diff --git a/CHANGELOG.md b/CHANGELOG.md index cb36116..c66c754 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,32 +1,6 @@ # CHANGELOG -## 0.0.6 - -[ BETA Release] -- add illumination keys [#8](https://github.com/ceriath/candelafvtt/issues/8) by @juraj-visnovsky in [#9](https://github.com/ceriath/candelafvtt/pull/9) - -## 0.0.5 - -[ BETA Release] -- add 'Dice So Nice!' integration by @juraj-visnovsky in [#6](https://github.com/ceriath/candelafvtt/pull/6) -- add equip checkbox for gear [#5](https://github.com/ceriath/candelafvtt/issues/5) - -## 0.0.4 - -[BETA Release] -- drives are now editable (#3) - -## 0.0.3 - -[BETA Release] -- add License information to README and move it to THIRD-PARTY-LICENSE - -## 0.0.2 - -[BETA Release] -- add spanish translation [#1](https://github.com/ceriath/candelafvtt/pull/1) (thanks [@erizocosmico](https://github.com/erizocosmico)) - ## 0.0.1 [BETA Release] -- Initial Release \ No newline at end of file +- Initial Beta, still almost entirely based on the Candela Obscura ruleset located here: https://github.com/ceriath/candelafvtt \ No newline at end of file diff --git a/README.md b/README.md index d4b9b94..18dc373 100644 --- a/README.md +++ b/README.md @@ -2,7 +2,7 @@ ![Foundry v11](https://img.shields.io/badge/foundry-v11-green) -This system is an unofficial, basic implementation of the Candela Obscura Core Rulebook by Darrington Press. +This system is an unofficial, basic implementation of the Daggerheart system by Darrington Press. ## Usage @@ -11,12 +11,10 @@ There is an ingame compendium called "System Manual", that has a basic tutorial ## Supported Languages - English -- German -- Spanish ## Contributing -- If you have any issues with the system, please open a issue at [Github](https://github.com/ceriath/candela-fvtt). +- If you have any issues with the system, please open a issue at [My Gitea](https://git.nexxy.co/nexan/Daggerheart-fvtt). - If you have any improvements (including translations), feel free to open a pull request, i am happy to review and merge them! ## Credits @@ -27,30 +25,10 @@ If you like the system, you can find the books and more detail over at their Web - The code has been based on the [Boilerplate System](https://gitlab.com/asacolips-projects/foundry-mods/boilerplate) by [Matt Smith (Asacolips)](https://github.com/asacolips) ## Screenshots - -### Character Sheet - -![](screenshots/character-actions.png) -![](screenshots/character-abilities.png) -![](screenshots/character-biography.png) -![](screenshots/character-gear.png) - -### Circle Sheet - -![](screenshots/circle-abilities.png) -![](screenshots/circle-members.png) -![](screenshots/circle-illumination.png) - -### Rolls - -![](screenshots/roll.png) - -### Compendia - -![](screenshots/compendia-abilities.png) +Coming Soon! ## Darrington Press Community Gaming License -This product was created using the Darrington Press Community Gaming License. The Illuminated Worlds Standard Resource Document, the Candela Obscura Quickstart Guide and the Candela Obscura Core Rulebook are owned and copyrighted by Darrington Press, LLC. All rights reserved. -This product is based on content created and owned by Darrington Press. Candela Obscura, Darrington Press, LLC, 2023, available at [darringtonpress.com](https://darringtonpress.com) +This product was created using the Darrington Press Community Gaming License. The Daggerheart system is owned and copyrighted by Darrington Press, LLC. All rights reserved. +This product is based on content created and owned by Darrington Press. Daggerheart, Darrington Press, LLC, 2024, available at [daggerheart.com](https://www.daggerheart.com/) The Public Game Content identified above is licensed via the Darrington Press Community Gaming License, available at [darringtonpress.com](https://darringtonpress.com) The Public Game Content has been modified by the author. There were no previous modification by others. \ No newline at end of file diff --git a/assets/anvil-impact.png b/assets/anvil-impact.png new file mode 100644 index 0000000..b6a6f43 Binary files /dev/null and b/assets/anvil-impact.png differ diff --git a/img/fairelands-map.jpg b/img/fairelands-map.jpg deleted file mode 100644 index 70d47a2..0000000 Binary files a/img/fairelands-map.jpg and /dev/null differ diff --git a/img/flame.svg b/img/flame.svg deleted file mode 100644 index 030d15e..0000000 --- a/img/flame.svg +++ /dev/null @@ -1,33 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - - diff --git a/img/illumination_candle.png b/img/illumination_candle.png deleted file mode 100644 index 8e3955d..0000000 Binary files a/img/illumination_candle.png and /dev/null differ diff --git a/img/illumination_candle.svg b/img/illumination_candle.svg deleted file mode 100644 index 4a8f7be..0000000 --- a/img/illumination_candle.svg +++ /dev/null @@ -1,8 +0,0 @@ - - - - - - - - diff --git a/lang/de.json b/lang/de.json deleted file mode 100644 index ca52583..0000000 --- a/lang/de.json +++ /dev/null @@ -1,60 +0,0 @@ -{ - "CANDELAFVTT.nerve": "Nerven", - "CANDELAFVTT.move": "Bewegung", - "CANDELAFVTT.move-description": "laufen, ausweichen, navigieren", - "CANDELAFVTT.strike": "Angreifen", - "CANDELAFVTT.strike-description": "schlagen, zerbrechen, niederschlagen", - "CANDELAFVTT.control": "Kontrollieren", - "CANDELAFVTT.control-description": "fahren, schießen, finesse", - - "CANDELAFVTT.cunning": "Gerissenheit", - "CANDELAFVTT.sway": "Ausstrahlung", - "CANDELAFVTT.sway-description": "überzeugen, befehlen, gesellschaftlicher Umgang", - "CANDELAFVTT.read": "Durchschauen", - "CANDELAFVTT.read-description": "Körpersprache deuten, Lügen erkennen, Motive erfassen", - "CANDELAFVTT.hide": "Verstecken", - "CANDELAFVTT.hide-description": "anschleichen, ablenken, Taschenspielertricks", - - "CANDELAFVTT.intuition": "Intuition", - "CANDELAFVTT.survey": "Auffassungsgabe", - "CANDELAFVTT.survey-description": "suchen, verfolgen, entdecken", - "CANDELAFVTT.focus": "Fokus", - "CANDELAFVTT.focus-Beschreibung": "inspizieren, analysieren, erinnern", - "CANDELAFVTT.sense": "Sinn", - "CANDELAFVTT.sense-Beschreibung": "einstimmen, kanalisieren, offenbaren", - - "CANDELAFVTT.members": "Mitglieder", - - "CANDELAFVTT.stitch": "Stiche", - "CANDELAFVTT.refresh": "Erfrischungen", - "CANDELAFVTT.train": "Training", - - "CANDELAFVTT.brain": "Geist", - "CANDELAFVTT.body": "Körper", - "CANDELAFVTT.bleed": "Bleed", - - "CANDELAFVTT.drives": "Antriebe", - "CANDELAFVTT.resistances": "Resistenzen", - "CANDELAFVTT.abilities": "Fähigkeiten", - "CANDELAFVTT.illumination": "Erleuchtung", - "CANDELAFVTT.gear": "Ausrüstung", - "CANDELAFVTT.actions": "Aktionen", - "CANDELAFVTT.biography": "Biographie", - "CANDELAFVTT.marks": "Spuren", - "CANDELAFVTT.scars": "Narben", - "CANDELAFVTT.style": "Stil", - "CANDELAFVTT.catalyst": "Katalysator", - "CANDELAFVTT.question": "Fragen", - "CANDELAFVTT.background": "Hintergrund", - "CANDELAFVTT.illuminationKeys": "Schlüssel zur Erleuchtung", - - "CANDELAFVTT.abilities-description": "Wähle eine bei der Charaktererschaffung und eine weitere jedes Mal, wenn dein Kreis fortschreitet", - "CANDELAFVTT.illumination-description": "Bei vollständiger Erleuchtung, setze sie zurück. Jeder übrig gebliebene Erleuchtungspunkt zählt für deinen nächsten Aufstiegszyklus. Wähle dann eine neue Kreis-Fähigkeit, und alle Spieler können ihre Charakter-Fortschrittsoptionen wählen. Die roten Kreise stellen Meilensteine dar, die mechanische Vorteile haben können, je nachdem, welche Fähigkeiten dein Kreis wählt.", - - "CANDELAFVTT.driveBonus": "Antriebe hinzufügen", - "CANDELAFVTT.driveBonusDescription": "Füge zusätzliche Antriebe von dir oder deinen Mitspielern hinzu", - "CANDELAFVTT.roll": "Teste dein Glück!", - - "CANDELAFVTT.errors-invalid-spec": "Die gewählte Spezialisierung ist für die gewählte Rolle ungültig!" - -} \ No newline at end of file diff --git a/lang/en.json b/lang/en.json index d02d09e..4821a3e 100644 --- a/lang/en.json +++ b/lang/en.json @@ -1,60 +1,41 @@ { - "CANDELAFVTT.nerve": "Nerve", - "CANDELAFVTT.move": "Move", - "CANDELAFVTT.move-description": "run, dodge, navigate", - "CANDELAFVTT.strike": "Strike", - "CANDELAFVTT.strike-description": "punch, break, knock down", - "CANDELAFVTT.control": "Control", - "CANDELAFVTT.control-description": "drive, shoot, finesse", - - "CANDELAFVTT.cunning": "Cunning", - "CANDELAFVTT.sway": "Sway", - "CANDELAFVTT.sway-description": "convince, command, consort", - "CANDELAFVTT.read": "Read", - "CANDELAFVTT.read-description": "interpret body language, spot lies, gather motive", - "CANDELAFVTT.hide": "Hide", - "CANDELAFVTT.hide-description": "sneak, distract, sleight of hand", - - "CANDELAFVTT.intuition": "Intuition", - "CANDELAFVTT.survey": "Survey", - "CANDELAFVTT.survey-description": "search, track, spot", - "CANDELAFVTT.focus": "Focus", - "CANDELAFVTT.focus-description": "inspect, analyze, remember", - "CANDELAFVTT.sense": "Sense", - "CANDELAFVTT.sense-description": "attune, channel, reveal", - - "CANDELAFVTT.members": "Members", - - "CANDELAFVTT.stitch": "Stitch", - "CANDELAFVTT.refresh": "Refresh", - "CANDELAFVTT.train": "Train", - - "CANDELAFVTT.brain": "Brain", - "CANDELAFVTT.body": "Body", - "CANDELAFVTT.bleed": "Bleed", - - "CANDELAFVTT.drives": "Drives", - "CANDELAFVTT.resistances": "Resistances", - "CANDELAFVTT.abilities": "Abilities", - "CANDELAFVTT.illumination": "Illumination", - "CANDELAFVTT.gear": "Gear", - "CANDELAFVTT.actions": "Actions", - "CANDELAFVTT.biography": "Biography", - "CANDELAFVTT.marks": "Marks", - "CANDELAFVTT.scars": "Scars", - "CANDELAFVTT.style": "Style", - "CANDELAFVTT.catalyst": "Catalyst", - "CANDELAFVTT.question": "Question", - "CANDELAFVTT.background": "Background", - "CANDELAFVTT.illuminationKeys": "Illumination Keys", - - "CANDELAFVTT.abilities-description": "Choose one at character creation and one each time your circle advances.", - "CANDELAFVTT.illumination-description": "When the Illumination track is full, clear the track. Any leftover Illumination counts toward your next advancement cycle. Then choose a new circle ability, and all players can choose their character advancement options. The red circles represent milestones, which may have mechanical benefits depending on what abilities your circle chooses.", - - "CANDELAFVTT.driveBonus": "Add drives", - "CANDELAFVTT.driveBonusDescription": "Add additional drives from yourself or your fellow investigators", - "CANDELAFVTT.roll": "Test your luck!", - - "CANDELAFVTT.errors-invalid-spec": "The selected specialty is invalid for your selected role!" + "BOILERPLATE": { + "Ability": { + "Str": { "long": "Strength", "abbr": "str" }, + "Con": { "long": "Constitution", "abbr": "con" }, + "Dex": { "long": "Dexterity", "abbr": "dex" }, + "Int": { "long": "Intelligence", "abbr": "int" }, + "Wis": { "long": "Wisdom", "abbr": "wis" }, + "Cha": { "long": "Charisma", "abbr": "cha" } + }, + "SheetLabels": { + "Actor": "Boilerplate Actor Sheet", + "Item": "Boilerplate Item Sheet" + }, + "Item": { + "Spell": { + "SpellLVL": "Level {level} Spells", + "AddLVL": "Add LVL {level}" + } + }, + "Effect": { + "Source": "Source", + "Toggle": "Toggle Effect", + "Temporary": "Temporary Effects", + "Passive": "Passive Effects", + "Inactive": "Inactive Effects" + } + }, + "TYPES": { + "Actor": { + "character": "Character", + "npc": "NPC" + }, + "Item": { + "item": "Item", + "feature": "Feature", + "spell": "Spell" + } + } } diff --git a/lang/es.json b/lang/es.json deleted file mode 100644 index fb4bd4a..0000000 --- a/lang/es.json +++ /dev/null @@ -1,59 +0,0 @@ -{ - "CANDELAFVTT.nerve": "Agallas", - "CANDELAFVTT.move": "Moverse", - "CANDELAFVTT.move-description": "correr, esquivar, sortear", - "CANDELAFVTT.strike": "Golpear", - "CANDELAFVTT.strike-description": "golpear, romper, derribar", - "CANDELAFVTT.control": "Controlar", - "CANDELAFVTT.control-description": "conducir, disparar, sutileza", - - "CANDELAFVTT.cunning": "Ingenio", - "CANDELAFVTT.sway": "Influir", - "CANDELAFVTT.sway-description": "convencer, mandar, confraternizar", - "CANDELAFVTT.read": "Entender", - "CANDELAFVTT.read-description": "interpretar lenguaje corporal, detectar mentiras, leer motivaciones", - "CANDELAFVTT.hide": "Ocultarse", - "CANDELAFVTT.hide-description": "moverse sigilosamente, distraer, juego de manos", - - "CANDELAFVTT.intuition": "Intuición", - "CANDELAFVTT.survey": "Examinar", - "CANDELAFVTT.survey-description": "buscar, rastrear, descubrir", - "CANDELAFVTT.focus": "Concentrarse", - "CANDELAFVTT.focus-description": "inspeccionar, analizar, recordar", - "CANDELAFVTT.sense": "Sentir", - "CANDELAFVTT.sense-description": "sintonizarse, canalizar, revelar", - - "CANDELAFVTT.members": "Miembros", - - "CANDELAFVTT.stitch": "Remendar", - "CANDELAFVTT.refresh": "Refrescar", - "CANDELAFVTT.train": "Entrenar", - - "CANDELAFVTT.brain": "Mente", - "CANDELAFVTT.body": "Cuerpo", - "CANDELAFVTT.bleed": "Sangrado", - - "CANDELAFVTT.drives": "Impulsos", - "CANDELAFVTT.resistances": "Resistencias", - "CANDELAFVTT.abilities": "Habilidades", - "CANDELAFVTT.illumination": "Iluminación", - "CANDELAFVTT.gear": "Equipo", - "CANDELAFVTT.actions": "Acciones", - "CANDELAFVTT.biography": "Biografía", - "CANDELAFVTT.marks": "Marcas", - "CANDELAFVTT.scars": "Secuelas", - "CANDELAFVTT.style": "Estilo", - "CANDELAFVTT.catalyst": "Detonante", - "CANDELAFVTT.question": "Pregunta", - "CANDELAFVTT.background": "Trasfondo", - "CANDELAFVTT.illuminationKeys": "Illumination Keys", - - "CANDELAFVTT.abilities-description": "Elige una durante la creación del personaje y otra cada vez que tu círculo avanza.", - "CANDELAFVTT.illumination-description": "Cuando el registro de Iluminación está lleno, vacía el registro. Cualquier Iluminación sobrante cuenta para el siguiente ciclo de avance. Entonces elige una nueva habilidad de círculo y todos los jugadores pueden elegir sus opciones de avance de personaje. Los círculos rojos representan hitos, que pueden tener beneficios mecánicos dependiendo de las habilidades escogidas por tu círculo.", - - "CANDELAFVTT.driveBonus": "Añadir impulsos", - "CANDELAFVTT.driveBonusDescription": "Añade impulsos adicionales (tuyos o de tus compañeros investigadores)", - "CANDELAFVTT.roll": "¡Prueba suerte!", - - "CANDELAFVTT.errors-invalid-spec": "¡La especialidad no es válida para el rol del personaje!" -} diff --git a/lib/some-lib/some-lib.css b/lib/some-lib/some-lib.css new file mode 100644 index 0000000..e69de29 diff --git a/lib/some-lib/some-lib.min.js b/lib/some-lib/some-lib.min.js new file mode 100644 index 0000000..e69de29 diff --git a/module/boilerplate.mjs b/module/boilerplate.mjs new file mode 100644 index 0000000..7f76fe0 --- /dev/null +++ b/module/boilerplate.mjs @@ -0,0 +1,143 @@ +// Import document classes. +import { BoilerplateActor } from './documents/actor.mjs'; +import { BoilerplateItem } from './documents/item.mjs'; +// Import sheet classes. +import { BoilerplateActorSheet } from './sheets/actor-sheet.mjs'; +import { BoilerplateItemSheet } from './sheets/item-sheet.mjs'; +// Import helper/utility classes and constants. +import { preloadHandlebarsTemplates } from './helpers/templates.mjs'; +import { BOILERPLATE } from './helpers/config.mjs'; + +/* -------------------------------------------- */ +/* Init Hook */ +/* -------------------------------------------- */ + +Hooks.once('init', function () { + // Add utility classes to the global game object so that they're more easily + // accessible in global contexts. + game.boilerplate = { + BoilerplateActor, + BoilerplateItem, + rollItemMacro, + }; + + // Add custom constants for configuration. + CONFIG.BOILERPLATE = BOILERPLATE; + + /** + * Set an initiative formula for the system + * @type {String} + */ + CONFIG.Combat.initiative = { + formula: '1d20 + @abilities.dex.mod', + decimals: 2, + }; + + // Define custom Document classes + CONFIG.Actor.documentClass = BoilerplateActor; + CONFIG.Item.documentClass = BoilerplateItem; + + // Active Effects are never copied to the Actor, + // but will still apply to the Actor from within the Item + // if the transfer property on the Active Effect is true. + CONFIG.ActiveEffect.legacyTransferral = false; + + // Register sheet application classes + Actors.unregisterSheet('core', ActorSheet); + Actors.registerSheet('boilerplate', BoilerplateActorSheet, { + makeDefault: true, + label: 'BOILERPLATE.SheetLabels.Actor', + }); + Items.unregisterSheet('core', ItemSheet); + Items.registerSheet('boilerplate', BoilerplateItemSheet, { + makeDefault: true, + label: 'BOILERPLATE.SheetLabels.Item', + }); + + // Preload Handlebars templates. + return preloadHandlebarsTemplates(); +}); + +/* -------------------------------------------- */ +/* Handlebars Helpers */ +/* -------------------------------------------- */ + +// If you need to add Handlebars helpers, here is a useful example: +Handlebars.registerHelper('toLowerCase', function (str) { + return str.toLowerCase(); +}); + +/* -------------------------------------------- */ +/* Ready Hook */ +/* -------------------------------------------- */ + +Hooks.once('ready', function () { + // Wait to register hotbar drop hook on ready so that modules could register earlier if they want to + Hooks.on('hotbarDrop', (bar, data, slot) => createItemMacro(data, slot)); +}); + +/* -------------------------------------------- */ +/* Hotbar Macros */ +/* -------------------------------------------- */ + +/** + * Create a Macro from an Item drop. + * Get an existing item macro if one exists, otherwise create a new one. + * @param {Object} data The dropped data + * @param {number} slot The hotbar slot to use + * @returns {Promise} + */ +async function createItemMacro(data, slot) { + // First, determine if this is a valid owned item. + if (data.type !== 'Item') return; + if (!data.uuid.includes('Actor.') && !data.uuid.includes('Token.')) { + return ui.notifications.warn( + 'You can only create macro buttons for owned Items' + ); + } + // If it is, retrieve it based on the uuid. + const item = await Item.fromDropData(data); + + // Create the macro command using the uuid. + const command = `game.boilerplate.rollItemMacro("${data.uuid}");`; + let macro = game.macros.find( + (m) => m.name === item.name && m.command === command + ); + if (!macro) { + macro = await Macro.create({ + name: item.name, + type: 'script', + img: item.img, + command: command, + flags: { 'boilerplate.itemMacro': true }, + }); + } + game.user.assignHotbarMacro(macro, slot); + return false; +} + +/** + * Create a Macro from an Item drop. + * Get an existing item macro if one exists, otherwise create a new one. + * @param {string} itemUuid + */ +function rollItemMacro(itemUuid) { + // Reconstruct the drop data so that we can load the item. + const dropData = { + type: 'Item', + uuid: itemUuid, + }; + // Load the item from the uuid. + Item.fromDropData(dropData).then((item) => { + // Determine if the item loaded and if it's an owned item. + if (!item || !item.parent) { + const itemName = item?.name ?? itemUuid; + return ui.notifications.warn( + `Could not find item ${itemName}. You may need to delete and recreate this macro.` + ); + } + + // Trigger the item roll + item.roll(); + }); +} diff --git a/module/candelafvtt.mjs b/module/candelafvtt.mjs deleted file mode 100644 index a8fa6ec..0000000 --- a/module/candelafvtt.mjs +++ /dev/null @@ -1,188 +0,0 @@ -// Import document classes. -import { CandelafvttActor } from './documents/actor.mjs'; -import { CandelafvttItem } from './documents/item.mjs'; -// Import sheet classes. -import { CandelafvttActorSheet } from './sheets/actor-sheet.mjs'; -import { CandelafvttItemSheet } from './sheets/item-sheet.mjs'; -// Import helper/utility classes and constants. -import { preloadHandlebarsTemplates } from './helpers/templates.mjs'; -import { CANDELAFVTT } from './helpers/config.mjs'; - -/* -------------------------------------------- */ -/* Init Hook */ -/* -------------------------------------------- */ - -Hooks.once('init', async function () { - // Add utility classes to the global game object so that they're more easily - // accessible in global contexts. - game.candelafvtt = { - CandelafvttActor, - CandelafvttItem, - rollItemMacro, - }; - - // Add custom constants for configuration. - CONFIG.CANDELAFVTT = CANDELAFVTT; - - /** - * Set an initiative formula for the system - * @type {String} - */ - CONFIG.Combat.initiative = { - formula: '1d20', - decimals: 2, - }; - - // Define custom Document classes - CONFIG.Actor.documentClass = CandelafvttActor; - CONFIG.Item.documentClass = CandelafvttItem; - - // Register sheet application classes - Actors.unregisterSheet('core', ActorSheet); - Actors.registerSheet('candelafvtt', CandelafvttActorSheet, { - makeDefault: true, - }); - Items.unregisterSheet('core', ItemSheet); - Items.registerSheet('candelafvtt', CandelafvttItemSheet, { - makeDefault: true, - }); - - // Preload Handlebars templates. - return preloadHandlebarsTemplates(); -}); - -/* -------------------------------------------- */ -/* Handlebars Helpers */ -/* -------------------------------------------- */ - -Handlebars.registerHelper('toLowerCase', function (str) { - return str.toLowerCase(); -}); - -Handlebars.registerHelper('times', function (n, block) { - var accum = ''; - for (var i = 0; i < n; ++i) { - block.data.index = i; - block.data.first = i === 0; - block.data.last = i === n - 1; - accum += block.fn(this); - } - return accum; -}); - -Handlebars.registerHelper('le', function (left, right) { - return left <= right; -}); - -Handlebars.registerHelper('lt', function (left, right) { - return left < right; -}); - -Handlebars.registerHelper('ge', function (left, right) { - return left >= right; -}); - -Handlebars.registerHelper('gt', function (left, right) { - return left > right; -}); - -Handlebars.registerHelper('eq', function (left, right) { - return left == right; -}); - -/* -------------------------------------------- */ -/* Ready Hook */ -/* -------------------------------------------- */ - -Hooks.once('ready', async function () { - // Wait to register hotbar drop hook on ready so that modules could register earlier if they want to - Hooks.on('hotbarDrop', (bar, data, slot) => createItemMacro(data, slot)); -}); - -/* -------------------------------------------- */ -/* Dice So Nice! customizations */ -/* -------------------------------------------- */ - -Hooks.once('diceSoNiceReady', (dice3d) => { - dice3d.addColorset({ - name: 'standard', - description: 'Standard', - category: 'Colors', - foreground: ['#a4602c'], - background: ['#235156'], - outline: 'black', - texture: 'cloudy_2', - }, 'preferred'); - - dice3d.addColorset({ - name: 'gilded', - description: 'Gilded', - category: 'Colors', - foreground: ['#007a73'], - background: ['#74594f'], - outline: 'black', - texture: 'cloudy_2', - }); - - dice3d.addSystem({ id: 'candelafvtt', name: 'Candela Obscura' }, 'preferred'); -}); - -/* -------------------------------------------- */ -/* Hotbar Macros */ -/* -------------------------------------------- */ - -/** - * Create a Macro from an Item drop. - * Get an existing item macro if one exists, otherwise create a new one. - * @param {Object} data The dropped data - * @param {number} slot The hotbar slot to use - * @returns {Promise} - */ -async function createItemMacro(data, slot) { - // First, determine if this is a valid owned item. - if (data.type !== 'Item') return; - if (!data.uuid.includes('Actor.') && !data.uuid.includes('Token.')) { - return ui.notifications.warn('You can only create macro buttons for owned Items'); - } - // If it is, retrieve it based on the uuid. - const item = await Item.fromDropData(data); - - // Create the macro command using the uuid. - const command = `game.candelafvtt.rollItemMacro("${data.uuid}");`; - let macro = game.macros.find(m => m.name === item.name && m.command === command); - if (!macro) { - macro = await Macro.create({ - name: item.name, - type: 'script', - img: item.img, - command: command, - flags: { 'candelafvtt.itemMacro': true }, - }); - } - game.user.assignHotbarMacro(macro, slot); - return false; -} - -/** - * Create a Macro from an Item drop. - * Get an existing item macro if one exists, otherwise create a new one. - * @param {string} itemUuid - */ -function rollItemMacro(itemUuid) { - // Reconstruct the drop data so that we can load the item. - const dropData = { - type: 'Item', - uuid: itemUuid, - }; - // Load the item from the uuid. - Item.fromDropData(dropData).then(item => { - // Determine if the item loaded and if it's an owned item. - if (!item || !item.parent) { - const itemName = item?.name ?? itemUuid; - return ui.notifications.warn(`Could not find item ${itemName}. You may need to delete and recreate this macro.`); - } - - // Trigger the item roll - item.roll(); - }); -} diff --git a/module/documents/action.mjs b/module/documents/action.mjs deleted file mode 100644 index f3b2c1a..0000000 --- a/module/documents/action.mjs +++ /dev/null @@ -1,109 +0,0 @@ -/** - * Base Action Class - */ -export class Action { - /** - * Roll an action - * @param {any} action The actual action object - * @param {string} actionId The key id of the action - */ - static async rollAction(action, actionId) { - const drives = await this._prepareActionRoll(actionId); - if (drives == null) return; // dialog canceled - - const diceCount = action.value + drives; - let r; - - if (diceCount == 0) { - // no action rating, roll two dice and keep lower result - const normalDice = new Die({ - number: 2, - faces: 6, - modifiers: ['kl'], - }); - r = Roll.fromTerms([normalDice]); - } else if (action.gilded) { - // gilded action, replace one die with a gilded die - const normalDice = new Die({ - number: diceCount - 1, - faces: 6, - modifiers: ['kh'], - }); - const plus = new OperatorTerm({ operator: '+' }); - const gildedDice = new Die({ - number: 1, - faces: 6, - options: { flavor: 'gilded' }, - modifiers: ['kh'], - }); - r = Roll.fromTerms([normalDice, plus, gildedDice]); - } else { - // normal roll - const normalDice = new Die({ number: diceCount, faces: 6 }); - r = Roll.fromTerms([normalDice]); - } - - await r.evaluate(); - - // construct chat message - const speaker = ChatMessage.getSpeaker({ actor: this.actor }); - const rollMode = game.settings.get('core', 'rollMode'); - const label = `[action] ${actionId}`; - const content = await renderTemplate('systems/candelafvtt/templates/chat/roll.hbs', r); - - const msg = { - content: content, - speaker: speaker, - rollMode: rollMode, - flavor: label, - type: CONST.CHAT_MESSAGE_TYPES.ROLL, - rolls: [r], - }; - - AudioHelper.play({ src: 'sounds/dice.wav', volume: 0.8, autoplay: true, loop: false }, true); - // post to chat - CONFIG.ChatMessage.documentClass.create(msg, {}); - - return r; - } - - /** - * Prepare a roll by getting necessary information via user dialog - * @param {string} actionId The key id of the action - * @private - */ - static async _prepareActionRoll(actionId) { - let title = actionId; - let content = await renderTemplate('systems/candelafvtt/templates/chat/roll-dialog.hbs'); - let options = {}; - - return new Promise(resolve => { - new Dialog( - { - title, - content, - buttons: { - roll: { - label: game.i18n.localize('CANDELAFVTT.roll'), - callback: html => resolve(this._onRollDialogSubmit(html)), - }, - }, - default: 'roll', - close: () => resolve(null), - }, - options - ).render(true); - }); - } - - /** - * Read the drives from the submitted form - * @param {html} html The submitted html containing the form - * @private - */ - static async _onRollDialogSubmit(html) { - const form = html[0].querySelector('form'); - const drives = parseInt(form.drives.value); - return drives; - } -} diff --git a/module/documents/actor.mjs b/module/documents/actor.mjs index 8e256c9..3477a1f 100644 --- a/module/documents/actor.mjs +++ b/module/documents/actor.mjs @@ -1,119 +1,110 @@ -import { CANDELAFVTT } from '../helpers/config.mjs'; - /** - * Extend the base Actor document by defining a custom roll data structure. + * Extend the base Actor document by defining a custom roll data structure which is ideal for the Simple system. * @extends {Actor} */ -export class CandelafvttActor extends Actor { - /** @override */ - prepareData() { - // Prepare data for the actor. Calling the super version of this executes - // the following, in order: data reset (to clear active effects), - // prepareBaseData(), prepareEmbeddedDocuments() (including active effects), - // prepareDerivedData(). - super.prepareData(); +export class BoilerplateActor extends Actor { + /** @override */ + prepareData() { + // Prepare data for the actor. Calling the super version of this executes + // the following, in order: data reset (to clear active effects), + // prepareBaseData(), prepareEmbeddedDocuments() (including active effects), + // prepareDerivedData(). + super.prepareData(); + } + + /** @override */ + prepareBaseData() { + // Data modifications in this step occur before processing embedded + // documents or derived data. + } + + /** + * @override + * Augment the actor source data with additional dynamic data. Typically, + * you'll want to handle most of your calculated/derived data in this step. + * Data calculated in this step should generally not exist in template.json + * (such as ability modifiers rather than ability scores) and should be + * available both inside and outside of character sheets (such as if an actor + * is queried and has a roll executed directly from it). + */ + prepareDerivedData() { + const actorData = this; + const systemData = actorData.system; + const flags = actorData.flags.boilerplate || {}; + + // Make separate methods for each Actor type (character, npc, etc.) to keep + // things organized. + this._prepareCharacterData(actorData); + this._prepareNpcData(actorData); + } + + /** + * Prepare Character type specific data + */ + _prepareCharacterData(actorData) { + if (actorData.type !== 'character') return; + + // Make modifications to data here. For example: + const systemData = actorData.system; + + // Loop through ability scores, and add their modifiers to our sheet output. + for (let [key, ability] of Object.entries(systemData.abilities)) { + // Calculate the modifier using d20 rules. + ability.mod = Math.floor((ability.value - 10) / 2); + } + } + + /** + * Prepare NPC type specific data. + */ + _prepareNpcData(actorData) { + if (actorData.type !== 'npc') return; + + // Make modifications to data here. For example: + const systemData = actorData.system; + systemData.xp = systemData.cr * systemData.cr * 100; + } + + /** + * Override getRollData() that's supplied to rolls. + */ + getRollData() { + // Starts off by populating the roll data with `this.system` + const data = { ...super.getRollData() }; + + // Prepare character roll data. + this._getCharacterRollData(data); + this._getNpcRollData(data); + + return data; + } + + /** + * Prepare character roll data. + */ + _getCharacterRollData(data) { + if (this.type !== 'character') return; + + // Copy the ability scores to the top level, so that rolls can use + // formulas like `@str.mod + 4`. + if (data.abilities) { + for (let [k, v] of Object.entries(data.abilities)) { + data[k] = foundry.utils.deepClone(v); + } } - /** @override */ - prepareBaseData() { - // Data modifications in this step occur before processing embedded - // documents or derived data. + // Add level for easier access, or fall back to 0. + if (data.attributes.level) { + data.lvl = data.attributes.level.value ?? 0; } + } - /** - * @override - * Augment the basic actor data with additional dynamic data. Typically, - * you'll want to handle most of your calculated/derived data in this step. - * Data calculated in this step should generally not exist in template.json - * (such as ability modifiers rather than ability scores) and should be - * available both inside and outside of character sheets (such as if an actor - * is queried and has a roll executed directly from it). - */ - async prepareDerivedData() { - const actorData = this; - const systemData = actorData.system; - const flags = actorData.flags.candelafvtt || {}; + /** + * Prepare NPC roll data. + */ + _getNpcRollData(data) { + if (this.type !== 'npc') return; - // Make separate methods for each Actor type (character, npc, etc.) to keep - // things organized. - this._prepareCharacterData(actorData); - this._prepareCircleData(actorData); - } - - /** - * Prepare Character type specific data - */ - async _prepareCharacterData(actorData) { - if (actorData.type !== CANDELAFVTT.types.character) return; - - // Get role and spec from items - for (let i of actorData.items) { - // set role. - if (i.type === CANDELAFVTT.types.role) { - actorData.system.role = i; - } - // set specialty. - else if (i.type === CANDELAFVTT.types.specialty) { - actorData.system.specialty = i; - } - } - - // calculate resistances - for (let [k, v] of Object.entries(actorData.system.actionCategories)) { - v.resistance.max = Math.floor(v.drives.max / 3); - } - } - - /** - * Prepare Circle type specific data. - */ - _prepareCircleData(actorData) { - if (actorData.type !== CANDELAFVTT.types.circle) return; - - // set resources based on circle members - let memberCount = actorData.system.members ? actorData.system.members.length : 0; - for (let [k, v] of Object.entries(actorData.system.resources)) { - v.max = memberCount + 1; - } - - // populate illumination array with illuminationCount values and start to count with 1 - actorData.system.illuminationArray = [...Array(actorData.system.illumination.max).keys()]; - for (let [e, i] of actorData.system.illuminationArray.entries()) { - actorData.system.illuminationArray[i] = e + 1; - } - - // find and add members - for (let [i, m] of actorData.system.members.entries()) { - const actors = foundry.utils.parseUuid(m.uuid); - const member = actors.collection.get(actors.documentId); - actorData.system.members[i].name = member.name; - } - } - - /** - * Override getRollData() that's supplied to rolls. - */ - getRollData() { - const data = super.getRollData(); - - // Prepare character roll data. - this._getCharacterRollData(data); - this._getCircleRollData(data); - - return data; - } - - /** - * Prepare character roll data. - */ - _getCharacterRollData(data) { - if (this.type !== CANDELAFVTT.types.character) return; - } - - /** - * Prepare Circle roll data. - */ - _getCircleRollData(data) { - if (this.type !== CANDELAFVTT.types.circle) return; - } + // Process additional NPC data here. + } } diff --git a/module/documents/item.mjs b/module/documents/item.mjs index 5a41158..66db3ee 100644 --- a/module/documents/item.mjs +++ b/module/documents/item.mjs @@ -2,69 +2,70 @@ * Extend the basic Item with some very simple modifications. * @extends {Item} */ -export class CandelafvttItem extends Item { - /** - * Augment the basic Item data model with additional dynamic data. - */ - prepareData() { - // As with the actor class, items are documents that can have their data - // preparation methods overridden (such as prepareBaseData()). - super.prepareData(); +export class BoilerplateItem extends Item { + /** + * Augment the basic Item data model with additional dynamic data. + */ + prepareData() { + // As with the actor class, items are documents that can have their data + // preparation methods overridden (such as prepareBaseData()). + super.prepareData(); + } + + /** + * Prepare a data object which defines the data schema used by dice roll commands against this Item + * @override + */ + getRollData() { + // Starts off by populating the roll data with `this.system` + const rollData = { ...super.getRollData() }; + + // Quit early if there's no parent actor + if (!this.actor) return rollData; + + // If present, add the actor's roll data + rollData.actor = this.actor.getRollData(); + + return rollData; + } + + /** + * Handle clickable rolls. + * @param {Event} event The originating click event + * @private + */ + async roll() { + const item = this; + + // Initialize chat data. + const speaker = ChatMessage.getSpeaker({ actor: this.actor }); + const rollMode = game.settings.get('core', 'rollMode'); + const label = `[${item.type}] ${item.name}`; + + // If there's no roll data, send a chat message. + if (!this.system.formula) { + ChatMessage.create({ + speaker: speaker, + rollMode: rollMode, + flavor: label, + content: item.system.description ?? '', + }); } + // Otherwise, create a roll and send a chat message from it. + else { + // Retrieve roll data. + const rollData = this.getRollData(); - /** - * Prepare a data object which is passed to any Roll formulas which are created related to this Item - * @private - */ - getRollData() { - // If present, return the actor's roll data. - if (!this.actor) return null; - const rollData = this.actor.getRollData(); - // Grab the item's system data as well. - rollData.item = foundry.utils.deepClone(this.system); - - return rollData; - } - - /** - * Handle clickable rolls. - * @param {Event} event The originating click event - * @private - */ - async roll() { - const item = this; - - // Initialize chat data. - const speaker = ChatMessage.getSpeaker({ actor: this.actor }); - const rollMode = game.settings.get('core', 'rollMode'); - const label = `[${item.type}] ${item.name}`; - - // If there's no roll data, send a chat message. - if (!this.system.formula) { - ChatMessage.create({ - speaker: speaker, - rollMode: rollMode, - flavor: label, - content: item.system.description ?? '', - }); - } - // Otherwise, create a roll and send a chat message from it. - else { - // Retrieve roll data. - const rollData = this.getRollData(); - - // Invoke the roll and submit it to chat. - const roll = new Roll(rollData.item.formula, rollData); - // If you need to store the value first, uncomment the next line. - // let result = await roll.roll({async: true}); - roll.toMessage({ - speaker: speaker, - rollMode: rollMode, - flavor: label, - type: CONST.CHAT_MESSAGE_TYPES.ROLL, - rolls: [roll], - }); - return roll; - } + // Invoke the roll and submit it to chat. + const roll = new Roll(rollData.formula, rollData); + // If you need to store the value first, uncomment the next line. + // const result = await roll.evaluate(); + roll.toMessage({ + speaker: speaker, + rollMode: rollMode, + flavor: label, + }); + return roll; } + } } diff --git a/module/helpers/config.mjs b/module/helpers/config.mjs index 79d42ba..a6dd719 100644 --- a/module/helpers/config.mjs +++ b/module/helpers/config.mjs @@ -1,21 +1,23 @@ -export const CANDELAFVTT = {}; +export const BOILERPLATE = {}; /** * The set of Ability Scores used within the system. * @type {Object} */ -CANDELAFVTT.actionCategories = { - nerve: 'CANDELAFVTT.nerve', - cunning: 'CANDELAFVTT.cunning', - intuition: 'CANDELAFVTT.intuition', +BOILERPLATE.abilities = { + str: 'BOILERPLATE.Ability.Str.long', + dex: 'BOILERPLATE.Ability.Dex.long', + con: 'BOILERPLATE.Ability.Con.long', + int: 'BOILERPLATE.Ability.Int.long', + wis: 'BOILERPLATE.Ability.Wis.long', + cha: 'BOILERPLATE.Ability.Cha.long', }; -CANDELAFVTT.types = { - character: 'Character', - circle: 'Circle', - ability: 'Ability', - gear: 'Gear', - role: 'Role', - specialty: 'Specialty', - illuminationKey: 'IlluminationKey', +BOILERPLATE.abilityAbbreviations = { + str: 'BOILERPLATE.Ability.Str.abbr', + dex: 'BOILERPLATE.Ability.Dex.abbr', + con: 'BOILERPLATE.Ability.Con.abbr', + int: 'BOILERPLATE.Ability.Int.abbr', + wis: 'BOILERPLATE.Ability.Wis.abbr', + cha: 'BOILERPLATE.Ability.Cha.abbr', }; diff --git a/module/helpers/effects.mjs b/module/helpers/effects.mjs new file mode 100644 index 0000000..e90d81d --- /dev/null +++ b/module/helpers/effects.mjs @@ -0,0 +1,68 @@ +/** + * Manage Active Effect instances through an Actor or Item Sheet via effect control buttons. + * @param {MouseEvent} event The left-click event on the effect control + * @param {Actor|Item} owner The owning document which manages this effect + */ +export function onManageActiveEffect(event, owner) { + event.preventDefault(); + const a = event.currentTarget; + const li = a.closest('li'); + const effect = li.dataset.effectId + ? owner.effects.get(li.dataset.effectId) + : null; + switch (a.dataset.action) { + case 'create': + return owner.createEmbeddedDocuments('ActiveEffect', [ + { + name: game.i18n.format('DOCUMENT.New', { + type: game.i18n.localize('DOCUMENT.ActiveEffect'), + }), + icon: 'icons/svg/aura.svg', + origin: owner.uuid, + 'duration.rounds': + li.dataset.effectType === 'temporary' ? 1 : undefined, + disabled: li.dataset.effectType === 'inactive', + }, + ]); + case 'edit': + return effect.sheet.render(true); + case 'delete': + return effect.delete(); + case 'toggle': + return effect.update({ disabled: !effect.disabled }); + } +} + +/** + * Prepare the data structure for Active Effects which are currently embedded in an Actor or Item. + * @param {ActiveEffect[]} effects A collection or generator of Active Effect documents to prepare sheet data for + * @return {object} Data for rendering + */ +export function prepareActiveEffectCategories(effects) { + // Define effect header categories + const categories = { + temporary: { + type: 'temporary', + label: game.i18n.localize('BOILERPLATE.Effect.Temporary'), + effects: [], + }, + passive: { + type: 'passive', + label: game.i18n.localize('BOILERPLATE.Effect.Passive'), + effects: [], + }, + inactive: { + type: 'inactive', + label: game.i18n.localize('BOILERPLATE.Effect.Inactive'), + effects: [], + }, + }; + + // Iterate over active effects, classifying them into categories + for (let e of effects) { + if (e.disabled) categories.inactive.effects.push(e); + else if (e.isTemporary) categories.temporary.effects.push(e); + else categories.passive.effects.push(e); + } + return categories; +} diff --git a/module/helpers/templates.mjs b/module/helpers/templates.mjs index 558774b..5864220 100644 --- a/module/helpers/templates.mjs +++ b/module/helpers/templates.mjs @@ -4,14 +4,13 @@ * @return {Promise} */ export const preloadHandlebarsTemplates = async function () { - return loadTemplates([ - // Actor partials. - 'systems/candelafvtt/templates/actor/parts/actor-illumination.hbs', - 'systems/candelafvtt/templates/actor/parts/actor-gear.hbs', - 'systems/candelafvtt/templates/actor/parts/actor-abilities.hbs', - 'systems/candelafvtt/templates/actor/parts/actor-actions.hbs', - 'systems/candelafvtt/templates/actor/parts/actor-biography.hbs', - 'systems/candelafvtt/templates/actor/parts/actor-members.hbs', - 'systems/candelafvtt/templates/actor/parts/actor-illumination-keys.hbs', - ]); + return loadTemplates([ + // Actor partials. + 'systems/boilerplate/templates/actor/parts/actor-features.hbs', + 'systems/boilerplate/templates/actor/parts/actor-items.hbs', + 'systems/boilerplate/templates/actor/parts/actor-spells.hbs', + 'systems/boilerplate/templates/actor/parts/actor-effects.hbs', + // Item partials + 'systems/boilerplate/templates/item/parts/item-effects.hbs', + ]); }; diff --git a/module/helpers/util.mjs b/module/helpers/util.mjs deleted file mode 100644 index 02daba1..0000000 --- a/module/helpers/util.mjs +++ /dev/null @@ -1,12 +0,0 @@ -/* -* Find an object inside an object by its path -* @param {Object} obj The object in which to look -* @param {string} path The path of the desired object -* @return {Object} -*/ -export function deepFind(obj, path) { - for (var i = 0, path = path.split('.'), len = path.length; i < len; i++) { - obj = obj[path[i]]; - } - return obj; -} diff --git a/module/sheets/actor-sheet.mjs b/module/sheets/actor-sheet.mjs index 2bfe803..2e2e9d7 100644 --- a/module/sheets/actor-sheet.mjs +++ b/module/sheets/actor-sheet.mjs @@ -1,489 +1,246 @@ -import { Action } from '../documents/action.mjs'; -import { deepFind } from '../helpers/util.mjs'; - -import { CANDELAFVTT } from '../helpers/config.mjs'; +import { + onManageActiveEffect, + prepareActiveEffectCategories, +} from '../helpers/effects.mjs'; /** * Extend the basic ActorSheet with some very simple modifications * @extends {ActorSheet} */ -export class CandelafvttActorSheet extends ActorSheet { - /** @override */ - static get defaultOptions() { - return mergeObject(super.defaultOptions, { - classes: ['candelafvtt', 'sheet', 'actor'], - template: 'systems/candelafvtt/templates/actor/actor-sheet.hbs', - width: 600, - height: 600, - tabs: [ - { - navSelector: '.sheet-tabs', - contentSelector: '.sheet-body', - initial: 'actions', - }, - { - navSelector: '.bio-tabs', - contentSelector: '.bio-body', - initial: 'bio-background', - }, - ], - }); +export class BoilerplateActorSheet extends ActorSheet { + /** @override */ + static get defaultOptions() { + return foundry.utils.mergeObject(super.defaultOptions, { + classes: ['boilerplate', 'sheet', 'actor'], + width: 600, + height: 600, + tabs: [ + { + navSelector: '.sheet-tabs', + contentSelector: '.sheet-body', + initial: 'features', + }, + ], + }); + } + + /** @override */ + get template() { + return `systems/boilerplate/templates/actor/actor-${this.actor.type}-sheet.hbs`; + } + + /* -------------------------------------------- */ + + /** @override */ + getData() { + // Retrieve the data structure from the base sheet. You can inspect or log + // the context variable to see the structure, but some key properties for + // sheets are the actor object, the data object, whether or not it's + // editable, the items array, and the effects array. + const context = super.getData(); + + // Use a safe clone of the actor data for further operations. + const actorData = context.data; + + // Add the actor's data to context.data for easier access, as well as flags. + context.system = actorData.system; + context.flags = actorData.flags; + + // Prepare character data and items. + if (actorData.type == 'character') { + this._prepareItems(context); + this._prepareCharacterData(context); } - /** @override */ - get template() { - return `systems/candelafvtt/templates/actor/actor-${this.actor.type.toLowerCase()}-sheet.hbs`; + // Prepare NPC data and items. + if (actorData.type == 'npc') { + this._prepareItems(context); } - /* -------------------------------------------- */ + // Add roll data for TinyMCE editors. + context.rollData = context.actor.getRollData(); - /** @override */ - getData() { - // Retrieve the data structure from the base sheet. You can inspect or log - // the context variable to see the structure, but some key properties for - // sheets are the actor object, the data object, whether or not it's - // editable, the items array, and the effects array. - const context = super.getData(); + // Prepare active effects + context.effects = prepareActiveEffectCategories( + // A generator that returns all effects stored on the actor + // as well as any items + this.actor.allApplicableEffects() + ); - // Use a safe clone of the actor data for further operations. - const actorData = this.actor.toObject(false); + return context; + } - // Add the actor's data to context.data for easier access, as well as flags. - context.system = actorData.system; - context.flags = actorData.flags; - // Prepare character data and items. - if (actorData.type == CONFIG.CANDELAFVTT.types.character) { - this._prepareItems(context); - this._prepareCharacterData(context); + /** + * Organize and classify Items for Character sheets. + * + * @param {Object} actorData The actor to prepare. + * + * @return {undefined} + */ + _prepareCharacterData(context) { + // Handle ability scores. + for (let [k, v] of Object.entries(context.system.abilities)) { + v.label = game.i18n.localize(CONFIG.BOILERPLATE.abilities[k]) ?? k; + } + } + + /** + * Organize and classify Items for Character sheets. + * + * @param {Object} actorData The actor to prepare. + * + * @return {undefined} + */ + _prepareItems(context) { + // Initialize containers. + const gear = []; + const features = []; + const spells = { + 0: [], + 1: [], + 2: [], + 3: [], + 4: [], + 5: [], + 6: [], + 7: [], + 8: [], + 9: [], + }; + + // Iterate through items, allocating to containers + for (let i of context.items) { + i.img = i.img || Item.DEFAULT_ICON; + // Append to gear. + if (i.type === 'item') { + gear.push(i); + } + // Append to features. + else if (i.type === 'feature') { + features.push(i); + } + // Append to spells. + else if (i.type === 'spell') { + if (i.system.spellLevel != undefined) { + spells[i.system.spellLevel].push(i); } - - // Prepare circle data and items. - if (actorData.type == CONFIG.CANDELAFVTT.types.circle) { - this._prepareItems(context); - this._prepareCircleData(context); - } - - // Add roll data for TinyMCE editors. - context.rollData = context.actor.getRollData(); - - // TODO remove - console.log(context); - - return context; + } } - /** - * Prepare character sheets. - * - * @param {Object} context The actor context. - */ - async _prepareCharacterData(context) { - // get current circle data - if (context.system.circle.uuid) { - const actors = foundry.utils.parseUuid(context.system.circle.uuid); - let circle = actors.collection.get(actors.documentId); - if (!circle) { - // circle is probably gone, clear it - let updateData = {}; - updateData['system.circle.uuid'] = ''; - updateData['system.circle.name'] = ''; - updateData['system.circle.color'] = ''; - context.system.circle.name = ''; - context.system.circle.color = ''; - await this.actor.update(updateData); - } else { - context.system.circle.name = circle.name; - context.system.circle.color = circle.system.color; - document.documentElement.style.setProperty('--color-shadow-primary', circle.system.color); - } - } + // Assign and return + context.gear = gear; + context.features = features; + context.spells = spells; + } + + /* -------------------------------------------- */ + + /** @override */ + activateListeners(html) { + super.activateListeners(html); + + // Render the item sheet for viewing/editing prior to the editable check. + html.on('click', '.item-edit', (ev) => { + const li = $(ev.currentTarget).parents('.item'); + const item = this.actor.items.get(li.data('itemId')); + item.sheet.render(true); + }); + + // ------------------------------------------------------------- + // Everything below here is only needed if the sheet is editable + if (!this.isEditable) return; + + // Add Inventory Item + html.on('click', '.item-create', this._onItemCreate.bind(this)); + + // Delete Inventory Item + html.on('click', '.item-delete', (ev) => { + const li = $(ev.currentTarget).parents('.item'); + const item = this.actor.items.get(li.data('itemId')); + item.delete(); + li.slideUp(200, () => this.render(false)); + }); + + // Active Effect management + html.on('click', '.effect-control', (ev) => { + const row = ev.currentTarget.closest('li'); + const document = + row.dataset.parentId === this.actor.id + ? this.actor + : this.actor.items.get(row.dataset.parentId); + onManageActiveEffect(ev, document); + }); + + // Rollable abilities. + html.on('click', '.rollable', this._onRoll.bind(this)); + + // Drag events for macros. + if (this.actor.isOwner) { + let handler = (ev) => this._onDragStart(ev); + html.find('li.item').each((i, li) => { + if (li.classList.contains('inventory-header')) return; + li.setAttribute('draggable', true); + li.addEventListener('dragstart', handler, false); + }); + } + } + + /** + * Handle creating a new Owned Item for the actor using initial data defined in the HTML dataset + * @param {Event} event The originating click event + * @private + */ + async _onItemCreate(event) { + event.preventDefault(); + const header = event.currentTarget; + // Get the type of item to create. + const type = header.dataset.type; + // Grab any data associated with this control. + const data = duplicate(header.dataset); + // Initialize a default name. + const name = `New ${type.capitalize()}`; + // Prepare the item object. + const itemData = { + name: name, + type: type, + system: data, + }; + // Remove the type from the dataset since it's in the itemData.type prop. + delete itemData.system['type']; + + // Finally, create the item! + return await Item.create(itemData, { parent: this.actor }); + } + + /** + * Handle clickable rolls. + * @param {Event} event The originating click event + * @private + */ + _onRoll(event) { + event.preventDefault(); + const element = event.currentTarget; + const dataset = element.dataset; + + // Handle item rolls. + if (dataset.rollType) { + if (dataset.rollType == 'item') { + const itemId = element.closest('.item').dataset.itemId; + const item = this.actor.items.get(itemId); + if (item) return item.roll(); + } } - /** - * Prepare circle sheets. - * - * @param {Object} context The actor context. - */ - _prepareCircleData(context) { - // add image paths - context.system.illuminationCandleImg = 'systems/candelafvtt/img/illumination_candle.png'; - context.system.flameImg = 'systems/candelafvtt/img/flame.svg'; - } - - /** - * Organize and classify Items. - * - * @param {Object} context The actor context. - */ - _prepareItems(context) { - // Initialize containers. - const gear = []; - const abilities = []; - const illuminationKeys = []; - - // Iterate through items, allocating to containers - for (let i of context.items) { - i.img = i.img || DEFAULT_TOKEN; - if (i.type === CONFIG.CANDELAFVTT.types.gear) { - gear.push(i); - } - // Append to features. - else if (i.type === CONFIG.CANDELAFVTT.types.ability) { - abilities.push(i); - } - else if (i.type === CONFIG.CANDELAFVTT.types.illuminationKey) { - illuminationKeys.push(i); - } - } - - // Assign and return - context.gear = gear; - context.abilities = abilities; - context.illuminationKeys = illuminationKeys; - } - - /* -------------------------------------------- */ - - /** @override */ - activateListeners(html) { - super.activateListeners(html); - - // Render the item sheet for viewing/editing prior to the editable check. - html.find('.item-edit').click(ev => { - const li = $(ev.currentTarget).parents('.item'); - const item = this.actor.items.get(li.data('itemId')); - item.sheet.render(true); - }); - - // ------------------------------------------------------------- - // Everything below here is only needed if the sheet is editable - if (!this.isEditable) return; - - // Add Inventory Item - html.find('.item-create').click(this._onItemCreate.bind(this)); - - // Delete Inventory Item - html.find('.item-delete').click(ev => { - const li = $(ev.currentTarget).parents('.item'); - const item = this.actor.items.get(li.data('itemId')); - item.delete(); - li.slideUp(200, () => this.render(false)); - }); - - // Delete Inventory Item - html.find('.item-toggle-equip').click(ev => { - const li = $(ev.currentTarget).parents('.item'); - const item = this.actor.items.get(li.data('itemId')); - let updateData = {}; - updateData['system.equipped'] = !item.system.equipped; - item.update(updateData); - }); - - if (this.actor.type == CANDELAFVTT.types.circle) { - // illumination. - html.find('.illumination-point').click(this.onIlluminationClick.bind(this)); - html.find('.illumination-reset').click(this.onIlluminationReset.bind(this)); - - // remove circle member. - html.find('.member-remove').click(this.onMemberRemove.bind(this)); - } - - // Rollable abilities. - html.find('.rollable').click(this._onRoll.bind(this)); - - html.find('.character-biography').click(() => { - setTimeout(() => { - this.render(true); - }, 50); - }); - - // Drag events for macros. - if (this.actor.isOwner) { - let handler = ev => this._onDragStart(ev); - html.find('li.item').each((i, li) => { - if (li.classList.contains('inventory-header')) return; - li.setAttribute('draggable', true); - li.addEventListener('dragstart', handler, false); - }); - } - } - - /** - * Handle a dropped actor (which should be a circle being dropped on an actor) - * @param {Event} event The event - * @param {any} actor The actor ID object being dropped - * @private - */ - /** @override */ - async _onDropActor(event, actor) { - let actors = foundry.utils.parseUuid(actor.uuid); - let circle = actors.collection.get(actors.documentId); - - if (this.actor.type == CONFIG.CANDELAFVTT.types.character && circle.type == CONFIG.CANDELAFVTT.types.circle) { - let updateData = {}; - updateData['system.circle.uuid'] = circle.uuid; - updateData['system.circle.name'] = circle.name; - updateData['system.circle.color'] = circle.system.color; - let circleUpdateData = {}; - circleUpdateData['system.members'] = circle.system.members; - circleUpdateData['system.members'].push({ uuid: this.actor.uuid }); - await this.actor.update(updateData); - await circle.update(circleUpdateData); - } - - super._onDropActor(event); - } - - /** - * Handle a dropped item - * @param {Event} event The originating click event - * @private - */ - /** @override */ - async _onDropItemCreate(item) { - // if item is a role, ask for confirmation and clean out the current role and spec - if (item.type == CONFIG.CANDELAFVTT.types.role) { - let d = new Dialog({ - title: 'Change Role', - content: '

