initial commit - basing this off of the Candela system implementation
commit
f51782b1b2
|
@ -0,0 +1 @@
|
|||
packs/** binary
|
|
@ -0,0 +1,42 @@
|
|||
name: Release
|
||||
|
||||
on:
|
||||
release:
|
||||
types: [published]
|
||||
|
||||
jobs:
|
||||
build:
|
||||
runs-on: ubuntu-latest
|
||||
|
||||
permissions:
|
||||
contents: write
|
||||
pull-requests: read
|
||||
steps:
|
||||
- uses: actions/checkout@v2
|
||||
|
||||
- name: Write raw version to env
|
||||
run: |
|
||||
echo "VERSION=${GITHUB_REF_NAME#v}" >> "$GITHUB_ENV"
|
||||
- name: Substitute version in manifest
|
||||
uses: microsoft/variable-substitution@v1
|
||||
with:
|
||||
files: 'system.json'
|
||||
env:
|
||||
version: ${{ env.VERSION }}
|
||||
download: https://github.com/${{github.repository}}/releases/download/${{github.event.release.tag_name}}/candelafvtt-${{github.event.release.tag_name}}.zip
|
||||
|
||||
- name: Install dependencies and build
|
||||
run: |
|
||||
npm install -g yarn
|
||||
yarn install
|
||||
sh build.sh ${{ env.VERSION }}
|
||||
- name: Update release with files
|
||||
uses: ncipollo/release-action@v1
|
||||
with:
|
||||
allowUpdates: true
|
||||
name: ${{ github.event.release.name }}
|
||||
draft: false
|
||||
token: ${{ secrets.GITHUB_TOKEN }}
|
||||
artifacts: 'dist/system.json,dist/candelafvtt-v${{ env.VERSION }}.zip'
|
||||
tag: ${{ github.event.release.tag_name }}
|
||||
body: ${{ github.event.release.body }}
|
|
@ -0,0 +1,24 @@
|
|||
# IDE
|
||||
.idea/
|
||||
.vs/
|
||||
.vscode/
|
||||
|
||||
# Node Modules
|
||||
node_modules/
|
||||
npm-debug.log
|
||||
|
||||
# Foundry
|
||||
*.lock
|
||||
!yarn.lock
|
||||
jsconfig.json
|
||||
foundry
|
||||
|
||||
./TODO
|
||||
|
||||
# exclude distribution
|
||||
dist/
|
||||
css/
|
||||
|
||||
# dont commit pack binaries, but src
|
||||
packs/*
|
||||
!packs/src
|
|
@ -0,0 +1,7 @@
|
|||
# IDE
|
||||
.idea/
|
||||
.vs/
|
||||
|
||||
# Node Modules
|
||||
node_modules/
|
||||
npm-debug.log
|
|
@ -0,0 +1,10 @@
|
|||
{
|
||||
"trailingComma": "es5",
|
||||
"tabWidth": 4,
|
||||
"semi": true,
|
||||
"singleQuote": true,
|
||||
"useTabs": false,
|
||||
"bracketSpacing": true,
|
||||
"arrowParens": "avoid",
|
||||
"printWidth": 180
|
||||
}
|
|
@ -0,0 +1,32 @@
|
|||
# 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
|
|
@ -0,0 +1,661 @@
|
|||
GNU AFFERO GENERAL PUBLIC LICENSE
|
||||
Version 3, 19 November 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU Affero General Public License is a free, copyleft license for
|
||||
software and other kinds of works, specifically designed to ensure
|
||||
cooperation with the community in the case of network server software.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
our General Public Licenses are intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
software for all its users.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
Developers that use our General Public Licenses protect your rights
|
||||
with two steps: (1) assert copyright on the software, and (2) offer
|
||||
you this License which gives you legal permission to copy, distribute
|
||||
and/or modify the software.
|
||||
|
||||
A secondary benefit of defending all users' freedom is that
|
||||
improvements made in alternate versions of the program, if they
|
||||
receive widespread use, become available for other developers to
|
||||
incorporate. Many developers of free software are heartened and
|
||||
encouraged by the resulting cooperation. However, in the case of
|
||||
software used on network servers, this result may fail to come about.
