Merge pull request #4060 from chrisleaptrott/master
Update for Vampire V5 sheet
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# Auto detect text files and perform LF normalization
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* text=auto
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GNU GENERAL PUBLIC LICENSE
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|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<https://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
||||
@@ -0,0 +1,72 @@
|
||||
# Character sheet for Vampire The Maquerade, 5th Edition (v1.0)
|
||||
|
||||
## User Guide (Please read)
|
||||
|
||||
While this sheet is designed to be as intuitive as possible and to aid in stream lining your game there are several key features which are worth being aware of.
|
||||
|
||||
1. Custom fonts. While the sheet as default fonts it is also programmed to use custom fonts. If you want access to them, when in your game click the shield icon in the right of your address bar and select to allow the script.
|
||||
2. Inline vs API rolling. If your ST is a Roll20 Pro-account holder they should have access to the API script, in this case we highly recommend you ensure the check box at the top of each character sheet (just below the tabs) is checked. This will unlock a number of different features including banners, re-rolls, custom dice displayed that will make you gaming experience a lot more streamlined. Unfortunately this functionality cannot be ported to Inline rolling due to programmatic restraints.
|
||||
|
||||
Notes on Inline rolls.
|
||||
1. Many of the buttons on the sheet will do much of the rolling for you, either calculating how many dice you need or aiding you with selection. In cases where Hunger dice are used (Attribute, Ability, Discipline rolls). If you dice pool is 3, but your hunger is 4, then 4 hunger dice will be rolled and the number of successes may be misleading. By hovering your mouse over the number of successes you can determine what dice rolls were made and you can take the first 3. This is not an issue for the API rolls.
|
||||
2. To find out exactly what dice have been rolled, hover the mouse over the number of successes. In rolls where the Hunger dice are used (Attribute, Ability, Discipline rolls) if you fail, check to see if you rolled a 1 on the Hunger dice. If this is the case then consult the rules to determine how to proceed (Page 207, 208). Further, in this case the number of vampire dice will be negative, please ignore this.
|
||||
3. If the number on number of successes is green, you may have rolled a critical success. Hover the mouse over and count how many 10's a rolled to determine if you rolled a critical (Page 120) or a messy critical success (Page 206, 207). Please note, the extra 2 successes for a Crit are not automatically added.
|
||||
|
||||
|
||||
Notes on API rolls
|
||||
1. The number of hunger dice is correctly calculated. Thus a dice pool of 3 while you have 4 hunger will only roll 3 dice.
|
||||
2. The dice rolled are already displayed. For standard rolls banners will display if your roll is a Crit (Page 120), Messy Crit (Page 206, 207), Zero successes (This is the Miss/Fail banner) (Page 122).
|
||||
3. In the event you roll a 1 on a Hunger dice The Beast Banner will appear. This is a warning. If the ST says you did not make the required number of successes then consult the rules to determine what happens (Page 207, 208).
|
||||
4. In the event your dicepool should be zero you will be given one dice to roll. A banner stating "Last Resort" will occur, while this has no offical rules ST's may like to implement custom rules if players decide to try their luck.
|
||||
5. Willpower rolls are determined by the number of full checkboxes (damaged ones do not count)
|
||||
6. Remorse is calculated automatically based on rules stated on Page 239.
|
||||
7. Under each roll is a Reroll button, this will reroll the same roll.
|
||||
|
||||
Extra notes:
|
||||
1. Discipline rolls already account for the bonus due to Blood Potency
|
||||
2. Currently Frenzy is the only roll that requests a DC, this is because in API mode banner displayed changes depending on if you meet the DC or not. If enough people want it, the request for a DC can be moved to every roll (For API Mode), this has currently been left off as it enables the ST to be more flexible when deciding on difficulty. (Page 219, 240)
|
||||
3. The Willpower Re-roll button is there to aid you if you want to spend a point of willpower. Please declare how many dice you wish to re-roll before rolling as the API version current rolls 3 dice automatically (the Inline version will ask you how many dice to roll).
|
||||
4. Mouse over text has been added in some locations and should help clear up some confusions.
|
||||
|
||||
### Rolls Section
|
||||
|
||||
There are two sections in the Custom Rolls section currently. The top section is for people with access to the API, the bottom is for those with Inline rolling. This is a great section to store all your individual discipline rolls or any rolls you make often.
|
||||
There are a couple points to note about this section.
|
||||
1. Disciplines can't be referred to in the drop down, so please use the section below where you can enter a value. (This is a coding restraint, I've yet to overcome).
|
||||
2. Clicking the Hunger checkbox will apply Hunger to your roll
|
||||
3. Clicking the Blood Potency checkbox will apply Blood Potency according to discipline rules (Page 216)
|
||||
|
||||
### Coterie Section
|
||||
|
||||
The final button is where you can store all your Coterie information. I highly recommend your ST creates a single character sheet for your Coterie alone and shares it with all players. Here you can note shared backgrounds, merits and flaws, your haven and domain.
|
||||
|
||||
|
||||
## About Us and Thanks
|
||||
|
||||
Author: Momtahan K. | UserID: 117780
|
||||
Design: Martinez A. | UserID: 143652
|
||||
Design Contributor: Obi | UserID: 95940
|
||||
Kudos to: Andreas J. (UserID: 1223200), Matt Zaldivar, Brian Shields, Benjamin Bandelow, for their stirling work which provided a basis for this sheet, and espcially to Konrad J. (UserID: 77736), who's Hero Quest Dice Roller has been invaluable. Special thanks to Beta testers Chros G.(326614) and Jordan L.(46186). Many thanks to BigWhoop (UserID: 2124413) for his work on the first version of Obi's sheet. Massive thanks to Barry Snyder (UserID: 399162) for helping us with API-to-Non-API Toggling through explication and use of his code examples.
|
||||
|
||||
A very special thank to https://game-icons.net The below icons were used and are licensed under a Creative Commons Attribution 3.0 Unported License. Water fountain icon - by Delapouite under CC BY 3.0 Oppression icon - by Lorc under CC BY 3.0 Prayer icon - by Lorc under CC BY 3.0 Ent Mouth icon - by Lorc under CC BY 3.0 Spattericon - by Lorc under CC BY 3.0 Wolverine claws icon - by Lorc under CC BY 3.0 Half heart icon - by Lorc under CC BY 3.0 Embraced energy iconby Lorc under CC BY 3.0
|
||||
|
||||
|
||||
## Installation instructions.
|
||||
In the event you only have access to these files and need to do so manually.
|
||||
|
||||
1. Create your new Roll20.
|
||||
2. Go to Settings -> Game Settings
|
||||
3. Copy the HTML file in the HTML Layout, the CSS file in the CSS Stlying and the translation.json into the Translation section. Press Save.