Please confirm you want to change your role. This will also reset your specialty.

', - buttons: { - yes: { - icon: '', - label: 'Yes', - callback: async () => { - await this.setSpecialty(null, true); - await this.setRole(item); - super._onDropItemCreate(item); - }, - }, - no: { - icon: '', - label: 'No', - callback: () => {}, - }, - }, - default: 'no', - }); - d.render(true); - - // if item is a spec, set the spec - } else if (item.type == CONFIG.CANDELAFVTT.types.specialty) { - this.setSpecialty(item); - // else just let the default handler handle it - } else { - super._onDropItemCreate(item); - } - } - - /** - * Handle creating a new Owned Item for the actor using initial data defined in the HTML dataset - * @param {Event} event The originating click event - * @private - */ - async _onItemCreate(event) { - event.preventDefault(); - const header = event.currentTarget; - // Get the type of item to create. - const type = header.dataset.type; - // Grab any data associated with this control. - const data = duplicate(header.dataset); - // Initialize a default name. - const name = `New ${type.capitalize()}`; - // Prepare the item object. - const itemData = { - name: name, - type: type, - system: data, - }; - // Remove the type from the dataset since it's in the itemData.type prop. - delete itemData.system['type']; - - // Finally, create the item! - return await Item.create(itemData, { parent: this.actor }); - } - - /** - * Handle clickable rolls. - * @param {Event} event The originating click event - * @private - */ - _onRoll(event) { - event.preventDefault(); - const element = event.currentTarget; - const dataset = element.dataset; - - // Handle item rolls. - if (dataset.rollType) { - // normal item roll - if (dataset.rollType == 'item') { - const itemId = element.closest('.item').dataset.itemId; - const item = this.actor.items.get(itemId); - if (item) return item.roll(); - - // action roll, use custom roll - } else if (dataset.rollType == 'action') { - const actionId = element.closest('.action').dataset.actionId; - const actionPath = element.closest('.action').dataset.attribute; - const action = deepFind(this.actor, actionPath); - - if (action) return Action.rollAction(action, actionId); - } - } - - // Handle rolls that supply the formula directly. - if (dataset.roll) { - let label = dataset.label ? `[ability] ${dataset.label}` : ''; - let roll = new Roll(dataset.roll, this.actor.getRollData()); - roll.toMessage({ - speaker: ChatMessage.getSpeaker({ actor: this.actor }), - flavor: label, - rollMode: game.settings.get('core', 'rollMode'), - type: CONST.CHAT_MESSAGE_TYPES.ROLL, - rolls: [roll], - }); - return roll; - } - } - - /* -------------------------------------------- */ - - /** - * Handle a click on illumination points. - * @param {Event} event The originating click event - * @private - */ - onIlluminationClick(event) { - const button = event.currentTarget; - const value = Number(button.dataset.value); - const currentValue = this.actor.system.illumination.value; - let updateData = {}; - // if clicking a selected point, reset it - if (currentValue == value) { - updateData['system.illumination.value'] = value - 1; - } else { - updateData['system.illumination.value'] = value; - } - this.actor.update(updateData); - } - - /** - * Handle a click on the illumination reset button. - * @param {Event} event The originating click event - * @private - */ - onIlluminationReset() { - let updateData = {}; - updateData['system.illumination.value'] = 0; - this.actor.update(updateData); - } - - /** - * Handle a click on the illumination reset button. - * @param {Event} event The originating click event - * @private - */ - onMemberRemove(event) { - const uuid = $(event.currentTarget).closest('.item').data('memberUuid'); - - let circleUpdateData = {}; - circleUpdateData['system.members'] = this.actor.system.members.filter(function (member) { - return member.uuid !== uuid; - }); - this.actor.update(circleUpdateData); - - const actors = foundry.utils.parseUuid(uuid); - const actor = actors.collection.get(actors.documentId); - console.log(actor); - if (actor) { - let actorUpdateData = {}; - actorUpdateData['system.circle.uuid'] = ''; - actorUpdateData['system.circle.color'] = ''; - actorUpdateData['system.circle.name'] = ''; - actor.update(actorUpdateData); - } - } - - /* -------------------------------------------- */ - - /** - * Reset the role - * @param {Object} role The new role - * @private - */ - async setRole(role) { - // get id of the current role of the actor - let embeddedUpdateData = []; - for (let i of this.actor.items) { - if (i.type == CONFIG.CANDELAFVTT.types.role) { - embeddedUpdateData.push(i.id); - } - } - - // delete current role of the actor - await this.actor.deleteEmbeddedDocuments('Item', embeddedUpdateData); - - // prepare new role data - let updateData = {}; - updateData['system.role'] = role; - - // set new role - await this.actor.update(updateData); - } - - /** - * (Re)set the specialty - * @param {Object} spec The new role - * @param {boolean} reset Force a reset - * @private - */ - async setSpecialty(spec, reset = false) { - // check if specialty matches role or reset is forced - if (reset || this.checkSpecialtyAgainstRole(spec.system.roleIdentifier)) { - // find current specialty - let embeddedUpdateData = []; - for (let i of this.actor.items) { - if (i.type == CONFIG.CANDELAFVTT.types.specialty) { - embeddedUpdateData.push(i.id); - } - } - // delete current specialty - await this.actor.deleteEmbeddedDocuments('Item', embeddedUpdateData); - - // set new specialty - if (!reset) { - let updateData = {}; - updateData['system.specialty'] = spec; - - for (let [k, v] of Object.entries(spec.system.drives)) { - updateData['system.actionCategories.' + k + '.drives.max'] = v; - updateData['system.actionCategories.' + k + '.drives.value'] = v; - updateData['system.actionCategories.' + k + '.resistance.max'] = Math.floor(v / 3); - updateData['system.actionCategories.' + k + '.resistance.value'] = Math.floor(v / 3); - } - for (let [ck, cv] of Object.entries(spec.system.actionRatings)) { - for (let [k, v] of Object.entries(cv)) { - updateData['system.actionCategories.' + ck + '.actions.' + k + '.value'] = v; - } - } - - await this.actor.update(updateData); - } - // if the spec is invalid, prompt an error and return - } else { - ui.notifications.error(game.i18n.localize('CANDELAFVTT.errors-invalid-spec')); - return; - } - } - - /** - * Check if spec role id matches selected role - * @param {string} specRoleID The spec id - * @private - */ - checkSpecialtyAgainstRole(specRoleID) { - if (this.actor.system.role && this.actor.system.role.system.identifier == specRoleID) { - return true; - } - return false; + // Handle rolls that supply the formula directly. + if (dataset.roll) { + let label = dataset.label ? `[ability] ${dataset.label}` : ''; + let roll = new Roll(dataset.roll, this.actor.getRollData()); + roll.toMessage({ + speaker: ChatMessage.getSpeaker({ actor: this.actor }), + flavor: label, + rollMode: game.settings.get('core', 'rollMode'), + }); + return roll; } + } } diff --git a/module/sheets/item-sheet.mjs b/module/sheets/item-sheet.mjs index 1b134c1..06751ba 100644 --- a/module/sheets/item-sheet.mjs +++ b/module/sheets/item-sheet.mjs @@ -1,68 +1,77 @@ +import { + onManageActiveEffect, + prepareActiveEffectCategories, +} from '../helpers/effects.mjs'; + /** * Extend the basic ItemSheet with some very simple modifications * @extends {ItemSheet} */ -export class CandelafvttItemSheet extends ItemSheet { - /** @override */ - static get defaultOptions() { - return mergeObject(super.defaultOptions, { - classes: ['candelafvtt', 'sheet', 'item'], - width: 520, - height: 480, - tabs: [ - { - navSelector: '.sheet-tabs', - contentSelector: '.sheet-body', - initial: 'description', - }, - ], - }); - } +export class BoilerplateItemSheet extends ItemSheet { + /** @override */ + static get defaultOptions() { + return foundry.utils.mergeObject(super.defaultOptions, { + classes: ['boilerplate', 'sheet', 'item'], + width: 520, + height: 480, + tabs: [ + { + navSelector: '.sheet-tabs', + contentSelector: '.sheet-body', + initial: 'description', + }, + ], + }); + } - /** @override */ - get template() { - const path = 'systems/candelafvtt/templates/item'; - // Return a single sheet for all item types. - // return `${path}/item-sheet.html`; + /** @override */ + get template() { + const path = 'systems/boilerplate/templates/item'; + // Return a single sheet for all item types. + // return `${path}/item-sheet.hbs`; - // Alternatively, you could use the following return statement to do a - // unique item sheet by type, like `weapon-sheet.html`. - return `${path}/item-${this.item.type.toLowerCase()}-sheet.hbs`; - } + // Alternatively, you could use the following return statement to do a + // unique item sheet by type, like `weapon-sheet.hbs`. + return `${path}/item-${this.item.type}-sheet.hbs`; + } - /* -------------------------------------------- */ + /* -------------------------------------------- */ - /** @override */ - getData() { - // Retrieve base data structure. - const context = super.getData(); + /** @override */ + getData() { + // Retrieve base data structure. + const context = super.getData(); - // Use a safe clone of the item data for further operations. - const itemData = context.item; + // Use a safe clone of the item data for further operations. + const itemData = context.data; - // Retrieve the roll data for TinyMCE editors. - context.rollData = {}; - let actor = this.object?.parent ?? null; - if (actor) { - context.rollData = actor.getRollData(); - } + // Retrieve the roll data for TinyMCE editors. + context.rollData = this.item.getRollData(); - // Add the actor's data to context.data for easier access, as well as flags. - context.system = itemData.system; - context.flags = itemData.flags; + // Add the item's data to context.data for easier access, as well as flags. + context.system = itemData.system; + context.flags = itemData.flags; - return context; - } + // Prepare active effects for easier access + context.effects = prepareActiveEffectCategories(this.item.effects); - /* -------------------------------------------- */ + return context; + } - /** @override */ - activateListeners(html) { - super.activateListeners(html); + /* -------------------------------------------- */ - // Everything below here is only needed if the sheet is editable - if (!this.isEditable) return; + /** @override */ + activateListeners(html) { + super.activateListeners(html); - // Roll handlers, click handlers, etc. would go here. - } + // Everything below here is only needed if the sheet is editable + if (!this.isEditable) return; + + // Roll handlers, click handlers, etc. would go here. + + // Active Effect management + html.on('click', '.effect-control', (ev) => + onManageActiveEffect(ev, this.item) + ); + } } diff --git a/package-lock.json b/package-lock.json new file mode 100644 index 0000000..8bf2f91 --- /dev/null +++ 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+} diff --git a/packs/src/abilities/Adrenaline_Rush_bqZ7MgrU1kGUAFce.json b/packs/src/abilities/Adrenaline_Rush_bqZ7MgrU1kGUAFce.json deleted file mode 100644 index 5e027c1..0000000 --- a/packs/src/abilities/Adrenaline_Rush_bqZ7MgrU1kGUAFce.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "I5NXBGq8U9ujcUjJ", - "name": "Adrenaline Rush", - "type": "Ability", - "_id": "bqZ7MgrU1kGUAFce", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

