button" class="rest long-rest">{{ localize "SW5E.ShieldRegen" }}</button>
</footer>
</section>
{{!-- HULL POINTS --}}
@ -42,14 +37,15 @@
<h1 class="attribute-name rollable">{{ localize "SW5E.HullPoints" }}</h1>
<div class="attribute-value multiple">
<input name="data.attributes.hp.value" type="text" value="{{data.attributes.hp.value}}"
data-dtype="Number" placeholder="0" class="value-number" />
data-dtype="Number" class="value-number" />
<span class="value-separator">/</span>
<input name="data.attributes.hp.max" type="text" value="{{data.attributes.hp.max}}"
data-dtype="Number" placeholder="0" class="value-number" />
data-dtype="Number" class="value-number" />
</div>
<footer class="attribute-footer hit-points">
<input name="data.attributes.hull.formula" class="hpformula" type="text"
placeholder="{{ localize 'SW5E.HullPointsFormula' }}" value="{{data.attributes.hull.formula}}" style="min-width: 150px;" />
<footer class="attribute-footer" style="line-height: 12px; height: 12px; text-align: center; font-family: 'Russo One';">
<!-- <input name="data.attributes.hull.formula" class="hpformula" type="text"
placeholder="{{ localize 'SW5E.HullPointsFormula' }}" value="{{data.attributes.hull.formula}}" style="min-width: 150px;" /> -->
<strong>{{localize "SW5E.HullDice"}}:</strong> {{data.attributes.hull.dice}}{{data.attributes.hull.die}}
</footer>
</section>
@ -57,20 +53,19 @@
<section class="attribute health" style="box-sizing: border-box; width: 150px;">
<h1 class="attribute-name rollable">{{ localize "SW5E.ShieldPoints" }}</h1>
<div class="attribute-value multiple">
<input name="data.attributes.hp.temp" type="text" value="{{data.attributes.hp.temp}}"
<input name="data.attributes.hp.temp" type="text" value="{{round data.attributes.hp.temp}}"
data-dtype="Number" placeholder="0" class="value-number" />
<span class="value-separator">/</span>
<input name="data.attributes.hp.tempmax" type="text" value="{{data.attributes.hp.tempmax}}"
<input name="data.attributes.hp.tempmax" type="text" value="{{round data.attributes.hp.tempmax}}"
data-dtype="Number" placeholder="0" class="value-number" />
</div>
<footer class="attribute-footer hit-points">
<input name="data.attributes.shld.Formula" class="hpformula" type="text"
placeholder="{{ localize 'SW5E.ShieldPointsFormula' }}" value="{{data.attributes.shld.formula}}" style="min-width: 150px;" />
<footer class="attribute-footer" style="line-height: 12px; height: 12px; text-align: center; font-family: 'Russo One';">
<!-- <input name="data.attributes.shld.formula" class="hpformula" type="text"
placeholder="{{ localize 'SW5E.ShieldPointsFormula' }}" value="{{data.attributes.shld.formula}}" style="min-width: 150px;" /> -->
<strong>{{localize "SW5E.ShieldDice"}}: </strong> {{data.attributes.shld.dice}}{{data.attributes.shld.die}}
</footer>
</section>
{{!-- SPEED / MOVEMENT TYPES --}}
<section style="box-sizing: border-box; width: 150px;">
<h1>{{ localize "SW5E.Movement" }}
<a class="config-button" data-action="movement" title="{{localize 'SW5E.MovementConfig'}}"><i class="fas fa-cog"></i></a>
@ -145,95 +140,79 @@
<section class="panel resources">
<h1>Resources and Traits</h1>
<div class="traits">
<label>
{{localize "SW5E.Size"}}
<select class="actor-size" name="data.traits.size">
{{#select data.traits.size}}
<option value=""> </option>