|
||||
The GNU General Public License permits making a modified version and
|
||||
letting the public access it on a server without ever releasing its
|
||||
source code to the public.
|
||||
|
||||
The GNU Affero General Public License is designed specifically to
|
||||
ensure that, in such cases, the modified source code becomes available
|
||||
to the community. It requires the operator of a network server to
|
||||
provide the source code of the modified version running there to the
|
||||
users of that server. Therefore, public use of a modified version, on
|
||||
a publicly accessible server, gives the public access to the source
|
||||
code of the modified version.
|
||||
|
||||
An older license, called the Affero General Public License and
|
||||
published by Affero, was designed to accomplish similar goals. This is
|
||||
a different license, not a version of the Affero GPL, but Affero has
|
||||
released a new version of the Affero GPL which permits relicensing under
|
||||
this license.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU Affero General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||
works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of an
|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Remote Network Interaction; Use with the GNU General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, if you modify the
|
||||
Program, your modified version must prominently offer all users
|
||||
interacting with it remotely through a computer network (if your version
|
||||
supports such interaction) an opportunity to receive the Corresponding
|
||||
Source of your version by providing access to the Corresponding Source
|
||||
from a network server at no charge, through some standard or customary
|
||||
means of facilitating copying of software. This Corresponding Source
|
||||
shall include the Corresponding Source for any work covered by version 3
|
||||
of the GNU General Public License that is incorporated pursuant to the
|
||||
following paragraph.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the work with which it is combined will remain governed by version
|
||||
3 of the GNU General Public License.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU Affero General Public License from time to time. Such new versions
|
||||
will be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU Affero General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU Affero General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU Affero General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU Affero General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Affero General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Affero General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If your software can interact with users remotely through a computer
|
||||
network, you should also make sure that it provides a way for users to
|
||||
get its source. For example, if your program is a web application, its
|
||||
interface could display a "Source" link that leads users to an archive
|
||||
of the code. There are many ways you could offer source, and different
|
||||
solutions will be better for different programs; see section 13 for the
|
||||
specific requirements.
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU AGPL, see
|
||||
<https://www.gnu.org/licenses/>.
|
|
@ -0,0 +1,56 @@
|
|||
# Candela Obscura for Foundry VTT
|
||||
|
||||
![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.
|
||||
|
||||
## Usage
|
||||
|
||||
There is an ingame compendium called "System Manual", that has a basic tutorial on how to create your characters and a circle.
|
||||
|
||||
## 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 improvements (including translations), feel free to open a pull request, i am happy to review and merge them!
|
||||
|
||||
## Credits
|
||||
|
||||
- This system and content is based on the [Candela Obscura Quickstart Guide](https://darringtonpress.com/candela/) written by Spenser Starke and Rowan Hall at Darrington Press and the [Candela Obscura Core Rulebook](https://darringtonpress.com/candela/) by Darrington Press under the [Darrington Press Community Gaming License](https://darringtonpress.com/license/). I don't have, nor do i claim, any rights regarding that content.
|
||||
If you like the system, you can find the books and more detail over at their Website [https://darringtonpress.com/candela/](https://darringtonpress.com/candela/)
|
||||
|
||||
- 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)
|
||||
|
||||
## 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)
|
||||
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.
|
|
@ -0,0 +1,4 @@
|
|||
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)
|
||||
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.
|
|
@ -0,0 +1,15 @@
|
|||
#!/bin/bash
|
||||
|
||||
if [ -z "$1" ]
|
||||
then
|
||||
echo "version number required, e.g. ./build.sh 1.0.0"
|
||||
exit 1
|
||||
fi
|
||||
rm -rf packs/abilities/ packs/gear/ packs/manual/ packs/roles/ packs/specialties/ packs/illumination-keys/
|
||||
rm -rf dist/
|
||||
rm -rf css/
|
||||
mkdir dist
|
||||
yarn gulp build
|
||||
yarn gulp pack
|
||||
zip -r dist/candelafvtt-v${1}.zip css/ img/ lang/ module/ packs/ templates/ ./CHANGELOG.md ./LICENSE.txt ./THIRD-PARTY-LICENSE.txt ./system.json ./template.json -x "packs/src/*"
|
||||
cp system.json dist/
|
|
@ -0,0 +1,74 @@
|
|||
const gulp = require('gulp');
|
||||
const prefix = require('gulp-autoprefixer');
|
||||
const sourcemaps = require('gulp-sourcemaps');
|
||||
const sass = require('gulp-sass')(require('sass'));
|
||||
|
||||
/* ----------------------------------------- */
|
||||
/* Compile Sass
|
||||
/* ----------------------------------------- */
|
||||
|
||||
// Small error handler helper function.
