added 'ritual' skill
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+2
-1
@@ -216,5 +216,6 @@
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"DG.Roll.Inhuman": "Inhuman",
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"DG.Tooltip.BreakPoint": "The current breaking point, reset when current sanity falls to or below this value. The starting breaking point is SAN - POW.",
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"DG.Tooltip.BreakPointReset": "Reset breaking point to be current SAN - WP."
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"DG.Tooltip.BreakPointReset": "Reset breaking point to be current SAN - WP.",
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"DG.Skills.ritual": "Ritual"
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}
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+2
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@@ -216,5 +216,6 @@
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"DG.Roll.Inhuman": "Inhumano",
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"DG.Tooltip.BreakPoint": "The current breaking point, reset when current sanity falls to or below this value. The starting breaking point is SAN - POW.",
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"DG.Tooltip.BreakPointReset": "Reset breaking point to be current SAN - WP."
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"DG.Tooltip.BreakPointReset": "Reset breaking point to be current SAN - WP.",
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"DG.Skills.ritual": "Ritual"
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}
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+2
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@@ -216,5 +216,6 @@
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"DG.Roll.Inhuman": "人ならざるもの",
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"DG.Tooltip.BreakPoint": "現在のブレーキポイント。初めの数値は「正気 ー 判断力」。",
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"DG.Tooltip.BreakPointReset": "ブレーキポイントをレセットする。新しい数値は「正気 ー 判断力」。"
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"DG.Tooltip.BreakPointReset": "ブレーキポイントをレセットする。新しい数値は「正気 ー 判断力」。",
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"DG.Skills.ritual": "秘儀"
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}
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+24
-1
@@ -34,6 +34,20 @@ export class DeltaGreenActor extends Actor {
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statistic.x5 = statistic.value * 5;
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}
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actorData.data.skills.ritual = {
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label: "Ritual",
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proficiency: 99 - actorData.data.sanity.value,
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cannotBeImprovedByFailure: true,
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failure: false
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};
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if(actorData.data.skills.ritual.proficiency > 99){
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actorData.data.skills.ritual.proficiency = 99
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}
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else if(actorData.data.skills.ritual.proficiency < 1){
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actorData.data.skills.ritual.proficiency = 1
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}
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// The unnatural skill is sort of special
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// It cannot be improved via failure, so add in a special property to reflect this
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// Mostly to make it easy to deactivate the failure checkbox in the GUI
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@@ -41,13 +55,22 @@ export class DeltaGreenActor extends Actor {
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if(key === 'unnatural'){
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skill.cannotBeImprovedByFailure = true;
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}
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else if(key==='luck'){
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else if(key === 'luck'){
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skill.cannotBeImprovedByFailure = true;
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}
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else{
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skill.cannotBeImprovedByFailure = false;
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}
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// For ritual skill, it's calculated, so add some logic to turn off changing that entirely.
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if(key === 'ritual'){
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skill.isCalculatedValue = true;
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}
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else{
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skill.isCalculatedValue = false;
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}
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}
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actorData.data.wp.max = actorData.data.statistics.pow.value;
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actorData.data.health.max = Math.ceil((actorData.data.statistics.con.value + actorData.data.statistics.str.value) / 2);
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@@ -84,7 +84,7 @@
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>
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{{ localize (concat "DG.Skills." key) }}
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</label>
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<input class="percentile-skill-input" type="text" name="data.skills.{{key}}.proficiency" value="{{skill.proficiency}}" data-dtype="Number"/>
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<input class="percentile-skill-input" type="text" name="data.skills.{{key}}.proficiency" value="{{skill.proficiency}}" data-dtype="Number" {{#if skill.isCalculatedValue}} disabled {{/if}}/>
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<input type="checkbox" name="data.skills.{{key}}.failure" {{checked skill.failure}} data-dtype="Boolean" {{#if skill.cannotBeImprovedByFailure}} disabled {{/if}}
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title="{{localize 'DG.Tooltip.SkillFailCheckbox'}}"
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/>
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