{{#each config.actorSizes as |label size|}}
<option value="{{size}}">{{label}}</option>
{{/each}}
{{/select}}
</select>
</label>
<label>
{{localize "SW5E.Role"}}
<select class="actor-size" name="data.details.role">
{{#select data.details.role}}
<option value=""> </option>
{{#if isTiny}}
{{#each config.starshipRolestiny as |label role|}}
<option value="{{role}}">{{label}}</option>
{{/each}}
{{/if}}
{{#if isSmall}}
{{#each config.starshipRolessm as |label role|}}
<option value="{{role}}">{{label}}</option>
{{/each}}
{{/if}}
{{#if isMedium}}
{{#each config.starshipRolesmed as |label role|}}
<option value="{{role}}">{{label}}</option>
{{/each}}
{{/if}}
{{#if isLarge}}
{{#each config.starshipRoleslg as |label role|}}
<option value="{{role}}">{{label}}</option>
{{/each}}
{{/if}}
{{#if isHuge}}
{{#each config.starshipRoleshuge as |label role|}}
<option value="{{role}}">{{label}}</option>
{{/each}}
{{/if}}
{{#if isGargantuan}}
{{#each config.starshipRolesgrg as |label role|}}
<option value="{{role}}">{{label}}</option>
{{/each}}
{{/if}}
{{/select}}
</select>
</label>
<br />
<label>
{{localize "SW5E.HullDice"}}: <input class="hpformula" style="max-width:50px;" name="data.attributes.hd" value="{{data.attributes.hd}}" placeholder="{{data.attributes.hd}}" />
</label>
<label>
{{localize "SW5E.ShieldDice"}}: <input class="hpformula" style="max-width:50px;" name="data.attributes.sd" value="{{data.attributes.sd}}" placeholder="{{data.attributes.sd}}" />
</label>
<label>
{{localize "SW5E.PowerDice"}}:
<select class="actor-size" name="data.attributes.pd">
{{#select data.attributes.pd}}
<option value=""> </option>
{{#each config.powerDieTypes as |pd|}}
<option value="{{pd}}">{{pd}}</option>
{{/each}}
{{/select}}
</select>
</label>
<br />
<label>
{{localize "SW5E.DmgRed"}}: <input class="hpformula" style="max-width:30px;" name="data.attributes.dr" value="{{data.attributes.dr}}" placeholder="0" />
</label>
<label>
{{localize "SW5E.VehicleCargoCapacity"}}: <input class="hpformula" style="max-width:60px;" name="data.attributes.cargcap" value="{{data.attributes.cargcap}}" placeholder="0" /> tons
</label>
<br />
<label>
{{localize "SW5E.CrewCap"}}: <input class="hpformula" style="max-width:60px;" name="data.attributes.crewcap" value="{{data.attributes.crewcap}}" placeholder="0" />
</label>
<br />
<label>
<table style="border: none; background: none;">
<tr>
<td>
<label>
{{localize "SW5E.VehicleCargoCapacity"}}: {{data.attributes.equip.size.cargoCap}} tons
</label>
</td>
<td>
<label>
{{localize "SW5E.CrewCap"}}: {{data.attributes.equip.size.crewMinWorkforce}}
</label>
</td>
</tr>
<tr>
<td>
<label>
{{localize "SW5E.FuelCostPerUnit"}}: {{data.attributes.fuel.cost}} cr/unit
</label>
</td>
<td>
<button type="button" class="rest long-rest burnfuel" style="width:40%;" title="Burn 1 Unit of Fuel">{{ localize "SW5E.BurnFuel" }}</button>&nbsp;&nbsp;
<button type="button" class="rest long-rest refuel" style="width:40%;" title="Refuel">{{ localize "SW5E.Refuel" }}</button>
</td>
</tr>
</table>
<label>
{{localize "SW5E.FuelCapacity"}}
</label>
{{#with data.attributes.fuel}}
<div class="fuel-wrapper" title="Fuel">
<div class="fuel {{#if fueled}}fueled{{/if}}">
<span class="fuel-bar" style="width:{{pct}}%"></span>
<i class="fuel-breakpoint fuel-20 arrow-up"></i>