For each mark you take, you may immediately refresh a drive point of your choice.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118384182, - "modifiedTime": 1701118388481, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!bqZ7MgrU1kGUAFce" -} diff --git a/packs/src/abilities/Anatomical_Strike_MRuyi9gQcWKrfMIR.json b/packs/src/abilities/Anatomical_Strike_MRuyi9gQcWKrfMIR.json deleted file mode 100644 index 320a2a6..0000000 --- a/packs/src/abilities/Anatomical_Strike_MRuyi9gQcWKrfMIR.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "afQN9FzKCimXAThh", - "name": "Anatomical Strike", - "type": "Ability", - "_id": "MRuyi9gQcWKrfMIR", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

You know where the body is most vulnerable. When attacking an enemy, you may roll Focus instead of Strike.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118693849, - "modifiedTime": 1701118695933, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!MRuyi9gQcWKrfMIR" -} diff --git a/packs/src/abilities/Back_Against_the_Wall_Z0KuKLdQv9m7XHyM.json b/packs/src/abilities/Back_Against_the_Wall_Z0KuKLdQv9m7XHyM.json deleted file mode 100644 index 4365243..0000000 --- a/packs/src/abilities/Back_Against_the_Wall_Z0KuKLdQv9m7XHyM.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "6vaky6TqqCSAS3Fj", - "name": "Back Against the Wall", - "type": "Ability", - "_id": "Z0KuKLdQv9m7XHyM", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

When you are making a high-stakes roll, you may take a Brain mark to make any Nerve you spend worth +2d instead of +1d.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118916260, - "modifiedTime": 1701118921353, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!Z0KuKLdQv9m7XHyM" -} diff --git a/packs/src/abilities/Basic_Training_pEw4rrXJskEIPyFi.json b/packs/src/abilities/Basic_Training_pEw4rrXJskEIPyFi.json deleted file mode 100644 index 1140292..0000000 --- a/packs/src/abilities/Basic_Training_pEw4rrXJskEIPyFi.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "kIB8m3Tvk7eWbyFD", - "name": "Basic Training", - "type": "Ability", - "_id": "pEw4rrXJskEIPyFi", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

You have tactical experience in high-pressure situations. When you make a Survey roll in a dangerous place, also add a number of dice equal to your current Nerve resistance.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118470244, - "modifiedTime": 1701118476369, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!pEw4rrXJskEIPyFi" -} diff --git a/packs/src/abilities/Behind_Me_Ix1EGI7eJch1GkGq.json b/packs/src/abilities/Behind_Me_Ix1EGI7eJch1GkGq.json deleted file mode 100644 index b97c1f0..0000000 --- a/packs/src/abilities/Behind_Me_Ix1EGI7eJch1GkGq.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "I5NXBGq8U9ujcUjJ", - "name": "Behind Me", - "type": "Ability", - "_id": "Ix1EGI7eJch1GkGq", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

Spend 1 Nerve to choose an ally in the same area as you who is about to take a mark from a phenomenon. Describe what you do that allows you to take the mark instead. 

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "Nh71YScXMKI1zIQp": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.308", - "createdTime": 1695079058134, - "modifiedTime": 1695079080305, - "lastModifiedBy": "Nh71YScXMKI1zIQp" - }, - "_key": "!items!Ix1EGI7eJch1GkGq" -} diff --git a/packs/src/abilities/Bending_Spoons_Ac9iR3JdtTQuJ4fj.json b/packs/src/abilities/Bending_Spoons_Ac9iR3JdtTQuJ4fj.json deleted file mode 100644 index 307e0eb..0000000 --- a/packs/src/abilities/Bending_Spoons_Ac9iR3JdtTQuJ4fj.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "mp36wUJspNjiD4ZD", - "name": "Bending Spoons", - "type": "Ability", - "_id": "Ac9iR3JdtTQuJ4fj", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

You can make a Sense roll to control an object in the room with your mind: flip a switch, knock something over, move a small object, put out a light, etc. On a mixed success, you may take a Bleed mark to make it a full success instead.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701119033042, - "modifiedTime": 1701119037610, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!Ac9iR3JdtTQuJ4fj" -} diff --git a/packs/src/abilities/Better_Part_of_Valor_EFJBJFfDo4dTbBz9.json b/packs/src/abilities/Better_Part_of_Valor_EFJBJFfDo4dTbBz9.json deleted file mode 100644 index f2df075..0000000 --- a/packs/src/abilities/Better_Part_of_Valor_EFJBJFfDo4dTbBz9.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "5c9CgKqBwAMZtuCN", - "name": "Better Part of Valor", - "type": "Ability", - "_id": "EFJBJFfDo4dTbBz9", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

When making a Control or Move roll to flee danger, gild a die. On this roll, the first Nerve you spend is worth +2d instead of +1d.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118743320, - "modifiedTime": 1701118745890, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!EFJBJFfDo4dTbBz9" -} diff --git a/packs/src/abilities/Blood_of_the_Covenant_XvODIpewdd8sTQ9M.json b/packs/src/abilities/Blood_of_the_Covenant_XvODIpewdd8sTQ9M.json deleted file mode 100644 index 23a6f0e..0000000 --- a/packs/src/abilities/Blood_of_the_Covenant_XvODIpewdd8sTQ9M.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "FZYxthrdGtyzcFcu", - "name": "Blood of the Covenant", - "type": "Ability", - "_id": "XvODIpewdd8sTQ9M", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

The first time a dangerous phenomenon inflicts a mark on anyone in your circle, you refresh a number of points, in any drive, equal to your current Intuition resistance.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701119103382, - "modifiedTime": 1701119109233, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!XvODIpewdd8sTQ9M" -} diff --git a/packs/src/abilities/Born_in_the_Shadows_BmMTchuIegB0mk6c.json b/packs/src/abilities/Born_in_the_Shadows_BmMTchuIegB0mk6c.json deleted file mode 100644 index f610eeb..0000000 --- a/packs/src/abilities/Born_in_the_Shadows_BmMTchuIegB0mk6c.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "kKB0r8jGyMupDHFV", - "name": "Born in the Shadows", - "type": "Ability", - "_id": "BmMTchuIegB0mk6c", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

When attempting to avoid security or detection, gild an additional Hide die.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118798487, - "modifiedTime": 1701118804055, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!BmMTchuIegB0mk6c" -} diff --git a/packs/src/abilities/Chemical_Concoction_psWaUr4B4fteRZ1P.json b/packs/src/abilities/Chemical_Concoction_psWaUr4B4fteRZ1P.json deleted file mode 100644 index 62e30ae..0000000 --- a/packs/src/abilities/Chemical_Concoction_psWaUr4B4fteRZ1P.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "5c9CgKqBwAMZtuCN", - "name": "Chemical Concoction", - "type": "Ability", - "_id": "psWaUr4B4fteRZ1P", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

You know how to mix chemicals together to achieve particular effects. When you take Laboratory Equipment as gear, you may spend a few minutes concocting a mixture that is one of:

\n", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "Nh71YScXMKI1zIQp": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.308", - "createdTime": 1695078768682, - "modifiedTime": 1695078941692, - "lastModifiedBy": "Nh71YScXMKI1zIQp" - }, - "_key": "!items!psWaUr4B4fteRZ1P" -} diff --git a/packs/src/abilities/Circle_Abilities_KQMl1Q0XhwyvdaSH.json b/packs/src/abilities/Circle_Abilities_KQMl1Q0XhwyvdaSH.json deleted file mode 100644 index b079cc7..0000000 --- a/packs/src/abilities/Circle_Abilities_KQMl1Q0XhwyvdaSH.json +++ /dev/null @@ -1,19 +0,0 @@ -{ - "name": "Circle Abilities", - "sorting": "a", - "folder": null, - "type": "Item", - "_id": "KQMl1Q0XhwyvdaSH", - "sort": 0, - "color": "#674e8d", - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.308", - "createdTime": 1695078245468, - "modifiedTime": 1695078261521, - "lastModifiedBy": "Nh71YScXMKI1zIQp" - }, - "_key": "!folders!KQMl1Q0XhwyvdaSH" -} diff --git a/packs/src/abilities/Cold_Read_EWgr7eg56D6uKwpR.json b/packs/src/abilities/Cold_Read_EWgr7eg56D6uKwpR.json deleted file mode 100644 index 782d08c..0000000 --- a/packs/src/abilities/Cold_Read_EWgr7eg56D6uKwpR.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "mp36wUJspNjiD4ZD", - "name": "Cold Read", - "type": "Ability", - "_id": "EWgr7eg56D6uKwpR", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

On a successful Sense roll, you know what ailment, stress, or loss a person has in their life, even if they’re hiding it.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701119042658, - "modifiedTime": 1701119048996, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!EWgr7eg56D6uKwpR" -} diff --git a/packs/src/abilities/Commune_M1P9RPtH4dPlMswA.json b/packs/src/abilities/Commune_M1P9RPtH4dPlMswA.json deleted file mode 100644 index f13f559..0000000 --- a/packs/src/abilities/Commune_M1P9RPtH4dPlMswA.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "mp36wUJspNjiD4ZD", - "name": "Commune", - "type": "Ability", - "_id": "M1P9RPtH4dPlMswA", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

You can make a connection with a nearby sentient phenomenon in order to communicate with it. Take a Brain mark and make a Sense roll to open an empathetic or telepathic connection to ask a question. On a success, you get an answer. On a 4–5 result, the phenomenon will ask a question in return.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701119083740, - "modifiedTime": 1701119085889, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!M1P9RPtH4dPlMswA" -} diff --git a/packs/src/abilities/Compartmentalization_2DBpySGXcRCW3BHg.json b/packs/src/abilities/Compartmentalization_2DBpySGXcRCW3BHg.json deleted file mode 100644 index 72718e4..0000000 --- a/packs/src/abilities/Compartmentalization_2DBpySGXcRCW3BHg.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "kIB8m3Tvk7eWbyFD", - "name": "Compartmentalization", - "type": "Ability", - "_id": "2DBpySGXcRCW3BHg", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

You have trained to detach yourself from the horrors of violence. Once per assignment, you may burn 1 Nerve resistance to soak a Brain mark.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118535431, - "modifiedTime": 1701118539721, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!2DBpySGXcRCW3BHg" -} diff --git a/packs/src/abilities/Cool_Under_Pressure_UDiRcWiaCMZgKp7N.json b/packs/src/abilities/Cool_Under_Pressure_UDiRcWiaCMZgKp7N.json deleted file mode 100644 index b7899a2..0000000 --- a/packs/src/abilities/Cool_Under_Pressure_UDiRcWiaCMZgKp7N.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "5CsAZLTQ6PObk7xZ", - "name": "Cool Under Pressure", - "type": "Ability", - "_id": "UDiRcWiaCMZgKp7N", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

On any high-stakes roll, you may always spend Cunning instead of the drive the action falls under.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118114660, - "modifiedTime": 1701118122960, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!UDiRcWiaCMZgKp7N" -} diff --git a/packs/src/abilities/Criminal_kKB0r8jGyMupDHFV.json b/packs/src/abilities/Criminal_kKB0r8jGyMupDHFV.json deleted file mode 100644 index 46f0b2c..0000000 --- a/packs/src/abilities/Criminal_kKB0r8jGyMupDHFV.json +++ /dev/null @@ -1,19 +0,0 @@ -{ - "name": "Criminal", - "sorting": "a", - "folder": "apBHO24jw6SlmTmk", - "type": "Item", - "_id": "kKB0r8jGyMupDHFV", - "sort": 0, - "color": null, - "flags": {}, - "_stats": { - "systemId": null, - "systemVersion": null, - "coreVersion": null, - "createdTime": null, - "modifiedTime": null, - "lastModifiedBy": null - }, - "_key": "!folders!kKB0r8jGyMupDHFV" -} diff --git a/packs/src/abilities/Death_Defy_MVTqbSPsBvVHN3E4.json b/packs/src/abilities/Death_Defy_MVTqbSPsBvVHN3E4.json deleted file mode 100644 index 0562c50..0000000 --- a/packs/src/abilities/Death_Defy_MVTqbSPsBvVHN3E4.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "apBHO24jw6SlmTmk", - "name": "Death Defy", - "type": "Ability", - "_id": "MVTqbSPsBvVHN3E4", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

Once per assignment, when you should take 1 or more marks from an enemy, you instead escape unscathed. Describe how your quick thinking keeps you safe from harm.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118880997, - "modifiedTime": 1701118883027, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!MVTqbSPsBvVHN3E4" -} diff --git a/packs/src/abilities/Detective_6vaky6TqqCSAS3Fj.json b/packs/src/abilities/Detective_6vaky6TqqCSAS3Fj.json deleted file mode 100644 index 6702708..0000000 --- a/packs/src/abilities/Detective_6vaky6TqqCSAS3Fj.json +++ /dev/null @@ -1,19 +0,0 @@ -{ - "name": "Detective", - "sorting": "a", - "folder": "apBHO24jw6SlmTmk", - "type": "Item", - "_id": "6vaky6TqqCSAS3Fj", - "sort": 0, - "color": null, - "flags": {}, - "_stats": { - "systemId": null, - "systemVersion": null, - "coreVersion": null, - "createdTime": null, - "modifiedTime": null, - "lastModifiedBy": null - }, - "_key": "!folders!6vaky6TqqCSAS3Fj" -} diff --git a/packs/src/abilities/Dissection_gHxKB6q4Fkz1XRIP.json b/packs/src/abilities/Dissection_gHxKB6q4Fkz1XRIP.json deleted file mode 100644 index f3a05fe..0000000 --- a/packs/src/abilities/Dissection_gHxKB6q4Fkz1XRIP.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "afQN9FzKCimXAThh", - "name": "Dissection", - "type": "Ability", - "_id": "gHxKB6q4Fkz1XRIP", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

When you make a Focus roll to dissect a piece of organic matter affected by bleed, gild an additional die. You cannot take Bleed marks from this inspection.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118638561, - "modifiedTime": 1701118644739, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!gHxKB6q4Fkz1XRIP" -} diff --git a/packs/src/abilities/Doctor_afQN9FzKCimXAThh.json b/packs/src/abilities/Doctor_afQN9FzKCimXAThh.json deleted file mode 100644 index 4fb9174..0000000 --- a/packs/src/abilities/Doctor_afQN9FzKCimXAThh.json +++ /dev/null @@ -1,19 +0,0 @@ -{ - "name": "Doctor", - "sorting": "a", - "folder": "FeHL1OMYpcHziIqi", - "type": "Item", - "_id": "afQN9FzKCimXAThh", - "sort": 0, - "color": "#807ee2", - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": null, - "modifiedTime": 1701118609634, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!folders!afQN9FzKCimXAThh" -} diff --git a/packs/src/abilities/Endurance_8WxggKKp5z72l9Nx.json b/packs/src/abilities/Endurance_8WxggKKp5z72l9Nx.json deleted file mode 100644 index 45cbba3..0000000 --- a/packs/src/abilities/Endurance_8WxggKKp5z72l9Nx.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "I5NXBGq8U9ujcUjJ", - "name": "Endurance", - "type": "Ability", - "_id": "8WxggKKp5z72l9Nx", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

When you take enough marks to become incapacitated, instead, roll a number of d6 equal to your current Nerve resistance. On a 6, you aren’t incapacitated and don’t take a scar.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118394497, - "modifiedTime": 1701118399260, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!8WxggKKp5z72l9Nx" -} diff --git a/packs/src/abilities/Escape_Artist_Wt5MxxCdeJKO0Ern.json b/packs/src/abilities/Escape_Artist_Wt5MxxCdeJKO0Ern.json deleted file mode 100644 index b67a725..0000000 --- a/packs/src/abilities/Escape_Artist_Wt5MxxCdeJKO0Ern.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "bsyyVtb1aOOd09Mo", - "name": "Escape Artist", - "type": "Ability", - "_id": "Wt5MxxCdeJKO0Ern", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

Spend 1 Nerve to automatically escape ropes, cuffs, manacles, or a creature that has grappled you.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118313657, - "modifiedTime": 1701118319871, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!Wt5MxxCdeJKO0Ern" -} diff --git a/packs/src/abilities/Explorer_FqC3vG5Vs4WtBY7l.json b/packs/src/abilities/Explorer_FqC3vG5Vs4WtBY7l.json deleted file mode 100644 index 96d9b4e..0000000 --- a/packs/src/abilities/Explorer_FqC3vG5Vs4WtBY7l.json +++ /dev/null @@ -1,19 +0,0 @@ -{ - "name": "Explorer", - "sorting": "a", - "folder": "I5NXBGq8U9ujcUjJ", - "type": "Item", - "_id": "FqC3vG5Vs4WtBY7l", - "sort": 0, - "color": "#df7272", - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.308", - "createdTime": null, - "modifiedTime": 1695079102926, - "lastModifiedBy": "Nh71YScXMKI1zIQp" - }, - "_key": "!folders!FqC3vG5Vs4WtBY7l" -} diff --git a/packs/src/abilities/Extend_Your_Senses_dommOTOA3BrcaPCP.json b/packs/src/abilities/Extend_Your_Senses_dommOTOA3BrcaPCP.json deleted file mode 100644 index 2c90271..0000000 --- a/packs/src/abilities/Extend_Your_Senses_dommOTOA3BrcaPCP.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "FZYxthrdGtyzcFcu", - "name": "Extend Your Senses", - "type": "Ability", - "_id": "dommOTOA3BrcaPCP", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

When you roll with Sense to understand more about a phenomenon you’ve encountered, also add a number of dice equal to your current Intuition resistance to the roll

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "Nh71YScXMKI1zIQp": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.308", - "createdTime": 1695079038300, - "modifiedTime": 1695079048109, - "lastModifiedBy": "Nh71YScXMKI1zIQp" - }, - "_key": "!items!dommOTOA3BrcaPCP" -} diff --git a/packs/src/abilities/Face_5CsAZLTQ6PObk7xZ.json b/packs/src/abilities/Face_5CsAZLTQ6PObk7xZ.json deleted file mode 100644 index 9d0b57c..0000000 --- a/packs/src/abilities/Face_5CsAZLTQ6PObk7xZ.json +++ /dev/null @@ -1,19 +0,0 @@ -{ - "name": "Face", - "sorting": "a", - "folder": "GkEjPPL2t3aZnkH4", - "type": "Item", - "_id": "5CsAZLTQ6PObk7xZ", - "sort": 0, - "color": "#55a5a4", - "flags": {}, - "_stats": { - "systemId": null, - "systemVersion": null, - "coreVersion": null, - "createdTime": null, - "modifiedTime": null, - "lastModifiedBy": null - }, - "_key": "!folders!5CsAZLTQ6PObk7xZ" -} diff --git a/packs/src/abilities/Field_Experience_aYEzeIjKNY1QIwRz.json b/packs/src/abilities/Field_Experience_aYEzeIjKNY1QIwRz.json deleted file mode 100644 index 479625b..0000000 --- a/packs/src/abilities/Field_Experience_aYEzeIjKNY1QIwRz.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "FqC3vG5Vs4WtBY7l", - "name": "Field Experience", - "type": "Ability", - "_id": "aYEzeIjKNY1QIwRz", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

You’ve traveled the world and been in many dangerous positions before. Once per assignment, describe to the group how a previous adventure is similar to your current situation and refresh 1 Nerve for everyone in your circle.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "Nh71YScXMKI1zIQp": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.308", - "createdTime": 1695079127575, - "modifiedTime": 1695079142767, - "lastModifiedBy": "Nh71YScXMKI1zIQp" - }, - "_key": "!items!aYEzeIjKNY1QIwRz" -} diff --git a/packs/src/abilities/Flourish_T24YQNPaJgolsaiX.json b/packs/src/abilities/Flourish_T24YQNPaJgolsaiX.json deleted file mode 100644 index f8472b7..0000000 --- a/packs/src/abilities/Flourish_T24YQNPaJgolsaiX.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "bsyyVtb1aOOd09Mo", - "name": "Flourish", - "type": "Ability", - "_id": "T24YQNPaJgolsaiX", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

You know how to cover your mistakes with flair. On a roll where you could spend Cunning, if you fail or get a mixed success, you may spend 2 Cunning to push the result up one tier—from a miss to mixed success or mixed success to full success.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118357478, - "modifiedTime": 1701118359953, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!T24YQNPaJgolsaiX" -} diff --git a/packs/src/abilities/Forbidden_Ritual_2mTjhNVso3JgBc0j.json b/packs/src/abilities/Forbidden_Ritual_2mTjhNVso3JgBc0j.json deleted file mode 100644 index 8c435e2..0000000 --- a/packs/src/abilities/Forbidden_Ritual_2mTjhNVso3JgBc0j.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "FZYxthrdGtyzcFcu", - "name": "Forbidden Ritual", - "type": "Ability", - "_id": "2mTjhNVso3JgBc0j", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

You know a highly complex and extremely dangerous ritual that will achieve a desired outcome. When you use this ritual, immediately take a Bleed scar. Determine what the ritual is and what its effects are:

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701119146672, - "modifiedTime": 1701119166621, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!2mTjhNVso3JgBc0j" -} diff --git a/packs/src/abilities/Forged_in_Fire_zi9yOHW7NETfbPnp.json b/packs/src/abilities/Forged_in_Fire_zi9yOHW7NETfbPnp.json deleted file mode 100644 index a41899d..0000000 --- a/packs/src/abilities/Forged_in_Fire_zi9yOHW7NETfbPnp.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "KQMl1Q0XhwyvdaSH", - "name": "Forged in Fire", - "type": "Ability", - "_id": "zi9yOHW7NETfbPnp", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

When you help an ally on a roll, if they don’t succeed, you both earn back 1 drive point of your choice.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "Nh71YScXMKI1zIQp": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.308", - "createdTime": 1695078370568, - "modifiedTime": 1695078378023, - "lastModifiedBy": "Nh71YScXMKI1zIQp" - }, - "_key": "!items!zi9yOHW7NETfbPnp" -} diff --git a/packs/src/abilities/Geared_Up_2jBik5qGrMkZmn6V.json b/packs/src/abilities/Geared_Up_2jBik5qGrMkZmn6V.json deleted file mode 100644 index 7994d87..0000000 --- a/packs/src/abilities/Geared_Up_2jBik5qGrMkZmn6V.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "kIB8m3Tvk7eWbyFD", - "name": "Geared Up", - "type": "Ability", - "_id": "2jBik5qGrMkZmn6V", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

You and one ally in your circle may mark an additional gear slot during each assignment.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118482364, - "modifiedTime": 1701118489743, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!2jBik5qGrMkZmn6V" -} diff --git a/packs/src/abilities/Ghostblade_BbxaDK3d3oENh5Cx.json b/packs/src/abilities/Ghostblade_BbxaDK3d3oENh5Cx.json deleted file mode 100644 index 1165767..0000000 --- a/packs/src/abilities/Ghostblade_BbxaDK3d3oENh5Cx.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "FZYxthrdGtyzcFcu", - "name": "Ghostblade", - "type": "Ability", - "_id": "BbxaDK3d3oENh5Cx", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

You can attune a ritual knife to yourself. If you coat it in your blood (take a Body mark), it can wound magickal beings and strike invisible or ethereal enemies.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "Nh71YScXMKI1zIQp": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.308", - "createdTime": 1695079012022, - "modifiedTime": 1695079029786, - "lastModifiedBy": "Nh71YScXMKI1zIQp" - }, - "_key": "!items!BbxaDK3d3oENh5Cx" -} diff --git a/packs/src/abilities/Great_Wards_5tUDeZ0DWRDtLvz8.json b/packs/src/abilities/Great_Wards_5tUDeZ0DWRDtLvz8.json deleted file mode 100644 index 70cc459..0000000 --- a/packs/src/abilities/Great_Wards_5tUDeZ0DWRDtLvz8.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "BdDJEb5rwyrK4TRe", - "name": "Great Wards", - "type": "Ability", - "_id": "5tUDeZ0DWRDtLvz8", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

You can inscribe and maintain a warding symbol on one person at a time. Describe the material they must hold to bind it (salt, sand, etc.). They take +1d on Move rolls against phenomena.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118966010, - "modifiedTime": 1701118968075, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!5tUDeZ0DWRDtLvz8" -} diff --git a/packs/src/abilities/Hardened_lhm25F10QYl6IJAa.json b/packs/src/abilities/Hardened_lhm25F10QYl6IJAa.json deleted file mode 100644 index e467578..0000000 --- a/packs/src/abilities/Hardened_lhm25F10QYl6IJAa.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "kKB0r8jGyMupDHFV", - "name": "Hardened", - "type": "Ability", - "_id": "lhm25F10QYl6IJAa", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

When you take a scar, you may choose not to shift any action points as a result.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118782760, - "modifiedTime": 1701118792390, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!lhm25F10QYl6IJAa" -} diff --git a/packs/src/abilities/I_Know_A_Guy_KaFoAn1bt7Rd3SqM.json b/packs/src/abilities/I_Know_A_Guy_KaFoAn1bt7Rd3SqM.json deleted file mode 100644 index 39f8de9..0000000 --- a/packs/src/abilities/I_Know_A_Guy_KaFoAn1bt7Rd3SqM.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "5CsAZLTQ6PObk7xZ", - "name": "I Know A Guy", - "type": "Ability", - "_id": "KaFoAn1bt7Rd3SqM", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

Once per assignment, ask the GM who you know nearby that could help you. They will give you a temporary contact, and explain why they might have insight into the investigation

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "Nh71YScXMKI1zIQp": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.308", - "createdTime": 1695078804693, - "modifiedTime": 1695078812685, - "lastModifiedBy": "Nh71YScXMKI1zIQp" - }, - "_key": "!items!KaFoAn1bt7Rd3SqM" -} diff --git a/packs/src/abilities/In_This_Together_zi9yOHW7NETfbPnp.json b/packs/src/abilities/In_This_Together_zi9yOHW7NETfbPnp.json deleted file mode 100644 index b47f35a..0000000 --- a/packs/src/abilities/In_This_Together_zi9yOHW7NETfbPnp.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "KQMl1Q0XhwyvdaSH", - "name": "In This Together", - "type": "Ability", - "_id": "zi9yOHW7NETfbPnp", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

When you spend drive to help an ally on a roll, on a result of 3 or less, you both earn back 1 drive point of your choice.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "Nh71YScXMKI1zIQp": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1695078370568, - "modifiedTime": 1701119199018, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!zi9yOHW7NETfbPnp" -} diff --git a/packs/src/abilities/In_the_Trenches_dSRCi71Ejv2E57zD.json b/packs/src/abilities/In_the_Trenches_dSRCi71Ejv2E57zD.json deleted file mode 100644 index bac277f..0000000 --- a/packs/src/abilities/In_the_Trenches_dSRCi71Ejv2E57zD.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "IvFtRXkiLPOqzKy4", - "name": "In the Trenches", - "type": "Ability", - "_id": "dSRCi71Ejv2E57zD", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

You’ve done enough dangerous journalism work to know how to keep yourself safe. Once per assignment, you may burn 1 Cunning resistance to soak a Body mark.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118213157, - "modifiedTime": 1701118220763, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!dSRCi71Ejv2E57zD" -} diff --git a/packs/src/abilities/Insider_Access_FQYGIIyHAu13paZM.json b/packs/src/abilities/Insider_Access_FQYGIIyHAu13paZM.json deleted file mode 100644 index b87b520..0000000 --- a/packs/src/abilities/Insider_Access_FQYGIIyHAu13paZM.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "IvFtRXkiLPOqzKy4", - "name": "Insider Access", - "type": "Ability", - "_id": "FQYGIIyHAu13paZM", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

Your line of work offers you special privileges. Once per assignment, automatically gain access to an important person or place by using the Press Credentials gear.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118167404, - "modifiedTime": 1701118170885, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!FQYGIIyHAu13paZM" -} diff --git a/packs/src/abilities/Inspection_O2QzndrViD88ZwkC.json b/packs/src/abilities/Inspection_O2QzndrViD88ZwkC.json deleted file mode 100644 index 37d6e06..0000000 --- a/packs/src/abilities/Inspection_O2QzndrViD88ZwkC.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "6vaky6TqqCSAS3Fj", - "name": "Inspection", - "type": "Ability", - "_id": "O2QzndrViD88ZwkC", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

You have experience examining crime scenes. When you make a Survey roll to gather evidence about what might have happened in this location, gild an additional die on the roll.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118929220, - "modifiedTime": 1701118931495, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!O2QzndrViD88ZwkC" -} diff --git a/packs/src/abilities/Interdisciplinary_IJtiMTHF2Xo4VsBW.json b/packs/src/abilities/Interdisciplinary_IJtiMTHF2Xo4VsBW.json deleted file mode 100644 index 501106c..0000000 --- a/packs/src/abilities/Interdisciplinary_IJtiMTHF2Xo4VsBW.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "KQMl1Q0XhwyvdaSH", - "name": "Interdisciplinary", - "type": "Ability", - "_id": "IJtiMTHF2Xo4VsBW", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

When choosing a new Ability during character advancement, once per campaign, each player may choose an Ability from a character role or specialty outside their own.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "Nh71YScXMKI1zIQp": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.308", - "createdTime": 1695078396372, - "modifiedTime": 1695078402933, - "lastModifiedBy": "Nh71YScXMKI1zIQp" - }, - "_key": "!items!IJtiMTHF2Xo4VsBW" -} diff --git a/packs/src/abilities/Interrogation_gOJ0RKRV5oamC9p8.json b/packs/src/abilities/Interrogation_gOJ0RKRV5oamC9p8.json deleted file mode 100644 index 78753d0..0000000 --- a/packs/src/abilities/Interrogation_gOJ0RKRV5oamC9p8.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "6vaky6TqqCSAS3Fj", - "name": "Interrogation", - "type": "Ability", - "_id": "gOJ0RKRV5oamC9p8", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

When you are questioning someone about information they are resistant to revealing, add a number of dice equal to your current Cunning resistance to your Read roll.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118904262, - "modifiedTime": 1701118910664, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!gOJ0RKRV5oamC9p8" -} diff --git a/packs/src/abilities/Investigator_Abilities_GkEjPPL2t3aZnkH4.json b/packs/src/abilities/Investigator_Abilities_GkEjPPL2t3aZnkH4.json deleted file mode 100644 index 4e41f62..0000000 --- a/packs/src/abilities/Investigator_Abilities_GkEjPPL2t3aZnkH4.json +++ /dev/null @@ -1,19 +0,0 @@ -{ - "name": "Investigator Abilities", - "sorting": "a", - "folder": null, - "type": "Item", - "_id": "GkEjPPL2t3aZnkH4", - "sort": 0, - "color": "#674e8d", - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.308", - "createdTime": 1695078273507, - "modifiedTime": 1695078516632, - "lastModifiedBy": "Nh71YScXMKI1zIQp" - }, - "_key": "!folders!GkEjPPL2t3aZnkH4" -} diff --git a/packs/src/abilities/Journalist_IvFtRXkiLPOqzKy4.json b/packs/src/abilities/Journalist_IvFtRXkiLPOqzKy4.json deleted file mode 100644 index db22133..0000000 --- a/packs/src/abilities/Journalist_IvFtRXkiLPOqzKy4.json +++ /dev/null @@ -1,19 +0,0 @@ -{ - "name": "Journalist", - "sorting": "a", - "folder": "5CsAZLTQ6PObk7xZ", - "type": "Item", - "_id": "IvFtRXkiLPOqzKy4", - "sort": 0, - "color": "#3dae97", - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": null, - "modifiedTime": 1701118159551, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!folders!IvFtRXkiLPOqzKy4" -} diff --git a/packs/src/abilities/Last_Moments_QluVqzcD5wvkKiqJ.json b/packs/src/abilities/Last_Moments_QluVqzcD5wvkKiqJ.json deleted file mode 100644 index c34a74b..0000000 --- a/packs/src/abilities/Last_Moments_QluVqzcD5wvkKiqJ.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "mp36wUJspNjiD4ZD", - "name": "Last Moments", - "type": "Ability", - "_id": "QluVqzcD5wvkKiqJ", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

While touching a corpse, you can burn an Intuition resistance to hear, smell, and feel that creature’s last few moments of life. By taking a Bleed mark, you can push yourself to see a still image of the last thing they saw before death.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701119074071, - "modifiedTime": 1701119076859, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!QluVqzcD5wvkKiqJ" -} diff --git a/packs/src/abilities/Learn_from_My_Mistakes_KTFgl8vdBczT2n2G.json b/packs/src/abilities/Learn_from_My_Mistakes_KTFgl8vdBczT2n2G.json deleted file mode 100644 index 3fcea13..0000000 --- a/packs/src/abilities/Learn_from_My_Mistakes_KTFgl8vdBczT2n2G.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "5c9CgKqBwAMZtuCN", - "name": "Learn from My Mistakes", - "type": "Ability", - "_id": "KTFgl8vdBczT2n2G", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

Any time you get a result of 3 or less on a roll, describe what lesson you learned from your failure, and refresh 1 drive point of your choice.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118732613, - "modifiedTime": 1701118735153, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!KTFgl8vdBczT2n2G" -} diff --git a/packs/src/abilities/Let_Them_In_s1GQLWvN4fbJOR6A.json b/packs/src/abilities/Let_Them_In_s1GQLWvN4fbJOR6A.json deleted file mode 100644 index 5ed25f3..0000000 --- a/packs/src/abilities/Let_Them_In_s1GQLWvN4fbJOR6A.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "BdDJEb5rwyrK4TRe", - "name": "Let Them In", - "type": "Ability", - "_id": "s1GQLWvN4fbJOR6A", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

Whenever you take one or more Bleed marks, you also gain additional information about the phenomenon that harmed you.

