updating readme and documentation
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### Verion 1.0.0 - 2021-06-03 [BREAKING CHANGE: COMPATIBILE WITH FOUNDRY 0.8.6 OR HIGHER ONLY!]
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* Changes to support 0.8.x Foundry
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* Changes to support 0.8.6+ Foundry
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* Revamped data model for actor sheet. Note due to the changes, the new system is not backwards compatible with older versions of Foundry now.
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* Rolls all asynchronous now. Should allow less work to be required in future versions when asynchronous rolls are required.
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* Enhancement - Added option to choose roll mode in the roll modifier dialogue for both percentile/lethality tests and damage rolls.
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# (Unofficial) Delta Green: The RPG Foundry System
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This is a fan made Foundry VTT system for Delta Green: The RPG, based on the _Agent's Handbook_ rule set from Arc Dream Publishing (_**not** the Call of Cthulu rules_).
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This is a fan made rules implementation (system) for [Foundry Virtual Tabletop](https://foundryvtt.com/) system for Delta Green: The RPG, based on the _Agent's Handbook_ rule set from Arc Dream Publishing (_**not** the Call of Cthulu rules_).
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This system is _unaffiliated_ with the Delta Green Partnership or Arc Dream Publishing (although they did give permission to make the system). Please consider supporting the publisher by buying a copy of the official rule book, which can be done here:
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@@ -9,14 +9,26 @@ More details on Delta Green can be found here:
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http://www.delta-green.com/
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More information on Foundry VTT:
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# System Overview
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https://foundryvtt.com/
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See samples of all tabs in the main agent character sheet [here](./documentation/images/agent_sheet_sample.md).
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Whatever system documentation currently exists can be found [here.](https://github.com/TheLastScrub/delta-green-foundry-vtt-system-unofficial/blob/master/documentation/home.md)
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The system automates most of the calculations on the sheet such as maximum HP/WP/SAN. Recalculating break points can be done by clicking a button. Clicking on labels for skills, sanity, x5 skill tests or weapon damage/lethality will automatically roll those tests or damage.
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Likewise, right-clicking or shift-clicking on a field will bring up a dialogue to modify that roll (default: +20).
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There are also some compendiums currently available with some of the more commonly used items that can be dragged directly onto a character sheet (and then modified as necessary).
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# System Status
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The system is now largely stable and publicably available in Foundry as an official system! There will still be tweaks here and there, but no major changes are currently planned.
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# Sample Agent Sheet Screenshots
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## Skills
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## Physical
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## Mental
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## Gear
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## CV
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## Contacts
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## Rolling Checks
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Most labels can be clicked to roll a check or test of some kind. If they can be clicked, they should glow red when the mouse is hovered over them. Shift-clicking or right-clicking will bring up a dialogue to allow modifying the roll.
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Most labels can be clicked to roll a check or test of some kind. If they can be clicked, they should glow red when the mouse is hovered over them.
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* Click on _SAN_ (label above current/max sanity) to roll a Sanity check.
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* Click on any of the skill labels (such as _Accounting_) to roll a skill test.
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* Click on a weapon name (on the _Gear_ tab) to roll the skill test associated with it (e.g. _Firearms_).
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* Click on the Damage/Lethality associated with a weapon to roll it.
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## Modifying Rolls On the Fly
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Shift-clicking or right-clicking will bring up a dialogue to allow modifying the roll.
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## Where are the Specialized Skills Like 'Science' and 'Pilot'?
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Only one 'Typed' skill is shown for an Agent by default, that being Art (Painting), and it is *below* all the other skills. It can be removed by clicking the trash icon inside the box for the skill. Likewise, new typed skills can be added by clicking the _+_ button just above the section.
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This allows adding any number of skills as needed, without having dead space for unused skills.
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## Why Does the 'Lethality' Roll Show Damage Even on a Success?
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For Lethality, the D100 test against the target lethality threshold is evaluated like a normal skill test. But regardless of the outcome, the damage associated with a non-lethal roll (2D10) is also displayed in paretheses as lethality does not affect some creatures.
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Note - the Lethality roll does not currently take into account the changes that rolling a critical on the associated attack roll involves. For example, on a critical _Firearms_ check with a weapon with a lethality of 10%, the threshold doubles to 20%, and if that check fails the resulting damage doubles as well.
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## Where is The Breaking Point Shown?
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It is under the _Mental_ tab, as are the boxes to tick for _Incidents of Sanity Loss Without Going Insane_ and an Agents _Motivations_ and _Disorders_.
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## "Inhuman Rules" - Why are Results for x5 Tests Different for Creatures with a x5 that is Greater than 100%?
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Per the rules in the Handler's Guide, if a creature has a physical attribute that is 20 or above (giving a x5 of 100% or higher), it is considered "inhuman" and all rolls that are not a 100 automatically succeed. Furthermore, any roll that is **below the attribute score** is a critical (on top of the normal critical rules). For example, if a monster had a strength of 25, giving a x5 of 125, that monster could score a critical not only by rolling a 33, but also by rolling anything 25 or under.
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## What is the Ritual Skill
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Per the rules in the Handler's Guide, the ritual skill is used (primarily) to activate rituals. It is calculated as 100 - SAN. E.g., the lower one's sanity, the easier ritual activation becomes. Like Unnatural, it cannot be improved through failure like other skills.
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{{!-- Sheet Tab Navigation --}}
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<nav class="sheet-tabs tabs" data-group="primary">
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<a class="item" data-tab="description">{{localize 'DG.ItemWindow.Gear.Description'}}</a>
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<a class="item" data-tab="attributes">{{localize 'DG.ItemWindow.Gear.Attributes'}}</a>
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<a class="item" data-tab="description">{{localize 'DG.ItemWindow.Gear.Description'}}</a>
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</nav>
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{{!-- Sheet Body --}}
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{{!-- Attributes Tab --}}
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<div class="tab attributes" data-group="primary" data-tab="attributes">
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<div class="resource">
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<label class="resource-label">{{localize 'DG.ItemWindow.Gear.Expense'}}</label>
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<label class="resource-label">{{localize 'DG.ItemWindow.Gear.Expense'}}:</label>
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<select name="data.expense" >
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<option {{#if_eq data.data.expense 'Incidental'}}selected{{/if_eq}} value="Incidental">{{localize 'DG.Gear.Expense.Incidental'}}</option>
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<option {{#if_eq data.data.expense 'Standard'}}selected{{/if_eq}} value="Standard">{{localize 'DG.Gear.Expense.Standard'}}</option>
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</select>
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</div>
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<div class="resource">
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<label class="resource-label">{{localize 'DG.ItemWindow.Gear.Equipped'}}</label>
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<label class="resource-label">{{localize 'DG.ItemWindow.Gear.Equipped'}}:</label>
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<input class="labeled-resource-checkbox" type="checkbox" name="data.equipped" {{checked data.data.equipped}} data-dtype="Boolean" />
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</div>
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</div>
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