|
||||
function handleError(err) {
|
||||
console.log(err.toString());
|
||||
this.emit('end');
|
||||
}
|
||||
|
||||
const SYSTEM_SCSS = ['scss/**/*.scss'];
|
||||
function compileScss() {
|
||||
// Configure options for sass output. For example, 'expanded' or 'nested'
|
||||
let options = {
|
||||
outputStyle: 'expanded',
|
||||
};
|
||||
return gulp
|
||||
.src(SYSTEM_SCSS)
|
||||
.pipe(sourcemaps.init())
|
||||
.pipe(sass(options).on('error', handleError))
|
||||
.pipe(
|
||||
prefix({
|
||||
cascade: false,
|
||||
})
|
||||
)
|
||||
.pipe(sourcemaps.write())
|
||||
.pipe(gulp.dest('./css'));
|
||||
}
|
||||
const css = gulp.series(compileScss);
|
||||
|
||||
async function packAll() {
|
||||
const fvtt = await import('@foundryvtt/foundryvtt-cli');
|
||||
// Compile LevelDB compendium packs.
|
||||
await fvtt.compilePack('packs/src/abilities', 'packs/abilities');
|
||||
await fvtt.compilePack('packs/src/specialties', 'packs/specialties');
|
||||
await fvtt.compilePack('packs/src/roles', 'packs/roles');
|
||||
await fvtt.compilePack('packs/src/gear', 'packs/gear');
|
||||
await fvtt.compilePack('packs/src/manual', 'packs/manual');
|
||||
await fvtt.compilePack('packs/src/illumination-keys', 'packs/illumination-keys');
|
||||
}
|
||||
|
||||
async function unpackAll() {
|
||||
const fvtt = await import('@foundryvtt/foundryvtt-cli');
|
||||
// Decompile LevelDB compendium packs.
|
||||
await fvtt.extractPack('packs/abilities', 'packs/src/abilities');
|
||||
await fvtt.extractPack('packs/specialties', 'packs/src/specialties');
|
||||
await fvtt.extractPack('packs/roles', 'packs/src/roles');
|
||||
await fvtt.extractPack('packs/gear', 'packs/src/gear');
|
||||
await fvtt.extractPack('packs/manual', 'packs/src/manual');
|
||||
await fvtt.extractPack('packs/illumination-keys', 'packs/src/illumination-keys');
|
||||
}
|
||||
|
||||
/* ----------------------------------------- */
|
||||
/* Watch Updates
|
||||
/* ----------------------------------------- */
|
||||
|
||||
function watchUpdates() {
|
||||
gulp.watch(SYSTEM_SCSS, css);
|
||||
}
|
||||
|
||||
/* ----------------------------------------- */
|
||||
/* Export Tasks
|
||||
/* ----------------------------------------- */
|
||||
|
||||
exports.default = gulp.series(compileScss, watchUpdates);
|
||||
exports.build = gulp.series(compileScss);
|
||||
exports.pack = gulp.series(packAll);
|
||||
exports.unpack = gulp.series(unpackAll);
|
||||
exports.css = css;
|
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<g fill="#1a1a1a" fill-rule="evenodd">
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<path d="m1556.1 646.64c0 59.839-214.79 140.35-518.75 177.11-8.1688 0.98803-18.231 11.091-26.524 12.001-79.403 8.7115-164.36 13.772-252.66 13.772-75.733 0-149-3.7222-218.42-10.277-15.136-1.4292-17.274-12.147-32.029-13.837-311.34-35.65-547.49-118.01-547.49-178.77 1e-3 -76.846 360.91-64.414 801.6-64.414s794.28-12.432 794.28 64.414z"/>
|
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</g>
|
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</svg>
|
After Width: | Height: | Size: 1.5 KiB |
|
@ -0,0 +1,60 @@
|
|||
{
|
||||
"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!"