\n

Ask the GM a question about the source of the bleed.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "Nh71YScXMKI1zIQp": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.308", - "createdTime": 1695078985254, - "modifiedTime": 1695078997789, - "lastModifiedBy": "Nh71YScXMKI1zIQp" - }, - "_key": "!items!s1GQLWvN4fbJOR6A" -} diff --git a/packs/src/abilities/Leverage_ODij6DfBZanInUUB.json b/packs/src/abilities/Leverage_ODij6DfBZanInUUB.json deleted file mode 100644 index cdbc112..0000000 --- a/packs/src/abilities/Leverage_ODij6DfBZanInUUB.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "kKB0r8jGyMupDHFV", - "name": "Leverage", - "type": "Ability", - "_id": "ODij6DfBZanInUUB", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

On a successful Read roll, you may ask the GM what your target truly wants. On any Sway rolls you make using this information, also add a number of dice equal to your current Cunning resistance.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "Nh71YScXMKI1zIQp": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.308", - "createdTime": 1695078671222, - "modifiedTime": 1695078679896, - "lastModifiedBy": "Nh71YScXMKI1zIQp" - }, - "_key": "!items!ODij6DfBZanInUUB" -} diff --git a/packs/src/abilities/Lie_Detector_D8KEoyBM5dD8DZok.json b/packs/src/abilities/Lie_Detector_D8KEoyBM5dD8DZok.json deleted file mode 100644 index 70732f5..0000000 --- a/packs/src/abilities/Lie_Detector_D8KEoyBM5dD8DZok.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "IvFtRXkiLPOqzKy4", - "name": "Lie Detector", - "type": "Ability", - "_id": "D8KEoyBM5dD8DZok", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

When you make a Read roll in an attempt to figure out whether a person is telling the truth, gild an additional die. The first Cunning you spend on the roll is worth +2d instead of +1d.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118189596, - "modifiedTime": 1701118194599, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!D8KEoyBM5dD8DZok" -} diff --git a/packs/src/abilities/Lifesaver_GroNgmil4e8ubD03.json b/packs/src/abilities/Lifesaver_GroNgmil4e8ubD03.json deleted file mode 100644 index 12492bf..0000000 --- a/packs/src/abilities/Lifesaver_GroNgmil4e8ubD03.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "afQN9FzKCimXAThh", - "name": "Lifesaver", - "type": "Ability", - "_id": "GroNgmil4e8ubD03", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

Between assignments, you can spend 1 Stitch to work on healing an ally’s scar. When you do, make a Focus roll. On a critical success, fill three. On a 6, fill two. On a 4–5, fill one. When the track is full, the scar is healed and 1 action point may be shifted.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118664076, - "modifiedTime": 1701118684189, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!GroNgmil4e8ubD03" -} diff --git a/packs/src/abilities/Magician_bsyyVtb1aOOd09Mo.json b/packs/src/abilities/Magician_bsyyVtb1aOOd09Mo.json deleted file mode 100644 index afd2e16..0000000 --- a/packs/src/abilities/Magician_bsyyVtb1aOOd09Mo.json +++ /dev/null @@ -1,19 +0,0 @@ -{ - "name": "Magician", - "sorting": "a", - "folder": "5CsAZLTQ6PObk7xZ", - "type": "Item", - "_id": "bsyyVtb1aOOd09Mo", - "sort": 0, - "color": "#3dae97", - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.308", - "createdTime": null, - "modifiedTime": 1695078830437, - "lastModifiedBy": "Nh71YScXMKI1zIQp" - }, - "_key": "!folders!bsyyVtb1aOOd09Mo" -} diff --git a/packs/src/abilities/Medium_mp36wUJspNjiD4ZD.json b/packs/src/abilities/Medium_mp36wUJspNjiD4ZD.json deleted file mode 100644 index 99d46a2..0000000 --- a/packs/src/abilities/Medium_mp36wUJspNjiD4ZD.json +++ /dev/null @@ -1,19 +0,0 @@ -{ - "name": "Medium", - "sorting": "a", - "folder": "BdDJEb5rwyrK4TRe", - "type": "Item", - "_id": "mp36wUJspNjiD4ZD", - "sort": 0, - "color": "#0b5c05", - "flags": {}, - "_stats": { - "systemId": null, - "systemVersion": null, - "coreVersion": null, - "createdTime": null, - "modifiedTime": null, - "lastModifiedBy": null - }, - "_key": "!folders!mp36wUJspNjiD4ZD" -} diff --git a/packs/src/abilities/Meticulous_Notes_0IOrgqsrzyTZ5udy.json b/packs/src/abilities/Meticulous_Notes_0IOrgqsrzyTZ5udy.json deleted file mode 100644 index aa7e7b5..0000000 --- a/packs/src/abilities/Meticulous_Notes_0IOrgqsrzyTZ5udy.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "FeHL1OMYpcHziIqi", - "name": "Meticulous Notes", - "type": "Ability", - "_id": "0IOrgqsrzyTZ5udy", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

If your current Cunning resistance is 2 or more, add +1d to all Focus rolls. After an assignment, increase your Illumination track 1 additional point because of the detailed notes your character returns with.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118581853, - "modifiedTime": 1701118587555, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!0IOrgqsrzyTZ5udy" -} diff --git a/packs/src/abilities/Miasma_nY9b3vWelmvfDDFl.json b/packs/src/abilities/Miasma_nY9b3vWelmvfDDFl.json deleted file mode 100644 index 21a8c69..0000000 --- a/packs/src/abilities/Miasma_nY9b3vWelmvfDDFl.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "mp36wUJspNjiD4ZD", - "name": "Miasma", - "type": "Ability", - "_id": "nY9b3vWelmvfDDFl", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

You can spend 1 Intuition to tell if and how a person or object has been affected by bleed.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701119022673, - "modifiedTime": 1701119026870, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!nY9b3vWelmvfDDFl" -} diff --git a/packs/src/abilities/Mind_Over_Matter_d90DI2B3JgmLKq1R.json b/packs/src/abilities/Mind_Over_Matter_d90DI2B3JgmLKq1R.json deleted file mode 100644 index 5c744dd..0000000 --- a/packs/src/abilities/Mind_Over_Matter_d90DI2B3JgmLKq1R.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "FqC3vG5Vs4WtBY7l", - "name": "Mind Over Matter", - "type": "Ability", - "_id": "d90DI2B3JgmLKq1R", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

When you are told to use a specific action on a roll, you may take a Brain mark to utilize an alternative action instead. You may also spend the drive that corresponds with your chosen action. Describe how you adapt to your situation.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118424999, - "modifiedTime": 1701118427431, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!d90DI2B3JgmLKq1R" -} diff --git a/packs/src/abilities/Mind_Palace_hWfB4hqPMJgcNriV.json b/packs/src/abilities/Mind_Palace_hWfB4hqPMJgcNriV.json deleted file mode 100644 index 80921bb..0000000 --- a/packs/src/abilities/Mind_Palace_hWfB4hqPMJgcNriV.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "6vaky6TqqCSAS3Fj", - "name": "Mind Palace", - "type": "Ability", - "_id": "hWfB4hqPMJgcNriV", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

When you want to figure out how two clues might relate or what path they should point you towards, burn 1 Intuition resistance. The GM will give you the information you’ve deduced.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118893450, - "modifiedTime": 1701118899518, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!hWfB4hqPMJgcNriV" -} diff --git a/packs/src/abilities/Misdirection_rrDrVH54HAnAIeiE.json b/packs/src/abilities/Misdirection_rrDrVH54HAnAIeiE.json deleted file mode 100644 index bd8cd73..0000000 --- a/packs/src/abilities/Misdirection_rrDrVH54HAnAIeiE.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "bsyyVtb1aOOd09Mo", - "name": "Misdirection", - "type": "Ability", - "_id": "rrDrVH54HAnAIeiE", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

When you use your words or actions to distract a target from what is actually happening, make a Hide roll. The first Cunning you or an ally spends on this roll is worth +2d instead of +1d.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "Nh71YScXMKI1zIQp": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1695078839231, - "modifiedTime": 1701118274936, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!rrDrVH54HAnAIeiE" -} diff --git a/packs/src/abilities/Muscle_I5NXBGq8U9ujcUjJ.json b/packs/src/abilities/Muscle_I5NXBGq8U9ujcUjJ.json deleted file mode 100644 index a329745..0000000 --- a/packs/src/abilities/Muscle_I5NXBGq8U9ujcUjJ.json +++ /dev/null @@ -1,19 +0,0 @@ -{ - "name": "Muscle", - "sorting": "a", - "folder": "GkEjPPL2t3aZnkH4", - "type": "Item", - "_id": "I5NXBGq8U9ujcUjJ", - "sort": 0, - "color": "#af3131", - "flags": {}, - "_stats": { - "systemId": null, - "systemVersion": null, - "coreVersion": null, - "createdTime": null, - "modifiedTime": null, - "lastModifiedBy": null - }, - "_key": "!folders!I5NXBGq8U9ujcUjJ" -} diff --git a/packs/src/abilities/Narrow_Escape_0KxTaXZ8h2xajq5D.json b/packs/src/abilities/Narrow_Escape_0KxTaXZ8h2xajq5D.json deleted file mode 100644 index e4611c9..0000000 --- a/packs/src/abilities/Narrow_Escape_0KxTaXZ8h2xajq5D.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "FqC3vG5Vs4WtBY7l", - "name": "Narrow Escape", - "type": "Ability", - "_id": "0KxTaXZ8h2xajq5D", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

You’ve been in numerous hairy situations during your fearless exploits. Add +1d to your Move roll when you attempt to escape a trap or ambush.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118431685, - "modifiedTime": 1701118438161, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!0KxTaXZ8h2xajq5D" -} diff --git a/packs/src/abilities/Nobody_Left_Behind_LbF1UJOpJmyHVAg6.json b/packs/src/abilities/Nobody_Left_Behind_LbF1UJOpJmyHVAg6.json deleted file mode 100644 index 57c3893..0000000 --- a/packs/src/abilities/Nobody_Left_Behind_LbF1UJOpJmyHVAg6.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "KQMl1Q0XhwyvdaSH", - "name": "Nobody Left Behind", - "type": "Ability", - "_id": "LbF1UJOpJmyHVAg6", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

When a member of your circle takes a scar and drops incapacitated, any rolls a player makes in the scene to protect them or get them out of danger have +1d.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "Nh71YScXMKI1zIQp": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.308", - "createdTime": 1695078353593, - "modifiedTime": 1695078361010, - "lastModifiedBy": "Nh71YScXMKI1zIQp" - }, - "_key": "!items!LbF1UJOpJmyHVAg6" -} diff --git a/packs/src/abilities/Non_Combatant_3QjYDgGgMNMXBw0W.json b/packs/src/abilities/Non_Combatant_3QjYDgGgMNMXBw0W.json deleted file mode 100644 index b75a967..0000000 --- a/packs/src/abilities/Non_Combatant_3QjYDgGgMNMXBw0W.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "afQN9FzKCimXAThh", - "name": "Non-Combatant", - "type": "Ability", - "_id": "3QjYDgGgMNMXBw0W", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

Your pain spurs others to action. If you haven’t hurt anyone yet during this assignment, when you take a mark, each of your allies in the scene can recover 1 drive point of their choice.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118627705, - "modifiedTime": 1701118630635, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!3QjYDgGgMNMXBw0W" -} diff --git a/packs/src/abilities/Not_Again_kl821lb4p3BBWYw3.json b/packs/src/abilities/Not_Again_kl821lb4p3BBWYw3.json deleted file mode 100644 index f27e633..0000000 --- a/packs/src/abilities/Not_Again_kl821lb4p3BBWYw3.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "FqC3vG5Vs4WtBY7l", - "name": "Not Again", - "type": "Ability", - "_id": "kl821lb4p3BBWYw3", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

Once per assignment, you may take a scar to have an automatic full success on an action. If you do, it’s as if you’ve had this scar all along—tell your circle how you got it, and why the lesson you learned is helping you succeed here. Don’t adjust your action ratings when you take this scar.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118445404, - "modifiedTime": 1701118447921, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!kl821lb4p3BBWYw3" -} diff --git a/packs/src/abilities/Obscure_Lexicon_wu2OmzXmryqEkyhn.json b/packs/src/abilities/Obscure_Lexicon_wu2OmzXmryqEkyhn.json deleted file mode 100644 index 911a11f..0000000 --- a/packs/src/abilities/Obscure_Lexicon_wu2OmzXmryqEkyhn.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "FqC3vG5Vs4WtBY7l", - "name": "Obscure Lexicon", - "type": "Ability", - "_id": "wu2OmzXmryqEkyhn", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

When you encounter an ancient or esoteric language, you can spend 1 Intuition to understand what it says.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118410473, - "modifiedTime": 1701118413113, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!wu2OmzXmryqEkyhn" -} diff --git a/packs/src/abilities/Occult_Researcher_sYYn7d2jiJPQLrUh.json b/packs/src/abilities/Occult_Researcher_sYYn7d2jiJPQLrUh.json deleted file mode 100644 index b2d6282..0000000 --- a/packs/src/abilities/Occult_Researcher_sYYn7d2jiJPQLrUh.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "FeHL1OMYpcHziIqi", - "name": "Occult Researcher", - "type": "Ability", - "_id": "sYYn7d2jiJPQLrUh", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

Take 1 Brain mark to ask the GM for an important occult detail that you would recognize from your studies, but has not yet been revealed in the scene. If there are none, clear the Brain mark.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118572198, - "modifiedTime": 1701118574202, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!sYYn7d2jiJPQLrUh" -} diff --git a/packs/src/abilities/Occultist_FZYxthrdGtyzcFcu.json b/packs/src/abilities/Occultist_FZYxthrdGtyzcFcu.json deleted file mode 100644 index 7a67699..0000000 --- a/packs/src/abilities/Occultist_FZYxthrdGtyzcFcu.json +++ /dev/null @@ -1,19 +0,0 @@ -{ - "name": "Occultist", - "sorting": "a", - "folder": "BdDJEb5rwyrK4TRe", - "type": "Item", - "_id": "FZYxthrdGtyzcFcu", - "sort": 0, - "color": "#0b5c05", - "flags": {}, - "_stats": { - "systemId": null, - "systemVersion": null, - "coreVersion": null, - "createdTime": null, - "modifiedTime": null, - "lastModifiedBy": null - }, - "_key": "!folders!FZYxthrdGtyzcFcu" -} diff --git a/packs/src/abilities/One_Last_Run_dVGupTxiEjvPxkPi.json b/packs/src/abilities/One_Last_Run_dVGupTxiEjvPxkPi.json deleted file mode 100644 index 2ec8b1f..0000000 --- a/packs/src/abilities/One_Last_Run_dVGupTxiEjvPxkPi.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "KQMl1Q0XhwyvdaSH", - "name": "One Last Run", - "type": "Ability", - "_id": "dVGupTxiEjvPxkPi", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

When you select this Ability, the next time you fill your Illumination track, your circle will retire from service. Everyone takes all four options during this character advancement.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "Nh71YScXMKI1zIQp": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.308", - "createdTime": 1695078432572, - "modifiedTime": 1695078439181, - "lastModifiedBy": "Nh71YScXMKI1zIQp" - }, - "_key": "!items!dVGupTxiEjvPxkPi" -} diff --git a/packs/src/abilities/One_Step_Ahead_y1sddeigqEzq4kIE.json b/packs/src/abilities/One_Step_Ahead_y1sddeigqEzq4kIE.json deleted file mode 100644 index ccc3de9..0000000 --- a/packs/src/abilities/One_Step_Ahead_y1sddeigqEzq4kIE.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "6vaky6TqqCSAS3Fj", - "name": "One Step Ahead", - "type": "Ability", - "_id": "y1sddeigqEzq4kIE", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

Once per assignment, you can produce a useful mundane object you’ve had with you all along. When you do, fill in the empty gear slot and write the object in this space. This does not count toward your gear limit.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118950293, - "modifiedTime": 1701118953119, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!y1sddeigqEzq4kIE" -} diff --git a/packs/src/abilities/Open_Book_s43iwP48ehEaAXWW.json b/packs/src/abilities/Open_Book_s43iwP48ehEaAXWW.json deleted file mode 100644 index 27b3b89..0000000 --- a/packs/src/abilities/Open_Book_s43iwP48ehEaAXWW.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "IvFtRXkiLPOqzKy4", - "name": "Open Book", - "type": "Ability", - "_id": "s43iwP48ehEaAXWW", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

You can get people to open up to you very quickly. When you attempt to connect with others by sharing something deeply personal, add a number of dice equal to your current Cunning resistance to a Sway roll. On a success, they will reciprocate.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118176893, - "modifiedTime": 1701118183185, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!s43iwP48ehEaAXWW" -} diff --git a/packs/src/abilities/Patch_Up_2R25mRhgOj6N4Dol.json b/packs/src/abilities/Patch_Up_2R25mRhgOj6N4Dol.json deleted file mode 100644 index 3ee72b1..0000000 --- a/packs/src/abilities/Patch_Up_2R25mRhgOj6N4Dol.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "afQN9FzKCimXAThh", - "name": "Patch Up", - "type": "Ability", - "_id": "2R25mRhgOj6N4Dol", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

When you have a few moments of calm, you can make a Focus roll to heal 1 Body mark on an ally. On a 4–5, spend 2 Intuition to accomplish this. On a 6, spend 1 Intuition. On a 3 or less, you may take a Brain mark to take the 4–5 result instead.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118599805, - "modifiedTime": 1701118602299, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!2R25mRhgOj6N4Dol" -} diff --git a/packs/src/abilities/Play_the_Bait_rKvMz8MnCJOdHZnJ.json b/packs/src/abilities/Play_the_Bait_rKvMz8MnCJOdHZnJ.json deleted file mode 100644 index e4b8af0..0000000 --- a/packs/src/abilities/Play_the_Bait_rKvMz8MnCJOdHZnJ.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "FZYxthrdGtyzcFcu", - "name": "Play the Bait", - "type": "Ability", - "_id": "rKvMz8MnCJOdHZnJ", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

You know how to draw the attention of a phenomenon—you just have to play the bait. Make a Sense roll to bring a nearby phenomenon toward you

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701119135309, - "modifiedTime": 1701119139470, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!rKvMz8MnCJOdHZnJ" -} diff --git a/packs/src/abilities/Practiced_Patter_ql7ZBTNrawEREv1c.json b/packs/src/abilities/Practiced_Patter_ql7ZBTNrawEREv1c.json deleted file mode 100644 index 3ae1245..0000000 --- a/packs/src/abilities/Practiced_Patter_ql7ZBTNrawEREv1c.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "bsyyVtb1aOOd09Mo", - "name": "Practiced Patter", - "type": "Ability", - "_id": "ql7ZBTNrawEREv1c", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

You’ve long rehearsed for a moment like this. When making a Sway or Hide roll, you may spend Intuition instead of Cunning

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118329253, - "modifiedTime": 1701118331934, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!ql7ZBTNrawEREv1c" -} diff --git a/packs/src/abilities/Premonitions_Y0WuZS5OZZz4p5IL.json b/packs/src/abilities/Premonitions_Y0WuZS5OZZz4p5IL.json deleted file mode 100644 index 6baffc5..0000000 --- a/packs/src/abilities/Premonitions_Y0WuZS5OZZz4p5IL.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "mp36wUJspNjiD4ZD", - "name": "Premonitions", - "type": "Ability", - "_id": "Y0WuZS5OZZz4p5IL", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

You have visions of the future. When an ally is about to take 1 or more marks, burn an Intuition resistance to warn them about the coming danger. Then, soak one of these marks.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701119059453, - "modifiedTime": 1701119063101, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!Y0WuZS5OZZz4p5IL" -} diff --git a/packs/src/abilities/Press_Conference_5QKYJmmPdGQTTjQD.json b/packs/src/abilities/Press_Conference_5QKYJmmPdGQTTjQD.json deleted file mode 100644 index a5d6d76..0000000 --- a/packs/src/abilities/Press_Conference_5QKYJmmPdGQTTjQD.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "IvFtRXkiLPOqzKy4", - "name": "Press Conference", - "type": "Ability", - "_id": "5QKYJmmPdGQTTjQD", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

You can spend 1 Cunning to gather a large group of people together to make announcements, ask questions, or stage a distraction. All Cunning rolls you make at this assembly take +1d.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118202779, - "modifiedTime": 1701118206253, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!5QKYJmmPdGQTTjQD" -} diff --git a/packs/src/abilities/Professor_5c9CgKqBwAMZtuCN.json b/packs/src/abilities/Professor_5c9CgKqBwAMZtuCN.json deleted file mode 100644 index a0f7e19..0000000 --- a/packs/src/abilities/Professor_5c9CgKqBwAMZtuCN.json +++ /dev/null @@ -1,19 +0,0 @@ -{ - "name": "Professor", - "sorting": "a", - "folder": "FeHL1OMYpcHziIqi", - "type": "Item", - "_id": "5c9CgKqBwAMZtuCN", - "sort": 0, - "color": "#807ee2", - "flags": {}, - "_stats": { - "systemId": null, - "systemVersion": null, - "coreVersion": null, - "createdTime": null, - "modifiedTime": null, - "lastModifiedBy": null - }, - "_key": "!folders!5c9CgKqBwAMZtuCN" -} diff --git a/packs/src/abilities/Resource_Management_a1y0jfXiLrHAJ5f3.json b/packs/src/abilities/Resource_Management_a1y0jfXiLrHAJ5f3.json deleted file mode 100644 index ed70928..0000000 --- a/packs/src/abilities/Resource_Management_a1y0jfXiLrHAJ5f3.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "KQMl1Q0XhwyvdaSH", - "name": "Resource Management", - "type": "Ability", - "_id": "a1y0jfXiLrHAJ5f3", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

When your circle hits a milestone on the Illumination track, earn back one Stitch, Refresh, or Train resource

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "Nh71YScXMKI1zIQp": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.308", - "createdTime": 1695078417748, - "modifiedTime": 1695078421790, - "lastModifiedBy": "Nh71YScXMKI1zIQp" - }, - "_key": "!items!a1y0jfXiLrHAJ5f3" -} diff --git a/packs/src/abilities/Resuscitation_9OyHlGBW52zEb1KX.json b/packs/src/abilities/Resuscitation_9OyHlGBW52zEb1KX.json deleted file mode 100644 index 693851e..0000000 --- a/packs/src/abilities/Resuscitation_9OyHlGBW52zEb1KX.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "afQN9FzKCimXAThh", - "name": "Resuscitation", - "type": "Ability", - "_id": "9OyHlGBW52zEb1KX", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

When a nearby ally takes a scar, you can make a Focus roll in an attempt to immediately revive them. On a 6, it works. Though they still receive the scar, they’re back on their feet. On a 4–5, it will cost 3 drive points of your choosing. This cannot be used when a PC takes their fourth scar

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118650895, - "modifiedTime": 1701118655909, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!9OyHlGBW52zEb1KX" -} diff --git a/packs/src/abilities/Ritual_JBQEj4SqTMUgNUL3.json b/packs/src/abilities/Ritual_JBQEj4SqTMUgNUL3.json deleted file mode 100644 index fd3189e..0000000 --- a/packs/src/abilities/Ritual_JBQEj4SqTMUgNUL3.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "BdDJEb5rwyrK4TRe", - "name": "Ritual", - "type": "Ability", - "_id": "JBQEj4SqTMUgNUL3", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

When you have a few minutes to prepare, you may take a Bleed mark to perform a ritual on yourself or an ally:

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118974536, - "modifiedTime": 1701119003092, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!JBQEj4SqTMUgNUL3" -} diff --git a/packs/src/abilities/Saw_This_Coming_1rc4N1LJ1cgpJc1Z.json b/packs/src/abilities/Saw_This_Coming_1rc4N1LJ1cgpJc1Z.json deleted file mode 100644 index 444b3b0..0000000 --- a/packs/src/abilities/Saw_This_Coming_1rc4N1LJ1cgpJc1Z.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "apBHO24jw6SlmTmk", - "name": "Saw This Coming", - "type": "Ability", - "_id": "1rc4N1LJ1cgpJc1Z", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

Three times per assignment, you may add +1d to a circle member’s roll without spending drive by saying how you prepared for this kind of situation together.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118870259, - "modifiedTime": 1701118875481, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!1rc4N1LJ1cgpJc1Z" -} diff --git a/packs/src/abilities/Scholar_FeHL1OMYpcHziIqi.json b/packs/src/abilities/Scholar_FeHL1OMYpcHziIqi.json deleted file mode 100644 index 566dc5d..0000000 --- a/packs/src/abilities/Scholar_FeHL1OMYpcHziIqi.json +++ /dev/null @@ -1,19 +0,0 @@ -{ - "name": "Scholar", - "sorting": "a", - "folder": "GkEjPPL2t3aZnkH4", - "type": "Item", - "_id": "FeHL1OMYpcHziIqi", - "sort": 0, - "color": "#4b4fb9", - "flags": {}, - "_stats": { - "systemId": null, - "systemVersion": null, - "coreVersion": null, - "createdTime": null, - "modifiedTime": null, - "lastModifiedBy": null - }, - "_key": "!folders!FeHL1OMYpcHziIqi" -} diff --git a/packs/src/abilities/Scout_KFZ99fcPVAeD9ztE.json b/packs/src/abilities/Scout_KFZ99fcPVAeD9ztE.json deleted file mode 100644 index 98685fd..0000000 --- a/packs/src/abilities/Scout_KFZ99fcPVAeD9ztE.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "apBHO24jw6SlmTmk", - "name": "Scout", - "type": "Ability", - "_id": "KFZ99fcPVAeD9ztE", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

If you have time to observe a location, you can spend 1 Intuition to ask a question:

\n", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "Nh71YScXMKI1zIQp": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.308", - "createdTime": 1695078603049, - "modifiedTime": 1695078973591, - "lastModifiedBy": "Nh71YScXMKI1zIQp" - }, - "_key": "!items!KFZ99fcPVAeD9ztE" -} diff --git a/packs/src/abilities/Sharpshooter_kjp8RnzgREccPQyB.json b/packs/src/abilities/Sharpshooter_kjp8RnzgREccPQyB.json deleted file mode 100644 index 43cfd5c..0000000 --- a/packs/src/abilities/Sharpshooter_kjp8RnzgREccPQyB.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "kIB8m3Tvk7eWbyFD", - "name": "Sharpshooter", - "type": "Ability", - "_id": "kjp8RnzgREccPQyB", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

When you want to make a ranged attack with a weapon, you may spend 1 Nerve to steady your aim before shooting, and add +2d to your next shot at this target.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118494495, - "modifiedTime": 1701118501064, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!kjp8RnzgREccPQyB" -} diff --git a/packs/src/abilities/Slink_apBHO24jw6SlmTmk.json b/packs/src/abilities/Slink_apBHO24jw6SlmTmk.json deleted file mode 100644 index c0381a9..0000000 --- a/packs/src/abilities/Slink_apBHO24jw6SlmTmk.json +++ /dev/null @@ -1,19 +0,0 @@ -{ - "name": "Slink", - "sorting": "a", - "folder": "GkEjPPL2t3aZnkH4", - "type": "Item", - "_id": "apBHO24jw6SlmTmk", - "sort": 0, - "color": "#4a4a4a", - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.308", - "createdTime": null, - "modifiedTime": 1695078581010, - "lastModifiedBy": "Nh71YScXMKI1zIQp" - }, - "_key": "!folders!apBHO24jw6SlmTmk" -} diff --git a/packs/src/abilities/Soldier_kIB8m3Tvk7eWbyFD.json b/packs/src/abilities/Soldier_kIB8m3Tvk7eWbyFD.json deleted file mode 100644 index f371ccd..0000000 --- a/packs/src/abilities/Soldier_kIB8m3Tvk7eWbyFD.json +++ /dev/null @@ -1,19 +0,0 @@ -{ - "name": "Soldier", - "sorting": "a", - "folder": "I5NXBGq8U9ujcUjJ", - "type": "Item", - "_id": "kIB8m3Tvk7eWbyFD", - "sort": 100000, - "color": "#df7272", - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": null, - "modifiedTime": 1701118463788, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!folders!kIB8m3Tvk7eWbyFD" -} diff --git a/packs/src/abilities/Speak_Their_Language_DQuvMWrxtvx6PAEx.json b/packs/src/abilities/Speak_Their_Language_DQuvMWrxtvx6PAEx.json deleted file mode 100644 index 5dd057e..0000000 --- a/packs/src/abilities/Speak_Their_Language_DQuvMWrxtvx6PAEx.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "FZYxthrdGtyzcFcu", - "name": "Speak Their Language", - "type": "Ability", - "_id": "DQuvMWrxtvx6PAEx", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