<i class="fuel-breakpoint fuel-20 arrow-down"></i>
<i class="fuel-breakpoint fuel-40 arrow-up"></i>
<i class="fuel-breakpoint fuel-40 arrow-down"></i>
<i class="fuel-breakpoint fuel-60 arrow-up"></i>
<i class="fuel-breakpoint fuel-60 arrow-down"></i>
<i class="fuel-breakpoint fuel-80 arrow-up"></i>
<i class="fuel-breakpoint fuel-80 arrow-down"></i>
</div>
<span class="fuel-label">{{value}} / {{cap}} units</span>
</div>
{{/with}}
<!-- <label>
{{localize "SW5E.CentStorageCapacity"}}: <input class="hpformula" style="max-width:30px;" name="data.attributes.cscap" value="{{data.attributes.cscap}}" placeholder="0" />
</label>
<label>
{{localize "SW5E.SysStorageCapacity"}}: <input class="hpformula" style="max-width:30px;" name="data.attributes.sscap" value="{{data.attributes.sscap}}" placeholder="0" />
</label>
</div>
<h1>{{localize "SW5E.PowerRouting"}}</h1>
<div class="traits">
<label>
</label> -->
</div>
<h1>{{localize "SW5E.PowerRouting"}}</h1>
<div class="traits">
<table style="border:none;">
<tr>
<td align="center"><strong>{{localize "SW5E.EnginePl"}}</strong></td>
<td rowspan=3><input type="range" orient="vertical" id="engineslidervalue" class="vertslider" value={{data.attributes.power.routing.engines}} step="1" min="0" max="2" ></td>
<td align="center"><strong>{{localize "SW5E.EquipmentShieldProficiency"}}</strong></td>
<td rowspan=3><input type="range" orient="vertical" id="shieldslidervalue" class="vertslider" value={{data.attributes.power.routing.shields}} step="1" min="0" max="2" ></td>
<td align="center"><strong>{{localize "SW5E.ItemTypeWeaponPl"}}</strong></td>
<td rowspan=3><input type="range" orient="vertical" id="weaponslidervalue" class="vertslider" value={{data.attributes.power.routing.weapons}} step="1" min="0" max="2" ></td>
</tr>
<tr>
<td rowspan=2 align="center"><strong><output for=value id="engineslideroutput">=</output></td>
<td rowspan=2 align="center"><strong><output for=value id="shieldslideroutput">=</output></td>
<td rowspan=2 align="center"><strong><output for=value id="weaponslideroutput">=</output></td>
</tr>
<tr></tr>
</table>
<!-- <label>
{{localize "SW5E.EnginePl"}}:
<select name="data.attributes.engpow">
{{#select data.attributes.engpow}}
@ -263,6 +242,24 @@
{{/select}}
</select>
</label>
<br /> -->
<table style="border: none; width: 400px;">
<tr><th colspan=3 align="left">{{localize "SW5E.PowerDieAlloc"}}</th><th colspan=3 align="right">
<label>
{{localize "SW5E.PowerDie"}}: {{data.attributes.power.die}}
</label>
</tr>
<tr><th style="border-top: 2px solid #0d99cc; border-left: 2px solid #0d99cc; border-right: 2px solid #0d99cc;">Central</th><th style="border-top: 2px solid #0d99cc; border-left: 2px solid #0d99cc; border-right: 2px solid #0d99cc;">Comms</th><th style="border-top: 2px solid #0d99cc; border-left: 2px solid #0d99cc; border-right: 2px solid #0d99cc;">Engines</th><th style="border-top: 2px solid #0d99cc; border-left: 2px solid #0d99cc; border-right: 2px solid #0d99cc;">Sensors</th><th style="border-top: 2px solid #0d99cc; border-left: 2px solid #0d99cc; border-right: 2px solid #0d99cc;">Shields</th><th style="border-top: 2px solid #0d99cc; border-left: 2px solid #0d99cc; border-right: 2px solid #0d99cc;">Weapons</th>
<tr>
