26 Commits
Author SHA1 Message Date
tevans 17c64ec0de style: premium scene control and sidebar UI overhaul v0.6.5 2026-05-25 14:27:14 +01:00
tevans 64bef08fe0 chore: bump version to 0.6.4 2026-05-24 21:02:11 +01:00
tevans d81034f6f4 feat: add interactive combat roll modifier slider snappable UI and visual ticks 2026-05-24 21:01:06 +01:00
tevans f66ac84c0b Skill roll dialog: scrollable list replaces fixed pixel height
- Remove manual dialogHeight pixel counter (was error-prone)
- Wrap skill list in scrollable div (max-height 340px, overflow-y auto)
- Long skill lists no longer push action buttons off-screen
2026-05-19 22:20:00 +01:00
tevans 24f513baf8 NPC Desk: archetype accents, live preview card, badge icons, custom SVG emblems
- sla-npc-generator.js: archetype-specific accent styling for Shiver, DarkNight, Tek, Ebb, Media, Internal Affairs, gangs, civilians, predators, corp assets; live preview card (identity, strapline, disposition/threat posture, stat readout, loadout kit) updating on archetype/quality/species/disposition/threat/loadout/affiliation change; badge icon helper switched from Font Awesome classes to custom SVG path mapping
- sla-npc-generator.html: preview card markup with badge header; SVG badge renderer replacing icon-class approach
- mosh.css: archetype accent strip styles; preview card layout; image-based badge styling; badge set rules under npc-badges
- icons/ui/npc-badges/: 10 new custom SVGs — shiver, darknight, tek, ebb, internal, media, gang, predator, civilian, corp
2026-04-15 18:27:24 +01:00
tevans 9269348bf4 Fix NPC dossier layout: move block below header, proper responsive grid
- templates/actor/creature-sheet.html: moved dossier section out of the header into the sheet body so it no longer squashes the stat/HP area; switched inner grid to new sla-creature-dossier-grid class; Snapshot field now spans full width with sla-creature-dossier-wide
- css/mosh.css: added sla-creature-dossier-grid (3-col responsive grid collapsing to 2-col at 900px, 1-col at 640px); labels get display:block + bottom margin; inputs get width:100% and box-sizing; added sla-creature-dossier-wide span-3 helper; fixed dossier margin
2026-04-15 17:20:34 +01:00
tevans 2758be6096 Add NPC Desk: generator window, creature dossier, world tools integration
New files:
- module/windows/sla-npc-generator.js — NPC generator window; archetype, species, quality, affiliation, dept/cell, role, sector, disposition, threat, loadout preset; auto-creates creature actors into SLA Mothership/NPCs folder; auto-assigns portrait if portrait pack active; seeds basic skills, weapons, armor and gear
- templates/dialogs/sla-npc-generator.html — form template for the NPC Desk window