|
||||
|
||||
}
|
|
@ -0,0 +1,60 @@
|
|||
{
|
||||
"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!"
|
||||
|
||||
}
|
|
@ -0,0 +1,59 @@
|
|||
{
|
||||
"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!"
|
||||
}
|
|
@ -0,0 +1,188 @@
|
|||
// 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();
|
||||
});
|
||||
}
|
|
@ -0,0 +1,109 @@
|
|||
/**
|
||||
* 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;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,119 @@
|
|||
import { CANDELAFVTT } from '../helpers/config.mjs';
|
||||
|
||||
/**
|
||||
* Extend the base Actor document by defining a custom roll data structure.
|
||||
* @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();
|
||||
}
|
||||
|
||||
/** @override */
|
||||
prepareBaseData() {
|
||||
// Data modifications in this step occur before processing embedded
|
||||
// documents or derived data.
|
||||
}
|
||||
|
||||
/**
|
||||
* @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 || {};
|
||||
|
||||
// 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;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,70 @@
|
|||
/**
|
||||
* 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();
|
||||
}
|
||||
|
||||
/**
|
||||
* 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;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,21 @@
|
|||
export const CANDELAFVTT = {};
|
||||
|
||||
/**
|
||||
* The set of Ability Scores used within the system.
|
||||
* @type {Object}
|
||||
*/
|
||||
CANDELAFVTT.actionCategories = {
|
||||
nerve: 'CANDELAFVTT.nerve',
|
||||
cunning: 'CANDELAFVTT.cunning',
|
||||
intuition: 'CANDELAFVTT.intuition',
|
||||
};
|
||||
|
||||
CANDELAFVTT.types = {
|
||||
character: 'Character',
|
||||
circle: 'Circle',
|
||||
ability: 'Ability',
|
||||
gear: 'Gear',
|
||||
role: 'Role',
|
||||
specialty: 'Specialty',
|
||||
illuminationKey: 'IlluminationKey',
|
||||
};
|
|
@ -0,0 +1,17 @@
|
|||
/**
|
||||
* Define a set of template paths to pre-load
|
||||
* Pre-loaded templates are compiled and cached for fast access when rendering
|
||||
* @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',
|
||||
]);
|
||||
};
|
|
@ -0,0 +1,12 @@
|
|||
/*
|
||||
* 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;
|
||||
}
|
|
@ -0,0 +1,489 @@
|
|||
import { Action } from '../documents/action.mjs';
|
||||
import { deepFind } from '../helpers/util.mjs';
|
||||
|
||||
import { CANDELAFVTT } from '../helpers/config.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',
|
||||
},
|
||||
],
|
||||
});
|
||||
}
|
||||
|
||||
/** @override */
|
||||
get template() {
|
||||
return `systems/candelafvtt/templates/actor/actor-${this.actor.type.toLowerCase()}-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 = this.actor.toObject(false);
|
||||
|
||||
// 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);
|
||||
}
|
||||
|
||||
// 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 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: '<p>Please confirm you want to change your role. This will also reset your specialty.</p>',
|
||||
buttons: {
|
||||
yes: {
|
||||
icon: '<i class="fas fa-check"></i>',
|
||||
label: 'Yes',
|
||||
callback: async () => {
|
||||
await this.setSpecialty(null, true);
|
||||
await this.setRole(item);
|
||||
super._onDropItemCreate(item);
|
||||
},
|
||||
},
|
||||
no: {
|
||||
icon: '<i class="fas fa-times"></i>',
|
||||
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;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,68 @@
|
|||
/**
|
||||
* 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',
|
||||
},
|
||||
],
|
||||
});
|
||||
}
|
||||
|
||||
/** @override */
|
||||
get template() {
|
||||
const path = 'systems/candelafvtt/templates/item';
|
||||
// Return a single sheet for all item types.