<td style="border-bottom: 2px solid #0d99cc; border-left: 2px solid #0d99cc; border-right: 2px solid #0d99cc;"><input class="hpformula" style="max-width:25px;" name="data.attributes.power.central.value" value="{{data.attributes.power.central.value}}" placeholder="{{data.attributes.power.central.max}}" /> / {{data.attributes.power.central.max}}</td>
<td style="border-bottom: 2px solid #0d99cc; border-left: 2px solid #0d99cc; border-right: 2px solid #0d99cc;"><input class="hpformula" style="max-width:25px;" name="data.attributes.power.comms.value" value="{{data.attributes.power.comms.value}}" placeholder="{{data.attributes.power.comms.max}}" /> / {{data.attributes.power.comms.max}}</td>
<td style="border-bottom: 2px solid #0d99cc; border-left: 2px solid #0d99cc; border-right: 2px solid #0d99cc;"><input class="hpformula" style="max-width:25px;" name="data.attributes.power.engines.value" value="{{data.attributes.power.engines.value}}" placeholder="{{data.attributes.power.engines.max}}" /> / {{data.attributes.power.engines.max}}</td>
<td style="border-bottom: 2px solid #0d99cc; border-left: 2px solid #0d99cc; border-right: 2px solid #0d99cc;"><input class="hpformula" style="max-width:25px;" name="data.attributes.power.sensors.value" value="{{data.attributes.power.sensors.value}}" placeholder="{{data.attributes.power.sensors.max}}" /> / {{data.attributes.power.sensors.max}}</td>
<td style="border-bottom: 2px solid #0d99cc; border-left: 2px solid #0d99cc; border-right: 2px solid #0d99cc;"><input class="hpformula" style="max-width:25px;" name="data.attributes.power.shields.value" value="{{data.attributes.power.shields.value}}" placeholder="{{data.attributes.power.shields.max}}" /> / {{data.attributes.power.shields.max}}</td>
<td style="border-bottom: 2px solid #0d99cc; border-left: 2px solid #0d99cc; border-right: 2px solid #0d99cc;"><input class="hpformula" style="max-width:25px;" name="data.attributes.power.weapons.value" value="{{data.attributes.power.weapons.value}}" placeholder="{{data.attributes.power.weapons.max}}" /> / {{data.attributes.power.weapons.max}}</td>
</tr>
</table>
</label>
</div>
<section class="counters" style="border: none; margin: 8px 0; display: grid; grid-template-columns: repeat(2, 1fr);">
<div class="counter">
@ -283,23 +280,26 @@
<div class="counter">
<h4>{{ localize "SW5E.SystemDrainage" }}</h4>
<div class="counter-value" style="text-align: left;">
<input type="text" name="data.attributes.exhaustion" data-dtype="Number" placeholder="0"
value="{{data.attributes.exhaustion}}" />
<input type="text" name="data.attributes.systemDamage" data-dtype="Number" placeholder="0"
value="{{data.attributes.systemDamage}}" />
</div>
</div></section>
<h1>{{localize "SW5E.StarshipmodPl"}}</h1>
<div class="traits">
<label>
{{localize "SW5E.ModCap"}}: <input class="hpformula" style="max-width:30px;" name="data.attributes.mods.open" value="{{data.attributes.mods.open}}" placeholder="10" />/<input class="hpformula" style="max-width:30px;" name="data.attributes.mods.max" value="{{data.attributes.mods.max}}" placeholder="10" />
{{localize "SW5E.ModCap"}}: <input class="hpformula" style="max-width:30px;" name="data.attributes.mods.capUsed" value="{{data.attributes.mods.capUsed}}" placeholder="10" />/ {{data.attributes.mods.capLimit}}
</label>
<label>