|
||||
4. Go to Settings -> API Settings
|
||||
5. Click New Script and call it hq.js (any name will do, but its a nice nod to Konrad's work)
|
||||
6. Copy the contents VTM Dice Mechanics.js in the hq.js window and press save.
|
||||
7. You are now good to go ^_^!
|
||||
|
||||
Notes:
|
||||
The Banners folder contains many of the images made (in part) by Martinez A. with use of the sterling work available at https://game-icons.net (See Kudos)
|
||||
|
||||
Please note this is version 1.0, a set of updates are in progress.
|
||||
|
||||
## Bugs and Updates
|
||||
|
||||
If you think anything is missing or you see any bugs, please message me via my [Roll20 Account](https://app.roll20.net/users/117780/ Roll20 Account)
|
||||
@@ -0,0 +1,832 @@
|
||||
// Vampire the Masquerade 5e Alpha Dice Mechanics by Momtahan K.
|
||||
//
|
||||
// The following code is an adaptation of that produced by Roll20 user Konrad J. for "Hero Quest Dice Mechanics".
|
||||
// Many thanks for providing this code free to use.
|
||||
//
|
||||
// Legal
|
||||
// Portions of the materials are the copyrights and trademarks of White Wolf Publishing AB, and are used with permission. All rights reserved. For more in formation please visit whitewolf.com
|
||||
//
|
||||
// With the exception of materials under the copyright of White Wolf all extra code should be considered under
|
||||
// GNU General Public License v3 or later (GPL-3.0-or-later) Copyright 2018
|
||||
//
|
||||
// This program is free software: you can redistribute it and/or modify
|
||||
// it under the terms of the GNU General Public License as published by
|
||||
// the Free Software Foundation, either version 3 of the License, or
|
||||
// (at your option) any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
// GNU General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License
|
||||
// along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
//
|
||||
// This license MUST be copied on to any derivative work.
|
||||
// Effectively feel free to use, edit and modify the code to your hearts content. As I understand it this will only cause an issue if you
|
||||
// try to use it for commerical gain. This has been added to ensure the community benefits from it.
|
||||
|
||||
|
||||
// Guide to use the code
|
||||
// The first two lines I am no longer sure if they work and require testing.
|
||||
// !vtm log on|multi|single|off // default:on and multi
|
||||
// outputs dice rolled to the chat window if "on", only the result if "off"
|
||||
// dice rolled will be on single line if "single" and on multiple lines if "multi"
|
||||
// !vtm graphics on|off|s|m|l //default:on and m
|
||||
// shows dice rolled as graphic, small, medium, or large if "on" or as text if "off"
|
||||
//
|
||||
// !vtm test // this will output every side of every die to the chat window (currently does not work)
|
||||
// !vtm hero // Only for true heroes
|
||||
// !vtm lupine // When people ask for too much
|
||||
//
|
||||
// There are several different types of rolls.
|
||||
// In these rolls the first two arguments must be !vtm [type] all other numbers are optional and may be ignored depending on the type of roll
|
||||
|
||||
// !vtm atr a# r# m# // Rolling for attributes a# is the number of dice associated with the attribute, r# number of dice associated with hunger, m# is a dice modifier to apply. Example !vtm atr a2 r2 m3
|
||||
// !vtm skill a# r# m# // Rolling for skills a# is the number of dice associated with the attribute, s# the number of dice for the skill r# number of dice associated with hunger, m# is a dice modifier to apply. Example !vtm atr a2 s3 r2 m3
|
||||
// !vtm will w# a# m# // Rolling for willpower w# is the number of willpower dice a# is the number of dice associated with an attribute, m# is a dice modifier to apply. Example !vtm atr a2 w2 m3
|
||||
// !vtm will p# a# m# // Rolling for willpower p# is an odd number. By and large you should not use it unless you are creating your own multi-state health/willpower boxes. In such cases please look at the html to see how I have implemented it.
|
||||
// !vtm roll w# r# // Is a straight roll, the w# represents the number of black die, the r# represents the number of red die to roll Example !vtm roll w2 r2
|
||||
// Example !vtm roll w5 r1 c"Prince Wolf" will roll 5 black die, 1 red die and the character will have the name - Prince Wolf
|
||||
// !vtm frenzy a# m# s# // The frenzy roll is a strange one. The dice pool is equal to the value associate with a# (which should be your composure) plus the modifier m#. Unlike other rolls a success is considered if you roll less than the value assocaited with s#. Thus type !vtm frenzy a3 m2 s7 gives a dice pool of 5 and a success is considered if you roll LESS than 7 (i.e. 6 or less).
|
||||
// Note: For anyone reading the code, to make the frenzy roll work I had to invert the DC thus asking the play to roll less than 7 is instead interpretted as asking the player to roll 5 or higher (these are probabilistically equal statements).
|
||||
// !vtm rouse // Rolls one single rouse dice. Success on 6+
|
||||
// !vtm reroll w# // Used for will power re-roll # is the number of die to roll
|
||||
// !vtm frenzy p# o# q# // Rolls for frenzy. This is used to add 1/3 humanity (rounded down) to willpower, to roll. As mentioned previously p# is a special case and the number of dice rolled is not equal to the number you enter. Unless you are looking at multistate boxes, don't use this. o# is similar but for humanity. q# Should be used to set the difficulty of the Frenzy roll
|
||||
// !vtm humanity x# m# // Used for humanity roll. x# is under a similar constraint as p# and o# due to multistate checkbox issues once again.
|
||||
// An extra variable (c"custom name") may be added to any of these rolls to display a custom name in the roll template
|
||||
// An extra variable (t"custom name") may be added to any of these rolls to display the roll type. This is text below the custom name
|
||||
// Adding b# to a skill roll will add the value/2.0 to the number of vampire dice. This is used for blood potency when handling disciplines
|
||||
// If needs be botht he Frenzy and Humanity Roll can be updated to use real values. For now however I'm going to leave it.