Updated files:
- template.json — extended creature actor data with NPC dossier fields (role, affiliation, department, sector, threat, summary)
- templates/actor/creature-sheet.html — editable NPC dossier block on creature sheet
- module/actor/creature-sheet.js — wired dossier fields into sheet data
- module/mosh.js — exposed generator via system API
- module/windows/sla-world-tools.js — sidebar button to open NPC Desk
- templates/dialogs/sla-world-tools.html — Open NPC Desk entry in world tools dialog
- css/mosh.css — styling for NPC Desk and dossier block
2026-04-15 17:12:46 +01:00
tevans b1cfb636df Add active conditions summary below stats + GM 30-min chat report
- templates/actor/actor-sheet.html: red conditions bar shown below Strength/Speed/Intellect/Combat stats whenever any condition items are active; displays condition name and severity
- module/mosh.js: GM-only 30-minute interval timer that whispers a formatted conditions report to all GMs listing every actor with active conditions and their severities
- css/mosh.css: styles for .sla-active-conditions-summary, .sla-conditions-label, .sla-active-condition (red text, dark red border/background)
2026-04-15 16:24:41 +01:00
tevans 0d77741a41 Header redesign: REST top-right above Race, bottom row all equal-width flex
- REST button moves to grid row 1, cols 7-8, right-aligned above Race field
- Wordmark narrows to cols 1-6 to give REST clear space
- LAD / Credits / SCL / Height / Weight wrapped in single flex row (equal width)
- Removed compact-field font overrides — all bottom fields now same size
- Removed inline styles from REST button
2026-04-15 14:11:59 +01:00
tevans 6508a7e883 Header layout: REST next to LAD, wider Credits, consistent compact field fonts
- REST button moves to col 2 (immediately right of LAD)
- LAD drops span-2, takes single col 1
- Credits field now spans 3 columns (much wider, value fully visible)
- SCL/HEIGHT/WEIGHT shift right to cols 6-7-8
- Compact field fonts match other header fields (0.95rem)
- SCL/HEIGHT/WEIGHT labels and inputs centered
2026-04-15 14:04:06 +01:00
tevans 8cbea7c237 Add full Vevaphon MORPH tab: instability track, form selector, panic reference, morph notes
- actor.js: Add isSlaVevaphon(), setSlaVevaphonMorphForm(), adjustSlaVevaphonInstability() methods
- actor.js: Fix getSlaRestrictedEbbItemIds() to skip morph-form abilities (abilityType !== 'ebb')
- actor.js: Fix enforceSlaEbbEligibility() with ID validation + try/catch for concurrent calls
- actor-sheet.js: Split morphForms into separate array, pre-compute slaIsActiveMorphForm flag
- actor-sheet.js: Add vevaphonInstabilityDesc and vevaphonMorphPanic to template data
- actor-sheet.html: Add MORPH tab with instability track, active form buttons, panic reference, notes
- actor-sheet.html: Remove ability-use-trigger class from morph form rows (Vevaphons are not Ebb users)
- mosh.css: Add morph tab CSS (track bar, instability colours, form buttons, active state, tags)
- mosh.css: Enlarge REST button pill (max-width 120px, padding/font overrides)
2026-04-15 13:50:12 +01:00
tevans d89671e707 Fix: remove Ebb trigger from morph form rows; widen REST button container to 120px 2026-04-15 13:43:35 +01:00
tevans d0d907bd98 Fix morph forms: use abilityType=morph (schema-defined) to survive Ebb enforcement; bigger REST button 2026-04-15 11:52:42 +01:00
tevans f3264d60e2 Add Vevaphon morph form display to Special Rules tab; fix morphForm flag on world items; enlarge REST button 2026-04-15 11:39:20 +01:00
tevans 63da87f372 Fix: exempt morphForm abilities from Ebb eligibility sweep — Vevaphons morph, they are not Ebb users 2026-04-15 11:19:04 +01:00
tevans 4a5561a82f Fix v14 Vevaphon: debounce createItem hook + try/catch guard on Ebb enforcement deletes 2026-04-15 11:14:45 +01:00
tevans 9fb7867069 Fix v14 compat: filter embedded item IDs before deleteEmbeddedDocuments in enforceSlaEbbEligibility 2026-04-15 11:10:00 +01:00
tevans b64125e637 chore: bump to v0.6.3 — Foundry v14 compatibility (min:13, max:14, verified:14) 2026-04-15 09:04:26 +01:00
tevans c728f7bb6d chore: bump version to 0.6.2 — player permissions, CSS overhaul, template updates 2026-04-14 23:29:08 +01:00
tevans 19b472de00 feat: player permissions enforcement, CSS overhaul, actor/chat template updates
- Enforce sidebar directory restrictions for non-GM players across actors,
  scenes, journal, tables, compendium, and combat
- Major CSS refactor in mosh.css (layout, sizing, colour passes)
- Actor sheet JS: extended item handling and sheet render logic
- Actor data model updates in actor.js
- Item sheet additions in item-sheet.js
- Updated chat templates: itemRoll, modifyActor, modifyItem, reload,
  rollCheck, rollTable for improved formatting and clarity
- Actor/creature sheet HTML restructured
- Compendium pack DB files rotated (LevelDB log/manifest housekeeping)