{{localize "SW5E.SuiteCap"}}: <input class="hpformula" style="max-width:30px;" name="data.attributes.suites.open" value="{{data.attributes.suites.open}}" placeholder="0" />/<input class="hpformula" style="max-width:30px;" name="data.attributes.suites.max" value="{{data.attributes.suites.max}}" placeholder="0" />
{{localize "SW5E.SuiteCap"}}: <input class="hpformula" style="max-width:30px;" name="data.attributes.suites.open" value="{{data.attributes.mods.suites.open}}" placeholder="0" />/ {{data.attributes.mods.suites.max}} - Occupancy: {{data.attributes.mods.suites.cap}}
</label>
<br />
<label>
{{localize "SW5E.HardpointSizeMod"}}: <input class="hpformula" style="max-width:30px;" name="data.attributes.hsm" value="{{data.attributes.hsm}}" placeholder="0" />
{{localize "SW5E.HardpointsPerRound"}}: {{data.attributes.mods.hardpoints.max}}
</label>
</div>
<label>
{{localize "SW5E.DmgRed"}}: {{data.attributes.equip.armor.dr}}
</label>
</div>
</section>
</section>
{{!-- Cargo & Crew --}}

View file

@ -0,0 +1,18 @@
<div class="dialog-content">
{{#each content.i18n}}
<div>
<label class="checkbox" for="{{@key}}">
<input type="checkbox" id="{{@key}}" name="{{@key}}" {{checked (lookup ../content.options @key)}}>
{{this}}
</label>
</div>
{{/each}}
</div>
<div class="dialog-buttons">
{{#each buttons as |button id|}}
<button class="dialog-button" data-button="{{id}}">
{{{button.icon}}}
{{{button.label}}}
</button>
{{/each}}
</div>

View file

@ -24,6 +24,10 @@
<label>{{localize "SW5E.MovementRoll"}}</label>
<input name="data.attributes.movement.roll" type="number" step="0.1" value="{{movement.roll}}"/>
</div>
<div class="form-group">
<label>{{localize "SW5E.MovementSpace"}}</label>
<input name="data.attributes.movement.space" type="number" step="0.1" value="{{movement.space}}"/>
</div>
<div class="form-group">
<label>{{localize "SW5E.MovementSwim"}}</label>
<input name="data.attributes.movement.swim" type="number" step="0.1" value="{{movement.swim}}"/>

View file

@ -0,0 +1,38 @@
<form id="recharge-rest-hd" class="dialog-content" onsubmit="event.preventDefault();">
<p>{{ localize "SW5E.RechargeRestHint" }}</p>
<div class="form-group">
<label>{{ localize "SW5E.RechargeRestSelect" }}</label>
<div class="form-fields">
<select name="hd">
{{#select denomination}}
{{#each availableHD as |num denom|}}
<option value="{{denom}}">{{denom}} ({{num}} {{ localize "SW5E.available" }})</option>
{{/each}}
{{/select}}
</select>
<button id="roll-hulld" {{#unless canRoll}}disabled{{/unless}}>
<i class="fas fa-dice-d20"></i> {{ localize "Roll" }}
</button>
</div>
{{#unless canRoll}}
<p class="notes">{{ localize "SW5E.RechargeRestNoHullD" }}</p>
{{/unless}}
</div>
{{#if promptNewDay}}
<div class="form-group">
<label>Is New Day?</label>
<input type="checkbox" name="newDay" {{checked newDay}}/>
<p class="hint">Recover limited use abilities which recharge "per day"?</p>
</div>
{{/if}}
<div class="dialog-buttons">
{{#each buttons as |button id|}}
<button class="dialog-button" data-button="{{id}}">
{{{button.icon}}}
{{{button.label}}}
</button>
{{/each}}
</div>
</form>

View file

@ -0,0 +1,20 @@
<form id="refitting-rest" class="dialog-content" onsubmit="event.preventDefault();">
<p>Take a refitting rest? On a refitting rest you will recover hull points, your hull dice, and shields.</p>
{{#if promptNewDay}}
<div class="form-group">
<label>Is New Day?</label>
<input type="checkbox" name="newDay" {{checked newDay}}/>
<p class="hint">Recover limited use abilities which recharge "per day"?</p>
</div>
{{/if}}
<div class="dialog-buttons">
{{#each buttons as |button id|}}
<button class="dialog-button" data-button="{{id}}">
{{{button.icon}}}
{{{button.label}}}
</button>
{{/each}}
</div>
</form>

View file

@ -100,9 +100,9 @@
<strong style="color:#4b4a44; font-size: 11px">{{ localize "SW5E.CapacityMultiplier" }}</strong>
<input style="min-width: 5px; max-width: 35px; padding: none;" type="text" name="data.capx.value" value="{{data.capx.value}}" /> &nbsp;&nbsp;
<strong style="color:#4b4a44; font-size: 11px;">{{ localize "SW5E.DmgRed" }}</strong>
<input style="min-width: 5px; max-width: 35px; padding: none;" type="text" name="data.attributes.dr" value="{{data.attributes.dr}}" /> &nbsp;&nbsp;
<input style="min-width: 5px; max-width: 35px; padding: none;" type="text" name="data.attributes.dmgred.value" value="{{data.attributes.dmgred.value}}" /> &nbsp;&nbsp;
<strong style="color:#4b4a44; font-size: 11px;">{{ localize "SW5E.RegenerationRateCoefficient" }}</strong>
<input style="min-width: 5px; max-width: 35px; padding: none;" type="text" name="data.regrateco.value" value="{{data.regrateco.value}}" /> &nbsp;&nbsp;
<input style="min-width: 5px; max-width: 35px; padding: none;" type="text" name="data.attributes.regrateco.value" value="{{data.regrateco.value}}" /> &nbsp;&nbsp;
</div>
{{!-- Starship Equipment Properties --}}

View file

@ -26,6 +26,7 @@
<nav class="sheet-navigation tabs" data-group="primary">
<a class="item active" data-tab="description">{{ localize "SW5E.Description" }}</a>
<a class="item" data-tab="details">{{ localize "SW5E.Details" }}</a>
<a class="item" data-tab="effects">{{ localize "SW5E.Effects" }}</a>
</nav>
{{!-- Item Sheet Body --}}
@ -117,6 +118,155 @@
</div>
</div>
{{!-- Construction --}}
<div class="form-group">
<label>{{localize "SW5E.StockCost"}}</label>
<div class="form-fields">
<input type="text" placeholder="0" name="data.buildBaseCost" value="{{data.buildBaseCost}}" data-dtype="Number"/>
</div>
</div>
<div class="form-group">
<label>{{localize "SW5E.MinConstWorkforce"}}</label>
<div class="form-fields">
<input type="text" placeholder="0" name="data.buildMinWorkforce" value="{{data.buildMinWorkforce}}" data-dtype="Number"/>
</div>
</div>
<div class="form-group">
<label>{{localize "SW5E.UpgradeCostMult"}}</label>
<div class="form-fields">
<input type="text" placeholder="0" name="data.upgrdCostMult" value="{{data.upgrdCostMult}}" data-dtype="Number"/>
</div>
</div>
<div class="form-group">
<label>{{localize "SW5E.MinUpgradeWorkforce"}}</label>
<div class="form-fields">
<input type="text" placeholder="0" name="data.upgrdMinWorkforce" value="{{data.upgrdMinWorkforce}}" data-dtype="Number"/>
</div>
</div>
<div class="form-group">
<label>{{localize "SW5E.BaseSpaceSpeed"}}</label>
<div class="form-fields">
<input type="text" placeholder="0" name="data.baseSpaceSpeed" value="{{data.baseSpaceSpeed}}" data-dtype="Number"/>
</div>
</div>
<div class="form-group">
<label>{{localize "SW5E.BaseTurnSpeed"}}</label>
<div class="form-fields">
<input type="text" placeholder="0" name="data.baseTurnSpeed" value="{{data.baseTurnSpeed}}" data-dtype="Number"/>
</div>
</div>
<div class="form-group">
<label>{{localize "SW5E.MinCrewWorkforce"}}</label>