|
||||
|
||||
|
||||
var vtmCONSTANTS = {
|
||||
VTMCOMMAND: "!vtm",
|
||||
GRAPHICSIZE: {
|
||||
SMALL: 20,
|
||||
MEDIUM: 30,
|
||||
LARGE: 40,
|
||||
XLARGE: 50,
|
||||
XXLARGE: 60
|
||||
},
|
||||
VAMPIRE: {
|
||||
ONE: "https://i.imgur.com/BjURZvY.png",
|
||||
TWO: "https://i.imgur.com/MK6B9vM.png",
|
||||
THREE: "https://i.imgur.com/EiFDjZg.png",
|
||||
FOUR: "https://i.imgur.com/t7Lt0mx.png",
|
||||
FIVE: "https://i.imgur.com/UnW2Ao3.png",
|
||||
SIX: "https://i.imgur.com/7J9nx2w.png",
|
||||
SEVEN: "https://i.imgur.com/dVi0fZK.png",
|
||||
EIGHT: "https://i.imgur.com/4xBiXJM.png",
|
||||
NINE: "https://i.imgur.com/MMy0fJ1.png",
|
||||
TEN: "https://i.imgur.com/dPLPkMd.png"
|
||||
},
|
||||
HUNGER: {
|
||||
ONE: "https://i.imgur.com/Q9U10Zh.png",
|
||||
TWO: "https://i.imgur.com/YFrNSut.png",
|
||||
THREE: "https://i.imgur.com/mUPaTMj.png",
|
||||
FOUR: "https://i.imgur.com/TagrNvs.png",
|
||||
FIVE: "https://i.imgur.com/S5IMrAB.png",
|
||||
SIX: "https://i.imgur.com/ttQDDt5.png",
|
||||
SEVEN: "https://i.imgur.com/MIrvVQW.png",
|
||||
EIGHT: "https://i.imgur.com/fw0j5pN.png",
|
||||
NINE: "https://i.imgur.com/5RkL2Se.png",
|
||||
TEN: "https://i.imgur.com/w87YVKQ.png"
|
||||
}
|
||||
};
|
||||
|
||||
var vtmGlobal = {
|
||||
diceLogChat: true,
|
||||
diceGraphicsChat: true,
|
||||
diceGraphicsChatSize: vtmCONSTANTS.GRAPHICSIZE.MEDIUM,
|
||||
diceTextResult: "",
|
||||
diceTextResultLog: "",
|
||||
diceGraphicResult: "",
|
||||
diceGraphicResultLog: "",
|
||||
diceTestEnabled: false,
|
||||
diceLogRolledOnOneLine: false,
|
||||
luckydice: false,
|
||||
reroll: ""
|
||||
};
|
||||
|
||||
function rollVTMDice(diceQty, type, dc) {
|
||||
var roll = 0;
|
||||
var diceResult = {
|
||||
nilScore: 0,
|
||||
successScore: 0,
|
||||
critScore: 0,
|
||||
muddyCritScore: 0,
|
||||
failScore: 0,
|
||||
diceGraphicsLog: "",
|
||||
diceTextLog: ""
|
||||
};
|
||||
|
||||
// Used to build images
|
||||
var i = 0;
|
||||
var s1 = '<img src="';
|
||||
var s2 = '" title="';
|
||||
var s3 = '" height="';
|
||||
var s4 = '" width="';
|
||||
var s5 = '"/>';
|
||||
|
||||
if (vtmGlobal.diceTestEnabled === true) {
|
||||
diceQty = 10;
|
||||
}
|
||||
|
||||
for (i = 1; i <= diceQty; i++) {
|
||||
|
||||
if (vtmGlobal.diceTestEnabled === true) {
|
||||
roll = roll + 1;
|
||||
} else {
|
||||
roll = randomInteger(10);
|
||||
}
|
||||
|
||||
let image = getDiceImage(type, roll);
|
||||
if (type === "v") {
|
||||
if (roll >= dc.critSuccess) {
|
||||
diceResult.diceTextLog = diceResult.diceTextLog + "(" + roll + ")";
|
||||
diceResult.diceGraphicsLog = diceResult.diceGraphicsLog + s1 + image + s2 + roll + s3 + vtmGlobal.diceGraphicsChatSize + s4 + vtmGlobal.diceGraphicsChatSize + s5;
|
||||
diceResult.successScore = diceResult.successScore + 1;
|
||||
diceResult.critScore = diceResult.critScore + 1;
|
||||
} else if (roll >= dc.success) {
|
||||
diceResult.diceTextLog = diceResult.diceTextLog + "(" + roll + ")";
|
||||
diceResult.diceGraphicsLog = diceResult.diceGraphicsLog + s1 + image + s2 + roll + s3 + vtmGlobal.diceGraphicsChatSize + s4 + vtmGlobal.diceGraphicsChatSize + s5;
|
||||
diceResult.successScore = diceResult.successScore + 1;
|
||||
} else if (roll >= dc.nil) {
|
||||
diceResult.diceTextLog = diceResult.diceTextLog + "(" + roll + ")";
|
||||
diceResult.diceGraphicsLog = diceResult.diceGraphicsLog + s1 + image + s2 + roll + s3 + vtmGlobal.diceGraphicsChatSize + s4 + vtmGlobal.diceGraphicsChatSize + s5;
|
||||
diceResult.nilScore = diceResult.nilScore + 1;
|
||||
} else if (roll >= dc.critFail) {
|
||||
diceResult.diceTextLog = diceResult.diceTextLog + "(" + roll + ")";
|
||||
diceResult.diceGraphicsLog = diceResult.diceGraphicsLog + s1 + image + s2 + roll + s3 + vtmGlobal.diceGraphicsChatSize + s4 + vtmGlobal.diceGraphicsChatSize + s5;
|
||||
diceResult.nilScore = diceResult.nilScore + 1;
|
||||
}
|
||||
} else if (type === "h") {
|
||||
if (roll >= dc.critSuccess) {
|
||||
diceResult.diceTextLog = diceResult.diceTextLog + "(" + roll + ")";
|
||||
diceResult.diceGraphicsLog = diceResult.diceGraphicsLog + s1 + image + s2 + roll + s3 + vtmGlobal.diceGraphicsChatSize + s4 + vtmGlobal.diceGraphicsChatSize + s5;
|
||||
diceResult.successScore = diceResult.successScore + 1;
|
||||
diceResult.muddyCritScore = diceResult.muddyCritScore + 1;
|
||||
} else if (roll >= dc.success) {
|
||||
diceResult.diceTextLog = diceResult.diceTextLog + "(" + roll + ")";
|
||||
diceResult.diceGraphicsLog = diceResult.diceGraphicsLog + s1 + image + s2 + roll + s3 + vtmGlobal.diceGraphicsChatSize + s4 + vtmGlobal.diceGraphicsChatSize + s5;
|
||||
diceResult.successScore = diceResult.successScore + 1;
|
||||
} else if (roll >= dc.nil) {
|
||||
diceResult.diceTextLog = diceResult.diceTextLog + "(" + roll + ")";
|
||||
diceResult.diceGraphicsLog = diceResult.diceGraphicsLog + s1 + image + s2 + roll + s3 + vtmGlobal.diceGraphicsChatSize + s4 + vtmGlobal.diceGraphicsChatSize + s5;
|
||||
diceResult.nilScore = diceResult.nilScore + 1;
|
||||
} else if (roll >= dc.critFail) {
|
||||
diceResult.diceTextLog = diceResult.diceTextLog + "(" + roll + ")";
|
||||
diceResult.diceGraphicsLog = diceResult.diceGraphicsLog + s1 + image + s2 + roll + s3 + vtmGlobal.diceGraphicsChatSize + s4 + vtmGlobal.diceGraphicsChatSize + s5;
|
||||
diceResult.failScore = diceResult.failScore + 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return diceResult;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the image associated with the roll.
|
||||
* @param {*} type The type (V) Vampire or (H) Hunger.