Co-authored-by: slaguru666 <timevans666@gmail.com>
2026-04-14 22:38:18 +01:00
tevans bf4e98a780 chore: bump version to 0.6.1 — UI overhaul, icons, pause animation fix 2026-04-10 23:36:06 +01:00
tevansandClaude Sonnet 4.6 3d21b8e466 feat: SLA Industries UI overhaul — icons, pause animation, actor sheet enhancements
- Custom SLA Industries pause-screen animation (orbital rings, SLA hex logo, radar sweep, STAND BY blink)
- Pause animation now correctly disappears on unpause (fixed display:flex !important conflict)
- 18 custom SLA Industries SVG icons for all sidebar tabs and scene controls (icons/ui/)
- JavaScript DOM injection for Foundry v13 icon replacement (button-based structure)
- SCL fractional controls (+1/-1/+½/-½ step buttons)
- Session ability tracking checkbox + New Session button
- Contacts tab with card-based CRUD
- Drug stacking warning dialog
- Rest button (Short/Long rest with condition clear + flux restore)
- Activity log in Notes tab (rolls, rests, drugs, panic — newest first, 10KB cap)
- Portrait static neon blue border
- Header restructured to 8-column grid (LAD, Credits, SCL, Height, Weight, Rest)
- S.C.L label rename

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-10 23:12:06 +01:00
slaguru666 85fedf1e16 chore: bump version to 0.6.0
Vevaphon species, Disguise skill, bug fixes, tooltips, instability bar.
2026-04-09 15:09:28 +01:00
slaguru666 e7a18a735a Add instability numeric readout and column header tooltips
- Instability bar now taller (22px) with X/12 label centred inside it
- CSS: bar label positioned absolutely inside the wrap
- Tooltips on all column headers: AP, DR, Speed, Oxygen, Carry (armour);
  Qty, Rating, Value, Weight, State, Duration (drugs);
  Quantity, Weight, Carry, Value (items);
  Category, Rank, Bonus (skills);
  Damage, Ammo, Shots, Mode, Carry, Range (weapons)
2026-04-09 13:45:23 +01:00
slaguru666 eacdf8e94b Fix: exclude Vevaphon morph abilities from Ebb enforcement
getSlaRestrictedEbbItemIds() was treating all ability-type items as Ebb
abilities and deleting them from non-Ebb characters. Vevaphon morph form
abilities (Brute Form, Stalker Form, Raptor Form) are not Ebb items —
exclude them by both flag check and name so they survive the enforcement hook.
2026-04-09 12:38:31 +01:00
slaguru666 971f6c4c49 Add Stormer Vevaphon — polymorphic morph system with instability tracker
- 3 morph forms (Brute/Stalker/Raptor), each costing 1 Instability on activation
- Instability tracker (0–12) with minor effects at 6+, Morph Panic at 10+
- Morph tab on character sheet: shift buttons, bar, panic reference
- actor.js: isSlaVevaphon(), setSlaVevaphonMorphForm(), adjustSlaVevaphonInstability()
- CSS: instability bar, morph buttons
- Character generator: morph constants, derive, generate() wiring
- template.json: morphForm, vevaphonInstability, morphNotes
2026-04-09 12:00:33 +01:00
96 changed files with 4702 additions and 510 deletions
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</svg>

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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 64 64" fill="none">
<path d="M18 48 28 16M30 50l8-26M42 48l6-18" stroke="#F4F7FA" stroke-width="5" stroke-linecap="round"/>
<path d="M18 48c2-4 6-7 10-8M30 50c2-4 5-7 8-8M42 48c1.5-3 4-5.5 7-6.5" stroke="#F4F7FA" stroke-width="3.5" stroke-linecap="round"/>
</svg>

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@@ -0,0 +1,4 @@
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 64 64" fill="none">
<path d="M32 8 48 14v14c0 11-6.4 20.8-16 28-9.6-7.2-16-17-16-28V14L32 8Z" stroke="#F4F7FA" stroke-width="4" stroke-linejoin="round"/>
<path d="M32 18v24M22 30h20" stroke="#F4F7FA" stroke-width="4" stroke-linecap="round"/>
</svg>

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@@ -0,0 +1,5 @@
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 64 64" fill="none">
<path d="M24 10h16l8 14-8 14H24l-8-14 8-14Z" stroke="#F4F7FA" stroke-width="4" stroke-linejoin="round"/>
<circle cx="32" cy="24" r="4" fill="#F4F7FA"/>
<path d="M32 28v18M32 38h10M32 46H22" stroke="#F4F7FA" stroke-width="4" stroke-linecap="round"/>
</svg>