|
||||
// return `${path}/item-sheet.html`;
|
||||
|
||||
// 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`;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @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;
|
||||
|
||||
// Retrieve the roll data for TinyMCE editors.
|
||||
context.rollData = {};
|
||||
let actor = this.object?.parent ?? null;
|
||||
if (actor) {
|
||||
context.rollData = actor.getRollData();
|
||||
}
|
||||
|
||||
// Add the actor's data to context.data for easier access, as well as flags.
|
||||
context.system = itemData.system;
|
||||
context.flags = itemData.flags;
|
||||
|
||||
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.
|
||||
}
|
||||
}
|
|
@ -0,0 +1,31 @@
|
|||
{
|
||||
"name": "candelafvtt",
|
||||
"version": "0.0.6",
|
||||
"description": "CSS compiler for the Candela FVTT system",
|
||||
"scripts": {
|
||||
"build": "gulp build",
|
||||
"compile": "gulp css",
|
||||
"watch": "gulp",
|
||||
"gulp": "gulp",
|
||||
"pack": "gulp pack",
|
||||
"unpack": "gulp unpack"
|
||||
},
|
||||
"browserslist": [
|
||||
"last 3 versions"
|
||||
],
|
||||
"author": "Ceriath",
|
||||
"license": "AGPL",
|
||||
"private": true,
|
||||
"devDependencies": {
|
||||
"@foundryvtt/foundryvtt-cli": "^1.0.0-rc.4",
|
||||
"gulp": "^4.0.2",
|
||||
"gulp-autoprefixer": "^8.0.0",
|
||||
"gulp-sass": "^5.1.0",
|
||||
"gulp-sourcemaps": "^3.0.0",
|
||||
"sass": "^1.53.0"
|
||||
},
|
||||
"dependencies": {
|
||||
"gulp-zip": "^5.1.0",
|
||||
"merge-stream": "^2.0.0"
|
||||
}
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "I5NXBGq8U9ujcUjJ",
|
||||
"name": "Adrenaline Rush",
|
||||
"type": "Ability",
|
||||
"_id": "bqZ7MgrU1kGUAFce",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>For each mark you take, you may immediately refresh a drive point of your choice.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "afQN9FzKCimXAThh",
|
||||
"name": "Anatomical Strike",
|
||||
"type": "Ability",
|
||||
"_id": "MRuyi9gQcWKrfMIR",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>You know where the body is most vulnerable. When attacking an enemy, you may roll Focus instead of Strike.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "6vaky6TqqCSAS3Fj",
|
||||
"name": "Back Against the Wall",
|
||||
"type": "Ability",
|
||||
"_id": "Z0KuKLdQv9m7XHyM",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>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.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "kIB8m3Tvk7eWbyFD",
|
||||
"name": "Basic Training",
|
||||
"type": "Ability",
|
||||
"_id": "pEw4rrXJskEIPyFi",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>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.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "I5NXBGq8U9ujcUjJ",
|
||||
"name": "Behind Me",
|
||||
"type": "Ability",
|
||||
"_id": "Ix1EGI7eJch1GkGq",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p><strong>Spend 1 Nerve</strong> 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. </p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "mp36wUJspNjiD4ZD",
|
||||
"name": "Bending Spoons",
|
||||
"type": "Ability",
|
||||
"_id": "Ac9iR3JdtTQuJ4fj",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>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.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "5c9CgKqBwAMZtuCN",
|
||||
"name": "Better Part of Valor",
|
||||
"type": "Ability",
|
||||
"_id": "EFJBJFfDo4dTbBz9",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>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.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "FZYxthrdGtyzcFcu",
|
||||
"name": "Blood of the Covenant",
|
||||
"type": "Ability",
|
||||
"_id": "XvODIpewdd8sTQ9M",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>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.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "kKB0r8jGyMupDHFV",
|
||||
"name": "Born in the Shadows",
|
||||
"type": "Ability",
|
||||
"_id": "BmMTchuIegB0mk6c",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>When attempting to avoid security or detection, gild an additional Hide die.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "5c9CgKqBwAMZtuCN",
|
||||
"name": "Chemical Concoction",
|
||||
"type": "Ability",
|
||||
"_id": "psWaUr4B4fteRZ1P",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>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:</p>\n<ul>\n<li>acidic</li>\n<li>explosive</li>\n<li>flammable</li>\n<li>loud</li>\n<li>sleep-inducing</li>\n<li>sticky</li>\n<li> toxic</li>\n</ul>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,19 @@
|
|||
{
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "mp36wUJspNjiD4ZD",
|
||||
"name": "Cold Read",
|
||||
"type": "Ability",
|
||||
"_id": "EWgr7eg56D6uKwpR",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>On a successful Sense roll, you know what ailment, stress, or loss a person has in their life, even if they’re hiding it.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "mp36wUJspNjiD4ZD",