|
||||
* @param {*} roll The roll value. Returns null if not 1 - 10
|
||||
*/
|
||||
function getDiceImage(type, roll) {
|
||||
if (type === "v") {
|
||||
switch (roll) {
|
||||
case 1:
|
||||
return vtmCONSTANTS.VAMPIRE.ONE;
|
||||
case 2:
|
||||
return vtmCONSTANTS.VAMPIRE.TWO;
|
||||
case 3:
|
||||
return vtmCONSTANTS.VAMPIRE.THREE;
|
||||
case 4:
|
||||
return vtmCONSTANTS.VAMPIRE.FOUR;
|
||||
case 5:
|
||||
return vtmCONSTANTS.VAMPIRE.FIVE;
|
||||
case 6:
|
||||
return vtmCONSTANTS.VAMPIRE.SIX;
|
||||
case 7:
|
||||
return vtmCONSTANTS.VAMPIRE.SEVEN;
|
||||
case 8:
|
||||
return vtmCONSTANTS.VAMPIRE.EIGHT;
|
||||
case 9:
|
||||
return vtmCONSTANTS.VAMPIRE.NINE;
|
||||
case 10:
|
||||
return vtmCONSTANTS.VAMPIRE.TEN;
|
||||
default:
|
||||
return null;
|
||||
}
|
||||
} else if (type === "h") {
|
||||
switch (roll) {
|
||||
case 1:
|
||||
return vtmCONSTANTS.HUNGER.ONE;
|
||||
case 2:
|
||||
return vtmCONSTANTS.HUNGER.TWO;
|
||||
case 3:
|
||||
return vtmCONSTANTS.HUNGER.THREE;
|
||||
case 4:
|
||||
return vtmCONSTANTS.HUNGER.FOUR;
|
||||
case 5:
|
||||
return vtmCONSTANTS.HUNGER.FIVE;
|
||||
case 6:
|
||||
return vtmCONSTANTS.HUNGER.SIX;
|
||||
case 7:
|
||||
return vtmCONSTANTS.HUNGER.SEVEN;
|
||||
case 8:
|
||||
return vtmCONSTANTS.HUNGER.EIGHT;
|
||||
case 9:
|
||||
return vtmCONSTANTS.HUNGER.NINE;
|
||||
case 10:
|
||||
return vtmCONSTANTS.HUNGER.TEN;
|
||||
default:
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function processVampireDiceScript(run, dc) {
|
||||
var attackDiceResults = {
|
||||
nilScore: 0,
|
||||
successScore: 0,
|
||||
critScore: 0,
|
||||
muddyCritScore: 0,
|
||||
failScore: 0,
|
||||
diceGraphicsLog: "",
|
||||
diceTextLog: ""
|
||||
};
|
||||
var defendDiceResults = {
|
||||
nilScore: 0,
|
||||
successScore: 0,
|
||||
critScore: 0,
|
||||
muddyCritScore: 0,
|
||||
failScore: 0,
|
||||
diceGraphicsLog: "",
|
||||
diceTextLog: "",
|
||||
hungerSustained: true
|
||||
};
|
||||
|
||||
var diceTextRolled = "";
|
||||
var diceGraphicsRolled = "";
|
||||
|
||||
log("Roll Variables");
|
||||
log(run);
|
||||
let user = run.user;
|
||||
|
||||
attackDiceResults = rollVTMDice(run.blackDice, "v", dc);
|
||||
defendDiceResults = rollVTMDice(run.redDice, "h", dc);
|
||||
|
||||
log(attackDiceResults);
|
||||
log(defendDiceResults);
|
||||
|
||||
var diceTotals = {
|
||||
nilScore: attackDiceResults.nilScore + defendDiceResults.nilScore,
|
||||
successScore: attackDiceResults.successScore + defendDiceResults.successScore,
|
||||
critScore: attackDiceResults.critScore + defendDiceResults.critScore,
|
||||
muddyCritScore: attackDiceResults.muddyCritScore + defendDiceResults.muddyCritScore,
|
||||
failScore: attackDiceResults.failScore + defendDiceResults.failScore,
|
||||
diceGraphicsLog: attackDiceResults.diceGraphicsLog + defendDiceResults.diceGraphicsLog,
|
||||
diceTextLog: "Normal" + attackDiceResults.diceTextLog + "Hunger" + defendDiceResults.diceTextLog
|
||||
};
|
||||
|
||||
if (vtmGlobal.diceTestEnabled === true) {
|
||||
sendChat("", "/desc " + user + ": v1 h1");
|
||||
}
|
||||
|
||||
let endTemplateSection = "}} ";
|
||||
let outputMessage = "&{template:wod} {{name=" + user + endTemplateSection;
|
||||
|
||||
if (run.rollname) {
|
||||
outputMessage += "{{Rollname=" + run.rollname + endTemplateSection;
|
||||
}
|
||||
|
||||
if (vtmGlobal.diceLogChat === true) {
|
||||
if (vtmGlobal.diceLogRolledOnOneLine === true) {
|
||||
diceGraphicsRolled = diceTotals.diceGraphicsLog;
|
||||
diceTextRolled = diceTotals.diceTextLog;
|
||||
if (vtmGlobal.diceGraphicsChat === true) {
|
||||
outputMessage += "{{Roll=" + diceGraphicsRolled + endTemplateSection;
|
||||
} else {
|
||||
outputMessage += "{{Roll=" + diceTextRolled + endTemplateSection;
|
||||
}
|
||||
} else {
|
||||
if (vtmGlobal.diceGraphicsChat === true) {
|
||||
outputMessage += "{{Normal=" + attackDiceResults.diceGraphicsLog + endTemplateSection;
|
||||
outputMessage += "{{Hunger=" + defendDiceResults.diceGraphicsLog + endTemplateSection;
|
||||
} else {
|
||||
outputMessage += "{{Normal=" + attackDiceResults.diceTextLog + endTemplateSection;
|
||||
outputMessage += "{{Hunger=" + defendDiceResults.diceTextLog + endTemplateSection;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
let thebeast = '<img src="https://imgur.com/ARnnOE6.png" title="The Beast" height="20" width="228"/>';
|
||||
|
||||
if (run.rouseStatRoll) {
|
||||
if (diceTotals.successScore > 0) {
|
||||
outputMessage += "{{Beast=" + '<img src="https://imgur.com/Ixo45II.png" title="Rousing Success" height="20" width="228"/>' + endTemplateSection;
|
||||
|
||||
} else {
|
||||
outputMessage += "{{Beast=" + '<img src="https://imgur.com/CNIoBl7.png" title="Hunger Gain" height="20" width="228"/>' + endTemplateSection;
|
||||
|
||||
}
|
||||
} else if (run.frenzyRoll) {
|
||||
outputMessage += "{{Successes=" + diceTotals.successScore + endTemplateSection;
|
||||
log("Frenzy");
|
||||
log(diceTotals.successScore + " " + run.difficulty);
|
||||
if (diceTotals.successScore >= run.difficulty) {
|
||||
log("boop");
|
||||
outputMessage += "{{Beast=" + '<img src="https://imgur.com/OMND2l5.png" title="Frenzy Restrained" height="20" width="228"/>' + endTemplateSection;
|
||||
} else {
|
||||
outputMessage += "{{Beast=" + '<img src="https://imgur.com/T99pn59.png" title="Frenzy" height="20" width="228"/>' + endTemplateSection;
|
||||
}
|
||||
} else if (run.humanityRoll) {
|
||||
outputMessage += "{{Successes=" + diceTotals.successScore + endTemplateSection;
|
||||
if (diceTotals.successScore > 0) {
|
||||
outputMessage += "{{Beast=" + '<img src="https://imgur.com/heUJvKA.png" title="Guilty" height="20" width="228"/>' + endTemplateSection;
|
||||
} else {
|
||||
outputMessage += "{{Beast=" + '<img src="https://imgur.com/VezR8Zw.png" title="Innocent" height="20" width="228"/>' + endTemplateSection;
|
||||
|
||||
}
|
||||
|
||||
if (vtmGlobal.luckydice) {
|
||||
let lastResort = '<img src="https://imgur.com/B2nn1cs.png" title="Miss" height="20" width="228"/>';
|
||||
outputMessage += "{{Fate=" + lastResort + endTemplateSection;
|
||||
vtmGlobal.luckydice = false;
|
||||
}
|
||||
} else {
|
||||
outputMessage = addRollDeclarations(diceTotals, outputMessage, endTemplateSection, thebeast);
|
||||
}
|
||||
|
||||
outputMessage += "{{Reroll=[Reroll](" + vtmGlobal.reroll + ")" + endTemplateSection;
|
||||
|
||||
log("Output");
|
||||
log(outputMessage);
|
||||
if (vtmGlobal.diceTestEnabled != true) {
|
||||
sendChat(user, outputMessage);
|
||||
}
|
||||
}
|
||||
|
||||
function addRollDeclarations(diceTotals, outputMessage, endTemplateSection, thebeast) {
|
||||
// Crit bonus is + 2 successes for each PAIR of crits. Thus 2 crits is + 2 successs, 3 crits is + 2 successes.
