move ritual activation from skills to ritual item section
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@@ -135,6 +135,8 @@ export default class DeltaGreenActorSheet extends ActorSheet {
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return data;
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}
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// some handlers may wish to avoid leading players to think they should be seeking out magic
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// so control whether an actor sheet shows the hypergeometry (rituals and tomes) section
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shouldShowHyperGeometrySection(actor) {
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// always show for GM
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if (game.user.isGM) {
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+32
-2
@@ -80,12 +80,13 @@ export default class DeltaGreenActor extends Actor {
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system.health.max = 10;
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}
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/*
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system.skills.ritual = {
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label: "Ritual",
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proficiency: 99 - system.sanity.value,
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cannotBeImprovedByFailure: true,
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failure: false,
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};
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};
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if (system.skills.ritual.proficiency > 99) {
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system.skills.ritual.proficiency = 99;
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@@ -93,6 +94,20 @@ export default class DeltaGreenActor extends Actor {
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system.skills.ritual.proficiency = 1;
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}
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*/
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try {
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delete system.skills.ritual; // try to remove legacy skill for ritual if it exists
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} catch {}
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system.sanity.ritual = 99 - system.sanity.value;
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if (system.sanity.ritual > 99) {
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system.sanity.ritual = 99;
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} else if (system.sanity.ritual < 1) {
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system.sanity.ritual = 1;
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}
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// calculate total armor rating
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let protection = 0;
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for (const i of actor.items) {
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@@ -152,12 +167,13 @@ export default class DeltaGreenActor extends Actor {
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// The ritual skill is from the Handler's Guide, it is for activating a ritual and is always equal to 99 - current sanity.
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// The rules can be found on page 166, under 'Ritual Activation'.
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/*
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system.skills.ritual = {
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label: "Ritual",
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proficiency: 99 - system.sanity.value,
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cannotBeImprovedByFailure: true,
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failure: false,
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};
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};
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if (system.skills.ritual.proficiency > 99) {
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system.skills.ritual.proficiency = 99;
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@@ -165,6 +181,20 @@ export default class DeltaGreenActor extends Actor {
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system.skills.ritual.proficiency = 1;
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}
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*/
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try {
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delete system.skills.ritual; // try to remove legacy skill for ritual if it exists
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} catch {}
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system.sanity.ritual = 99 - system.sanity.value;
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if (system.sanity.ritual > 99) {
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system.sanity.ritual = 99;
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} else if (system.sanity.ritual < 1) {
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system.sanity.ritual = 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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+5
-1
@@ -396,6 +396,10 @@ export class DGPercentileRoll extends DGRoll {
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target = skill.proficiency;
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localizedKey = `${skill.group} (${skill.label})`;
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}
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if (this.key === "ritual") {
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target = actorData.sanity.ritual;
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localizedKey = game.i18n.localize(`DG.Skills.ritual`);
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}
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return { target, localizedKey };
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}
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@@ -411,7 +415,7 @@ export class DGPercentileRoll extends DGRoll {
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get isInhuman() {
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/*
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Changing this to only consider the base x5 stat target for whether something is 'inhuman'
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beecause I do not think the intent was an Agent with a high strength getting a +40% bonus to be considered 'inhuman'
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because I do not think the intent was an Agent with a high strength getting a +40% bonus to be considered 'inhuman'
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and therefore benefit from the increased crit threshold, although could be wrong about this.
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*/
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if (this.target > 99 && this.type === "stat") {
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