|
||||
"name": "Commune",
|
||||
"type": "Ability",
|
||||
"_id": "M1P9RPtH4dPlMswA",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>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.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "kIB8m3Tvk7eWbyFD",
|
||||
"name": "Compartmentalization",
|
||||
"type": "Ability",
|
||||
"_id": "2DBpySGXcRCW3BHg",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>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.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "5CsAZLTQ6PObk7xZ",
|
||||
"name": "Cool Under Pressure",
|
||||
"type": "Ability",
|
||||
"_id": "UDiRcWiaCMZgKp7N",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>On any high-stakes roll, you may always spend Cunning instead of the drive the action falls under.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,19 @@
|
|||
{
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "apBHO24jw6SlmTmk",
|
||||
"name": "Death Defy",
|
||||
"type": "Ability",
|
||||
"_id": "MVTqbSPsBvVHN3E4",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>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.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,19 @@
|
|||
{
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "afQN9FzKCimXAThh",
|
||||
"name": "Dissection",
|
||||
"type": "Ability",
|
||||
"_id": "gHxKB6q4Fkz1XRIP",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>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.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,19 @@
|
|||
{
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "I5NXBGq8U9ujcUjJ",
|
||||
"name": "Endurance",
|
||||
"type": "Ability",
|
||||
"_id": "8WxggKKp5z72l9Nx",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>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.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "bsyyVtb1aOOd09Mo",
|
||||
"name": "Escape Artist",
|
||||
"type": "Ability",
|
||||
"_id": "Wt5MxxCdeJKO0Ern",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>Spend 1 Nerve to automatically escape ropes, cuffs, manacles, or a creature that has grappled you.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,19 @@
|
|||
{
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "FZYxthrdGtyzcFcu",
|
||||
"name": "Extend Your Senses",
|
||||
"type": "Ability",
|
||||
"_id": "dommOTOA3BrcaPCP",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>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</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,19 @@
|
|||
{
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "FqC3vG5Vs4WtBY7l",
|
||||
"name": "Field Experience",
|
||||
"type": "Ability",
|
||||
"_id": "aYEzeIjKNY1QIwRz",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>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 <strong>refresh 1 Nerve</strong> for everyone in your circle.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "bsyyVtb1aOOd09Mo",
|
||||
"name": "Flourish",
|
||||
"type": "Ability",
|
||||
"_id": "T24YQNPaJgolsaiX",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>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.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "FZYxthrdGtyzcFcu",
|
||||
"name": "Forbidden Ritual",
|
||||
"type": "Ability",
|
||||
"_id": "2mTjhNVso3JgBc0j",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>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: </p><ul><li><p>change the environment</p></li><li><p>conjure a phenomenon </p></li><li><p>save a dying person</p></li></ul>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "KQMl1Q0XhwyvdaSH",
|
||||
"name": "Forged in Fire",
|
||||
"type": "Ability",
|
||||
"_id": "zi9yOHW7NETfbPnp",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>When you help an ally on a roll, if they don’t succeed, you both earn back 1 drive point of your choice.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "kIB8m3Tvk7eWbyFD",
|
||||
"name": "Geared Up",
|
||||
"type": "Ability",
|
||||
"_id": "2jBik5qGrMkZmn6V",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>You and one ally in your circle may mark an additional gear slot during each assignment.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "FZYxthrdGtyzcFcu",
|
||||
"name": "Ghostblade",
|
||||
"type": "Ability",
|
||||
"_id": "BbxaDK3d3oENh5Cx",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>You can attune a ritual knife to yourself. If you coat it in your blood (<strong>take a Body mark</strong>), it can wound magickal beings and strike invisible or ethereal enemies.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "BdDJEb5rwyrK4TRe",
|
||||
"name": "Great Wards",
|
||||
"type": "Ability",
|
||||
"_id": "5tUDeZ0DWRDtLvz8",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>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.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "kKB0r8jGyMupDHFV",
