ready to package 1.0.5
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@@ -7,6 +7,7 @@
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* Enhancement - Added some buttons to the gear tab of the Agent's sheet that allow opening the compendiums for weapons or armor directly from the sheet.
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* Enhancement - Made tabs in nav bar, look a little bit more obviously like tabs.
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* Enhancement - Made it so that existing type skills are more editable now, to make using the pregens that have craft/language/science skills easier.
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* Enhancement - Added some GM-only fields to the CV section of the Agent and NPC sheets that supports values recording in Impossible Landscapes
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### Version 1.0.4 - 2022-02-05
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@@ -845,4 +845,56 @@ input.item-sheet-short-input{
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.add-typed-skill-button{
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margin: 10px;
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}
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.yellow-king{
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color: #a0912f;
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}
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.yellow-sign{
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font-weight: bold;
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text-shadow: 1px 1px #313a00;
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}
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.yellow-king-rotate1{
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transform: rotate(3deg);
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}
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.yellow-king-rotate4{
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transform: rotate(4deg);
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}
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.yellow-king-rotate2{
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transform: rotate(-1deg);
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}
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.yellow-king-rotate3{
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transform: rotate(5deg);
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}
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.yellow-king-grid-9col{
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display: grid;
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grid-template-columns: max-content 5px max-content max-content 20px max-content max-content 10px 35px;
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align-items: center;
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padding-bottom: 10px;
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}
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.yellow-king-grid-5col{
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display: grid;
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grid-template-columns: min-content 275px 20px min-content auto;
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align-items: center;
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padding-bottom: 10px;
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}
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.yellow-king span{
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margin-right: 10px;
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}
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.yellow-king input, .yellow-king select, .yellow-king textarea{
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color: #a0912f;
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font-weight: bold;
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}
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.yellow-king textarea:focus, .yellow-king input:focus{
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color: #a0912f;
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}
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+9
-2
@@ -146,7 +146,7 @@
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"DG.Tooltip.MaximumHP": "Maximum health is the average of STR + CON, rounded UP.",
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"DG.Tooltip.WP": "Willpower Points are mental fuel. Agents require Willpower Points to keep going despite exhaustion or mentally taxing situations. See page 47 of the Agent's Handbook for more detail.",
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"DG.Tooltip.MaximumWP": "Maximum WP is equal to POW.",
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"DG.Tooltip.SanityLabel": "Click to roll a sanity check...",
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"DG.Tooltip.SanityLabel": "Click to roll a SAN test...",
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"DG.Tooltip.CurrentSanityPartOne": "Current sanity, current breaking point is ",
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"DG.Tooltip.CurrentSanityPartTwo": ", click the SAN label above to roll a sanity check.",
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"DG.Tooltip.MaximumSanity": "Maximum sanity is equal to 99 - the Unnatural skill.",
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@@ -231,5 +231,12 @@
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"DG.UnnaturalSheet.ShortDescriptionFallbackText": "Description of creature or creature type",
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"DG.UnnaturalSheet.Tabs.NotesTabLabel": "Skills & Notes",
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"DG.UnnaturalSheet.Tabs.ItemsTabLabel": "Attacks & Abilities",
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"DG.NPCSheet.BreakPointAbbreviation": "BP"
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"DG.NPCSheet.BreakPointAbbreviation": "BP",
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"DG.ImpossibleLanscapes.IHaveSeenThe": "I HAVE SEEN THE",
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"DG.ImpossibleLanscapes.YellowSign": "YELLOW SIGN",
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"DG.ImpossibleLanscapes.CorruptionFirstHalf": "Corrup",
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"DG.ImpossibleLanscapes.CorruptionSecondHalf": "tion",
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"DG.ImpossibleLanscapes.Gift": "Gift",
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"DG.ImpossibleLanscapes.Insight": "Insight"
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}
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@@ -250,6 +250,10 @@ Hooks.once('init', async function() {
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});
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});
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Handlebars.registerHelper('playerHasGamemasterPrivileges', function(){
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return game.user.isGM;
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});
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Hooks.once("ready", async function() {
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// Wait to register hotbar drop hook on ready so that modules could register earlier if they want to
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Hooks.on("hotbarDrop", (bar, data, slot) => createDeltaGreenMacro(data, slot));
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@@ -495,6 +495,12 @@
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"sex": "",
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"age": "",
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"education": ""
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},
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"corruption":{
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"value": 0,
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"haveSeenTheYellowSign": false,
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"gift": "",
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"insight": ""
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}
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}
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},
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@@ -20,10 +20,35 @@
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<span>{{localize 'DG.CV.Education'}}</span>
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<input class="fill-remaining-space" type="text" name="data.biography.education" value="{{actor.data.data.biography.education}}" data-dtype="String" placeholder="{{localize 'DG.CV.EducationPlaceholder'}}" />
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</div>
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{{#if (playerHasGamemasterPrivileges)}}
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<div class="yellow-king yellow-king-grid-9col">
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<span class="yellow-king yellow-king-rotate2">{{localize 'DG.ImpossibleLanscapes.IHaveSeenThe'}}</span>
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<span></span>
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<span class="yellow-king yellow-sign">{{localize 'DG.ImpossibleLanscapes.YellowSign'}}</span>
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<input type="checkbox" name="data.corruption.haveSeenTheYellowSign" {{checked actor.data.data.corruption.haveSeenTheYellowSign}} data-dtype="Boolean" />
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<span></span>
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<span class="yellow-king yellow-king-rotate1">{{localize 'DG.ImpossibleLanscapes.CorruptionFirstHalf'}}</span>
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<span class="yellow-king yellow-king-rotate4">{{localize 'DG.ImpossibleLanscapes.CorruptionSecondHalf'}}</span>
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<span></span>
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<input class="yellow-king" type="number" placeholder="0" name="data.corruption.value" value="{{actor.data.data.corruption.value}}" />
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</div>
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<div class="yellow-king yellow-king-grid-5col">
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<span>{{localize 'DG.ImpossibleLanscapes.Gift'}}</span>
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<input class="fill-remaining-space" type="text" name="data.corruption.gift" value="{{actor.data.data.corruption.gift}}" data-dtype="String" />
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<span></span>
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<span>{{localize 'DG.ImpossibleLanscapes.Insight'}}</span>
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<input class="fill-remaining-space" type="text" name="data.corruption.insight" value="{{actor.data.data.corruption.insight}}" data-dtype="String" />
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</div>
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{{/if}}
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<div style="padding: 2px; margin-bottom: 5px;">
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<span class="physical-description-label">{{localize 'DG.CV.PhysicalDescriptionLabel'}}</span>
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</div>
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<div class="editor-host">
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{{editor content=actor.data.data.physicalDescription target="data.physicalDescription" button=true owner=owner editable=editable}}
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</div>
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</div>
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