You can speak the supernatural language of any phenomenon you encounter. Describe what strange or terrifying way you communicate with each other

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701119127017, - "modifiedTime": 1701119129202, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!DQuvMWrxtvx6PAEx" -} diff --git a/packs/src/abilities/Stakeout_RyRlqjpzBtdUgqet.json b/packs/src/abilities/Stakeout_RyRlqjpzBtdUgqet.json deleted file mode 100644 index 01b8354..0000000 --- a/packs/src/abilities/Stakeout_RyRlqjpzBtdUgqet.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "6vaky6TqqCSAS3Fj", - "name": "Stakeout", - "type": "Ability", - "_id": "RyRlqjpzBtdUgqet", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

You are good at collecting information while remaining undetected. When you are tailing a suspect or conducting surveillance, you may use Survey instead of Hide.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118937585, - "modifiedTime": 1701118940216, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!RyRlqjpzBtdUgqet" -} diff --git a/packs/src/abilities/Stamina_Training_Sgi8bpyNMre2oyzI.json b/packs/src/abilities/Stamina_Training_Sgi8bpyNMre2oyzI.json deleted file mode 100644 index c96688a..0000000 --- a/packs/src/abilities/Stamina_Training_Sgi8bpyNMre2oyzI.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "KQMl1Q0XhwyvdaSH", - "name": "Stamina Training", - "type": "Ability", - "_id": "Sgi8bpyNMre2oyzI", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

Your circle has three gilded dice at the beginning of every assignment that you may add to any roll. Once a die has been rolled, it is expended.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "Nh71YScXMKI1zIQp": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.308", - "createdTime": 1695078306060, - "modifiedTime": 1695078308710, - "lastModifiedBy": "Nh71YScXMKI1zIQp" - }, - "_key": "!items!Sgi8bpyNMre2oyzI" -} diff --git a/packs/src/abilities/Steel_Mind_XFuSBXmjSMj9Upds.json b/packs/src/abilities/Steel_Mind_XFuSBXmjSMj9Upds.json deleted file mode 100644 index c87f97d..0000000 --- a/packs/src/abilities/Steel_Mind_XFuSBXmjSMj9Upds.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "5c9CgKqBwAMZtuCN", - "name": "Steel Mind", - "type": "Ability", - "_id": "XFuSBXmjSMj9Upds", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

Once per assignment, when you should take a Brain mark, you may instead spend 2 Intuition to negate it

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "Nh71YScXMKI1zIQp": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.308", - "createdTime": 1695078741901, - "modifiedTime": 1695078746778, - "lastModifiedBy": "Nh71YScXMKI1zIQp" - }, - "_key": "!items!XFuSBXmjSMj9Upds" -} diff --git a/packs/src/abilities/Sticky_Fingers_vsSDGeMEkMXYnWzh.json b/packs/src/abilities/Sticky_Fingers_vsSDGeMEkMXYnWzh.json deleted file mode 100644 index d45a2d4..0000000 --- a/packs/src/abilities/Sticky_Fingers_vsSDGeMEkMXYnWzh.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "kKB0r8jGyMupDHFV", - "name": "Sticky Fingers", - "type": "Ability", - "_id": "vsSDGeMEkMXYnWzh", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

After a successful melee attack, you can spend 1 Cunning to pilfer an item from your target undetected. This could be their wallet, a weapon they’re carrying, an important document, etc.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118825810, - "modifiedTime": 1701118830424, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!vsSDGeMEkMXYnWzh" -} diff --git a/packs/src/abilities/Street_Smarts_o7wIsSeoE2xVwvBc.json b/packs/src/abilities/Street_Smarts_o7wIsSeoE2xVwvBc.json deleted file mode 100644 index 428f4c9..0000000 --- a/packs/src/abilities/Street_Smarts_o7wIsSeoE2xVwvBc.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "kKB0r8jGyMupDHFV", - "name": "Street Smarts", - "type": "Ability", - "_id": "o7wIsSeoE2xVwvBc", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

You know how to keep an eye on your surroundings. Whenever you make a Survey roll, you may spend any drive instead of only using Intuition.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "Nh71YScXMKI1zIQp": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.308", - "createdTime": 1695078647296, - "modifiedTime": 1695078658657, - "lastModifiedBy": "Nh71YScXMKI1zIQp" - }, - "_key": "!items!o7wIsSeoE2xVwvBc" -} diff --git a/packs/src/abilities/Sweet_Talk_YQLkwnpbehlxgUxp.json b/packs/src/abilities/Sweet_Talk_YQLkwnpbehlxgUxp.json deleted file mode 100644 index 1f4f999..0000000 --- a/packs/src/abilities/Sweet_Talk_YQLkwnpbehlxgUxp.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "5CsAZLTQ6PObk7xZ", - "name": "Sweet Talk", - "type": "Ability", - "_id": "YQLkwnpbehlxgUxp", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

You know how to work the room. After you make small talk with someone, you may add +1d on any Read rolls you make in which they are the target. If your current Cunning resistance is 2 or higher, that die is gilded.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118094412, - "modifiedTime": 1701118103723, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!YQLkwnpbehlxgUxp" -} diff --git a/packs/src/abilities/Tactician_oxF7iWlSw3Ug4U1i.json b/packs/src/abilities/Tactician_oxF7iWlSw3Ug4U1i.json deleted file mode 100644 index c5020a1..0000000 --- a/packs/src/abilities/Tactician_oxF7iWlSw3Ug4U1i.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "kIB8m3Tvk7eWbyFD", - "name": "Tactician", - "type": "Ability", - "_id": "oxF7iWlSw3Ug4U1i", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

When you are in a dangerous scenario, you may spend 1 Nerve to ask the GM a question:

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118507597, - "modifiedTime": 1701118529211, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!oxF7iWlSw3Ug4U1i" -} diff --git a/packs/src/abilities/Tenacious_rEldvX6ypqrI6hmx.json b/packs/src/abilities/Tenacious_rEldvX6ypqrI6hmx.json deleted file mode 100644 index c4305ed..0000000 --- a/packs/src/abilities/Tenacious_rEldvX6ypqrI6hmx.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "FqC3vG5Vs4WtBY7l", - "name": "Tenacious", - "type": "Ability", - "_id": "rEldvX6ypqrI6hmx", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

When you have one or more Bleed marks, gild an additional die on Move, Strike, or Control rolls while in danger.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "Nh71YScXMKI1zIQp": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.308", - "createdTime": 1695079111223, - "modifiedTime": 1695079118286, - "lastModifiedBy": "Nh71YScXMKI1zIQp" - }, - "_key": "!items!rEldvX6ypqrI6hmx" -} diff --git a/packs/src/abilities/The_Prestige_OP8b4OI5yVs9CRfp.json b/packs/src/abilities/The_Prestige_OP8b4OI5yVs9CRfp.json deleted file mode 100644 index 22aaa1c..0000000 --- a/packs/src/abilities/The_Prestige_OP8b4OI5yVs9CRfp.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "bsyyVtb1aOOd09Mo", - "name": "The Prestige", - "type": "Ability", - "_id": "OP8b4OI5yVs9CRfp", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

Your magic is usually all smoke and mirrors, but you do have one trick you’ve learned that’s real. Roll Sense when you perform it, and on a success, take a Bleed mark.

Select one option when you take this Ability:

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "Nh71YScXMKI1zIQp": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1695078858867, - "modifiedTime": 1701118305328, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!OP8b4OI5yVs9CRfp" -} diff --git a/packs/src/abilities/Tricks_of_the_Trade_FbRa5PmnVdkAjUER.json b/packs/src/abilities/Tricks_of_the_Trade_FbRa5PmnVdkAjUER.json deleted file mode 100644 index 3c209e4..0000000 --- a/packs/src/abilities/Tricks_of_the_Trade_FbRa5PmnVdkAjUER.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "kKB0r8jGyMupDHFV", - "name": "Tricks of the Trade", - "type": "Ability", - "_id": "FbRa5PmnVdkAjUER", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

You’ve learned how to navigate tricky or dangerous situations to keep yourself out of harm’s way. On any Hide or Sway roll you make, you may spend 1 Nerve to lower the stakes before rolling. If this is already a low-stakes roll, you may not use this ability

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118809006, - "modifiedTime": 1701118818169, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!FbRa5PmnVdkAjUER" -} diff --git a/packs/src/abilities/Uncanny_Eye_Pnp7pKqwdGzJ45bt.json b/packs/src/abilities/Uncanny_Eye_Pnp7pKqwdGzJ45bt.json deleted file mode 100644 index a784f20..0000000 --- a/packs/src/abilities/Uncanny_Eye_Pnp7pKqwdGzJ45bt.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "bsyyVtb1aOOd09Mo", - "name": "Uncanny Eye", - "type": "Ability", - "_id": "Pnp7pKqwdGzJ45bt", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

You may spend 1 Intuition to ask the GM a question:

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118336155, - "modifiedTime": 1701118349145, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!Pnp7pKqwdGzJ45bt" -} diff --git a/packs/src/abilities/University_Resources_Cd7fFU3vSspmG235.json b/packs/src/abilities/University_Resources_Cd7fFU3vSspmG235.json deleted file mode 100644 index 5422b89..0000000 --- a/packs/src/abilities/University_Resources_Cd7fFU3vSspmG235.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "5c9CgKqBwAMZtuCN", - "name": "University Resources", - "type": "Ability", - "_id": "Cd7fFU3vSspmG235", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

Your university has alumni all over the world. Once per session, describe a person you know from your tenure as a professor, and ask the GM where they can be found locally.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118714880, - "modifiedTime": 1701118717634, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!Cd7fFU3vSspmG235" -} diff --git a/packs/src/abilities/Verbose_QznDrpJQPuQsuook.json b/packs/src/abilities/Verbose_QznDrpJQPuQsuook.json deleted file mode 100644 index 2518ca7..0000000 --- a/packs/src/abilities/Verbose_QznDrpJQPuQsuook.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "5c9CgKqBwAMZtuCN", - "name": "Verbose", - "type": "Ability", - "_id": "QznDrpJQPuQsuook", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

When you make a speech or hold a conversation to assist an ally, the die you give them is gilded.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118753532, - "modifiedTime": 1701118755746, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!QznDrpJQPuQsuook" -} diff --git a/packs/src/abilities/Volunteer_Duty_AWZ1SMBVAPtl0HWY.json b/packs/src/abilities/Volunteer_Duty_AWZ1SMBVAPtl0HWY.json deleted file mode 100644 index a99ed53..0000000 --- a/packs/src/abilities/Volunteer_Duty_AWZ1SMBVAPtl0HWY.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "kIB8m3Tvk7eWbyFD", - "name": "Volunteer Duty", - "type": "Ability", - "_id": "AWZ1SMBVAPtl0HWY", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

Between assignments, instead of spending resources, you can offer a helping hand to your Lightkeeper. Describe how you aid the organization, and refill 1 point in any Candela Obscura resource on your circle sheet. You may not spend any resources during this downtime.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701118547495, - "modifiedTime": 1701118549628, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!AWZ1SMBVAPtl0HWY" -} diff --git a/packs/src/abilities/Weird_BdDJEb5rwyrK4TRe.json b/packs/src/abilities/Weird_BdDJEb5rwyrK4TRe.json deleted file mode 100644 index 2a933ba..0000000 --- a/packs/src/abilities/Weird_BdDJEb5rwyrK4TRe.json +++ /dev/null @@ -1,19 +0,0 @@ -{ - "name": "Weird", - "sorting": "a", - "folder": "GkEjPPL2t3aZnkH4", - "type": "Item", - "_id": "BdDJEb5rwyrK4TRe", - "sort": 0, - "color": "#487237", - "flags": {}, - "_stats": { - "systemId": null, - "systemVersion": null, - "coreVersion": null, - "createdTime": null, - "modifiedTime": null, - "lastModifiedBy": null - }, - "_key": "!folders!BdDJEb5rwyrK4TRe" -} diff --git a/packs/src/abilities/Well_Read_axKILlr1E2SumCYJ.json b/packs/src/abilities/Well_Read_axKILlr1E2SumCYJ.json deleted file mode 100644 index 495c5aa..0000000 --- a/packs/src/abilities/Well_Read_axKILlr1E2SumCYJ.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "FeHL1OMYpcHziIqi", - "name": "Well-Read", - "type": "Ability", - "_id": "axKILlr1E2SumCYJ", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

You’re highly educated and retain knowledge better than most. When you use Intuition while making a roll, if you fail the roll, earn back any Intuition you used.

", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "Nh71YScXMKI1zIQp": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.308", - "createdTime": 1695078708635, - "modifiedTime": 1695078717670, - "lastModifiedBy": "Nh71YScXMKI1zIQp" - }, - "_key": "!items!axKILlr1E2SumCYJ" -} diff --git a/packs/src/abilities/Well_Researched_R4rwXSHjLAlyTZIE.json b/packs/src/abilities/Well_Researched_R4rwXSHjLAlyTZIE.json deleted file mode 100644 index 857356f..0000000 --- a/packs/src/abilities/Well_Researched_R4rwXSHjLAlyTZIE.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "IvFtRXkiLPOqzKy4", - "name": "Well-Researched", - "type": "Ability", - "_id": "R4rwXSHjLAlyTZIE", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

You can spend 1 Intuition to ask the GM a specific question about a place, group, or concept that you may have researched before the assignment. They will tell you what you know from that preparation.

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"folder": "pl0cHdkcCE1sIczc", - "name": "Aid an Ally", - "type": "IlluminationKey", - "_id": "sOYBwyyoKUYGM7Ld", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "mm1zGnUd8T7aHRjq": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.4", - "coreVersion": "11.315", - "createdTime": 1705185119555, - "modifiedTime": 1705185119555, - "lastModifiedBy": "mm1zGnUd8T7aHRjq" - }, - "_key": "!items!sOYBwyyoKUYGM7Ld" -} diff --git a/packs/src/illumination-keys/Avoid_a_Fight_DsdVdEcSWVlcDRWd.json b/packs/src/illumination-keys/Avoid_a_Fight_DsdVdEcSWVlcDRWd.json deleted file mode 100644 index 68e738a..0000000 --- a/packs/src/illumination-keys/Avoid_a_Fight_DsdVdEcSWVlcDRWd.json +++ /dev/null @@ -1,26 +0,0 @@ -{ - "folder": "pl0cHdkcCE1sIczc", - "name": "Avoid a Fight", - "type": "IlluminationKey", - "_id": "DsdVdEcSWVlcDRWd", - "img": "icons/svg/item-bag.svg", - "system": { - 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}, - "_key": "!items!CKfvQowBv871ToZi" -} diff --git a/packs/src/illumination-keys/Connect_with_Someone_NMuTDFynrbpdnZZB.json b/packs/src/illumination-keys/Connect_with_Someone_NMuTDFynrbpdnZZB.json deleted file mode 100644 index 180bee3..0000000 --- a/packs/src/illumination-keys/Connect_with_Someone_NMuTDFynrbpdnZZB.json +++ /dev/null @@ -1,26 +0,0 @@ -{ - "folder": "BGIay6gbo6Tkaukq", - "name": "Connect with Someone", - "type": "IlluminationKey", - "_id": "NMuTDFynrbpdnZZB", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "mm1zGnUd8T7aHRjq": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.4", - "coreVersion": "11.315", - "createdTime": 1705185215971, - "modifiedTime": 1705185215971, - "lastModifiedBy": "mm1zGnUd8T7aHRjq" - }, - "_key": "!items!NMuTDFynrbpdnZZB" -} diff --git a/packs/src/illumination-keys/Consult_Arcane_Texts_KvDpHT9DGxYQkcRi.json b/packs/src/illumination-keys/Consult_Arcane_Texts_KvDpHT9DGxYQkcRi.json deleted file mode 100644 index f3c0c51..0000000 --- a/packs/src/illumination-keys/Consult_Arcane_Texts_KvDpHT9DGxYQkcRi.json +++ /dev/null @@ -1,26 +0,0 @@ -{ - 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"folder": "a8ffmH3E5ytK24M1", - "name": "Discuss History", - "type": "IlluminationKey", - "_id": "GLs8unKfFGmOAK4o", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "mm1zGnUd8T7aHRjq": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.4", - "coreVersion": "11.315", - "createdTime": 1705185068131, - "modifiedTime": 1705185068131, - "lastModifiedBy": "mm1zGnUd8T7aHRjq" - }, - "_key": "!items!GLs8unKfFGmOAK4o" -} diff --git a/packs/src/illumination-keys/Do_Something_Illegal_RCdHzrLhA32mZbff.json b/packs/src/illumination-keys/Do_Something_Illegal_RCdHzrLhA32mZbff.json deleted file mode 100644 index 8ab25b9..0000000 --- a/packs/src/illumination-keys/Do_Something_Illegal_RCdHzrLhA32mZbff.json +++ /dev/null @@ -1,26 +0,0 @@ -{ - "folder": "xZhXrPn3xxJSB9qr", - "name": "Do Something Illegal", - "type": "IlluminationKey", - "_id": "RCdHzrLhA32mZbff", - "img": "icons/svg/item-bag.svg", - 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"system": { - "description": "", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "mm1zGnUd8T7aHRjq": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.4", - "coreVersion": "11.315", - "createdTime": 1705184218526, - "modifiedTime": 1705184218526, - "lastModifiedBy": "mm1zGnUd8T7aHRjq" - }, - "_key": "!items!mJD7uwqEHIJZP61K" -} diff --git a/packs/src/illumination-keys/Stand_Up_to_Authority_Uk3Si2o1OPqs1itA.json b/packs/src/illumination-keys/Stand_Up_to_Authority_Uk3Si2o1OPqs1itA.json deleted file mode 100644 index c24b147..0000000 --- a/packs/src/illumination-keys/Stand_Up_to_Authority_Uk3Si2o1OPqs1itA.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "xZhXrPn3xxJSB9qr", - "name": "Stand Up to Authority", - "type": "IlluminationKey", - "_id": "Uk3Si2o1OPqs1itA", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "mm1zGnUd8T7aHRjq": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.4", - "coreVersion": "11.315", - "createdTime": 1705185187417, - "modifiedTime": 1705185187417, - "lastModifiedBy": "mm1zGnUd8T7aHRjq" - }, - "_key": "!items!Uk3Si2o1OPqs1itA" -} diff --git a/packs/src/illumination-keys/Study_an_Artifact_OW1c2Uyz9KPOK0U0.json b/packs/src/illumination-keys/Study_an_Artifact_OW1c2Uyz9KPOK0U0.json deleted file mode 100644 index 957452f..0000000 --- a/packs/src/illumination-keys/Study_an_Artifact_OW1c2Uyz9KPOK0U0.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "a8ffmH3E5ytK24M1", - "name": "Study an Artifact", - "type": "IlluminationKey", - "_id": "OW1c2Uyz9KPOK0U0", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "mm1zGnUd8T7aHRjq": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.4", - "coreVersion": "11.315", - "createdTime": 1705185060368, - "modifiedTime": 1705185060368, - "lastModifiedBy": "mm1zGnUd8T7aHRjq" - }, - "_key": "!items!OW1c2Uyz9KPOK0U0" -} diff --git a/packs/src/illumination-keys/Track_a_Target_FNEYQEQif33Jpkay.json b/packs/src/illumination-keys/Track_a_Target_FNEYQEQif33Jpkay.json deleted file mode 100644 index bffa6c0..0000000 --- a/packs/src/illumination-keys/Track_a_Target_FNEYQEQif33Jpkay.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "NV9ZQial1GS5No3A", - "name": "Track a Target", - "type": "IlluminationKey", - "_id": "FNEYQEQif33Jpkay", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "mm1zGnUd8T7aHRjq": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.4", - "coreVersion": "11.315", - "createdTime": 1705185201378, - "modifiedTime": 1705185201378, - "lastModifiedBy": "mm1zGnUd8T7aHRjq" - }, - "_key": "!items!FNEYQEQif33Jpkay" -} diff --git a/packs/src/illumination-keys/Use_Violence_of_Action_nv9JkLlRWqLFQlIN.json b/packs/src/illumination-keys/Use_Violence_of_Action_nv9JkLlRWqLFQlIN.json deleted file mode 100644 index 28d4e86..0000000 --- a/packs/src/illumination-keys/Use_Violence_of_Action_nv9JkLlRWqLFQlIN.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "folder": "14cxmuahEG1PHyVk", - "name": "Use Violence of Action", - "type": "IlluminationKey", - "_id": "nv9JkLlRWqLFQlIN", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "", - "subtype": "" - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "mm1zGnUd8T7aHRjq": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.4", - "coreVersion": "11.315", - "createdTime": 1705185088561, - "modifiedTime": 1705185088561, - "lastModifiedBy": "mm1zGnUd8T7aHRjq" - }, - "_key": "!items!nv9JkLlRWqLFQlIN" -} diff --git a/packs/src/illumination-keys/Weird_IK8e5DeK48CPpkBL.json b/packs/src/illumination-keys/Weird_IK8e5DeK48CPpkBL.json deleted file mode 100644 index 407f536..0000000 --- a/packs/src/illumination-keys/Weird_IK8e5DeK48CPpkBL.json +++ /dev/null @@ -1,19 +0,0 @@ -{ - "name": "Weird", - "sorting": "a", - "folder": null, - "type": "Item", - "_id": "IK8e5DeK48CPpkBL", - "sort": 0, - "color": "#487237", - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.4", - "coreVersion": "11.315", - "createdTime": 1706970465171, - "modifiedTime": 1706970469453, - "lastModifiedBy": "mm1zGnUd8T7aHRjq" - }, - "_key": "!folders!IK8e5DeK48CPpkBL" -} diff --git a/packs/src/manual/Manual_9i6CDrRUYNM0VH3V.json b/packs/src/manual/Manual_9i6CDrRUYNM0VH3V.json deleted file mode 100644 index ffa49d3..0000000 --- a/packs/src/manual/Manual_9i6CDrRUYNM0VH3V.json +++ /dev/null @@ -1,128 +0,0 @@ -{ - "name": "Manual", - "_id": "9i6CDrRUYNM0VH3V", - "pages": [ - { - "sort": 100000, - "name": "Create a Character", - "type": "text", - "_id": "FhLx708eQRa81VOG", - "title": { - "show": true, - "level": 1 - }, - "image": {}, - "text": { - "format": 1, - "content": "

Welcome!

Your first step is to create a Character for each Player.
In your right sidebar, select the \"Actors\" and click \"Create Actor\".
Select \"Character\" as type.

Right-click the newly created character and select \"Configure Ownership\" to assign the Sheet to the Player's account.

You will now have an empty Character sheet.

Fill in your Name, your pronouns, select a picture and fill in the biography tab.


To add your role, select it from the Roles compendium and drag it onto your Character sheet.
The role should appear on your sheet and it will automatically set your Drives and Resistances.

To add your specialty, select it from the Specialties compendium and drag it onto your character sheet. Make sure your selected specialty matches your role.
The specialty should also appear on your sheet.

Now find select an Ability for your role from the Abilities Compendium. Dragging it on your sheet automatically adds it to your Character.

Currently available roles and specialties from the Core Rulebook:

@UUID[Compendium.candelafvtt.roles.Item.yRu655DeGqPr3LDx]{Face}

@UUID[Compendium.candelafvtt.specialties.Item.KkzfMeBTu16nsNXn]{Magician}

@UUID[Compendium.candelafvtt.specialties.Item.9AEzS86oo6NeyJ56]{Journalist}

@UUID[Compendium.candelafvtt.roles.Item.8WLEndMdbcpu2eEB]{Muscle}

@UUID[Compendium.candelafvtt.specialties.Item.vzjw2VQx8YJyPItl]{Explorer}

@UUID[Compendium.candelafvtt.specialties.Item.3ldycQAUJW7l0OXX]{Soldier}

@UUID[Compendium.candelafvtt.roles.Item.rhZTZB5VSYdyGSL6]{Scholar}

@UUID[Compendium.candelafvtt.specialties.Item.Qhken1plnl053Gl8]{Professor}

@UUID[Compendium.candelafvtt.specialties.Item.Sc3HgSnuu9GT2Svn]{Doctor}

@UUID[Compendium.candelafvtt.roles.Item.So1GECQOMtOqdKmp]{Slink}

@UUID[Compendium.candelafvtt.specialties.Item.QSZMec5lxweOYtOG]{Criminal}

@UUID[Compendium.candelafvtt.specialties.Item.eX5uUjVfP3pQhuBo]{Detective}

@UUID[Compendium.candelafvtt.roles.Item.68t40rapOxnwN9Jp]{Weird}

@UUID[Compendium.candelafvtt.specialties.Item.1jKPw4gD6rzzhqwY]{Occultist}

@UUID[Compendium.candelafvtt.specialties.Item.Hqkp2yGLMvlMSkYQ]{Medium}

", - "markdown": "" - }, - "video": { - "controls": true, - "volume": 0.5 - }, - "src": null, - "system": {}, - "ownership": { - "default": -1, - "Nh71YScXMKI1zIQp": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1695163756767, - "modifiedTime": 1701121577690, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!journal.pages!9i6CDrRUYNM0VH3V.FhLx708eQRa81VOG" - }, - { - "sort": 200000, - "name": "Create a Circle", - "type": "text", - "_id": "hvNrI5QxzwmyQYs8", - "title": { - "show": true, - "level": 1 - }, - "image": {}, - "text": { - "format": 1, - "content": "

The next step is to create a Circle.

Ask your Lightkeeper to create it for you, by clicking \"Create Actor\" again, but select \"Circle\" as a type.

I highly recommend to right-click it and \"Configure Ownership\" and give all Players at least Observer permission. This will allow Players to see their Circle.
If you trust your Players, you can also set them as Owners, so everyone can edit the Circle.

Give it a name, a chapter house (if there already is one - this might not be the case for a new circle) and select a color.

Select one starting Ability from the Abilities compendium, by dragging it on the Circle sheet.

As a last step, all Members of that Circle need to drag and drop this Circle on their character sheets, to become members. They will appear in the Members tab of the Circle sheet and resources will be increased, to match the member count.

" - }, - "video": { - "controls": true, - "volume": 0.5 - }, - "src": null, - "system": {}, - "ownership": { - "default": -1, - "Nh71YScXMKI1zIQp": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.308", - "createdTime": 1695163762138, - "modifiedTime": 1695164664101, - "lastModifiedBy": "Nh71YScXMKI1zIQp" - }, - "_key": "!journal.pages!9i6CDrRUYNM0VH3V.hvNrI5QxzwmyQYs8" - }, - { - "sort": 300000, - "name": "Notes", - "type": "text", - "_id": "RMpG7b2TcVwIcuHM", - "title": { - "show": true, - "level": 1 - }, - "image": {}, - "text": { - "format": 1, - "content": "

If you find any bugs, please file an issue on Github.

You can also reach out to me on Discord @ceriath

This system and its content is entirely based on the Candela Obscura Quickstart Guide and the Candela Obscura Core Rulebook by Darrington Press, published under the Darrington Press Community Gaming License.

" - }, - "video": { - "controls": true, - "volume": 0.5 - }, - "src": null, - "system": {}, - "ownership": { - "default": -1, - "DJHzcdBMH1Gduffz": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1701121581942, - "modifiedTime": 1701121593042, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!journal.pages!9i6CDrRUYNM0VH3V.RMpG7b2TcVwIcuHM" - } - ], - "folder": null, - "sort": 0, - "ownership": { - "default": 0, - "Nh71YScXMKI1zIQp": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1695163745560, - "modifiedTime": 1701121593042, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!journal!9i6CDrRUYNM0VH3V" -} diff --git a/packs/src/manual/Resources_3BW5sqW9PQCIIySH.json b/packs/src/manual/Resources_3BW5sqW9PQCIIySH.json deleted file mode 100644 index d59ddd3..0000000 --- a/packs/src/manual/Resources_3BW5sqW9PQCIIySH.json +++ /dev/null @@ -1,58 +0,0 @@ -{ - "name": "Resources", - "_id": "3BW5sqW9PQCIIySH", - "pages": [ - { - "sort": 100000, - "name": "The Fairelands", - "type": "image", - "_id": "fU3No3XpqVHtQW1M", - "title": { - "show": true, - "level": 1 - }, - "image": { - "caption": "Map of the Fairelands" - }, - "text": { - "format": 1 - }, - "video": { - "controls": true, - "volume": 0.5 - }, - "src": "systems/candelafvtt/img/fairelands-map.jpg", - "system": {}, - "ownership": { - "default": -1, - "Nh71YScXMKI1zIQp": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.308", - "createdTime": 1695164900656, - "modifiedTime": 1695164915191, - "lastModifiedBy": "Nh71YScXMKI1zIQp" - }, - "_key": "!journal.pages!3BW5sqW9PQCIIySH.fU3No3XpqVHtQW1M" - } - ], - "folder": null, - "sort": 0, - "ownership": { - "default": 0, - "Nh71YScXMKI1zIQp": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.308", - "createdTime": 1695164894845, - "modifiedTime": 1695164915191, - "lastModifiedBy": "Nh71YScXMKI1zIQp" - }, - "_key": "!journal!3BW5sqW9PQCIIySH" -} diff --git a/packs/src/roles/Face_yRu655DeGqPr3LDx.json b/packs/src/roles/Face_yRu655DeGqPr3LDx.json deleted file mode 100644 index e9ce51f..0000000 --- a/packs/src/roles/Face_yRu655DeGqPr3LDx.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "name": "Face", - "type": "Role", - "_id": "yRu655DeGqPr3LDx", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

The spokesperson, heart, or charismatic member of the group, a Face character is generally a confident individual who is skilled in acting, persuasion, or motivation.

", - "identifier": "face" - }, - "effects": [], - "folder": null, - "sort": 0, - "ownership": { - "default": 0, - "Nh71YScXMKI1zIQp": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1695079262402, - "modifiedTime": 1701119385020, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!yRu655DeGqPr3LDx" -} diff --git a/packs/src/roles/Muscle_8WLEndMdbcpu2eEB.json b/packs/src/roles/Muscle_8WLEndMdbcpu2eEB.json deleted file mode 100644 index 6a4adf6..0000000 --- a/packs/src/roles/Muscle_8WLEndMdbcpu2eEB.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "name": "Muscle", - "type": "Role", - "_id": "8WLEndMdbcpu2eEB", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

The protector, fighter, or daring member of the group, a Muscle is generally an intrepid individual who is skilled in combat, tactics, or physical activities.

", - "identifier": "muscle" - }, - "effects": [], - "folder": null, - "sort": 0, - "ownership": { - "default": 0, - "Nh71YScXMKI1zIQp": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1695079211643, - "modifiedTime": 1701119436038, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!8WLEndMdbcpu2eEB" -} diff --git a/packs/src/roles/Scholar_rhZTZB5VSYdyGSL6.json b/packs/src/roles/Scholar_rhZTZB5VSYdyGSL6.json deleted file mode 100644 index 232c6c3..0000000 --- a/packs/src/roles/Scholar_rhZTZB5VSYdyGSL6.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "name": "Scholar", - "type": "Role", - "_id": "rhZTZB5VSYdyGSL6", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

The studious, logical or intellectual member of the group, a Scholar character is generally an educated individual who is skilled in academics, critical thinking, or technical activities.

", - "identifier": "scholar" - }, - "effects": [], - "folder": null, - "sort": 0, - "ownership": { - "default": 0, - "Nh71YScXMKI1zIQp": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1695079273750, - "modifiedTime": 1701119579776, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!rhZTZB5VSYdyGSL6" -} diff --git a/packs/src/roles/Slink_So1GECQOMtOqdKmp.json b/packs/src/roles/Slink_So1GECQOMtOqdKmp.json deleted file mode 100644 index b588b30..0000000 --- a/packs/src/roles/Slink_So1GECQOMtOqdKmp.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "name": "Slink", - "type": "Role", - "_id": "So1GECQOMtOqdKmp", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

The streetsmart, roguish, or nefarious member of the group, a Slink character is generally a subversive and clever individual who is skilled in crime, the underworld, or clandestine activities.