|
||||
"name": "Hardened",
|
||||
"type": "Ability",
|
||||
"_id": "lhm25F10QYl6IJAa",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>When you take a scar, you may choose not to shift any action points as a result.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "5CsAZLTQ6PObk7xZ",
|
||||
"name": "I Know A Guy",
|
||||
"type": "Ability",
|
||||
"_id": "KaFoAn1bt7Rd3SqM",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>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</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "KQMl1Q0XhwyvdaSH",
|
||||
"name": "In This Together",
|
||||
"type": "Ability",
|
||||
"_id": "zi9yOHW7NETfbPnp",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>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.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "IvFtRXkiLPOqzKy4",
|
||||
"name": "In the Trenches",
|
||||
"type": "Ability",
|
||||
"_id": "dSRCi71Ejv2E57zD",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>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.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "IvFtRXkiLPOqzKy4",
|
||||
"name": "Insider Access",
|
||||
"type": "Ability",
|
||||
"_id": "FQYGIIyHAu13paZM",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>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.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "6vaky6TqqCSAS3Fj",
|
||||
"name": "Inspection",
|
||||
"type": "Ability",
|
||||
"_id": "O2QzndrViD88ZwkC",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>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.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "KQMl1Q0XhwyvdaSH",
|
||||
"name": "Interdisciplinary",
|
||||
"type": "Ability",
|
||||
"_id": "IJtiMTHF2Xo4VsBW",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>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.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "6vaky6TqqCSAS3Fj",
|
||||
"name": "Interrogation",
|
||||
"type": "Ability",
|
||||
"_id": "gOJ0RKRV5oamC9p8",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>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.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,19 @@
|
|||
{
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,19 @@
|
|||
{
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "mp36wUJspNjiD4ZD",
|
||||
"name": "Last Moments",
|
||||
"type": "Ability",
|
||||
"_id": "QluVqzcD5wvkKiqJ",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>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.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "5c9CgKqBwAMZtuCN",
|
||||
"name": "Learn from My Mistakes",
|
||||
"type": "Ability",
|
||||
"_id": "KTFgl8vdBczT2n2G",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>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.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "BdDJEb5rwyrK4TRe",
|
||||
"name": "Let Them In",
|
||||
"type": "Ability",
|
||||
"_id": "s1GQLWvN4fbJOR6A",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>Whenever you take one or more Bleed marks, you also gain additional information about the phenomenon that harmed you.</p>\n<p>Ask the GM a question about the source of the bleed.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "kKB0r8jGyMupDHFV",
|
||||
"name": "Leverage",
|
||||
"type": "Ability",
|
||||
"_id": "ODij6DfBZanInUUB",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>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.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "IvFtRXkiLPOqzKy4",
|
||||
"name": "Lie Detector",
|
||||
"type": "Ability",
|
||||
"_id": "D8KEoyBM5dD8DZok",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>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.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "afQN9FzKCimXAThh",
|
||||
"name": "Lifesaver",
|
||||
"type": "Ability",
|
||||
"_id": "GroNgmil4e8ubD03",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>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.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,19 @@
|
|||
{
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,19 @@
|
|||
{
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "FeHL1OMYpcHziIqi",
|
||||
"name": "Meticulous Notes",
|
||||
"type": "Ability",
|
||||
"_id": "0IOrgqsrzyTZ5udy",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>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.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "mp36wUJspNjiD4ZD",
|
||||
"name": "Miasma",
|
||||
"type": "Ability",
|
||||
"_id": "nY9b3vWelmvfDDFl",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>You can spend 1 Intuition to tell if and how a person or object has been affected by bleed.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "FqC3vG5Vs4WtBY7l",
|
||||
"name": "Mind Over Matter",
|
||||
"type": "Ability",
|
||||