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@@ -0,0 +1,11 @@
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 32 32">
<!-- Waveform bars -->
<rect x="2" y="12" width="3" height="8" rx="1" fill="currentColor"/>
<rect x="7" y="7" width="3" height="18" rx="1" fill="currentColor"/>
<rect x="12" y="4" width="3" height="24" rx="1" fill="currentColor"/>
<rect x="17" y="9" width="3" height="14" rx="1" fill="currentColor"/>
<rect x="22" y="6" width="3" height="20" rx="1" fill="currentColor"/>
<rect x="27" y="13" width="3" height="6" rx="1" fill="currentColor"/>
<!-- Base line -->
<line x1="2" y1="29" x2="30" y2="29" stroke="currentColor" stroke-width="1"/>
</svg>

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@@ -0,0 +1,16 @@
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 32 32">
<!-- Outer border -->
<rect x="2" y="2" width="28" height="28" fill="none" stroke="currentColor" stroke-width="2" rx="1"/>
<!-- Grid lines -->
<line x1="11" y1="2" x2="11" y2="30" stroke="currentColor" stroke-width="1"/>
<line x1="21" y1="2" x2="21" y2="30" stroke="currentColor" stroke-width="1"/>
<line x1="2" y1="11" x2="30" y2="11" stroke="currentColor" stroke-width="1"/>
<line x1="2" y1="21" x2="30" y2="21" stroke="currentColor" stroke-width="1"/>
<!-- Sector fills — industrial blocks -->
<rect x="3" y="3" width="7" height="7" fill="currentColor"/>
<rect x="13" y="13" width="7" height="7" fill="currentColor" opacity="0.6"/>
<rect x="22" y="22" width="7" height="7" fill="currentColor"/>
<rect x="22" y="3" width="7" height="7" fill="currentColor"/>
<!-- Location marker -->
<polygon points="16,17 14,21 18,21" fill="currentColor"/>
</svg>

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@@ -0,0 +1,16 @@
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 32 32">
<!-- Hex gear outer -->
<polygon points="16,2 27,8 27,20 16,26 5,20 5,8" fill="none" stroke="currentColor" stroke-width="2.5" stroke-linejoin="round"/>
<!-- Gear teeth on hex edges -->
<polygon points="16,1 18,4 14,4" fill="currentColor"/>
<polygon points="27.5,7.5 27,11 24.5,9.5" fill="currentColor"/>
<polygon points="27.5,20.5 24.5,22.5 27,19" fill="currentColor"/>
<polygon points="16,27 14,24 18,24" fill="currentColor"/>
<polygon points="4.5,20.5 5,19 7.5,22.5" fill="currentColor"/>
<polygon points="4.5,7.5 7.5,9.5 5,11" fill="currentColor"/>
<!-- Inner hex cutout -->
<polygon points="16,9 21,12 21,18 16,21 11,18 11,12" fill="currentColor"/>
<!-- Center circle -->
<circle cx="16" cy="15" r="3.5" fill="none" stroke="currentColor" stroke-width="2"/>
<circle cx="16" cy="15" r="1.5" fill="currentColor"/>
</svg>

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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 32 32">
<!-- Speaker cone -->
<polygon points="4,11 12,11 20,5 20,27 12,21 4,21" fill="currentColor" stroke="currentColor" stroke-width="1.5" stroke-linejoin="round"/>
<!-- Sound wave arcs -->
<path d="M23,10 C26,12 26,20 23,22" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round"/>
<path d="M25,7 C30,11 30,21 25,25" fill="none" stroke="currentColor" stroke-width="1.5" stroke-linecap="round" opacity="0.6"/>
<!-- Base line -->
<rect x="4" y="21" width="8" height="5" rx="0.5" fill="currentColor" opacity="0.5"/>
</svg>

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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 32 32">
<!-- Outer frame -->
<rect x="2" y="3" width="28" height="26" fill="none" stroke="currentColor" stroke-width="2" rx="1"/>
<!-- Header row -->
<rect x="2" y="3" width="28" height="6" fill="currentColor" rx="1"/>
<!-- Row dividers -->
<line x1="2" y1="15" x2="30" y2="15" stroke="currentColor" stroke-width="1"/>
<line x1="2" y1="21" x2="30" y2="21" stroke="currentColor" stroke-width="1"/>
<!-- Column dividers -->
<line x1="10" y1="9" x2="10" y2="29" stroke="currentColor" stroke-width="1"/>
<line x1="21" y1="9" x2="21" y2="29" stroke="currentColor" stroke-width="1"/>
<!-- Die symbol in first col -->
<rect x="4" y="11" width="4" height="4" rx="0.5" fill="none" stroke="currentColor" stroke-width="1"/>
<circle cx="6" cy="13" r="0.8" fill="currentColor"/>
</svg>