", - "identifier": "slink" - }, - "effects": [], - "folder": null, - "sort": 0, - "ownership": { - "default": 0, - "Nh71YScXMKI1zIQp": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1695079285285, - "modifiedTime": 1701119729258, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!So1GECQOMtOqdKmp" -} diff --git a/packs/src/roles/Weird_68t40rapOxnwN9Jp.json b/packs/src/roles/Weird_68t40rapOxnwN9Jp.json deleted file mode 100644 index 6e28be0..0000000 --- a/packs/src/roles/Weird_68t40rapOxnwN9Jp.json +++ /dev/null @@ -1,27 +0,0 @@ -{ - "name": "Weird", - "type": "Role", - "_id": "68t40rapOxnwN9Jp", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

The arcane, magickal, or supernatural member of the group, a Weird character is generally connected to the occult and skilled in enigmatic lore, psychic abilities, and understanding thinnings.

", - "identifier": "weird" - }, - "effects": [], - "folder": null, - "sort": 0, - "ownership": { - "default": 0, - "Nh71YScXMKI1zIQp": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1695079293940, - "modifiedTime": 1701119919574, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!68t40rapOxnwN9Jp" -} diff --git a/packs/src/specialties/Criminal_QSZMec5lxweOYtOG.json b/packs/src/specialties/Criminal_QSZMec5lxweOYtOG.json deleted file mode 100644 index cfdc59c..0000000 --- a/packs/src/specialties/Criminal_QSZMec5lxweOYtOG.json +++ /dev/null @@ -1,50 +0,0 @@ -{ - "folder": "SROyf6IfgUWooT9v", - "name": "Criminal", - "type": "Specialty", - "_id": "QSZMec5lxweOYtOG", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

You are an accomplished outlaw who knows how to operate successfully in the underworld. Your primary drive is Cunning, and your abilities are focused on street connections and nefarious activities.

", - "identifier": "criminal", - "roleIdentifier": "slink", - "drives": { - "nerve": 1, - "cunning": 2, - "intuition": 0 - }, - "actionRatings": { - "nerve": { - "move": 0, - "strike": 0, - "control": 1 - }, - "cunning": { - "sway": 0, - "read": 0, - "hide": 2 - }, - "intuition": { - "survey": 1, - "focus": 1, - "sense": 0 - } - } - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "Nh71YScXMKI1zIQp": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1695079512173, - "modifiedTime": 1701119780382, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!QSZMec5lxweOYtOG" -} diff --git a/packs/src/specialties/Detective_eX5uUjVfP3pQhuBo.json b/packs/src/specialties/Detective_eX5uUjVfP3pQhuBo.json deleted file mode 100644 index 2225909..0000000 --- a/packs/src/specialties/Detective_eX5uUjVfP3pQhuBo.json +++ /dev/null @@ -1,50 +0,0 @@ -{ - "folder": "SROyf6IfgUWooT9v", - "name": "Detective", - "type": "Specialty", - "_id": "eX5uUjVfP3pQhuBo", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

You are an experienced investigator who has an outside perspective on the ins and outs of the criminal world. Your primary drive is Nerve, and your abilities are focused on uncovering the truth and stopping malefactors.

", - "identifier": "detective", - "roleIdentifier": "slink", - "drives": { - "nerve": 2, - "cunning": 1, - "intuition": 0 - }, - "actionRatings": { - "nerve": { - "move": 0, - "strike": 0, - "control": 0 - }, - "cunning": { - "sway": 0, - "read": 2, - "hide": 0 - }, - "intuition": { - "survey": 1, - "focus": 0, - "sense": 2 - } - } - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "Nh71YScXMKI1zIQp": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1695079525441, - "modifiedTime": 1701119841915, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!eX5uUjVfP3pQhuBo" -} diff --git a/packs/src/specialties/Doctor_Sc3HgSnuu9GT2Svn.json b/packs/src/specialties/Doctor_Sc3HgSnuu9GT2Svn.json deleted file mode 100644 index 9362ec3..0000000 --- a/packs/src/specialties/Doctor_Sc3HgSnuu9GT2Svn.json +++ /dev/null @@ -1,50 +0,0 @@ -{ - "folder": "602ycd03tDxYTFsE", - "name": "Doctor", - "type": "Specialty", - "_id": "Sc3HgSnuu9GT2Svn", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

You are a skilled physician who knows how to conduct medical procedures. Your primary drive is Intuition, and your abilities are focused on anatomy and healing.

", - "identifier": "doctor", - "roleIdentifier": "scholar", - "drives": { - "nerve": 0, - "cunning": 0, - "intuition": 3 - }, - "actionRatings": { - "nerve": { - "move": 0, - "strike": 0, - "control": 1 - }, - "cunning": { - "sway": 0, - "read": 1, - "hide": 0 - }, - "intuition": { - "survey": 1, - "focus": 2, - "sense": 0 - } - } - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "Nh71YScXMKI1zIQp": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1695079480462, - "modifiedTime": 1701119619948, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!Sc3HgSnuu9GT2Svn" -} diff --git a/packs/src/specialties/Explorer_vzjw2VQx8YJyPItl.json b/packs/src/specialties/Explorer_vzjw2VQx8YJyPItl.json deleted file mode 100644 index cc2ec35..0000000 --- a/packs/src/specialties/Explorer_vzjw2VQx8YJyPItl.json +++ /dev/null @@ -1,50 +0,0 @@ -{ - "folder": "XRhynMLdMqNytIDE", - "name": "Explorer", - "type": "Specialty", - "_id": "vzjw2VQx8YJyPItl", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

You are a fearless daredevil who knows how to navigate difficult and dangerous environments. Your primary drive is Never, and you abilities are focused on endurance and confronting danger.

", - "identifier": "explorer", - "roleIdentifier": "muscle", - "drives": { - "nerve": 3, - "cunning": 0, - "intuition": 0 - }, - "actionRatings": { - "nerve": { - "move": 1, - "strike": 2, - "control": 0 - }, - "cunning": { - "sway": 0, - "read": 0, - "hide": 0 - }, - "intuition": { - "survey": 1, - "focus": 1, - "sense": 0 - } - } - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "Nh71YScXMKI1zIQp": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1695079434641, - "modifiedTime": 1701119488878, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!vzjw2VQx8YJyPItl" -} diff --git a/packs/src/specialties/Face_8gvVtgiYS5BmrPLV.json b/packs/src/specialties/Face_8gvVtgiYS5BmrPLV.json deleted file mode 100644 index 316105a..0000000 --- a/packs/src/specialties/Face_8gvVtgiYS5BmrPLV.json +++ /dev/null @@ -1,19 +0,0 @@ -{ - "name": "Face", - "sorting": "a", - "folder": null, - "type": "Item", - "_id": "8gvVtgiYS5BmrPLV", - "sort": 0, - "color": "#55a5a4", - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.308", - "createdTime": 1695079394983, - "modifiedTime": 1695079575219, - "lastModifiedBy": "Nh71YScXMKI1zIQp" - }, - "_key": "!folders!8gvVtgiYS5BmrPLV" -} diff --git a/packs/src/specialties/Journalist_9AEzS86oo6NeyJ56.json b/packs/src/specialties/Journalist_9AEzS86oo6NeyJ56.json deleted file mode 100644 index c5da117..0000000 --- a/packs/src/specialties/Journalist_9AEzS86oo6NeyJ56.json +++ /dev/null @@ -1,50 +0,0 @@ -{ - "name": "Journalist", - "type": "Specialty", - "_id": "9AEzS86oo6NeyJ56", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

You are a bold investigator who knows how to get to the bottom of things. Your primary drive is Cunning, and your abilities are focused on collecting and assessing information.

", - "identifier": "journalist", - "roleIdentifier": "face", - "drives": { - "nerve": 0, - "cunning": 3, - "intuition": 0 - }, - "actionRatings": { - "nerve": { - "move": 0, - "strike": 0, - "control": 0 - }, - "cunning": { - "sway": 0, - "read": 1, - "hide": 0 - }, - "intuition": { - "survey": 2, - "focus": 1, - "sense": 1 - } - } - }, - "effects": [], - "folder": "8gvVtgiYS5BmrPLV", - "sort": 100000, - "ownership": { - "default": 0, - "Nh71YScXMKI1zIQp": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1695079311080, - "modifiedTime": 1701119288942, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!9AEzS86oo6NeyJ56" -} diff --git a/packs/src/specialties/Magician_KkzfMeBTu16nsNXn.json b/packs/src/specialties/Magician_KkzfMeBTu16nsNXn.json deleted file mode 100644 index 6cc9a0e..0000000 --- a/packs/src/specialties/Magician_KkzfMeBTu16nsNXn.json +++ /dev/null @@ -1,50 +0,0 @@ -{ - "folder": "8gvVtgiYS5BmrPLV", - "name": "Magician", - "type": "Specialty", - "_id": "KkzfMeBTu16nsNXn", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

You are a talented entertainer who knows how to deflect attention and create illusions. Your primary drive is Intuition, and your abilities are focused on performing and detecting tricks.

", - "identifier": "magician", - "roleIdentifier": "face", - "drives": { - "nerve": 0, - "cunning": 1, - "intuition": 2 - }, - "actionRatings": { - "nerve": { - "move": 0, - "strike": 0, - "control": 0 - }, - "cunning": { - "sway": 2, - "read": 1, - "hide": 1 - }, - "intuition": { - "survey": 0, - "focus": 1, - "sense": 0 - } - } - }, - "effects": [], - "sort": 200000, - "ownership": { - "default": 0, - "Nh71YScXMKI1zIQp": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1695079409633, - "modifiedTime": 1701119338123, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!KkzfMeBTu16nsNXn" -} diff --git a/packs/src/specialties/Medium_Hqkp2yGLMvlMSkYQ.json b/packs/src/specialties/Medium_Hqkp2yGLMvlMSkYQ.json deleted file mode 100644 index f2aa3b3..0000000 --- a/packs/src/specialties/Medium_Hqkp2yGLMvlMSkYQ.json +++ /dev/null @@ -1,50 +0,0 @@ -{ - "folder": "fsrsFmBM6zpJ6t8t", - "name": "Medium", - "type": "Specialty", - "_id": "Hqkp2yGLMvlMSkYQ", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

You are an adept psychic who knows how to commune with the otherworldly. Your primary drive is Intuition, and your abilities are focused on divination and connecting with spirits.

", - "identifier": "medium", - "roleIdentifier": "weird", - "drives": { - "nerve": 0, - "cunning": 1, - "intuition": 2 - }, - "actionRatings": { - "nerve": { - "move": 0, - "strike": 0, - "control": 0 - }, - "cunning": { - "sway": 0, - "read": 2, - "hide": 0 - }, - "intuition": { - "survey": 1, - "focus": 0, - "sense": 2 - } - } - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "Nh71YScXMKI1zIQp": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1695079544151, - "modifiedTime": 1701119965512, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!Hqkp2yGLMvlMSkYQ" -} diff --git a/packs/src/specialties/Muscle_XRhynMLdMqNytIDE.json b/packs/src/specialties/Muscle_XRhynMLdMqNytIDE.json deleted file mode 100644 index ecb9d2f..0000000 --- a/packs/src/specialties/Muscle_XRhynMLdMqNytIDE.json +++ /dev/null @@ -1,19 +0,0 @@ -{ - "name": "Muscle", - "sorting": "a", - "folder": null, - "type": "Item", - "_id": "XRhynMLdMqNytIDE", - "sort": 0, - "color": "#af3131", - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.308", - "createdTime": 1695079426054, - "modifiedTime": 1695079580357, - "lastModifiedBy": "Nh71YScXMKI1zIQp" - }, - "_key": "!folders!XRhynMLdMqNytIDE" -} diff --git a/packs/src/specialties/Occultist_1jKPw4gD6rzzhqwY.json b/packs/src/specialties/Occultist_1jKPw4gD6rzzhqwY.json deleted file mode 100644 index ec438be..0000000 --- a/packs/src/specialties/Occultist_1jKPw4gD6rzzhqwY.json +++ /dev/null @@ -1,50 +0,0 @@ -{ - "folder": "fsrsFmBM6zpJ6t8t", - "name": "Occultist", - "type": "Specialty", - "_id": "1jKPw4gD6rzzhqwY", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

You are a highly studied practitioner of the mythic arts who has a fundamental knowledge of the supernatural. Your primary drive is Intuition, and your abilities are focused on ritual and knowledge of the arcane.

", - "identifier": "occultist", - "roleIdentifier": "weird", - "drives": { - "nerve": 0, - "cunning": 0, - "intuition": 3 - }, - "actionRatings": { - "nerve": { - "move": 0, - "strike": 0, - "control": 1 - }, - "cunning": { - "sway": 0, - "read": 1, - "hide": 0 - }, - "intuition": { - "survey": 0, - "focus": 1, - "sense": 2 - } - } - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "Nh71YScXMKI1zIQp": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1695079558898, - "modifiedTime": 1701120040248, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!1jKPw4gD6rzzhqwY" -} diff --git a/packs/src/specialties/Professor_Qhken1plnl053Gl8.json b/packs/src/specialties/Professor_Qhken1plnl053Gl8.json deleted file mode 100644 index c62fb4b..0000000 --- a/packs/src/specialties/Professor_Qhken1plnl053Gl8.json +++ /dev/null @@ -1,50 +0,0 @@ -{ - "folder": "602ycd03tDxYTFsE", - "name": "Professor", - "type": "Specialty", - "_id": "Qhken1plnl053Gl8", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

You are a professional academic who knows a great deal about your chosen field of study. Your primary drive is Cunning, and your abilities are focused on critical thinking and leveraging your expertise.

", - "identifier": "professor", - "roleIdentifier": "scholar", - "drives": { - "nerve": 0, - "cunning": 2, - "intuition": 1 - }, - "actionRatings": { - "nerve": { - "move": 0, - "strike": 0, - "control": 0 - }, - "cunning": { - "sway": 1, - "read": 0, - "hide": 0 - }, - "intuition": { - "survey": 2, - "focus": 2, - "sense": 0 - } - } - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "Nh71YScXMKI1zIQp": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1695079493906, - "modifiedTime": 1701119663641, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!Qhken1plnl053Gl8" -} diff --git a/packs/src/specialties/Scholar_602ycd03tDxYTFsE.json b/packs/src/specialties/Scholar_602ycd03tDxYTFsE.json deleted file mode 100644 index 11953bc..0000000 --- a/packs/src/specialties/Scholar_602ycd03tDxYTFsE.json +++ /dev/null @@ -1,19 +0,0 @@ -{ - "name": "Scholar", - "sorting": "a", - "folder": null, - "type": "Item", - "_id": "602ycd03tDxYTFsE", - "sort": 0, - "color": "#4b4fb9", - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.308", - "createdTime": 1695079460294, - "modifiedTime": 1695079586055, - "lastModifiedBy": "Nh71YScXMKI1zIQp" - }, - "_key": "!folders!602ycd03tDxYTFsE" -} diff --git a/packs/src/specialties/Slink_SROyf6IfgUWooT9v.json b/packs/src/specialties/Slink_SROyf6IfgUWooT9v.json deleted file mode 100644 index 075474a..0000000 --- a/packs/src/specialties/Slink_SROyf6IfgUWooT9v.json +++ /dev/null @@ -1,19 +0,0 @@ -{ - "name": "Slink", - "sorting": "a", - "folder": null, - "type": "Item", - "_id": "SROyf6IfgUWooT9v", - "sort": 0, - "color": "#4a4a4a", - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.308", - "createdTime": 1695079505864, - "modifiedTime": 1695079591785, - "lastModifiedBy": "Nh71YScXMKI1zIQp" - }, - "_key": "!folders!SROyf6IfgUWooT9v" -} diff --git a/packs/src/specialties/Soldier_3ldycQAUJW7l0OXX.json b/packs/src/specialties/Soldier_3ldycQAUJW7l0OXX.json deleted file mode 100644 index 74169a2..0000000 --- a/packs/src/specialties/Soldier_3ldycQAUJW7l0OXX.json +++ /dev/null @@ -1,50 +0,0 @@ -{ - "folder": "XRhynMLdMqNytIDE", - "name": "Soldier", - "type": "Specialty", - "_id": "3ldycQAUJW7l0OXX", - "img": "icons/svg/item-bag.svg", - "system": { - "description": "

You are a trained warrior who knows how to fight and make tactical decisions. Your primary drive is Intuition, and your abilities are focused on combat strategy and discipline.