"_id": "d90DI2B3JgmLKq1R",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>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.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "6vaky6TqqCSAS3Fj",
|
||||
"name": "Mind Palace",
|
||||
"type": "Ability",
|
||||
"_id": "hWfB4hqPMJgcNriV",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>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.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "bsyyVtb1aOOd09Mo",
|
||||
"name": "Misdirection",
|
||||
"type": "Ability",
|
||||
"_id": "rrDrVH54HAnAIeiE",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>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.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,19 @@
|
|||
{
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "FqC3vG5Vs4WtBY7l",
|
||||
"name": "Narrow Escape",
|
||||
"type": "Ability",
|
||||
"_id": "0KxTaXZ8h2xajq5D",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>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.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "KQMl1Q0XhwyvdaSH",
|
||||
"name": "Nobody Left Behind",
|
||||
"type": "Ability",
|
||||
"_id": "LbF1UJOpJmyHVAg6",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>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.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "afQN9FzKCimXAThh",
|
||||
"name": "Non-Combatant",
|
||||
"type": "Ability",
|
||||
"_id": "3QjYDgGgMNMXBw0W",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>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.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "FqC3vG5Vs4WtBY7l",
|
||||
"name": "Not Again",
|
||||
"type": "Ability",
|
||||
"_id": "kl821lb4p3BBWYw3",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>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.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "FqC3vG5Vs4WtBY7l",
|
||||
"name": "Obscure Lexicon",
|
||||
"type": "Ability",
|
||||
"_id": "wu2OmzXmryqEkyhn",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>When you encounter an ancient or esoteric language, you can spend 1 Intuition to understand what it says.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "FeHL1OMYpcHziIqi",
|
||||
"name": "Occult Researcher",
|
||||
"type": "Ability",
|
||||
"_id": "sYYn7d2jiJPQLrUh",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>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.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,19 @@
|
|||
{
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "KQMl1Q0XhwyvdaSH",
|
||||
"name": "One Last Run",
|
||||
"type": "Ability",
|
||||
"_id": "dVGupTxiEjvPxkPi",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>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.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "6vaky6TqqCSAS3Fj",
|
||||
"name": "One Step Ahead",
|
||||
"type": "Ability",
|
||||
"_id": "y1sddeigqEzq4kIE",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>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.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "IvFtRXkiLPOqzKy4",
|
||||
"name": "Open Book",
|
||||
"type": "Ability",
|
||||
"_id": "s43iwP48ehEaAXWW",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>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.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "afQN9FzKCimXAThh",
|
||||
"name": "Patch Up",
|
||||
"type": "Ability",
|
||||
"_id": "2R25mRhgOj6N4Dol",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>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.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "FZYxthrdGtyzcFcu",
|
||||
"name": "Play the Bait",
|
||||
"type": "Ability",
|
||||
"_id": "rKvMz8MnCJOdHZnJ",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>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</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "bsyyVtb1aOOd09Mo",
|
||||
"name": "Practiced Patter",
|
||||
"type": "Ability",
|
||||
"_id": "ql7ZBTNrawEREv1c",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>You’ve long rehearsed for a moment like this. When making a Sway or Hide roll, you may spend Intuition instead of Cunning</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "mp36wUJspNjiD4ZD",
|
||||
"name": "Premonitions",
|
||||
"type": "Ability",
|
||||
"_id": "Y0WuZS5OZZz4p5IL",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>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.</p>",
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
{
|
||||
"folder": "IvFtRXkiLPOqzKy4",
|
||||
"name": "Press Conference",
|
||||
"type": "Ability",
|
||||
"_id": "5QKYJmmPdGQTTjQD",
|
||||
"img": "icons/svg/item-bag.svg",
|
||||
"system": {
|
||||
"description": "<p>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.</p>",
|
||||
"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"
|
||||
}
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue