damage bonus from str autocalculated
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@@ -318,7 +318,7 @@ export class DeltaGreenActorSheet extends ActorSheet {
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}
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if (dataset.roll) {
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//let roll = new Roll(dataset.roll, this.actor.data.data);
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let key = dataset.label ? dataset.label : '';
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let label = dataset.label ? `${dataset.label}` : '';
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let targetVal = "";
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@@ -382,6 +382,7 @@ export class DeltaGreenActorSheet extends ActorSheet {
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_resetBreakingPoint(event){
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event.preventDefault();
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let currentBreakingPoint = 0;
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currentBreakingPoint = this.actor.data.data.sanity.value - this.actor.data.data.statistics.pow.value;
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@@ -391,7 +392,9 @@ export class DeltaGreenActorSheet extends ActorSheet {
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}
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let updatedData = duplicate(this.actor.data.data);
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updatedData.sanity.currentBreakingPoint = currentBreakingPoint;
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this.actor.update({"data": updatedData});
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}
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@@ -123,7 +123,32 @@ export class DeltaGreenActor extends Actor {
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}
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actorData.data.health.protection = protection;
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// Damage Bonus/Malus From Strength in Hand-to-hand Combat (melee/unarmed)
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let bonus = 0;
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let sbonus = "";
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let strength = actorData.data.statistics.str;
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if(strength.value < 5){
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sbonus = "-2";
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bonus = -2;
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}
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else if(strength.value < 9){
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sbonus = "-1";
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bonus = -1;
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}
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else if(strength.value > 12 && strength.value < 17){
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sbonus = "+1";
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bonus = 1;
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}
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else if(strength.value > 16){
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sbonus = "+2";
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bonus = 2;
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}
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actorData.data.statistics.str.meleeDamageBonus = bonus;
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actorData.data.statistics.str.meleeDamageBonusFormula = sbonus;
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console.log(agent);
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}
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@@ -133,6 +133,30 @@ Hooks.once('init', async function() {
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}
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});
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Handlebars.registerHelper('calculateHandToHandCombatDamageFormulaBonus', function(strength) {
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try {
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let bonus = "";
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if(strength.value < 5){
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bonus = " - 2";
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}
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else if(strength.value < 9){
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bonus = " - 1";
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}
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else if(strength.value > 12 && strength < 17){
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bonus = " + 1";
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}
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else if(strength.value > 16){
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bonus = " + 2";
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}
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return bonus;
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} catch (error) {
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console.log(error);
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}
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});
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// looks at system setting for what font to use and returns the class that is then used in the handlebars template that
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// generates the character sheet.
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Handlebars.registerHelper('getFontFamilySystemSettingClass', function() {
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@@ -221,6 +245,7 @@ async function createDeltaGreenMacro(data, slot) {
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flags: { "deltagreen.itemMacro": true }
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});
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}
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game.user.assignHotbarMacro(macro, slot);
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return false;
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}
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@@ -235,6 +235,8 @@ export async function sendDamageRollToChat(actor, label, diceFormula, rollMode){
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rollMode = game.settings.get("core", "rollMode");
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}
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diceFormula += actor.data.data.statistics.str.meleeDamageBonusFormula;
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let roll = new Roll(diceFormula, actor.data.data);
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await roll.evaluate({async: true});
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@@ -275,8 +275,13 @@
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</h4>
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{{#unless item.data.data.isLethal}}
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<span class="rollable centered-item-property" data-rolltype="damage" data-target="damage" data-label="{{toUpperCase item.name}}" data-roll="{{toUpperCase item.data.data.damage}}">
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{{toUpperCase item.data.data.damage}}</span>
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<span class="rollable centered-item-property"
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data-rolltype="damage"
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data-target="damage"
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data-label="{{toUpperCase item.name}}"
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data-roll="{{toUpperCase item.data.data.damage}}">
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{{toUpperCase item.data.data.damage}}{{#if_eq item.data.data.skill 'unarmed_combat'}}{{actor.data.data.statistics.str.meleeDamageBonusFormula}}{{/if_eq}}{{#if_eq item.data.data.skill 'melee_weapons'}}{{actor.data.data.statistics.str.meleeDamageBonusFormula}}{{/if_eq}}</span>
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{{/unless}}
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{{#if item.data.data.isLethal}}
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