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+14
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@@ -0,0 +1,14 @@
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 32 32">
<!-- 2x2 tile grid with isometric feel -->
<!-- Top-left tile -->
<rect x="2" y="2" width="13" height="13" rx="1" fill="currentColor" stroke="currentColor" stroke-width="1.5"/>
<!-- Top-right tile -->
<rect x="17" y="2" width="13" height="13" rx="1" fill="currentColor" opacity="0.5" stroke="currentColor" stroke-width="1.5"/>
<!-- Bottom-left tile -->
<rect x="2" y="17" width="13" height="13" rx="1" fill="currentColor" opacity="0.5" stroke="currentColor" stroke-width="1.5"/>
<!-- Bottom-right tile -->
<rect x="17" y="17" width="13" height="13" rx="1" fill="currentColor" stroke="currentColor" stroke-width="1.5"/>
<!-- Corner brackets on tiles -->
<path d="M4,7 L4,4 L7,4" fill="none" stroke="currentColor" stroke-width="1.2"/>
<path d="M19,7 L19,4 L22,4" fill="none" stroke="currentColor" stroke-width="1.2"/>
</svg>

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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 32 32">
<!-- Hex base -->
<polygon points="16,3 28,10 28,22 16,29 4,22 4,10" fill="none" stroke="currentColor" stroke-width="2" stroke-linejoin="round"/>
<!-- Inner ring -->
<polygon points="16,8 23,12 23,20 16,24 9,20 9,12" fill="none" stroke="currentColor" stroke-width="1"/>
<!-- Head silhouette -->
<circle cx="16" cy="14" r="3.5" fill="currentColor"/>
<!-- Shoulders -->
<path d="M10,23 C10,19 22,19 22,23" fill="currentColor"/>
</svg>

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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 32 32">
<!-- Main wall line heavy -->
<line x1="4" y1="16" x2="28" y2="16" stroke="currentColor" stroke-width="4"/>
<!-- Wall battlements (top) -->
<rect x="5" y="10" width="4" height="6" fill="currentColor"/>
<rect x="13" y="10" width="4" height="6" fill="currentColor"/>
<rect x="21" y="10" width="4" height="6" fill="currentColor"/>
<!-- Wall base foundation -->
<rect x="3" y="20" width="26" height="4" rx="1" fill="currentColor" opacity="0.5"/>
<!-- Door gap indicator -->
<rect x="14" y="16" width="4" height="4" fill="currentColor" opacity="0"/>
<line x1="14" y1="16" x2="14" y2="24" stroke="currentColor" stroke-width="1" stroke-dasharray="2 2" opacity="0.7"/>
<line x1="18" y1="16" x2="18" y2="24" stroke="currentColor" stroke-width="1" stroke-dasharray="2 2" opacity="0.7"/>
</svg>