|
||||
let critBonus = Math.floor((diceTotals.critScore + diceTotals.muddyCritScore) / 2.0) * 2.0;
|
||||
outputMessage += "{{Successes=" + (diceTotals.successScore + critBonus) + endTemplateSection;
|
||||
|
||||
|
||||
if (diceTotals.successScore == 0 && vtmGlobal.luckydice) {
|
||||
let lastResort = '<img src="https://imgur.com/B2nn1cs.png" title="Miss" height="20" width="228"/>';
|
||||
outputMessage += "{{Fate=" + lastResort + endTemplateSection;
|
||||
let miss = '<img src="https://imgur.com/l8jqvvp.png" title="Miss" height="20" width="228"/>';
|
||||
outputMessage += "{{Miss=" + miss + endTemplateSection;
|
||||
vtmGlobal.luckydice = false;
|
||||
} else if (diceTotals.successScore == 0) {
|
||||
//outputMessage += "{{Fate=" + "Total failure" + endTemplateSection;
|
||||
let miss = '<img src="https://imgur.com/l8jqvvp.png" title="Miss" height="20" width="228"/>';
|
||||
outputMessage += "{{Miss=" + miss + endTemplateSection;
|
||||
vtmGlobal.luckydice = false;
|
||||
} else if (vtmGlobal.luckydice) {
|
||||
let lastResort = '<img src="https://imgur.com/B2nn1cs.png" title="Miss" height="20" width="228"/>';
|
||||
vtmGlobal.luckydice = false;
|
||||
}
|
||||
|
||||
if ((diceTotals.muddyCritScore >= 2) || (diceTotals.muddyCritScore === 1 && (diceTotals.critScore >= 1))) {
|
||||
let messy = '<img src="https://imgur.com/RB68YQO.png" title="Messy" height="20" width="228"/>';
|
||||
outputMessage += "{{Messy=" + messy + endTemplateSection;
|
||||
} else if (diceTotals.critScore >= 2) {
|
||||
let crit = '<img src="https://imgur.com/ja9Dvq5.png" title="Crit" height="20" width="228"/>';
|
||||
outputMessage += "{{Crit=" + crit + endTemplateSection;
|
||||
}
|
||||
|
||||
if (diceTotals.failScore >= 5) {
|
||||
outputMessage += "{{Beast=" + thebeast + endTemplateSection;
|
||||
// outputMessage += "{{BeastTaunt=" + "I do say dear boy, I may be a mite bit peckish." + endTemplateSection;
|
||||
} else if (diceTotals.failScore >= 3) {
|
||||
outputMessage += "{{Beast=" + thebeast + endTemplateSection;
|
||||
// outputMessage += "{{BeastTaunt=" + "BLOOD BLOOD GIVE ME BLOOD!! I MUST FEED!" + endTemplateSection;
|
||||
} else if (diceTotals.failScore >= 2) {
|
||||
outputMessage += "{{Beast=" + thebeast + endTemplateSection;
|
||||
// outputMessage += "{{BeastTaunt=" + "Let the vitae flow!" + endTemplateSection;
|
||||
} else if (diceTotals.failScore >= 1) {
|
||||
outputMessage += "{{Beast=" + thebeast + endTemplateSection;
|
||||
// outputMessage += "{{BeastTaunt=" + "Feed Me! (Hunger causes you to be distracted)" + endTemplateSection;
|
||||
}
|
||||
|
||||
return outputMessage;
|
||||
}
|
||||
|
||||
var processScriptTabs = function (argv, who, dc) {
|
||||
// this will run the various other scripts depending upon the chat
|
||||
// window command. Just add another Case statement to add a new command.