", - "identifier": "soldier", - "roleIdentifier": "muscle", - "drives": { - "nerve": 1, - "cunning": 0, - "intuition": 2 - }, - "actionRatings": { - "nerve": { - "move": 2, - "strike": 2, - "control": 1 - }, - "cunning": { - "sway": 0, - "read": 0, - "hide": 0 - }, - "intuition": { - "survey": 0, - "focus": 0, - "sense": 0 - } - } - }, - "effects": [], - "sort": 0, - "ownership": { - "default": 0, - "Nh71YScXMKI1zIQp": 3 - }, - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.315", - "createdTime": 1695079447576, - "modifiedTime": 1701119528516, - "lastModifiedBy": "DJHzcdBMH1Gduffz" - }, - "_key": "!items!3ldycQAUJW7l0OXX" -} diff --git a/packs/src/specialties/Weird_fsrsFmBM6zpJ6t8t.json b/packs/src/specialties/Weird_fsrsFmBM6zpJ6t8t.json deleted file mode 100644 index ea20e26..0000000 --- a/packs/src/specialties/Weird_fsrsFmBM6zpJ6t8t.json +++ /dev/null @@ -1,19 +0,0 @@ -{ - "name": "Weird", - "sorting": "a", - "folder": null, - "type": "Item", - "_id": "fsrsFmBM6zpJ6t8t", - "sort": 0, - "color": "#487237", - "flags": {}, - "_stats": { - "systemId": "candelafvtt", - "systemVersion": "0.0.1", - "coreVersion": "11.308", - "createdTime": 1695079534418, - "modifiedTime": 1695079599208, - "lastModifiedBy": "Nh71YScXMKI1zIQp" - }, - "_key": "!folders!fsrsFmBM6zpJ6t8t" -} diff --git a/screenshots/character-abilities.png b/screenshots/character-abilities.png deleted file mode 100644 index 1005938..0000000 Binary files a/screenshots/character-abilities.png and /dev/null differ diff --git a/screenshots/character-actions.png b/screenshots/character-actions.png deleted file mode 100644 index a89efe8..0000000 Binary files a/screenshots/character-actions.png and /dev/null differ diff --git a/screenshots/character-biography.png b/screenshots/character-biography.png deleted file mode 100644 index 27070b8..0000000 Binary files a/screenshots/character-biography.png and /dev/null differ diff --git a/screenshots/character-gear.png b/screenshots/character-gear.png deleted file mode 100644 index 3678830..0000000 Binary files a/screenshots/character-gear.png and /dev/null differ diff --git a/screenshots/circle-abilities.png b/screenshots/circle-abilities.png deleted file mode 100644 index 1163b9c..0000000 Binary files a/screenshots/circle-abilities.png and /dev/null differ diff --git a/screenshots/circle-illumination.png b/screenshots/circle-illumination.png deleted file mode 100644 index c527b2f..0000000 Binary files a/screenshots/circle-illumination.png and /dev/null differ diff --git a/screenshots/circle-members.png b/screenshots/circle-members.png deleted file mode 100644 index 3444b2e..0000000 Binary files a/screenshots/circle-members.png and /dev/null differ diff --git a/screenshots/compendia-abilities.png b/screenshots/compendia-abilities.png deleted file mode 100644 index fc643aa..0000000 Binary files a/screenshots/compendia-abilities.png and /dev/null differ diff --git a/screenshots/roll.png b/screenshots/roll.png deleted file mode 100644 index 5ee0191..0000000 Binary files a/screenshots/roll.png and /dev/null differ diff --git a/scss/candelafvtt.scss b/scss/candelafvtt.scss deleted file mode 100644 index 1f8b53f..0000000 --- a/scss/candelafvtt.scss +++ /dev/null @@ -1,24 +0,0 @@ -@use "sass:math"; - -// Add custom fonts by visiting and search https://fonts.google.com -@import url("https://fonts.googleapis.com/css2?family=Roboto:wght@400;700&display=swap"); - -// Import utilities. -@import "utils/typography"; -@import "utils/colors"; -@import "utils/mixins"; -@import "utils/variables"; - -/* Global styles */ -@import "global/window"; -@import "global/grid"; -@import "global/flex"; - -/* Styles limited to candelafvtt sheets */ -.candelafvtt { - @import "components/forms"; - @import "components/resource"; - @import "components/items"; - @import "components/effects"; - @import "components/circle"; -} diff --git a/scss/components/_circle.scss b/scss/components/_circle.scss deleted file mode 100644 index 490fb2e..0000000 --- a/scss/components/_circle.scss +++ /dev/null @@ -1,263 +0,0 @@ -.circle-illumination-container { - //@include on-circle($item-count: 25, $circle-size: 20em, $item-size: 2em); - @include circle-blackmagic(); - margin: 5em auto 0; - - img { - display: block; - max-width: 100%; - border-radius: 50%; - filter: grayscale(100%); - transition: 0.15s; - - &:hover, - &:active { - filter: grayscale(0); - } - } -} - -.container { - width: 50%; - height: auto; - margin: 2em auto 0; -} - -.circle-container { - position: relative; - width: 100%; - height: 0; - padding: 0 0 100% 0; // To make it a square. - margin: 0; - border-radius: 50%; - list-style: none; -} - -.circular { - @include circle-blackmagic(); -} - -.illumination-description { - text-align: center; - margin-top: 8px; - margin-right: 10px; -} - -.illumination button:hover, -button:focus { - box-shadow: 0 0 10px #ffde00; - - &:nth-of-type(7n) { - box-shadow: 0 0 10px #ce4420; - } -} - -.illumination-point { - display: block; - max-width: 100%; - transition: 0.15s; - border-radius: 50%; - border: 2px solid darkgray; - appearance: none; - -webkit-appearance: none; - outline: none; - background-color: darkgray; - cursor: pointer; - - &:nth-of-type(7n) { - background-color: gray; - border: 2px solid gray; - } -} - -.illumination-point-selected { - animation: 6s illuminate infinite; - background-color: #ffde00; - border: 2px solid #ffde00; - - &:nth-of-type(7n) { - background-color: #ce4420; - border: 2px solid #ce4420; - animation: 6s illuminate-milestone infinite; - } -} - -.illumination-center-candle { - height: 30%; - border: none; - @include centerer; -} - -@keyframes illuminate { - 0% { - box-shadow: 0 0 15px -5px transparent; - } - - 50% { - box-shadow: 0 0 5px 2px #ffde00; - } - - 100% { - box-shadow: 0 0 15px -5px transparent; - } -} - -@keyframes illuminate-milestone { - 0% { - box-shadow: 0 0 15px -5px transparent; - } - - 50% { - box-shadow: 0 0 15px 5px #ce4420; - } - - 100% { - box-shadow: 0 0 15px -5px transparent; - } -} - -.circle-abilities { - margin: 8px; -} - -.circle-ability-description { - margin-top: 1%; -} - -.circle-ability-description-text { - margin-left: 30px; - display: flex; -} - -.illumination-flame { - border: none; -} - -.illumination-flame-gray { - border: none; - filter: grayscale(1); -} - -.illumination-reset { - cursor: pointer; -} - -.action-checkbox { - caret-color: transparent; - display: block; - - /* Hide the browser's default checkbox */ - input { - display: none; - } - - /* Hide the checked checkbox */ - .img-checked { - display: none; - border: none; - max-width: 20px; - cursor: pointer; - float: left; - } - - /* Hide the checked checkbox */ - .img-unchecked { - filter: grayscale(1); - border: none; - max-width: 20px; - cursor: pointer; - float: left; - } - - /* If checked, show the checked image */ - input:checked ~ .img-checked { - display: inline; - } - - /* If checked, hide the unchecked image */ - input:checked ~ .-img-unchecked { - display: none; - } -} - -.action-checkbox-icon { - cursor: default; - caret-color: transparent; - display: flex; - align-items: center; - text-align: center; - margin-left: 25%; -} - -.action-checkbox-icon > input { - appearance: none; - font-family: "Font Awesome 5 Free"; - font-size: 21px; - cursor: pointer; - &::before { - display: inline-block; - content: "\f3a5"; - font-weight: 400; - text-shadow: 0 0 5px goldenrod; - } - - &:checked::before { - content: "\f3a5"; - font-weight: 900; - color: goldenrod; - text-shadow: 0 0 10px gold; - } -} - -.gear-description { - margin-left: 20px; -} - -.circle-abilities-description { - margin: 8px; -} - -.circle-link { - border: none; - padding: unset; - text-shadow: 3px 3px 8px; - text-align: center; - font-size: 1.5em; - background: none; - filter: saturate(1.0); - color: var(--color-shadow-primary); - - :hover { - // text-shadow: 8px 8px 8px; - filter: saturate(2.5); - } -} -.circle-color-wrapper{ - input[name="system.color"] { - display: none; - } - - input[type="color"] { - margin-right: unset; - margin-left: unset; - width: 100%; - background: rgba(0 0 0 / 0.05); - border: 1px solid var(--color-border-light-tertiary); - border-radius: 3px; - } -} - -.sheet-header .actor-header-left { - flex: none; - margin: 5px; -} - -.chapterhouse { - align-self: center; -} - -.biography nav.bio-tabs { - background: rgba(0 0 0 / 0.05); - // margin-top: -7px; - padding: 5px; -} \ No newline at end of file diff --git a/scss/components/_resource.scss b/scss/components/_resource.scss deleted file mode 100644 index fb27a82..0000000 --- a/scss/components/_resource.scss +++ /dev/null @@ -1,35 +0,0 @@ -.resource-label { - font-weight: bold; -} - -// .bio { -// height: 50%; -// max-height: 50%; -// } - -.biography-content { - border-bottom: 1px solid #c9c7b8; - max-height: 25%; - min-height: 10%; - overflow: overlay; -} - -.role, -.specialty { - text-align: center; - font-size: 1.25em; - margin-right: 10px; -} - -.dice-tooltip .dice-rolls .roll.mixed { - color: #946500; - filter: sepia(0.5) hue-rotate(345deg); -} - -.mark-content, .resource-content { - align-items: center; -} - -.action { - align-items: center; -} \ No newline at end of file diff --git a/scss/global/_window.scss b/scss/global/_window.scss deleted file mode 100644 index 45fed8b..0000000 --- a/scss/global/_window.scss +++ /dev/null @@ -1,32 +0,0 @@ -.window-app { - font-family: $font-primary; -} - -.rollable { - &:hover, - &:focus { - color: #000; - text-shadow: 0 0 10px var(--color-shadow-primary); - cursor: pointer; - } -} - -.sheet .editor-content { - margin-left: 10px; -} - -.prosemirror .editor-container .editor-content { - margin: 5px; - position: initial; - height: 100%; -} - -.editor { - height: 100%; -} - -.biography nav.bio-tabs { - margin: 4px 0; - border-top: 1px solid var(--color-border-light-primary); - border-bottom: 1px solid var(--color-border-light-primary); -} \ No newline at end of file diff --git a/scss/utils/_mixins.scss b/scss/utils/_mixins.scss deleted file mode 100644 index f857797..0000000 --- a/scss/utils/_mixins.scss +++ /dev/null @@ -1,109 +0,0 @@ -@mixin element-invisible { - position: absolute; - - width: 1px; - height: 1px; - margin: -1px; - border: 0; - padding: 0; - - clip: rect(0 0 0 0); - overflow: hidden; -} - -@mixin hide { - display: none; -} - -@mixin centerer { - position: absolute; - top: 50%; - left: 50%; - transform: translate(-50%, -50%); -} - -/// Mixin to place items on a circle -/// @author Kitty Giraudel -/// @author Ana Tudor -/// @param {Integer} $item-count - Number of items on the circle -/// @param {Length} $circle-size - Large circle size -/// @param {Length} $item-size - Single item size -@mixin on-circle-old($item-count, $circle-size, $item-size) { - position: relative; - width: $circle-size; - height: $circle-size; - padding: 0; - border-radius: 50%; - list-style: none; - - > * { - display: block; - position: absolute; - top: 50%; - left: 50%; - width: $item-size; - height: $item-size; - margin: -($item-size / 2); - - $angle: (360 / $item-count); - $rot: 0; - - @for $i from 1 through $item-count { - &:nth-of-type(#{$i}) { - transform: rotate($rot * 1deg) translate($circle-size / 2) rotate($rot * -1deg); - } - - $rot: $rot + $angle; - } - } -} - -/// Mixin to place items on a circle responsively -/// $author Sơn Trần-Nguyễn -/// $author Hugo Giraudel -/// $author Ana Tudor -/// $param {percentage} [$item-size=20%] - Size of a single item as percentage of the circle. -/// $param {integer} [$max-items=8] - Max number of items to be placed on the circle -@mixin circle-blackmagic($item-size: 10%, $max-items: 32) { - $radius: math.div(100% * 50%, $item-size) + $item-size; - - & > * { - display: block; - position: absolute; - // Move the items to center of the listing. - top: 50%; - left: 50%; - width: $item-size; - height: $item-size; - // Offset half the size so they are truly centered. - // Usually we use negative translation with transform, - // but transform is used for positioning them, so we - // use negative margin instead. - margin: -1 * math.div($item-size, 2); - - // First one is always at the top. - &:nth-of-type(1) { - transform: rotate(270deg) translate($radius) rotate(90deg); - } - - // Supports number of items from 1 to $max-items. - @for $index from 0 to $max-items + 1 { - @include circle-witchery($radius, $index); - } - } -} - -@mixin circle-witchery($radius, $item-count) { - $angle: math.div(360, $item-count + 1); - - &:nth-last-child(#{$item-count + 1}):first-child { - @for $index from 0 through $item-count { - $i: $index + 1; - $rot: $angle * ($i); - - & ~ :nth-of-type(#{$i}) { - transform: rotate($rot * 1deg + 270deg % 360deg) translate($radius) rotate($rot * -1deg + 90deg); - } - } - } -} diff --git a/scss/utils/_typography.scss b/scss/utils/_typography.scss deleted file mode 100644 index 15fa7d2..0000000 --- a/scss/utils/_typography.scss +++ /dev/null @@ -1,2 +0,0 @@ -$font-primary: "Georgia"; -$font-secondary: "Roboto", sans-serif; diff --git a/src/datamodels/module/boilerplate.mjs b/src/datamodels/module/boilerplate.mjs new file mode 100644 index 0000000..600d417 --- /dev/null +++ b/src/datamodels/module/boilerplate.mjs @@ -0,0 +1,158 @@ +// Import document classes. +import { BoilerplateActor } from './documents/actor.mjs'; +import { BoilerplateItem } from './documents/item.mjs'; +// Import sheet classes. +import { BoilerplateActorSheet } from './sheets/actor-sheet.mjs'; +import { BoilerplateItemSheet } from './sheets/item-sheet.mjs'; +// Import helper/utility classes and constants. +import { preloadHandlebarsTemplates } from './helpers/templates.mjs'; +import { BOILERPLATE } from './helpers/config.mjs'; +// Import DataModel classes +import * as models from './data/_module.mjs'; + +/* -------------------------------------------- */ +/* Init Hook */ +/* -------------------------------------------- */ + +Hooks.once('init', function () { + // Add utility classes to the global game object so that they're more easily + // accessible in global contexts. + game.boilerplate = { + BoilerplateActor, + BoilerplateItem, + rollItemMacro, + }; + + // Add custom constants for configuration. + CONFIG.BOILERPLATE = BOILERPLATE; + + /** + * Set an initiative formula for the system + * @type {String} + */ + CONFIG.Combat.initiative = { + formula: '1d20 + @abilities.dex.mod', + decimals: 2, + }; + + // Define custom Document and DataModel classes + CONFIG.Actor.documentClass = BoilerplateActor; + + // Note that you don't need to declare a DataModel + // for the base actor/item classes - they are included + // with the Character/NPC as part of super.defineSchema() + CONFIG.Actor.dataModels = { + character: models.BoilerplateCharacter, + npc: models.BoilerplateNPC + } + CONFIG.Item.documentClass = BoilerplateItem; + CONFIG.Item.dataModels = { + item: models.BoilerplateItem, + feature: models.BoilerplateFeature, + spell: models.BoilerplateSpell + } + + // Active Effects are never copied to the Actor, + // but will still apply to the Actor from within the Item + // if the transfer property on the Active Effect is true. + CONFIG.ActiveEffect.legacyTransferral = false; + + // Register sheet application classes + Actors.unregisterSheet('core', ActorSheet); + Actors.registerSheet('boilerplate', BoilerplateActorSheet, { + makeDefault: true, + label: 'BOILERPLATE.SheetLabels.Actor', + }); + Items.unregisterSheet('core', ItemSheet); + Items.registerSheet('boilerplate', BoilerplateItemSheet, { + makeDefault: true, + label: 'BOILERPLATE.SheetLabels.Item', + }); + + // Preload Handlebars templates. + return preloadHandlebarsTemplates(); +}); + +/* -------------------------------------------- */ +/* Handlebars Helpers */ +/* -------------------------------------------- */ + +// If you need to add Handlebars helpers, here is a useful example: +Handlebars.registerHelper('toLowerCase', function (str) { + return str.toLowerCase(); +}); + +/* -------------------------------------------- */ +/* Ready Hook */ +/* -------------------------------------------- */ + +Hooks.once('ready', function () { + // Wait to register hotbar drop hook on ready so that modules could register earlier if they want to + Hooks.on('hotbarDrop', (bar, data, slot) => createItemMacro(data, slot)); +}); + +/* -------------------------------------------- */ +/* Hotbar Macros */ +/* -------------------------------------------- */ + +/** + * Create a Macro from an Item drop. + * Get an existing item macro if one exists, otherwise create a new one. + * @param {Object} data The dropped data + * @param {number} slot The hotbar slot to use + * @returns {Promise} + */ +async function createItemMacro(data, slot) { + // First, determine if this is a valid owned item. + if (data.type !== 'Item') return; + if (!data.uuid.includes('Actor.') && !data.uuid.includes('Token.')) { + return ui.notifications.warn( + 'You can only create macro buttons for owned Items' + ); + } + // If it is, retrieve it based on the uuid. + const item = await Item.fromDropData(data); + + // Create the macro command using the uuid. + const command = `game.boilerplate.rollItemMacro("${data.uuid}");`; + let macro = game.macros.find( + (m) => m.name === item.name && m.command === command + ); + if (!macro) { + macro = await Macro.create({ + name: item.name, + type: 'script', + img: item.img, + command: command, + flags: { 'boilerplate.itemMacro': true }, + }); + } + game.user.assignHotbarMacro(macro, slot); + return false; +} + +/** + * Create a Macro from an Item drop. + * Get an existing item macro if one exists, otherwise create a new one. + * @param {string} itemUuid + */ +function rollItemMacro(itemUuid) { + // Reconstruct the drop data so that we can load the item. + const dropData = { + type: 'Item', + uuid: itemUuid, + }; + // Load the item from the uuid. + Item.fromDropData(dropData).then((item) => { + // Determine if the item loaded and if it's an owned item. + if (!item || !item.parent) { + const itemName = item?.name ?? itemUuid; + return ui.notifications.warn( + `Could not find item ${itemName}. You may need to delete and recreate this macro.` + ); + } + + // Trigger the item roll + item.roll(); + }); +} diff --git a/src/datamodels/module/data/_module.mjs b/src/datamodels/module/data/_module.mjs new file mode 100644 index 0000000..f9a8594 --- /dev/null +++ b/src/datamodels/module/data/_module.mjs @@ -0,0 +1,10 @@ +// Export Actors +export {default as BoilerplateActorBase} from "./actor-base.mjs"; +export {default as BoilerplateCharacter} from "./character.mjs"; +export {default as BoilerplateNPC} from "./npc.mjs"; + +// Export Items +export {default as BoilerplateItemBase} from "./item-base.mjs"; +export {default as BoilerplateItem} from "./item.mjs"; +export {default as BoilerplateFeature} from "./feature.mjs"; +export {default as BoilerplateSpell} from "./spell.mjs"; diff --git a/src/datamodels/module/data/actor-base.mjs b/src/datamodels/module/data/actor-base.mjs new file mode 100644 index 0000000..b6b8931 --- /dev/null +++ b/src/datamodels/module/data/actor-base.mjs @@ -0,0 +1,20 @@ +export default class BoilerplateActorBase extends foundry.abstract.TypeDataModel { + + static defineSchema() { + const fields = foundry.data.fields; + const requiredInteger = { required: true, nullable: false, integer: true }; + const schema = {}; + + schema.health = new fields.SchemaField({ + value: new fields.NumberField({ ...requiredInteger, initial: 10, min: 0 }), + max: new fields.NumberField({ ...requiredInteger, initial: 10 }) + }); + schema.power = new fields.SchemaField({ + value: new fields.NumberField({ ...requiredInteger, initial: 5, min: 0 }), + max: new fields.NumberField({ ...requiredInteger, initial: 5 }) + }); + schema.biography = new fields.StringField({ required: true, blank: true }); // equivalent to passing ({initial: ""}) for StringFields + + return schema; + } +} \ No newline at end of file diff --git a/src/datamodels/module/data/character.mjs b/src/datamodels/module/data/character.mjs new file mode 100644 index 0000000..4f2111d --- /dev/null +++ b/src/datamodels/module/data/character.mjs @@ -0,0 +1,54 @@ +import BoilerplateActorBase from "./actor-base.mjs"; + +export default class BoilerplateCharacter extends BoilerplateActorBase { + + static defineSchema() { + const fields = foundry.data.fields; + const requiredInteger = { required: true, nullable: false, integer: true }; + const schema = super.defineSchema(); + + schema.attributes = new fields.SchemaField({ + level: new fields.SchemaField({ + value: new fields.NumberField({ ...requiredInteger, initial: 1 }) + }), + }); + + // Iterate over ability names and create a new SchemaField for each. + schema.abilities = new fields.SchemaField(Object.keys(CONFIG.BOILERPLATE.abilities).reduce((obj, ability) => { + obj[ability] = new fields.SchemaField({ + value: new fields.NumberField({ ...requiredInteger, initial: 10, min: 0 }), + mod: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), + label: new fields.StringField({ required: true, blank: true }) + }); + return obj; + }, {})); + + return schema; + } + + prepareDerivedData() { + // Loop through ability scores, and add their modifiers to our sheet output. + for (const key in this.abilities) { + // Calculate the modifier using d20 rules. + this.abilities[key].mod = Math.floor((this.abilities[key].value - 10) / 2); + // Handle ability label localization. + this.abilities[key].label = game.i18n.localize(CONFIG.BOILERPLATE.abilities[key]) ?? key; + } + } + + getRollData() { + const data = {}; + + // Copy the ability scores to the top level, so that rolls can use + // formulas like `@str.mod + 4`. + if (this.abilities) { + for (let [k,v] of Object.entries(this.abilities)) { + data[k] = foundry.utils.deepClone(v); + } + } + + data.lvl = this.attributes.level.value; + + return data + } +} \ No newline at end of file diff --git a/src/datamodels/module/data/feature.mjs b/src/datamodels/module/data/feature.mjs new file mode 100644 index 0000000..26286e2 --- /dev/null +++ b/src/datamodels/module/data/feature.mjs @@ -0,0 +1,3 @@ +import BoilerplateItemBase from "./item-base.mjs"; + +export default class BoilerplateFeature extends BoilerplateItemBase {} \ No newline at end of file diff --git a/src/datamodels/module/data/item-base.mjs b/src/datamodels/module/data/item-base.mjs new file mode 100644 index 0000000..15620ae --- /dev/null +++ b/src/datamodels/module/data/item-base.mjs @@ -0,0 +1,11 @@ +export default class BoilerplateItemBase extends foundry.abstract.TypeDataModel { + + static defineSchema() { + const fields = foundry.data.fields; + const schema = {}; + + schema.description = new fields.StringField({ required: true, blank: true }); + + return schema; + } +} \ No newline at end of file diff --git a/src/datamodels/module/data/item.mjs b/src/datamodels/module/data/item.mjs new file mode 100644 index 0000000..9def937 --- /dev/null +++ b/src/datamodels/module/data/item.mjs @@ -0,0 +1,31 @@ +import BoilerplateItemBase from "./item-base.mjs"; + +export default class BoilerplateItem extends BoilerplateItemBase { + + static defineSchema() { + const fields = foundry.data.fields; + const requiredInteger = { required: true, nullable: false, integer: true }; + const schema = super.defineSchema(); + + schema.quantity = new fields.NumberField({ ...requiredInteger, initial: 1, min: 1 }); + schema.weight = new fields.NumberField({ required: true, nullable: false, initial: 0, min: 0 }); + + // Break down roll formula into three independent fields + schema.roll = new fields.SchemaField({ + diceNum: new fields.NumberField({ ...requiredInteger, initial: 1, min: 1 }), + diceSize: new fields.StringField({ initial: "d20" }), + diceBonus: new fields.StringField({ initial: "+@str.mod+ceil(@lvl / 2)" }) + }) + + schema.formula = new fields.StringField({ blank: true }); + + return schema; + } + + prepareDerivedData() { + // Build the formula dynamically using string interpolation + const roll = this.roll; + + this.formula = `${roll.diceNum}${roll.diceSize}${roll.diceBonus}` + } +} \ No newline at end of file diff --git a/src/datamodels/module/data/npc.mjs b/src/datamodels/module/data/npc.mjs new file mode 100644 index 0000000..636da45 --- /dev/null +++ b/src/datamodels/module/data/npc.mjs @@ -0,0 +1,19 @@ +import BoilerplateActorBase from "./actor-base.mjs"; + +export default class BoilerplateNPC extends BoilerplateActorBase { + + static defineSchema() { + const fields = foundry.data.fields; + const requiredInteger = { required: true, nullable: false, integer: true }; + const schema = super.defineSchema(); + + schema.cr = new fields.NumberField({ ...requiredInteger, initial: 1, min: 0 }); + schema.xp = new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }); + + return schema + } + + prepareDerivedData() { + this.xp = this.cr * this.cr * 100; + } +} \ No newline at end of file diff --git a/src/datamodels/module/data/spell.mjs b/src/datamodels/module/data/spell.mjs new file mode 100644 index 0000000..a30bdac --- /dev/null +++ b/src/datamodels/module/data/spell.mjs @@ -0,0 +1,13 @@ +import BoilerplateItemBase from "./item-base.mjs"; + +export default class BoilerplateSpell extends BoilerplateItemBase { + + static defineSchema() { + const fields = foundry.data.fields; + const schema = super.defineSchema(); + + schema.spellLevel = new fields.NumberField({ required: true, nullable: false, integer: true, initial: 1, min: 1, max: 9 }); + + return schema; + } +} \ No newline at end of file diff --git a/src/datamodels/module/documents/actor.mjs b/src/datamodels/module/documents/actor.mjs new file mode 100644 index 0000000..337aeb5 --- /dev/null +++ b/src/datamodels/module/documents/actor.mjs @@ -0,0 +1,45 @@ +/** + * Extend the base Actor document by defining a custom roll data structure which is ideal for the Simple system. + * @extends {Actor} + */ +export class BoilerplateActor extends Actor { + /** @override */ + prepareData() { + // Prepare data for the actor. Calling the super version of this executes + // the following, in order: data reset (to clear active effects), + // prepareBaseData(), prepareEmbeddedDocuments() (including active effects), + // prepareDerivedData(). + super.prepareData(); + } + + /** @override */ + prepareBaseData() { + // Data modifications in this step occur before processing embedded + // documents or derived data. + } + + /** + * @override + * Augment the actor source data with additional dynamic data that isn't + * handled by the actor's DataModel. Data calculated in this step should be + * available both inside and outside of character sheets (such as if an actor + * is queried and has a roll executed directly from it). + */ + prepareDerivedData() { + const actorData = this; + const flags = actorData.flags.boilerplate || {}; + } + + /** + * + * @override + * Augment the actor's default getRollData() method by appending the data object + * generated by the its DataModel's getRollData(), or null. This polymorphic + * approach is useful when you have actors & items that share a parent Document, + * but have slightly different data preparation needs. + */ + getRollData() { + return { ...super.getRollData(), ...this.system.getRollData?.() ?? null }; + } + +} diff --git a/src/datamodels/module/documents/item.mjs b/src/datamodels/module/documents/item.mjs new file mode 100644 index 0000000..a641e17 --- /dev/null +++ b/src/datamodels/module/documents/item.mjs @@ -0,0 +1,71 @@ +/** + * Extend the basic Item with some very simple modifications. + * @extends {Item} + */ +export class BoilerplateItem extends Item { + /** + * Augment the basic Item data model with additional dynamic data. + */ + prepareData() { + // As with the actor class, items are documents that can have their data + // preparation methods overridden (such as prepareBaseData()). + super.prepareData(); + } + + /** + * Prepare a data object which defines the data schema used by dice roll commands against this Item + * @override + */ + getRollData() { + // Starts off by populating the roll data with `this.system` + const rollData = { ...super.getRollData() }; + + // Quit early if there's no parent actor + if (!this.actor) return rollData; + + // If present, add the actor's roll data + rollData.actor = this.actor.getRollData(); + + return rollData; + } + + /** + * Handle clickable rolls. + * @param {Event} event The originating click event + * @private + */ + async roll() { + const item = this; + + // Initialize chat data. + const speaker = ChatMessage.getSpeaker({ actor: this.actor }); + const rollMode = game.settings.get('core', 'rollMode'); + const label = `[${item.type}] ${item.name}`; + + // If there's no roll data, send a chat message. + if (!this.system.formula) { + ChatMessage.create({ + speaker: speaker, + rollMode: rollMode, + flavor: label, + content: item.system.description ?? '', + }); + } + // Otherwise, create a roll and send a chat message from it. + else { + // Retrieve roll data. + const rollData = this.getRollData(); + + // Invoke the roll and submit it to chat. + const roll = new Roll(rollData.formula, rollData.actor); + // If you need to store the value first, uncomment the next line. + // const result = await roll.evaluate(); + roll.toMessage({ + speaker: speaker, + rollMode: rollMode, + flavor: label, + }); + return roll; + } + } +} diff --git a/src/datamodels/module/sheets/actor-sheet.mjs b/src/datamodels/module/sheets/actor-sheet.mjs new file mode 100644 index 0000000..af3987e --- /dev/null +++ b/src/datamodels/module/sheets/actor-sheet.mjs @@ -0,0 +1,246 @@ +import { + onManageActiveEffect, + prepareActiveEffectCategories, +} from '../helpers/effects.mjs'; + +/** + * Extend the basic ActorSheet with some very simple modifications + * @extends {ActorSheet} + */ +export class BoilerplateActorSheet extends ActorSheet { + /** @override */ + static get defaultOptions() { + return foundry.utils.mergeObject(super.defaultOptions, { + classes: ['boilerplate', 'sheet', 'actor'], + width: 600, + height: 600, + tabs: [ + { + navSelector: '.sheet-tabs', + contentSelector: '.sheet-body', + initial: 'features', + }, + ], + }); + } + + /** @override */ + get template() { + return `systems/boilerplate/templates/actor/actor-${this.actor.type}-sheet.hbs`; + } + + /* -------------------------------------------- */ + + /** @override */ + getData() { + // Retrieve the data structure from the base sheet. You can inspect or log + // the context variable to see the structure, but some key properties for + // sheets are the actor object, the data object, whether or not it's + // editable, the items array, and the effects array. + const context = super.getData(); + + // Use a safe clone of the actor data for further operations. + const actorData = context.data; + + // Add the actor's data to context.data for easier access, as well as flags. + context.system = actorData.system; + context.flags = actorData.flags; + + // Prepare character data and items. + if (actorData.type == 'character') { + this._prepareItems(context); + this._prepareCharacterData(context); + } + + // Prepare NPC data and items. + if (actorData.type == 'npc') { + this._prepareItems(context); + } + + // Add roll data for TinyMCE editors. + context.rollData = context.actor.getRollData(); + + // Prepare active effects + context.effects = prepareActiveEffectCategories( + // A generator that returns all effects stored on the actor + // as well as any items + this.actor.allApplicableEffects() + ); + + return context; + } + + /** + * Organize and classify Items for Character sheets. + * + * @param {Object} actorData The actor to prepare. + * + * @return {undefined} + */ + _prepareCharacterData(context) { + // Handle ability scores. + // for (let [k, v] of Object.entries(context.system.abilities)) { + // v.label = game.i18n.localize(CONFIG.BOILERPLATE.abilities[k]) ?? k; + // } + } + + /** + * Organize and classify Items for Character sheets. + * + * @param {Object} actorData The actor to prepare. + * + * @return {undefined} + */ + _prepareItems(context) { + // Initialize containers. + const gear = []; + const features = []; + const spells = { + 0: [], + 1: [], + 2: [], + 3: [], + 4: [], + 5: [], + 6: [], + 7: [], + 8: [], + 9: [], + }; + + // Iterate through items, allocating to containers + for (let i of context.items) { + i.img = i.img || Item.DEFAULT_ICON; + // Append to gear. + if (i.type === 'item') { + gear.push(i); + } + // Append to features. + else if (i.type === 'feature') { + features.push(i); + } + // Append to spells. + else if (i.type === 'spell') { + if (i.system.spellLevel != undefined) { + spells[i.system.spellLevel].push(i); + } + } + } + + // Assign and return + context.gear = gear; + context.features = features; + context.spells = spells; + } + + /* -------------------------------------------- */ + + /** @override */ + activateListeners(html) { + super.activateListeners(html); + + // Render the item sheet for viewing/editing prior to the editable check. + html.on('click', '.item-edit', (ev) => { + const li = $(ev.currentTarget).parents('.item'); + const item = this.actor.items.get(li.data('itemId')); + item.sheet.render(true); + }); + + // ------------------------------------------------------------- + // Everything below here is only needed if the sheet is editable + if (!this.isEditable) return; + + // Add Inventory Item + html.on('click', '.item-create', this._onItemCreate.bind(this)); + + // Delete Inventory Item + html.on('click', '.item-delete', (ev) => { + const li = $(ev.currentTarget).parents('.item'); + const item = this.actor.items.get(li.data('itemId')); + item.delete(); + li.slideUp(200, () => this.render(false)); + }); + + // Active Effect management + html.on('click', '.effect-control', (ev) => { + const row = ev.currentTarget.closest('li'); + const document = + row.dataset.parentId === this.actor.id + ? this.actor + : this.actor.items.get(row.dataset.parentId); + onManageActiveEffect(ev, document); + }); + + // Rollable abilities. + html.on('click', '.rollable', this._onRoll.bind(this)); + + // Drag events for macros. + if (this.actor.isOwner) { + let handler = (ev) => this._onDragStart(ev); + html.find('li.item').each((i, li) => { + if (li.classList.contains('inventory-header')) return; + li.setAttribute('draggable', true); + li.addEventListener('dragstart', handler, false); + }); + } + } + + /** + * Handle creating a new Owned Item for the actor using initial data defined in the HTML dataset + * @param {Event} event The originating click event + * @private + */ + async _onItemCreate(event) { + event.preventDefault(); + const header = event.currentTarget; + // Get the type of item to create. + const type = header.dataset.type; + // Grab any data associated with this control. + const data = duplicate(header.dataset); + // Initialize a default name. + const name = `New ${type.capitalize()}`; + // Prepare the item object. + const itemData = { + name: name, + type: type, + system: data, + }; + // Remove the type from the dataset since it's in the itemData.type prop. + delete itemData.system['type']; + + // Finally, create the item! + return await Item.create(itemData, { parent: this.actor }); + } + + /** + * Handle clickable rolls. + * @param {Event} event The originating click event + * @private + */ + _onRoll(event) { + event.preventDefault(); + const element = event.currentTarget; + const dataset = element.dataset; + + // Handle item rolls. + if (dataset.rollType) { + if (dataset.rollType == 'item') { + const itemId = element.closest('.item').dataset.itemId; + const item = this.actor.items.get(itemId); + if (item) return item.roll(); + } + } + + // Handle rolls that supply the formula directly. + if (dataset.roll) { + let label = dataset.label ? `[ability] ${dataset.label}` : ''; + let roll = new Roll(dataset.roll, this.actor.getRollData()); + roll.toMessage({ + speaker: ChatMessage.getSpeaker({ actor: this.actor }), + flavor: label, + rollMode: game.settings.get('core', 'rollMode'), + }); + return roll; + } + } +} diff --git a/src/datamodels/module/sheets/item-sheet.mjs b/src/datamodels/module/sheets/item-sheet.mjs new file mode 100644 index 0000000..06751ba --- /dev/null +++ b/src/datamodels/module/sheets/item-sheet.mjs @@ -0,0 +1,77 @@ +import { + onManageActiveEffect, + prepareActiveEffectCategories, +} from '../helpers/effects.mjs'; + +/** + * Extend the basic ItemSheet with some very simple modifications + * @extends {ItemSheet} + */ +export class BoilerplateItemSheet extends ItemSheet { + /** @override */ + static get defaultOptions() { + return foundry.utils.mergeObject(super.defaultOptions, { + classes: ['boilerplate', 'sheet', 'item'], + width: 520, + height: 480, + tabs: [ + { + navSelector: '.sheet-tabs', + contentSelector: '.sheet-body', + initial: 'description', + }, + ], + }); + } + + /** @override */ + get template() { + const path = 'systems/boilerplate/templates/item'; + // Return a single sheet for all item types. + // return `${path}/item-sheet.hbs`; + + // Alternatively, you could use the following return statement to do a + // unique item sheet by type, like `weapon-sheet.hbs`. + return `${path}/item-${this.item.type}-sheet.hbs`; + } + + /* -------------------------------------------- */ + + /** @override */ + getData() { + // Retrieve base data structure. + const context = super.getData(); + + // Use a safe clone of the item data for further operations. + const itemData = context.data; + + // Retrieve the roll data for TinyMCE editors. + context.rollData = this.item.getRollData(); + + // Add the item's data to context.data for easier access, as well as flags. + context.system = itemData.system; + context.flags = itemData.flags; + + // Prepare active effects for easier access + context.effects = prepareActiveEffectCategories(this.item.effects); + + return context; + } + + /* -------------------------------------------- */ + + /** @override */ + activateListeners(html) { + super.activateListeners(html); + + // Everything below here is only needed if the sheet is editable + if (!this.isEditable) return; + + // Roll handlers, click handlers, etc. would go here. + + // Active Effect management + html.on('click', '.effect-control', (ev) => + onManageActiveEffect(ev, this.item) + ); + } +} diff --git a/src/datamodels/template.json b/src/datamodels/template.json new file mode 100644 index 0000000..434bb9f --- /dev/null +++ b/src/datamodels/template.json @@ -0,0 +1,8 @@ +{ + "Actor": { + "types": ["character", "npc"] + }, + "Item": { + "types": ["item", "feature", "spell"] + } +} diff --git a/src/generate-boilerplate-system.mjs b/src/generate-boilerplate-system.mjs new file mode 100644 index 0000000..05fa9c2 --- /dev/null +++ b/src/generate-boilerplate-system.mjs @@ -0,0 +1,275 @@ +import inquirer from 'inquirer'; +import replace from 'replace'; +import { glob, globSync } from 'glob'; +import fs from 'fs'; +import path from 'path'; + +/** + * System generator class. + * + * This class has several helper methods used to process files + * for the `npm run generate` command. This is later called in + * inquirer.promp().then() once user's terminal prompt answers + * have been returned. + */ +class SystemGenerator { + + constructor(answers) { + // Initialize our props. + this.packageName = answers.packageName.trim(); + this.titleName = answers.titleName.trim(); + this.className = answers.className.trim(); + this.constantName = answers.constantName.trim(); + this.dataModel = answers.dataModel ?? false; + // Transform answers. + this.packageName = this.transformPackageName(); + this.className = this.transformClassName(); + this.constantName = this.transformConstantName(); + // If the package name had non-alphanumeric character, create a version + // that can safely be used in object props. + this.propName = this.packageName.replaceAll('-', ''); + } + + /** + * Transform package name. + * + * @returns string + * Package name string, such as 'my-system' + */ + transformPackageName() { + const packageName = this.packageName ?? ''; + return packageName.toLowerCase().replaceAll(/[^a-z\d]/g, '-'); + } + + /** + * Transform class name. + * + * @returns string + * Class name string, such as 'MySystem' + */ + transformClassName() { + const className = this.className ?? this.packageName; + return className.replaceAll(/[^a-zA-Z\d]/g, ''); + } + + /** + * Transform constant name. + * + * @returns string + * Constant name string, such as 'MY_SYSTEM' + */ + transformConstantName() { + const constantName = this.constantName ?? this.packageName; + return constantName.toUpperCase().replaceAll(/[^A-Z\d]/g, '_'); + } + + /** + * Clean build directory. + * + * Delete the build directory so that we have a fresh start. + */ + cleanBuildDir() { + fs.rmSync(`build`, {recursive: true, force: true}); + } + + /** + * Copy files to build directory. + * + * @param {Array} files Array of file paths. + */ + copyFiles(files) { + files.forEach(source => { + fs.cpSync(source, `build/${this.packageName}/${source}`, {recursive: true}, (err) => { + if (err) throw err; + }); + }); + + // Handle data model conversion. + if (this.dataModel) { + const dataModelFiles = globSync('src/datamodels/*'); + dataModelFiles.forEach(source => { + const dest = source.replaceAll('\\', '/').replace('src/datamodels/', ''); + fs.cpSync(source, `build/${this.packageName}/${dest}`, {recursive: true, force: true}, (err) => { + if (err) throw err; + }); + }); + } + + // Remove data model source. + fs.rmSync(`build/${this.packageName}/src/datamodels`, {recursive: true, force: true}); + } + + /** + * Replace file contents. + * + * Replace refercnes to 'boilerplate', 'Boilerplate', and 'BOILERPLATE' + * in files copied over to the build directory. + */ + replaceFileContents() { + // Set patterns to iterate over later. + const replacements = [ + { + pattern: new RegExp(/game\.boilerplate/g), + replacement: `game.${this.propName}` + }, + { + pattern: new RegExp(/flags\.boilerplate/g), + replacement: `flags.${this.propName}` + }, + { + pattern: 'boilerplate', + replacement: this.packageName + }, + { + pattern: 'Boilerplate', + replacement: this.className + }, + { + pattern: 'BOILERPLATE', + replacement: this.constantName + } + ]; + + // Update title in system.json. + replace({ + regex: 'Boilerplate', + replacement: this.titleName, + paths: [`./build/${this.packageName}/system.json`], + silent: true + }); + + // Initialize our replacement options. + const replaceOptions = { + paths: [`./build/${this.packageName}/`], + recursive: true, + silent: true + }; + + // Update text based on the replacements array. + replacements.forEach(replacePair => { + replace({ + regex: replacePair.pattern, + replacement: replacePair.replacement, + ...replaceOptions + }) + }); + } + + /** + * Rename files. + * + * Rename files that had boilerplate in their name, such as + * css/boilerplate.css. + */ + renameFiles() { + glob(`build/${this.packageName}/**/*boilerplate*.*`).then(files => { + files.forEach(oldPath => { + const file = path.basename(oldPath); + const directory = path.dirname(oldPath); + fs.rename(oldPath, `${directory}/${file.replaceAll('boilerplate', this.packageName)}`, (err) => { + if (err) throw err; + }); + }) + }) + } + + /** + * Clean up package.json and build scripts. + * + * Removes this script and package-lock.json from the build directory. + * Removes scripts and devDependencies related to this script from + * package.json. + * + */ + cleanPackageJson() { + // Remove unneeded files. + fs.rmSync(`build/${this.packageName}/src/generate-boilerplate-system.mjs`); + fs.rmSync(`build/${this.packageName}/package-lock.json`); + + // Load package.json so that we can remove dev dependencies. + const pkgSrc = fs.readFileSync(`build/${this.packageName}/package.json`, "utf8"); + const pkgJson = JSON.parse(pkgSrc); + // Delete the dependencies used by this script. + delete pkgJson.scripts.generate; + delete pkgJson.devDependencies.glob; + delete pkgJson.devDependencies.prompt; + delete pkgJson.devDependencies.renamer; + delete pkgJson.devDependencies.replace; + delete pkgJson.devDependencies.inquirer; + // Write the new package.json + fs.writeFileSync(`build/${this.packageName}/package.json`, JSON.stringify(pkgJson, null, ' '), 'utf8'); + } +} + +/** + * Execute inquirer prompt for user input. + */ +inquirer + // Initialize prompts. + .prompt([ + { + type: 'input', + name: 'packageName', + message: 'Enter the package name of your system, such as "my-system" (alphanumeric characters and hyphens only):', + default: 'my-system' + }, + { + type: 'input', + name: 'titleName', + message: 'Enter the formatted name of your system, such as "My System":', + default: 'My System' + }, + { + type: 'input', + name: 'className', + message: 'Enter the name of your system for usage in JS classes, such as "MySystem" (alphanumeric characters only):', + default: 'MySystem' + }, + { + type: 'input', + name: 'constantName', + message: 'Enter the name of your system for usage in constants, such as "MY_SYSTEM" (alphanumeric characters and underscores only):', + default: 'MY_SYSTEM' + }, + { + type: 'confirm', + name: 'dataModel', + message: 'Use DataModel instead of template.json?', + default: false + } + ]) + // Handle answers. + .then((answers) => { + // Validate for empty values. + for (let [question, answer] of Object.entries(answers)) { + if (question === 'dataModel') continue; + if (!answer || !answer.length || answer.trim().length < 1) { + throw new Error(`${question} cannot be empty.`); + } + } + + // Initialize our generator class. + const generator = new SystemGenerator(answers); + + // Clean out our build directory. + generator.cleanBuildDir(); + + // Glob Boilerplate's files so that we can process them. + glob('*', {ignore: ['node_modules/**'] }).then(files => { + // Copy all files into the build dir. + generator.copyFiles(files); + // Replace boilerplate name mentions in files. + generator.replaceFileContents(); + // Rename files that had boilerplate in their name. + generator.renameFiles(); + // Remove generator files and update package.json. + generator.cleanPackageJson(); + }); + + // Output a success message. + console.log(`Success! Your system has been written to the ${generator.packageName}/ directory.`); + }) + // Handle errors. + .catch((error) => { + console.error(error); + }); \ No newline at end of file diff --git a/src/scss/boilerplate.scss b/src/scss/boilerplate.scss new file mode 100644 index 0000000..a6ef9b6 --- /dev/null +++ b/src/scss/boilerplate.scss @@ -0,0 +1,21 @@ +// Add custom fonts by visiting and search https://fonts.google.com +@import url('https://fonts.googleapis.com/css2?family=Roboto:wght@400;700&display=swap'); + +// Import utilities. +@import 'utils/typography'; +@import 'utils/colors'; +@import 'utils/mixins'; +@import 'utils/variables'; + +/* Global styles */ +@import 'global/window'; +@import 'global/grid'; +@import 'global/flex'; + +/* Styles limited to boilerplate sheets */ +.boilerplate { + @import 'components/forms'; + @import 'components/resource'; + @import 'components/items'; + @import 'components/effects'; +} diff --git a/scss/components/_effects.scss b/src/scss/components/_effects.scss similarity index 100% rename from scss/components/_effects.scss rename to src/scss/components/_effects.scss diff --git a/scss/components/_forms.scss b/src/scss/components/_forms.scss similarity index 62% rename from scss/components/_forms.scss rename to src/scss/components/_forms.scss index 80594bd..0e21369 100644 --- a/scss/components/_forms.scss +++ b/src/scss/components/_forms.scss @@ -34,16 +34,14 @@ } } -.sheet-tabs, .bio-tabs { +.sheet-tabs { flex: 0; } .sheet-body, -.bio-body, .sheet-body .tab, -.bio-body .tab { +.sheet-body .tab .editor { height: 100%; - // margin-top: 8px } .tox { @@ -54,30 +52,4 @@ .tox-edit-area { padding: 0 8px; } -} - -.roll-dialog .roll-label .description { - font-size: smaller; -} - -.actioncategory-value{ - width: 24px; - text-align: center; - height: auto; -} - -.actions-list{ - margin: 0; - text-align: center; - padding: 0; -} - - -// .prosemirror-editor { -// min-height: 2rem; -// } - -// .editor-container { -// min-height: 3rem; -// max-height: 8rem; -// } \ No newline at end of file +} \ No newline at end of file diff --git a/scss/components/_items.scss b/src/scss/components/_items.scss similarity index 66% rename from scss/components/_items.scss rename to src/scss/components/_items.scss index d58b1af..f6b10e4 100644 --- a/scss/components/_items.scss +++ b/src/scss/components/_items.scss @@ -20,9 +20,9 @@ } } -/* ----------------------------------------- */ -/* Items Lists */ -/* ----------------------------------------- */ +// ----------------------------------------- +// Items Lists +// ----------------------------------------- .items-list { list-style: none; @@ -41,15 +41,14 @@ // Item Name .item-name { - flex: 6; + flex: 2; margin: 0; overflow: hidden; font-size: 13px; text-align: left; align-items: center; display: flex; - h3, - h4 { + h3, h4 { margin: 0; white-space: nowrap; overflow-x: hidden; @@ -59,7 +58,7 @@ // Control Buttons .item-controls { display: flex; - flex: 0 0 auto; + flex: 0 0 100px; justify-content: flex-end; a { font-size: 12px; @@ -68,39 +67,12 @@ } } - .item-equipped { - cursor: default; - caret-color: transparent; - align-items: center; - text-align: center; - } - - .item-equipped > input { - appearance: none; - font-family: "Font Awesome 5 Free"; - font-size: 21px; - cursor: pointer; - &::before { - content: "\f0e9"; - font-weight: 400; - color: green; - } - - &:checked::before { - content: "\f0e9"; - font-weight: 900; - color: darkgreen; - } - } - // Individual Item .item { align-items: center; padding: 0 2px; // to align with the header border border-bottom: 1px solid $c-faint; - &:last-child { - border-bottom: none; - } + &:last-child { border-bottom: none; } .item-name { color: $c-dark; .item-image { @@ -133,12 +105,7 @@ font-size: 12px; text-align: center; } - .items-header-name { - padding-left: 5px; - text-align: left; - // font-size: 16px; - } - .items-header-equipped { + .item-name { padding-left: 5px; text-align: left; // font-size: 16px; @@ -146,8 +113,9 @@ } } -/* Example style for Candelafvtt (can be removed if not needed) */ +// Example style for Boilerplate (can be removed if not needed). .item-formula { + flex: 0 0 200px; padding: 0 8px; -} +} \ No newline at end of file diff --git a/src/scss/components/_resource.scss b/src/scss/components/_resource.scss new file mode 100644 index 0000000..5c9b910 --- /dev/null +++ b/src/scss/components/_resource.scss @@ -0,0 +1,3 @@ +.resource-label { + font-weight: bold; +} \ No newline at end of file diff --git a/scss/global/_flex.scss b/src/scss/global/_flex.scss similarity index 90% rename from scss/global/_flex.scss rename to src/scss/global/_flex.scss index c4823c6..a5a5666 100644 --- a/scss/global/_flex.scss +++ b/src/scss/global/_flex.scss @@ -43,12 +43,4 @@ .align-center { justify-content: center; text-align: center; -} - -.bold { - font-weight: 700; -} - -.italic { - font-style: italic; } \ No newline at end of file diff --git a/scss/global/_grid.scss b/src/scss/global/_grid.scss similarity index 55% rename from scss/global/_grid.scss rename to src/scss/global/_grid.scss index 273b801..16839df 100644 --- a/scss/global/_grid.scss +++ b/src/scss/global/_grid.scss @@ -60,70 +60,26 @@ } // Grid offset. -.grid-start-2 { - grid-column-start: 2; -} -.grid-start-3 { - grid-column-start: 3; -} -.grid-start-4 { - grid-column-start: 4; -} -.grid-start-5 { - grid-column-start: 5; -} -.grid-start-6 { - grid-column-start: 6; -} -.grid-start-7 { - grid-column-start: 7; -} -.grid-start-8 { - grid-column-start: 8; -} -.grid-start-9 { - grid-column-start: 9; -} -.grid-start-10 { - grid-column-start: 10; -} -.grid-start-11 { - grid-column-start: 11; -} -.grid-start-12 { - grid-column-start: 12; -} +.grid-start-2 { grid-column-start: 2 } +.grid-start-3 { grid-column-start: 3 } +.grid-start-4 { grid-column-start: 4 } +.grid-start-5 { grid-column-start: 5 } +.grid-start-6 { grid-column-start: 6 } +.grid-start-7 { grid-column-start: 7 } +.grid-start-8 { grid-column-start: 8 } +.grid-start-9 { grid-column-start: 9 } +.grid-start-10 { grid-column-start: 10 } +.grid-start-11 { grid-column-start: 11 } +.grid-start-12 { grid-column-start: 12 } -.grid-span-2 { - grid-column-end: span 2; -} -.grid-span-3 { - grid-column-end: span 3; -} -.grid-span-4 { - grid-column-end: span 4; -} -.grid-span-5 { - grid-column-end: span 5; -} -.grid-span-6 { - grid-column-end: span 6; -} -.grid-span-7 { - grid-column-end: span 7; -} -.grid-span-8 { - grid-column-end: span 8; -} -.grid-span-9 { - grid-column-end: span 9; -} -.grid-span-10 { - grid-column-end: span 10; -} -.grid-span-11 { - grid-column-end: span 11; -} -.grid-span-12 { - grid-column-end: span 12; -} +.grid-span-2 { grid-column-end: span 2 } +.grid-span-3 { grid-column-end: span 3 } +.grid-span-4 { grid-column-end: span 4 } +.grid-span-5 { grid-column-end: span 5 } +.grid-span-6 { grid-column-end: span 6 } +.grid-span-7 { grid-column-end: span 7 } +.grid-span-8 { grid-column-end: span 8 } +.grid-span-9 { grid-column-end: span 9 } +.grid-span-10 { grid-column-end: span 10 } +.grid-span-11 { grid-column-end: span 11 } +.grid-span-12 { grid-column-end: span 12 } diff --git a/src/scss/global/_window.scss b/src/scss/global/_window.scss new file mode 100644 index 0000000..97581e5 --- /dev/null +++ b/src/scss/global/_window.scss @@ -0,0 +1,12 @@ +.window-app { + font-family: $font-primary; +} + +.rollable { + &:hover, + &:focus { + color: #000; + text-shadow: 0 0 10px red; + cursor: pointer; + } +} \ No newline at end of file diff --git a/scss/utils/_colors.scss b/src/scss/utils/_colors.scss similarity index 86% rename from scss/utils/_colors.scss rename to src/scss/utils/_colors.scss index 372a80e..fc43cab 100644 --- a/scss/utils/_colors.scss +++ b/src/scss/utils/_colors.scss @@ -4,4 +4,4 @@ $c-black: #000; $c-dark: #191813; $c-faint: #c9c7b8; $c-beige: #b5b3a4; -$c-tan: #444; +$c-tan: #444; \ No newline at end of file diff --git a/src/scss/utils/_mixins.scss b/src/scss/utils/_mixins.scss new file mode 100644 index 0000000..69dd2ad --- /dev/null +++ b/src/scss/utils/_mixins.scss @@ -0,0 +1,16 @@ +@mixin element-invisible { + position: absolute; + + width: 1px; + height: 1px; + margin: -1px; + border: 0; + padding: 0; + + clip: rect(0 0 0 0); + overflow: hidden; +} + +@mixin hide { + display: none; +} \ No newline at end of file diff --git a/src/scss/utils/_typography.scss b/src/scss/utils/_typography.scss new file mode 100644 index 0000000..0c44234 --- /dev/null +++ b/src/scss/utils/_typography.scss @@ -0,0 +1,2 @@ +$font-primary: 'Roboto', sans-serif; +$font-secondary: 'Roboto', sans-serif; \ No newline at end of file diff --git a/scss/utils/_variables.scss b/src/scss/utils/_variables.scss similarity index 61% rename from scss/utils/_variables.scss rename to src/scss/utils/_variables.scss index 260808e..6d22f61 100644 --- a/scss/utils/_variables.scss +++ b/src/scss/utils/_variables.scss @@ -2,4 +2,4 @@ $padding-sm: 5px; $padding-md: 10px; $padding-lg: 20px; -$border-groove: 2px groove #eeede0; +$border-groove: 2px groove #eeede0; \ No newline at end of file diff --git a/system (2).json b/system (2).json new file mode 100644 index 0000000..ee1d608 --- /dev/null +++ b/system (2).json @@ -0,0 +1,51 @@ +{ + "id": "boilerplate", + "title": "Boilerplate", + "description": "The Boilerplate system for FoundryVTT!", + "authors": [ + { + "name": "Asacolips", + "discord": "asacolips" + }, + { + "name": "Lee Talman", + "discord": ".pizzaWizard" + } + ], + "url": "Replace this with a link to your public repository", + "license": "LICENSE.txt", + "readme": "README.md", + "bugs": "Replace this with a link to file issues or tickets", + "changelog": "CHANGELOG.md", + "media": [ + { + "type": "setup", + "url": "systems/boilerplate/assets/anvil-impact.png", + "thumbnail": "systems/boilerplate/assets/anvil-impact.png" + } + ], + "version": "2.0.0", + "compatibility": { + "minimum": 11, + "verified": "11.315" + }, + "esmodules": ["module/boilerplate.mjs"], + "styles": ["css/boilerplate.css"], + "languages": [ + { + "lang": "en", + "name": "English", + "path": "lang/en.json" + } + ], + "packs": [], + "packFolders": [], + "socket": false, + "manifest": "Replace this with a link to the /latest release system.json so people can receive updates after they've installed the system", + "download": "This must link to a .zip file of the current version", + "background": "systems/boilerplate/assets/anvil-impact.png", + "gridDistance": 5, + "gridUnits": "ft", + "primaryTokenAttribute": "health", + "secondaryTokenAttribute": "power" +} diff --git a/system.json b/system.json index ea7fb84..e73f9c8 100644 --- a/system.json +++ b/system.json @@ -11,62 +11,17 @@ "url": "https://github.com/ceriath" } ], - "esmodules": ["module/candelafvtt.mjs"], - "styles": ["css/candelafvtt.css"], + "esmodules": ["module/daggerheart.mjs"], + "styles": ["css/daggerheart.css"], "packs": [ { "name": "roles", "label": "Roles", - "system": "candelafvtt", + "system": "daggerheart", "path": "packs/roles", "type": "Item", "private": false, "flags": {} - }, - { - "name": "specialties", - "label": "Specialties", - "system": "candelafvtt", - "path": "packs/specialties", - "type": "Item", - "private": false, - "flags": {} - }, - { - "name": "abilities", - "label": "Abilities", - "system": "candelafvtt", - "path": "packs/abilities", - "type": "Item", - "private": false, - "flags": {} - }, - { - "name": "gear", - "label": "Gear", - "system": "candelafvtt", - "path": "packs/gear", - "type": "Item", - "private": false, - "flags": {} - }, - { - "name": "illumination-keys", - "label": "Illumination Keys", - "system": "candelafvtt", - "path": "packs/illumination-keys", - "type": "Item", - "private": false, - "flags": {} - }, - { - "name": "manual", - "label": "System Manual", - "system": "candelafvtt", - "path": "packs/manual", - "type": "JournalEntry", - "private": true, - "flags": {} } ], "languages": [ @@ -74,16 +29,6 @@ "lang": "en", "name": "English", "path": "lang/en.json" - }, - { - "lang": "de", - "name": "German", - "path": "lang/de.json" - }, - { - "lang": "es", - "name": "Español", - "path": "lang/es.json" } ], "compatibility": { @@ -94,8 +39,8 @@ "gridUnits": "ft", "primaryTokenAttribute": "health", "secondaryTokenAttribute": "power", - "manifest": "https://github.com/ceriath/candelafvtt/releases/latest/download/system.json", - "download": "https://github.com/ceriath/candelafvtt/releases/download/v0.0.4/candelafvtt-v0.0.4.zip", + "manifest": "", + "download": "", "changelog": "CHANGELOG.md" } diff --git a/templates/actor/actor-character-sheet.hbs b/templates/actor/actor-character-sheet.hbs index d084003..6c7306b 100644 --- a/templates/actor/actor-character-sheet.hbs +++ b/templates/actor/actor-character-sheet.hbs @@ -2,17 +2,9 @@ {{!-- Sheet Header --}}
-
-
{{ system.role.name }}
- -
{{ system.specialty.name }}
-
+
-

