Merge pull request #4060 from chrisleaptrott/master

Update for Vampire V5 sheet
This commit is contained in:
Cassie Levett
2018-08-28 08:44:37 -05:00
committed by GitHub
42 changed files with 5506 additions and 1708 deletions
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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>.
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# 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)
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// 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, '&quot;');
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;
}
});
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+8 -6
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@@ -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."
}
+33 -13
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@@ -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 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Ability</b >",
"attributeability-u": "<h4 >Attribute &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 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 &amp; Convictions",
"chronicletenets-u": "Chronicle Tenets",
"history-u": "History",
"distinguishingfeatures-u": "Distinguishing features",
"frenzy-u": "Frenzy",
"rouse-u": "Rouse",
"coterie-u": "Coterie"
}
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