|
||||
var tmpLogChat = false;
|
||||
var tmpGraphicsChat = false;
|
||||
var script = argv.shift();
|
||||
switch (script) {
|
||||
case vtmCONSTANTS.VTMCOMMAND:
|
||||
switch (argv[0]) {
|
||||
case "log":
|
||||
switch (argv[1]) {
|
||||
case "on":
|
||||
vtmGlobal.diceLogChat = true;
|
||||
break;
|
||||
case "off":
|
||||
vtmGlobal.diceLogChat = false;
|
||||
break;
|
||||
case "multi":
|
||||
vtmGlobal.diceLogRolledOnOneLine = false;
|
||||
break;
|
||||
case "single":
|
||||
vtmGlobal.diceLogRolledOnOneLine = true;
|
||||
break;
|
||||
|
||||
}
|
||||
break;
|
||||
case "graphics":
|
||||
switch (argv[1]) {
|
||||
case "on":
|
||||
vtmGlobal.diceGraphicsChat = true;
|
||||
break;
|
||||
case "off":
|
||||
vtmGlobal.diceGraphicsChat = false;
|
||||
break;
|
||||
case "s":
|
||||
vtmGlobal.diceGraphicsChatSize = vtmCONSTANTS.GRAPHICSIZE.SMALL;
|
||||
break;
|
||||
case "m":
|
||||
vtmGlobal.diceGraphicsChatSize = vtmCONSTANTS.GRAPHICSIZE.MEDIUM;
|
||||
break;
|
||||
case "l":
|
||||
vtmGlobal.diceGraphicsChatSize = vtmCONSTANTS.GRAPHICSIZE.LARGE;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case "test":
|
||||
vtmGlobal.diceTestEnabled = true;
|
||||
tmpLogChat = vtmGlobal.diceLogChat;
|
||||
tmpGraphicsChat = vtmGlobal.diceGraphicsChat;
|
||||
vtmGlobal.diceLogChat = true;
|
||||
vtmGlobal.diceGraphicsChat = true;
|
||||
var run = {
|
||||
blackDice: 1,
|
||||
redDice: 1,
|
||||
user: who,
|
||||
roll: null
|
||||
};
|
||||
processVampireDiceScript(run, dc);
|
||||
vtmGlobal.diceTestEnabled = false;
|
||||
vtmGlobal.diceLogChat = tmpLogChat;
|
||||
vtmGlobal.diceGraphicsChat = tmpGraphicsChat;
|
||||
break;
|
||||
case "hero":
|
||||
sendChat("The best thing about Hero Quest!", "https://www.youtube.com/watch?v=Cx8sl2uC46A");
|
||||
break;
|
||||
case "lupine":
|
||||
//sendChat("Some players (and character sheet designers)...", "");
|
||||
break;
|
||||
default:
|
||||
processVampireDiceScript(argv[0], dc);
|
||||
}
|
||||
break;
|
||||
}
|
||||
};
|
||||
|
||||
function performInlineRolls(msg) {
|
||||
log("Inline Roll");
|
||||
msg.content = _.chain(msg.inlinerolls)
|
||||
.reduce(function (m, v, k) {
|
||||
m['$[[' + k + ']]'] = v.results.total || 0;
|
||||
return m;
|
||||
}, {})
|
||||
.reduce(function (m, v, k) {
|
||||
return m.replace(k, v);
|
||||
}, msg.content)
|
||||
.value();
|
||||
|
||||
return msg;
|
||||
};
|
||||
|
||||
function handleSkillRoll(input) {
|
||||
let hunger = input.hunger;
|
||||
let dicepool = input.attribute + input.modifier;
|
||||
if (input.type === "skill") {
|
||||
dicepool += input.skill;
|
||||
}
|
||||
|
||||
var run = {
|
||||
blackDice: 0,
|
||||
redDice: 0,
|
||||
user: input.user,
|
||||
rollname: input.rollname
|
||||
};
|
||||
|
||||
if (dicepool <= 0) {
|
||||
vtmGlobal.luckydice = true;
|
||||
if (hunger > 0) {
|
||||
run.redDice = 1;
|
||||
return ["!vtm", run];
|
||||
} else {
|
||||
run.blackDice = 1;
|
||||
return ["!vtm", run];
|
||||
}
|
||||
}
|
||||
|
||||
run.blackDice = dicepool - hunger;
|
||||
run.redDice = ((dicepool + hunger) - Math.abs(dicepool - hunger)) / 2;
|
||||
|
||||
return ["!vtm", run];
|
||||
}
|
||||
|
||||
function handleWillpowerRoll(input) {
|
||||
let dicepool = input.willpower + input.attribute + input.modifier;
|
||||
|
||||
var run = {
|
||||
blackDice: 0,
|
||||
redDice: 0,
|
||||
user: input.user,
|
||||
rollname: input.rollname
|
||||
};
|
||||
|
||||
if (dicepool <= 0) {
|
||||
vtmGlobal.luckydice = true;
|
||||
dicepool = 1;
|
||||
}
|
||||
|
||||
run.blackDice = dicepool;
|
||||
|
||||
return ["!vtm", run];
|
||||
}
|
||||
|
||||
function handleRouseRoll(input) {
|
||||
var run = {
|
||||
blackDice: 0,
|
||||
redDice: 1,
|
||||
user: input.user,
|
||||
rollname: input.rollname,
|
||||
rouseStatRoll: true
|
||||
};
|
||||
|
||||
return ["!vtm", run];
|
||||
}
|
||||
|
||||
function handleFrenzyRoll(input) {
|
||||
let dicepool = input.willpower + input.modifier + Math.floor(input.skill / 3.0);
|
||||
|
||||
var run = {
|
||||
blackDice: 0,
|
||||
redDice: 0,
|
||||
user: input.user,
|
||||
rollname: input.rollname,
|
||||
frenzyRoll: true,
|
||||
difficulty: input.difficulty
|
||||
};
|
||||
|
||||
if (dicepool <= 0) {
|
||||
vtmGlobal.luckydice = true;
|
||||
run.redDice = 1;
|
||||
return ["!vtm", run];
|
||||
}
|
||||
|
||||
run.blackDice = 0;
|
||||
run.redDice = dicepool;
|
||||
|
||||
return ["!vtm", run];
|
||||
}
|
||||
|
||||
function handleSimpleRoll(input) {
|
||||
var run = {
|
||||
blackDice: input.willpower,
|
||||
redDice: input.hunger,
|
||||
user: input.user,
|
||||
rollname: input.rollname
|
||||
};
|
||||
|
||||
return ["!vtm", run];
|
||||
}
|
||||
|
||||
function handleHumanityRoll(input) {
|
||||
let dice = input.willpower;
|
||||
if (dice <= 0) {
|
||||
vtmGlobal.luckydice = true;
|
||||
dice = 1;
|
||||
}
|
||||
|
||||
var run = {
|
||||
blackDice: dice,
|
||||
redDice: 0,
|
||||
user: input.user,
|
||||
rollname: input.rollname,
|
||||
humanityRoll: true
|
||||
};
|
||||
|
||||
return ["!vtm", run];
|
||||
}
|
||||
|
||||
function calculateVariables(argv, who) {
|
||||
var input = {
|
||||
type: argv[1],
|
||||
attribute: 0,
|
||||
skill: 0,
|
||||
hunger: 0,
|
||||
modifier: 0,
|
||||
willpower: 0,
|
||||
user: who,
|
||||
rollname: null,
|
||||
successDc: 6,
|
||||
difficulty: 1
|
||||
};
|
||||
|
||||
for (i = 2; i < argv.length; i++) {
|
||||
let entry = argv[i];
|
||||
let identifier = entry.substring(0, 1);
|
||||
|
||||
if (identifier === "a") {
|
||||
// Assign an int directly to an attribute
|
||||
let value = parseInt(entry.substring(1), 10);
|
||||
input.attribute = value;
|
||||
} else if (identifier === "s") {
|
||||
// Assign an int directly to a skill
|
||||
let value = parseInt(entry.substring(1), 10);
|
||||
input.skill = value;
|
||||
} else if (identifier === "o") {
|
||||
// Used to assign a trait much like "p", this is used in Willpower rolls to assign humanity
|
||||
let value = parseInt(entry.substring(1), 10);
|
||||
value = updateMultiboxValue(value);
|
||||
input.skill = value;
|
||||
} else if (identifier === "r") {
|
||||
// Red die. Used for assigning a value directly to hunger die.