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+378 -15
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@@ -141,6 +141,30 @@ function decorateSkillWithTraitPreview(skill, traitRows = []) {
return skill;
}
function getPurchasableItemTotalCost(itemData = {}) {
const system = itemData?.system ?? itemData?.data ?? {};
const unitCost = Number(system.cost ?? 0) || 0;
const quantity = Math.max(1, Number(system.quantity ?? 1) || 1);
return Math.round(unitCost * quantity * 100) / 100;
}
function isAmmoPurchaseItem(itemData = {}) {
const system = itemData?.system ?? itemData?.data ?? {};
const sla = system?.sla ?? {};
const name = String(itemData?.name ?? "").trim().toLowerCase();
const category = String(sla.category ?? "").trim().toLowerCase();
const calibre = String(sla.calibre ?? "").trim();
const ammoTag = String(sla.ammoTag ?? "").trim();
return category === "ammunition" || Boolean((calibre && ammoTag) || name.startsWith("ammo:"));
}
function formatSlaTimestamp() {
return new Intl.DateTimeFormat(undefined, {
dateStyle: "short",
timeStyle: "short"
}).format(new Date());
}
const SLA_SPECIES_RULES = {
Human: [
{ key: "adaptable", label: "Adaptable", summary: "Once per session, reroll one Stat check and take the better result.", optional: false, default: true }
@@ -258,6 +282,9 @@ export class MothershipActorSheet extends foundry.appv1.sheets.ActorSheet {
superData.sla.fluxNotes ??= { value: "" };
superData.sla.ebbNotes ??= { value: "" };
superData.sla.speciesRules ??= {};
superData.sla.sessionAbilityUsed ??= false;
superData.sla.contacts ??= [];
superData.sla.activityLog ??= { value: "" };
const activeTheme = this.actor.getFlag("sla-mothership", "sheetTheme") || "modern";
data.slaSheetTheme = activeTheme;
data.data.slaSheetTheme = activeTheme;
@@ -271,6 +298,28 @@ export class MothershipActorSheet extends foundry.appv1.sheets.ActorSheet {
const fluxValue = Number(superData.sla.flux?.value ?? 0);
const fluxMax = Math.max(0, Number(superData.sla.flux?.max ?? 0));
data.data.slaFluxPercent = fluxMax > 0 ? Math.min(100, Math.max(0, Math.round((fluxValue / fluxMax) * 100))) : 0;
// Vevaphon morph data
data.data.isVevaphon = this.actor.isSlaVevaphon?.() ?? false;
if (data.data.isVevaphon) {
const instab = Math.max(0, Math.min(12, Number(superData.sla.vevaphonInstability?.value ?? 0) || 0));
data.data.vevaphonInstabilityPercent = Math.round((instab / 12) * 100);
data.data.vevaphonInstabilityElevated = instab >= 6;
data.data.vevaphonInstabilityCritical = instab >= 10;
data.data.vevaphonInstabilityClass = instab >= 10 ? "instability-critical" : instab >= 6 ? "instability-elevated" : "instability-nominal";
data.data.vevaphonInstabilityDesc = instab >= 10
? "Instability critical. Full reversion risk on every shift."
: instab >= 6
? "Instability elevated. Sanity saves required when morphing mid-scene."
: "Instability nominal. Morphing is available without additional risk.";
data.data.vevaphonMorphPanic = [
{ roll: 1, label: "Cascade Shift", desc: "Random morph form, +1 Instability." },
{ roll: 2, label: "Identity Bleed", desc: "Forgets name and callsign until end of scene." },
{ roll: 3, label: "Partial Lock", desc: "One limb freezes. −10 physical rolls using that limb." },
{ roll: 4, label: "Tissue Rejection", desc: "1d5 damage, armour does not apply." },
{ roll: 5, label: "Threat Imprint", desc: "Locked on nearest visible target." },
{ roll: 6, label: "Full Reversion", desc: "Base form, lose morph bonuses, −1 Instability." }
];
}
data.data.slaSpeciesTraitList = String(superData.sla.speciesNotes?.value ?? "").split(/\n+/).map((entry) => entry.trim()).filter(Boolean);
data.data.slaPackageSkillList = String(superData.sla.packageSkills?.value ?? "").split(/\s*,\s*/).map((entry) => entry.trim()).filter(Boolean);
data.data.slaSpeciesRules = getSpeciesRules(String(superData.sla.species?.value ?? "").trim(), superData.sla.speciesRules);
@@ -283,6 +332,17 @@ export class MothershipActorSheet extends foundry.appv1.sheets.ActorSheet {
disadvantage: String(this._slaTraitPickerSelection?.disadvantage ?? "").trim()
};
data.data.slaPrometheusStatus = this.actor.getSlaPrometheusStatus?.() ?? { enabled: false, inCombat: false, currentRound: 0, roundsUntilPulse: null, pulseThisRound: false };
// Contacts
const rawContacts = Array.isArray(superData.sla.contacts) ? superData.sla.contacts : [];
data.data.slaContacts = rawContacts.map((c) => ({
id: String(c.id ?? foundry.utils.randomID()),
name: String(c.name ?? "Unknown"),
role: String(c.role ?? ""),