<div class="form-fields">
<input type="text" placeholder="0" name="data.crewMinWorkforce" value="{{data.crewMinWorkforce}}" data-dtype="Number"/>
</div>
</div>
{{!-- Modifications --}}
<div class="form-group">
<label>{{localize "SW5E.BaseModCap"}}</label>
<div class="form-fields">
<input type="text" placeholder="0" name="data.modBaseCap" value="{{data.modBaseCap}}" data-dtype="Number"/>
</div>
</div>
<div class="form-group">
<label>{{localize "SW5E.BaseMaxSuites"}}</label>
<div class="form-fields">
<input type="text" placeholder="0" name="data.modMaxSuitesBase" value="{{data.modMaxSuitesBase}}" data-dtype="Number"/>
</div>
</div>
<div class="form-group">
<label>{{localize "SW5E.BaseMaxConMult"}}</label>
<div class="form-fields">
<input type="text" placeholder="0" name="data.modMaxSuitesMult" value="{{data.modMaxSuitesMult}}" data-dtype="Number"/>
</div>
</div>
<div class="form-group">
<label>{{localize "SW5E.MaxSuiteCapacity"}}</label>
<div class="form-fields">
<input type="text" placeholder="0" name="data.modMaxSuiteCap" value="{{data.modMaxSuiteCap}}" data-dtype="Number"/>
</div>
</div>
<div class="form-group">
<label>{{localize "SW5E.ModCostMult"}}</label>
<div class="form-fields">
<input type="text" placeholder="0" name="data.modCostMult" value="{{data.modCostMult}}" data-dtype="Number"/>
</div>
</div>
<div class="form-group">
<label>{{localize "SW5E.MinModWorkforce"}}</label>
<div class="form-fields">
<input type="text" placeholder="0" name="data.modMinWorkforce" value="{{data.modMinWorkforce}}" data-dtype="Number"/>
</div>
</div>
<div class="form-group">
<label>{{localize "SW5E.HardpointStrMult"}}</label>
<div class="form-fields">
<input type="text" placeholder="0" name="data.hardpointMult" value="{{data.hardpointMult}}" data-dtype="Number"/>
</div>
</div>
{{!-- Equipment --}}
<div class="form-group">
<label>{{localize "SW5E.EquipCostMult"}}</label>
<div class="form-fields">
<input type="text" placeholder="0" name="data.equipCostMult" value="{{data.equipCostMult}}" data-dtype="Number"/>
</div>
</div>
<div class="form-group">
<label>{{localize "SW5E.MinEquipWorkforce"}}</label>
<div class="form-fields">
<input type="text" placeholder="0" name="data.equipMinWorkforce" value="{{data.equipMinWorkforce}}" data-dtype="Number"/>
</div>
</div>
<div class="form-group">
<label>{{localize "SW5E.CargoCap"}}</label>
<div class="form-fields">
<input type="text" placeholder="0" name="data.cargoCap" value="{{data.cargoCap}}" data-dtype="Number"/>
</div>
</div>
<div class="form-group">
<label>{{localize "SW5E.FuelCost"}}</label>
<div class="form-fields">
<input type="text" placeholder="0" name="data.fuelCost" value="{{data.fuelCost}}" data-dtype="Number"/>
</div>
</div>
<div class="form-group">
<label>{{localize "SW5E.FuelCap"}}</label>
<div class="form-fields">
<input type="text" placeholder="0" name="data.fuelCap" value="{{data.fuelCap}}" data-dtype="Number"/>
</div>
</div>
<div class="form-group">
<label>{{localize "SW5E.FoodCap"}}</label>
<div class="form-fields">
<input type="text" placeholder="0" name="data.foodCap" value="{{data.foodCap}}" data-dtype="Number"/>
</div>
</div>
</div>
{{!-- Effects Tab --}}
<div class="tab effects flexcol" data-group="primary" data-tab="effects">
{{> "systems/sw5e/templates/actors/parts/active-effects.html"}}
</div>
</section>
</form>