|
||||
let value = parseInt(entry.substring(1), 10);
|
||||
input.hunger = value;
|
||||
} else if (identifier === "m") {
|
||||
// Adds a modifier value straight
|
||||
let value = parseInt(entry.substring(1), 10);
|
||||
input.modifier += value;
|
||||
} else if (identifier === "b") {
|
||||
// Adds half of value to modifier. Example Discipline
|
||||
let value = parseInt(entry.substring(1), 10);
|
||||
value = Math.floor(value / 2.0);
|
||||
input.modifier += value;
|
||||
} else if (identifier === "w") {
|
||||
// Used for willpower if you want to give it a value directly
|
||||
let value = parseInt(entry.substring(1), 10);
|
||||
input.willpower = value;
|
||||
} else if (identifier === "p") {
|
||||
// Used for traits which have 4 states such willpower and health
|
||||
let value = parseInt(entry.substring(1), 10);
|
||||
value = updateMultiboxValue(value);
|
||||
input.willpower = value;
|
||||
} else if (identifier === "d") {
|
||||
// Used for varying a difficulty
|
||||
let value = parseInt(entry.substring(1), 10);
|
||||
if (value < 1) {
|
||||
value = 1;
|
||||
} else if (value > 10) {
|
||||
value = 10;
|
||||
}
|
||||
input.successDc = value;
|
||||
} else if (identifier === "c") {
|
||||
// Used for assigning a character name
|
||||
i++;
|
||||
let value = argv[i];
|
||||
if (value != undefined && value.trim().length != 0) {
|
||||
input.user = value.trim();
|
||||
}
|
||||
} else if (identifier === "t") {
|
||||
// Used for assigning a rollname
|
||||
i++;
|
||||
let value = argv[i];
|
||||
if (value != undefined && value.trim().length != 0) {
|
||||
input.rollname = value.trim();
|
||||
}
|
||||
} else if (identifier === "q") {
|
||||
// The number of successes required (used for only certain rolls)
|
||||
let value = parseInt(entry.substring(1), 10);
|
||||
input.difficulty = value;
|
||||
} else if (input.type === "humanity") {
|
||||
// Used for humanity rolls
|
||||
let totalValue = parseInt(entry.substring(1), 10);
|
||||
let totalHumanity = updateMultiboxValue(totalValue);
|
||||
let missingHumanity = totalValue - totalHumanity;
|
||||
missingHumanity = updateMultiboxValue1(missingHumanity);
|
||||
input.willpower = missingHumanity / 16.0;
|
||||
}
|
||||
}
|
||||
|
||||
return input;
|
||||
}
|
||||
|
||||
function updateMultiboxValue(totalValue) {
|
||||
let value = totalValue;
|
||||
value = scaleMultiboxValue(value, 3616);
|
||||
value = scaleMultiboxValue(value, 241);
|
||||
value = scaleMultiboxValue(value, 16);
|
||||
return value;
|
||||
}
|
||||
|
||||
function updateMultiboxValue1(totalValue) {
|
||||
let value = totalValue;
|
||||
value = scaleMultiboxValue(value, 3616);
|
||||
value = scaleMultiboxValue(value, 241);
|
||||
return value;
|
||||
}
|
||||
|
||||
function scaleMultiboxValue(value, scaleNumber) {
|
||||
while (value > 0) {
|
||||
value -= scaleNumber;
|
||||
}
|
||||
|
||||
if (value < 0) {
|
||||
value += scaleNumber
|
||||
}
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
function calculateRunScript(input) {
|
||||
if (input.type === "atr" || input.type === "skill") {
|
||||
return handleSkillRoll(input);
|
||||
} else if (input.type === "will") {
|
||||
return handleWillpowerRoll(input);
|
||||
} else if (input.type === "rouse") {
|
||||
return handleRouseRoll(input);
|
||||
} else if (input.type === "frenzy") {
|
||||
return handleFrenzyRoll(input);
|
||||
} else if (input.type === "humanity") {
|
||||
return handleHumanityRoll(input);
|
||||
} else {
|
||||
return handleSimpleRoll(input);
|
||||
}
|
||||
}
|
||||
|
||||
// Get the standard DC
|
||||
function baseDc() {
|
||||
var dc = {
|
||||
// These DCs are set to be equal to or greater than their listed value
|
||||
critFail: 1,
|
||||
nil: 2,
|
||||
success: 6,
|
||||
critSuccess: 10
|
||||
}
|
||||
return dc;
|
||||
}
|
||||
|
||||
// Calculates DC
|
||||
function calculateDc(run) {
|
||||
let dc;
|
||||
if (run[1].rouseStatRoll === true) {
|
||||
dc = {
|
||||
// These DCs are set to be equal to or greater than their listed value
|
||||
critFail: 1,
|
||||
nil: 2,
|
||||
success: 6,
|
||||
// All DCs must be set, setting to a number >10 will mean it is effectively ignored
|
||||
critSuccess: 42
|
||||
}
|
||||
} else {
|
||||
dc = baseDc();
|
||||
}
|
||||
return dc;
|
||||
}
|
||||
|
||||
on("chat:message", function (msg) {
|
||||
// returns the chat window command entered, all in lowercase.
|
||||
if (msg.type != 'api') {
|
||||
return;
|
||||
}
|
||||
|
||||
log("New roll");
|
||||
log(msg);
|
||||
|
||||
|
||||
if (_.has(msg, 'inlinerolls')) {
|
||||
msg = performInlineRolls(msg);
|
||||
}
|
||||
|
||||
|
||||
log(msg);
|
||||
|
||||
var chatCommand = msg.content;
|
||||
vtmGlobal.reroll = chatCommand.replace(/\"/g, '"');
|
||||
|
||||
var argv = [].concat.apply([], chatCommand.split('"').map(function (v, i) {
|
||||
return i % 2 ? v : v.split(' ')
|
||||
})).filter(Boolean);
|
||||
log("Post Splitting");
|
||||
log(argv);
|
||||
|
||||
try {
|
||||
if (argv[1] === "skill" || argv[1] === "atr" || argv[1] === "will" || argv[1] === "roll" || argv[1] === "rouse" || argv[1] === "frenzy" || argv[1] === "reroll" || argv[1] === "humanity") {
|
||||
let input = calculateVariables(argv, msg.who);
|
||||
let run = calculateRunScript(input);
|
||||
let dc = calculateDc(run);
|
||||
log("Process roll");
|
||||
log(run);
|
||||
return processScriptTabs(run, msg.who, dc);
|
||||
} else if (argv[1] === "log" || argv[1] === "graphics" || argv[1] === "test" || argv[1] === "hero" || argv[1] === "lupine") {
|
||||
return processScriptTabs(argv, msg.who, baseDc());
|
||||
} else {
|
||||
sendChat("Error", "Invalid API call" + msg);
|
||||
}
|
||||
} catch (err) {
|
||||
sendChat("Error", "Invalid input" + err);
|
||||
return;
|
||||
}
|
||||
});
|
||||
|
Before Width: | Height: | Size: 82 KiB |
|
After Width: | Height: | Size: 80 KiB |
@@ -1,8 +1,10 @@
|
||||
{
|
||||
"html": "vampirev5.html",
|
||||
"css": "vampirev5.css",
|
||||
"authors": "Obi, with major help from BigWhoop. Also super special thanks to John W. and Matt Zaldivar. I based this work off of their VTR and V20 sheets.",
|
||||
"roll20userid": "95940",
|
||||
"preview": "preview.JPG",
|
||||
"instructions": "When rolling using the roll templates, note how the hunger dice works. If the Hunger Dice exceedes your Dice Pool in total dice rolled, just take the first ones that equal that dicepool. You will have to hover over the Hunger dice box until we are able to script a solution."
