updating readme and documentation

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TheLastScrub
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### Verion 1.0.0 - 2021-06-03 [BREAKING CHANGE: COMPATIBILE WITH FOUNDRY 0.8.6 OR HIGHER ONLY!]
* Changes to support 0.8.x Foundry
* Changes to support 0.8.6+ Foundry
* Revamped data model for actor sheet. Note due to the changes, the new system is not backwards compatible with older versions of Foundry now.
* Rolls all asynchronous now. Should allow less work to be required in future versions when asynchronous rolls are required.
* 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
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_).
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_).
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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http://www.delta-green.com/
More information on Foundry VTT:
# System Overview
https://foundryvtt.com/
![Character Sheet Screenshot](/documentation/images/agent_sheet_skills_tab.png)
See samples of all tabs in the main agent character sheet [here](./documentation/images/agent_sheet_sample.md).
Whatever system documentation currently exists can be found [here.](https://github.com/TheLastScrub/delta-green-foundry-vtt-system-unofficial/blob/master/documentation/home.md)
![Character Sheet Skills Section Screenshot](./documentation/images/agent_sheet_skills_tab.png)
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.
![Example Rolls In Chat Window](./documentation/images/chat_rolls.png)
Likewise, right-clicking or shift-clicking on a field will bring up a dialogue to modify that roll (default: +20).
![Modify Roll Window](./documentation/images/modify_roll_dialogue.png)
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).
![Available Compendium Items](./documentation/images/compendiums.jpg)
# System Status
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
## Skills
![Character Sheet Screenshot](./images/agent_sheet_skills_tab.png)
## Physical
![Character Sheet Screenshot](./images/agent_sheet_physical_tab.png)
## Mental
![Character Sheet Screenshot](./images/agent_sheet_mental_tab.png)
## Gear
![Character Sheet Screenshot](./images/agent_sheet_gear_tab.png)
## CV
![Character Sheet Screenshot](./images/agent_sheet_cv_tab.png)
## Contacts
![Character Sheet Screenshot](./images/agent_sheet_contacts_tab.png)
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## Rolling Checks
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.
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.
* Click on _SAN_ (label above current/max sanity) to roll a Sanity check.
* Click on any of the skill labels (such as _Accounting_) to roll a skill test.
@@ -10,15 +10,32 @@ Most labels can be clicked to roll a check or test of some kind. If they can be
* Click on a weapon name (on the _Gear_ tab) to roll the skill test associated with it (e.g. _Firearms_).
* Click on the Damage/Lethality associated with a weapon to roll it.
## Modifying Rolls On the Fly
Shift-clicking or right-clicking will bring up a dialogue to allow modifying the roll.
![Modify Roll Window](./images/modify_roll_dialogue.png)
## Where are the Specialized Skills Like 'Science' and 'Pilot'?
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.
This allows adding any number of skills as needed, without having dead space for unused skills.
## Why Does the 'Lethality' Roll Show Damage Even on a Success?
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.
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.
## Where is The Breaking Point Shown?
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_.
## "Inhuman Rules" - Why are Results for x5 Tests Different for Creatures with a x5 that is Greater than 100%?
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.
## What is the Ritual Skill
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 --}}
<nav class="sheet-tabs tabs" data-group="primary">
<a class="item" data-tab="description">{{localize 'DG.ItemWindow.Gear.Description'}}</a>
<a class="item" data-tab="attributes">{{localize 'DG.ItemWindow.Gear.Attributes'}}</a>
<a class="item" data-tab="description">{{localize 'DG.ItemWindow.Gear.Description'}}</a>
</nav>
{{!-- Sheet Body --}}
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{{!-- Attributes Tab --}}
<div class="tab attributes" data-group="primary" data-tab="attributes">
<div class="resource">
<label class="resource-label">{{localize 'DG.ItemWindow.Gear.Expense'}}</label>
<label class="resource-label">{{localize 'DG.ItemWindow.Gear.Expense'}}:</label>
<select name="data.expense" >
<option {{#if_eq data.data.expense 'Incidental'}}selected{{/if_eq}} value="Incidental">{{localize 'DG.Gear.Expense.Incidental'}}</option>
<option {{#if_eq data.data.expense 'Standard'}}selected{{/if_eq}} value="Standard">{{localize 'DG.Gear.Expense.Standard'}}</option>
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</select>
</div>
<div class="resource">
<label class="resource-label">{{localize 'DG.ItemWindow.Gear.Equipped'}}</label>
<label class="resource-label">{{localize 'DG.ItemWindow.Gear.Equipped'}}:</label>
<input class="labeled-resource-checkbox" type="checkbox" name="data.equipped" {{checked data.data.equipped}} data-dtype="Boolean" />
</div>
</div>