-

-
-

{{ system.circle.name }}

{{!-- The grid classes are defined in scss/global/_grid.scss. To use, use both the "grid" and "grid-Ncol" class where "N" can be any number from 1 to 12 and will create that number of columns. --}} @@ -21,18 +13,30 @@ {{!-- "flex-group-center" is also defined in the _grid.scss file and it will add a small amount of padding, a border, and will center all of its child elements content and text. --}} - - {{#each system.marks as |mark key|}} -
- {{ localize (concat "CANDELAFVTT." key - )}} -
- - / - {{mark.max}} +
+ +
+ + / + +
+
+ +
+ +
+ + / + +
+
+ +
+ +
+
- {{/each}}
@@ -41,35 +45,67 @@ {{!-- Sheet Tab Navigation --}} {{!-- Sheet Body --}}
- {{!-- Action --}} -
- {{> "systems/candelafvtt/templates/actor/parts/actor-actions.hbs"}} -
+ {{!-- Owned Features Tab --}} +
+
+ + + {{!-- For the main features list, span the right two columns --}} +
+ {{!-- This is a Handlebars partial. They're stored in the `/parts` folder next to this sheet, and defined in module/helpers/templates.mjs --}} + {{> "systems/boilerplate/templates/actor/parts/actor-features.hbs"}} +
+ +
{{!-- Biography Tab --}} -
- {{> "systems/candelafvtt/templates/actor/parts/actor-biography.hbs"}} +
+ {{!-- If you want TinyMCE editors to output inline rolls when rendered, you need to pass the actor's roll data to the rollData property. --}} + {{editor system.biography target="system.biography" rollData=rollData button=true owner=owner editable=editable}}
- {{!-- Owned Gear Tab --}} -
- {{> "systems/candelafvtt/templates/actor/parts/actor-gear.hbs"}} + {{!-- Owned Items Tab --}} +
+ {{> "systems/boilerplate/templates/actor/parts/actor-items.hbs"}} +
+ + {{!-- Owned Spells Tab --}} +
+ {{> "systems/boilerplate/templates/actor/parts/actor-spells.hbs"}} +
+ + {{!-- Active Effects Tab --}} +
+ {{> "systems/boilerplate/templates/actor/parts/actor-effects.hbs"}}
+{{log system}} + diff --git a/templates/actor/actor-circle-sheet.hbs b/templates/actor/actor-circle-sheet.hbs deleted file mode 100644 index 17f794c..0000000 --- a/templates/actor/actor-circle-sheet.hbs +++ /dev/null @@ -1,84 +0,0 @@ -
-
- {{!-- Sheet Header --}} -
- -
-

-
-
Chapter House
- - {{!--
Circle color
--}} -
{{colorPicker name="system.color" value=system.color default="#000000" class="grid-span-1"}}
-
- {{!-- The grid classes are defined in scss/global/_grid.scss. To use, - use both the "grid" and "grid-Ncol" class where "N" can be any number - from 1 to 12 and will create that number of columns. --}} -
- - {{!-- "flex-group-center" is also defined in the _grid.scss file - and it will add a small amount of padding, a border, and will - center all of its child elements content and text. --}} - - {{#each system.resources as |resource key|}} -
- {{ localize (concat "CANDELAFVTT." key - )}} -
- - / - {{resource.max}} -
-
- {{/each}} - -
-
-
- - {{!-- Sheet Tab Navigation --}} - - - {{!-- Sheet Body --}} -
- - {{!-- Abilities Tab --}} -
- -
{{ localize "CANDELAFVTT.abilities-description" }}
- {{> "systems/candelafvtt/templates/actor/parts/actor-abilities.hbs"}} -
- - {{!-- Members Tab --}} -
- {{> "systems/candelafvtt/templates/actor/parts/actor-members.hbs"}} -
- - {{!-- Biography Tab --}} -
- {{!-- If you want TinyMCE editors to output inline rolls when rendered, you need to pass the actor's roll data to the rollData property. --}} - {{editor system.biography target="system.biography" rollData=rollData button=true owner=owner editable=editable engine="prosemirror" class="prosemirror-editor" }} -
- - - {{!-- Illumination Tab --}} -
- {{> "systems/candelafvtt/templates/actor/parts/actor-illumination.hbs"}} -
- - {{!-- Gear Tab --}} -
- {{> "systems/candelafvtt/templates/actor/parts/actor-gear.hbs"}} -
- -
-
-
\ No newline at end of file diff --git a/templates/actor/actor-npc-sheet.hbs b/templates/actor/actor-npc-sheet.hbs new file mode 100644 index 0000000..a63e833 --- /dev/null +++ b/templates/actor/actor-npc-sheet.hbs @@ -0,0 +1,76 @@ +
+ + {{!-- Sheet Header --}} +
+ +
+

+ {{!-- The grid classes are defined in scss/global/_grid.scss. To use, + use both the "grid" and "grid-Ncol" class where "N" can be any number + from 1 to 12 and will create that number of columns. --}} +
+ + {{!-- "flex-group-center" is also defined in the _grid.scss file + and it will add a small amount of padding, a border, and will + center all of its child elements content and text. --}} +
+ +
+ + / + +
+
+ +
+ +
+ + / + +
+
+ +
+ +
+ + / + +
+
+ +
+
+
+ + {{!-- Sheet Tab Navigation --}} + + + {{!-- Sheet Body --}} +
+ + {{!-- Biography Tab --}} +
+ {{!-- If you want TinyMCE editors to output inline rolls when rendered, you need to pass the actor's roll data to the rollData property. --}} + {{editor system.biography target="system.biography" rollData=rollData button=true owner=owner editable=editable}} +
+ + {{!-- Owned Items Tab --}} +
+ {{> "systems/boilerplate/templates/actor/parts/actor-items.hbs"}} +
+ + {{!-- Active Effects Tab --}} +
+ {{> "systems/boilerplate/templates/actor/parts/actor-effects.hbs"}} +
+ +
+
+ diff --git a/templates/actor/parts/actor-abilities.hbs b/templates/actor/parts/actor-abilities.hbs deleted file mode 100644 index 0055a4f..0000000 --- a/templates/actor/parts/actor-abilities.hbs +++ /dev/null @@ -1,23 +0,0 @@ -
    -
  1. - -
  2. - {{#each abilities as |item id|}} -
  3. -
    - {{item.name}} -
    -
    - {{{item.system.description}}} -
    -
    -
    -
    - - -
    -
  4. - {{/each}} -
\ No newline at end of file diff --git a/templates/actor/parts/actor-actions.hbs b/templates/actor/parts/actor-actions.hbs deleted file mode 100644 index c58da53..0000000 --- a/templates/actor/parts/actor-actions.hbs +++ /dev/null @@ -1,67 +0,0 @@ -{{#each system.actionCategories as |actionCategory actionCategoryKey|}} -
- {{localize (concat 'CANDELAFVTT.' actionCategoryKey)}} - {{localize "CANDELAFVTT.drives"}} - - - / - - - {{localize "CANDELAFVTT.resistances"}} - - - / {{actionCategory.resistance.max}} - -
- -
    - {{#each actionCategory.actions as |action actionKey|}} -
  1. -
    - -
    - - {{localize - (concat 'CANDELAFVTT.' actionKey) - }} - {{localize - (concat 'CANDELAFVTT.' actionKey '-description') - }} - -
    - -
    -
  2. - {{/each}} -
-{{/each}} \ No newline at end of file diff --git a/templates/actor/parts/actor-biography.hbs b/templates/actor/parts/actor-biography.hbs deleted file mode 100644 index bdb6f6c..0000000 --- a/templates/actor/parts/actor-biography.hbs +++ /dev/null @@ -1,31 +0,0 @@ - - -
- -
- {{editor system.background target='system.background' rollData=rollData button=true owner=owner editable=editable engine='prosemirror' class='prosemirror-editor'}} -
-
- {{editor system.scars target='system.scars' rollData=rollData button=true owner=owner editable=editable engine='prosemirror' class='prosemirror-editor'}} -
-
- {{editor system.style target='system.style' rollData=rollData button=true owner=owner editable=editable engine='prosemirror' class='prosemirror-editor'}} -
-
- {{editor system.catalyst target='system.catalyst' rollData=rollData button=true owner=owner editable=editable engine='prosemirror' class='prosemirror-editor'}} -
-
- {{editor system.question target='system.question' rollData=rollData button=true owner=owner editable=editable engine='prosemirror' class='prosemirror-editor'}} -
-
- {{> 'systems/candelafvtt/templates/actor/parts/actor-illumination-keys.hbs' }} -
- -
\ No newline at end of file diff --git a/templates/actor/parts/actor-effects.hbs b/templates/actor/parts/actor-effects.hbs new file mode 100644 index 0000000..67a4bdd --- /dev/null +++ b/templates/actor/parts/actor-effects.hbs @@ -0,0 +1,38 @@ +
    + {{#each effects as |section sid|}} +
  1. +

    {{localize section.label}}

    +
    {{localize "BOILERPLATE.Effect.Source"}}
    +
    {{localize "EFFECT.TabDuration"}}
    + +
  2. + +
      + {{#each section.effects as |effect|}} +
    1. +
      + +

      {{effect.name}}

      +
      +
      {{effect.sourceName}}
      +
      {{effect.duration.label}}
      + +
    2. + {{/each}} +
    + {{/each}} +
diff --git a/templates/actor/parts/actor-features.hbs b/templates/actor/parts/actor-features.hbs new file mode 100644 index 0000000..889de0e --- /dev/null +++ b/templates/actor/parts/actor-features.hbs @@ -0,0 +1,46 @@ +
    +
  1. +
    {{localize 'Name'}}
    + +
  2. + {{#each features as |item id|}} +
  3. +
    +
    + + + +
    +

    {{item.name}}

    +
    + +
  4. + {{/each}} +
\ No newline at end of file diff --git a/templates/actor/parts/actor-gear.hbs b/templates/actor/parts/actor-gear.hbs deleted file mode 100644 index fa67b9a..0000000 --- a/templates/actor/parts/actor-gear.hbs +++ /dev/null @@ -1,26 +0,0 @@ -
    -
  1. -
    Equipped
    -
    Name
    - -
  2. - {{#each gear as |item id|}} -
  3. -
    - -
    -
    -
    - -
    -

    {{item.name}}

    -
    -
    - - -
    -
  4. - {{/each}} -
\ No newline at end of file diff --git a/templates/actor/parts/actor-illumination-keys.hbs b/templates/actor/parts/actor-illumination-keys.hbs deleted file mode 100644 index 1acc5b4..0000000 --- a/templates/actor/parts/actor-illumination-keys.hbs +++ /dev/null @@ -1,23 +0,0 @@ -
    -
  1. - -
  2. - {{#each illuminationKeys as |illuminationKey id|}} -
  3. -
    -
    - -
    -

    {{illuminationKey.name}}

    -
    -
    - - -
    -
  4. - {{/each}} -
diff --git a/templates/actor/parts/actor-illumination.hbs b/templates/actor/parts/actor-illumination.hbs deleted file mode 100644 index fadfb62..0000000 --- a/templates/actor/parts/actor-illumination.hbs +++ /dev/null @@ -1,23 +0,0 @@ -
{{ localize "CANDELAFVTT.illumination-description" }}
-
-
- - -
- {{#if (eq system.illumination.value system.illumination.max) }} - - {{ else }} - - {{/if}} - {{#each system.illuminationArray as | v | }} - {{#with ../system as |system|}} - {{#if (le v system.illumination.value) }} - - {{ else }} - - {{/if}} - {{/with }} - {{/each}} -
-
-
\ No newline at end of file diff --git a/templates/actor/parts/actor-items.hbs b/templates/actor/parts/actor-items.hbs new file mode 100644 index 0000000..3a84cad --- /dev/null +++ b/templates/actor/parts/actor-items.hbs @@ -0,0 +1,48 @@ +
    +
  1. +
    {{localize 'Name'}}
    +
    {{localize 'Roll Formula'}}
    + +
  2. + {{#each gear as |item id|}} +
  3. +
    +
    + + + +
    +

    {{item.name}}

    +
    +
    {{item.system.formula}}
    + +
  4. + {{/each}} +
\ No newline at end of file diff --git a/templates/actor/parts/actor-members.hbs b/templates/actor/parts/actor-members.hbs deleted file mode 100644 index 2013485..0000000 --- a/templates/actor/parts/actor-members.hbs +++ /dev/null @@ -1,17 +0,0 @@ -
    - {{#each system.members as |member id|}} - {{#with ../system as |system|}} -
  1. -

    {{member.name}}

    -
    - -
    -
  2. - {{/with}} - {{/each}} -
\ No newline at end of file diff --git a/templates/actor/parts/actor-spells.hbs b/templates/actor/parts/actor-spells.hbs new file mode 100644 index 0000000..2fc48ec --- /dev/null +++ b/templates/actor/parts/actor-spells.hbs @@ -0,0 +1,49 @@ +
    + {{#each spells as |spells spellLevel|}} +
  1. +
    + {{localize 'BOILERPLATE.Item.Spell.SpellLVL' level=spellLevel}} +
    + +
  2. + {{#each spells as |item id|}} +
  3. +
    +
    + +
    +

    {{item.name}}

    +
    + +
  4. + {{/each}} + {{/each}} +
\ No newline at end of file diff --git a/templates/item/item-ability-sheet.hbs b/templates/item/item-ability-sheet.hbs deleted file mode 100644 index 0fe6915..0000000 --- a/templates/item/item-ability-sheet.hbs +++ /dev/null @@ -1,23 +0,0 @@ -
-
- -
-

-
-
- - {{! Sheet Tab Navigation }} - - - {{! Sheet Body }} -
- - {{! Description Tab }} -
- {{editor system.description target='system.description' rollData=rollData button=true owner=owner editable=editable engine='prosemirror'}} -
-
- -
\ No newline at end of file diff --git a/templates/item/item-feature-sheet.hbs b/templates/item/item-feature-sheet.hbs new file mode 100644 index 0000000..8c8c0ae --- /dev/null +++ b/templates/item/item-feature-sheet.hbs @@ -0,0 +1,35 @@ +
+
+ +
+

+
+
+ + {{!-- Sheet Tab Navigation --}} + + + {{!-- Sheet Body --}} +
+ + {{!-- Description Tab --}} +
+ {{editor system.description target="system.description" rollData=rollData button=true owner=owner editable=editable}} +
+ + {{!-- Attributes Tab --}} +
+ {{!-- As you add new fields, add them in here! --}} +
+ + {{!-- Effects Tab --}} +
+ {{> "systems/boilerplate/templates/item/parts/item-effects.hbs"}} +
+
+ +
diff --git a/templates/item/item-gear-sheet.hbs b/templates/item/item-gear-sheet.hbs deleted file mode 100644 index 85f8167..0000000 --- a/templates/item/item-gear-sheet.hbs +++ /dev/null @@ -1,24 +0,0 @@ -
-
- -
-

-
-
- - {{! Sheet Tab Navigation }} - - - {{! Sheet Body }} -
- - {{! Description Tab }} -
- {{editor system.description target='system.description' rollData=rollData button=true owner=owner editable=editable engine='prosemirror'}} -
- -
- -
\ No newline at end of file diff --git a/templates/item/item-illuminationkey-sheet.hbs b/templates/item/item-illuminationkey-sheet.hbs deleted file mode 100644 index c999730..0000000 --- a/templates/item/item-illuminationkey-sheet.hbs +++ /dev/null @@ -1,21 +0,0 @@ -
-
- -
-

-
-
- - {{! Sheet Tab Navigation }} - - - {{! Sheet Body }} -
- {{! Description Tab }} -
- {{editor system.description target='system.description' rollData=rollData button=true owner=owner editable=editable engine='prosemirror'}} -
-
-
diff --git a/templates/item/item-item-sheet.hbs b/templates/item/item-item-sheet.hbs new file mode 100644 index 0000000..2a9aeff --- /dev/null +++ b/templates/item/item-item-sheet.hbs @@ -0,0 +1,62 @@ +
+
+ +
+

+
+
+ + +
+
+ + +
+
+
+
+ + {{!-- Sheet Tab Navigation --}} + + + {{!-- Sheet Body --}} +
+ + {{!-- Description Tab --}} +
+ {{!-- To render inline rolls in a TinyMCE editor, you need to pass the parent actor's (if any) roll data to the + rollData prop. --}} + {{editor system.description target="system.description" rollData=rollData button=true owner=owner + editable=editable}} +
+ + {{!-- Attributes Tab --}} +
+ {{!-- As you add new fields, add them in here! --}} +
+ + {{system.formula}} +
+
+ + +
+
+ + +
+
+ + +
+
+ +
+
+
+
+ +{{log system}} \ No newline at end of file diff --git a/templates/item/item-role-sheet.hbs b/templates/item/item-role-sheet.hbs deleted file mode 100644 index 6f34932..0000000 --- a/templates/item/item-role-sheet.hbs +++ /dev/null @@ -1,25 +0,0 @@ -
-
- -
-

-

ID:

-
-
- - {{! Sheet Tab Navigation }} - - - {{! Sheet Body }} -
- - {{! Description Tab }} -
- {{editor system.description target='system.description' rollData=rollData button=true owner=owner editable=editable engine='prosemirror'}} -
- -
- -
\ No newline at end of file diff --git a/templates/item/item-sheet.hbs b/templates/item/item-sheet.hbs index d2a9044..d247dbc 100644 --- a/templates/item/item-sheet.hbs +++ b/templates/item/item-sheet.hbs @@ -1,30 +1,30 @@ -{{! This template is a fallback for when items don't have more specific templates. }} -{{! Generally, you'll want to make more specific templates when possible. }} -
-
- -
-

-
-
+{{!-- This template is a fallback for when items don't have more specific templates. --}} +{{!-- Generally, you'll want to make more specific templates when possible. --}} + +
+ +
+

+
+
- {{! Sheet Tab Navigation }} - + {{!-- Sheet Tab Navigation --}} + - {{! Sheet Body }} -
+ {{!-- Sheet Body --}} +
- {{! Description Tab }} -
- {{editor system.description target='system.description' rollData=rollData button=true owner=owner editable=editable engine='prosemirror'}} -
+ {{!-- Description Tab --}} +
+ {{editor system.description target="system.description" rollData=rollData button=true owner=owner editable=editable}} +
- {{! Attributes Tab }} -
- {{! As you add new fields, add them in here! }} -
-
- \ No newline at end of file + {{!-- Attributes Tab --}} +
+ {{!-- As you add new fields, add them in here! --}} +
+
+ diff --git a/templates/item/item-specialty-sheet.hbs b/templates/item/item-specialty-sheet.hbs deleted file mode 100644 index b4c97d2..0000000 --- a/templates/item/item-specialty-sheet.hbs +++ /dev/null @@ -1,54 +0,0 @@ -
-
- -
-

-

ID:

-

Role ID:

-
-
- - {{! Sheet Tab Navigation }} - - - {{! Sheet Body }} -
- - {{! Description Tab }} -
- {{editor system.description target='system.description' rollData=rollData button=true owner=owner editable=editable engine='prosemirror'}} -
- - {{! Drives Tab }} -
-
    - {{#each system.drives as |drive key|}} -
  1. - - -
  2. - {{/each}} -
-
- - {{! ActionRating Tab }} -
-
    - {{#each system.actionRatings as |category categoryKey|}} - {{#each category as |action key|}} -
  1. - - -
  2. - {{/each}} - {{/each}} -
-
- -
- -
\ No newline at end of file diff --git a/templates/item/item-spell-sheet.hbs b/templates/item/item-spell-sheet.hbs new file mode 100644 index 0000000..7ebafdc --- /dev/null +++ b/templates/item/item-spell-sheet.hbs @@ -0,0 +1,32 @@ +
+
+ +
+

+
+
+ + {{!-- Sheet Tab Navigation --}} + + + {{!-- Sheet Body --}} +
+ + {{!-- Description Tab --}} +
+ {{editor system.description target="system.description" rollData=rollData button=true owner=owner editable=editable}} +
+ + {{!-- Attributes Tab --}} +
+ {{!-- As you add new fields, add them in here! --}} +
+ + +
+
+
+
diff --git a/templates/item/parts/item-effects.hbs b/templates/item/parts/item-effects.hbs new file mode 100644 index 0000000..054fc9b --- /dev/null +++ b/templates/item/parts/item-effects.hbs @@ -0,0 +1,38 @@ +
    + {{#each effects as |section sid|}} +
  1. +

    {{localize section.label}}

    +
    {{localize "BOILERPLATE.Effect.Source"}}
    +
    {{localize "EFFECT.TabDuration"}}
    + +
  2. + +
      + {{#each section.effects as |effect|}} +
    1. +
      + +

      {{effect.name}}

      +
      +
      {{effect.sourceName}}
      +
      {{effect.duration.label}}
      + +
    2. + {{/each}} +
    + {{/each}} +