|
||||
"html": "CWOD-VTM5e.html",
|
||||
"css": "CWOD-VTM5e.css",
|
||||
"authors": "Momtahan K., Martinez A., Obi",
|
||||
"roll20userid":"117780, 143652, 95940",
|
||||
"preview": "CWOD-VTM5e.png",
|
||||
"instructions": "See README.md. To use the sheet, the different buttons next to each Attribute enables you to provide a modifier. The Check-box toggle at the top of the sheet allows for toggling between Standard In-line Rolls and Rolling with the API. Each sheet is set to roll with the Inline, non-API rolls by default. API rolling requires a Pro-level subscription. When using Inline rolls, place the mouse of the number of successes to see the dice rolled. Importantly when using Inline if your dicepool is 3 and your hunger is 4, 4 dice will be rolled, make sure to remove any extra successes or effects. Each button is coded (to the best of my knowledge) to match VTM5e rules. The ROLLs section provides an area for custom rolls, this is useful for Discipline rolls that you will have to remake. As you can't select the disciplines in the Trait 2 combo box, please use the second set of custom rolls and type the value in manually. On pressing the COTERIE button a second set of headings will appear. It is recommended that the ST has one character sheet shared with all players, so they may all type the coterie details into a single sheet. By default Chrome (and likely Firefox) will stop the custom font, at the right of the address bar in your browser is a shield. If you click the shield and select Load unsafe scripts, this will provide access to the custom font."
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -1,5 +1,9 @@
|
||||
{
|
||||
"name-u": "Name:",
|
||||
"age-u": "Age",
|
||||
"virtue-u": "Virtue",
|
||||
"vice-u": "Vice",
|
||||
"faction-u": "Faction",
|
||||
"player-u": "Player:",
|
||||
"chronicle-u": "Chronicle:",
|
||||
"nature-u": "Nature:",
|
||||
@@ -8,7 +12,7 @@
|
||||
"clan-u": "Clan:",
|
||||
"generation-u": "Generation:",
|
||||
"sire-u": "Sire:",
|
||||
"attributes-u": "Attributes",
|
||||
"attributes-u": "ATTRIBUTES",
|
||||
"physical-u": "Physical",
|
||||
"social-u": "Social",
|
||||
"mental-u": "Mental",
|
||||
@@ -17,13 +21,13 @@
|
||||
"stamina-u": "Stamina",
|
||||
"charisma-u": "Charisma",
|
||||
"manipulation-u": "Manipulation",
|
||||
"appearance-u": "Appearance",
|
||||
"appearances-u": "Appearance",
|
||||
"intelligence-u": "Intelligence",
|
||||
"wits-u": "Wits",
|
||||
"perception-u": "Perception",
|
||||
"abilities-u": "Abilities",
|
||||
"talents-u": "Talents",
|
||||
"skills-u": "Skills",
|
||||
"skills-u": "SKILLS",
|
||||
"knowledges-u": "Knowledges",
|
||||
"alertness-u": "Alertness",
|
||||
"athletics-u": "Athletics",
|
||||
@@ -46,7 +50,7 @@
|
||||
"stealth-u": "Stealth",
|
||||
"survival-u": "Survival",
|
||||
"academics-u": "Academics",
|
||||
"computer-u": "Computer",
|
||||
"technology-u": "Technology",
|
||||
"finance-u": "Finance",
|
||||
"investigation-u": "Investigation",
|
||||
"law-u": "Law",
|
||||
@@ -54,11 +58,9 @@
|
||||
"occult-u": "Occult",
|
||||
"politics-u": "Politics",
|
||||
"science-u": "Science",
|
||||
"technology-u": "Technology",
|
||||
"advantages-u": "Advantages",
|
||||
"disciplines-u": "Disciplines",
|
||||
"backgrounds-u": "Backgrounds",
|
||||
"virtues-u": "Virtues",
|
||||
"conscience-u": "Conscience",
|
||||
"convinction-u": "Convinction",
|
||||
"selfcontrol-u": "Self-Control",
|
||||
@@ -74,7 +76,7 @@
|
||||
"bloodpool-u": "Blood Pool",
|
||||
"pointsperturn-u": "Points Per Turn",
|
||||
"dicepools-u": "Dice Pools",
|
||||
"attributeability-u": "<b >Attribute Ability</b >",
|
||||
"attributeability-u": "<h4 >Attribute Ability</h4 >",
|
||||
"health-u": "Health",
|
||||
"bruised-u": "Bruised",
|
||||
"hurt-u": "Hurt",
|
||||
@@ -84,14 +86,32 @@
|
||||
"crippled-u": "Crippled",
|
||||
"incapacitated-u": "Incapacitated",
|
||||
"weakness-u": "Weakness",
|
||||
"experience-u": "Experience",
|
||||
"experience-u": "Spent Experience",
|
||||
"notes-u": "Notes",
|
||||
"hunger-u": "Hunger",
|
||||
"humanity-u": "Humanity",
|
||||
"composure-u": "Composure",
|
||||
"bloodpotency-u": "Blood Potency",
|
||||
"dodge-u": "Dodge",
|
||||
"physique-u": "Physique",
|
||||
"art-u": "Art",
|
||||
"persuasion-u": "Persuasion",
|
||||
"socialise-u": "Socialise",
|
||||
"title-u": "VtM 5e pre-Alpha",
|
||||
"predator-u": "Predator:",
|
||||
"ambition-u": "Ambition:",
|
||||
"desire-u": "Desire:",
|
||||
"predator-u": "Predator:",
|
||||
"composure-u": "Composure",
|
||||
"resolve-u": "Resolve",
|
||||
"animalKen-u": "Animal Ken",
|
||||
"insight-u": "Insight",
|
||||
"persuasion-u": "Persuasion",
|
||||
"resonance-u": "Resonance",
|
||||
"notes-u": "Notes"
|
||||
}
|
||||
"totalexperience-u": "Total Experience",
|
||||
"clanbane-u": "Clan Bane",
|
||||
"touchstone-u": "Touchstones & Convictions",
|
||||
"chronicletenets-u": "Chronicle Tenets",
|
||||
"history-u": "History",
|
||||
"distinguishingfeatures-u": "Distinguishing features",
|
||||
"frenzy-u": "Frenzy",
|
||||
"rouse-u": "Rouse",
|
||||
"coterie-u": "Coterie"
|
||||
}
|
||||
|
After Width: | Height: | Size: 80 KiB |