notes: String(c.notes ?? ""),
disposition: ["ally", "neutral", "hostile", "unknown"].includes(c.disposition) ? c.disposition : "neutral"
}));
data.data.slaContactCount = data.data.slaContacts.length;
const traitRows = buildSlaTraitRows(data.data.persTraits ?? []);
data.data.persTraitsEnhanced = traitRows;
data.data.traitCount = traitRows.length;
@@ -397,6 +457,7 @@ export class MothershipActorSheet extends foundry.appv1.sheets.ActorSheet {
const armors = [];
const conditions = [];
const abilities = [];
const morphForms = [];
const persTraits = [];
let curWeight = 0;
@@ -503,7 +564,11 @@ export class MothershipActorSheet extends foundry.appv1.sheets.ActorSheet {
conditions.push(i);
} else if (i.type === 'ability') {
abilities.push(i);
if (i.system?.sla?.morphForm) {
morphForms.push(i);
} else {
abilities.push(i);
}
} else if (i.type === 'persTrait') {
persTraits.push(i);
}
@@ -540,6 +605,9 @@ export class MothershipActorSheet extends foundry.appv1.sheets.ActorSheet {
actorData.weapons = weapons;
actorData.conditions = conditions;
actorData.abilities = abilities;
const activeMorphFormName = String(actorData.system?.sla?.morphForm?.value ?? "").trim();
morphForms.forEach(f => { f.slaIsActiveMorphForm = f.name === activeMorphFormName; });
actorData.slaMorphForms = morphForms;
actorData.persTraits = persTraits.sort((left, right) => String(left?.name ?? "").localeCompare(String(right?.name ?? "")));
}
@@ -654,19 +722,26 @@ export class MothershipActorSheet extends foundry.appv1.sheets.ActorSheet {
//Quantity adjuster
html.on('mousedown', '.item-quantity', ev => {
const li = ev.currentTarget.closest(".item");
//const item = duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId))
var item;
item = foundry.utils.duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
let amount = item.system.quantity;
const sourceItem = this.actor.getEmbeddedDocument("Item", li.dataset.itemId);
if (!sourceItem) return;
const item = foundry.utils.duplicate(sourceItem);
const amount = Math.max(0, Number(item.system?.quantity ?? 0) || 0);
let delta = 0;
if (event.button == 0) {
item.system.quantity = Number(amount) + 1;
} else if (event.button == 2) {
item.system.quantity = Number(amount) - 1;
if (ev.button === 0) {
delta = 1;
} else if (ev.button === 2) {
delta = -1;
}
this.actor.updateEmbeddedDocuments('Item', [item]);
if (!delta) return;
item.system.quantity = Math.max(0, amount + delta);
this.actor.updateEmbeddedDocuments('Item', [item]).then(async () => {
if (delta > 0) {
await this._applySlaQuantityIncreaseDebit(sourceItem, delta);
}
});
});
//Severity adjuster
@@ -751,7 +826,7 @@ export class MothershipActorSheet extends foundry.appv1.sheets.ActorSheet {
var item;
item = foundry.utils.duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
this.actor.rollCheck(null, null, null, item.name, item.system.bonus, null);
this.actor.rollCheck(null, null, null, item.name, item.system.bonus, null, null, { promptModifier: true });
});
html.find('.sla-ebb-skill-roll').click(ev => {
@@ -783,7 +858,7 @@ export class MothershipActorSheet extends foundry.appv1.sheets.ActorSheet {
//const item = duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
var item;
item = foundry.utils.duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
this.actor.rollWeaponAttack(item);
this.actor.rollWeaponAttack(item, { promptModifier: true });
});
// Rollable Damage
@@ -906,8 +981,141 @@ export class MothershipActorSheet extends foundry.appv1.sheets.ActorSheet {
this.actor.triggerSlaFluxPanic({ source: 'Manual Flux panic check', panicOnFailure: true, forcePanic: true });
});
html.find('.sla-panic-button').click(ev => {
this.actor.rollTable("panicCheck", null, null, null, null, null, null);
// Vevaphon morph form shift
html.find('.sla-morph-shift').click(async (ev) => {
const formName = ev.currentTarget.dataset.form;
if (!formName) return;
await this.actor.setSlaVevaphonMorphForm?.(formName);
this.render(false);
});
// Vevaphon instability +/-
html.find('.sla-instability-increase').click(async () => {
await this.actor.adjustSlaVevaphonInstability?.(1);
this.render(false);
});
html.find('.sla-instability-decrease').click(async () => {
await this.actor.adjustSlaVevaphonInstability?.(-1);
this.render(false);
});
// SCL fractional adjustment buttons
html.find('.sla-scl-adjust').click(async (ev) => {
ev.preventDefault();
const delta = parseFloat(ev.currentTarget.dataset.delta ?? 0);
if (!delta) return;
const current = parseFloat(String(this.actor.system?.sla?.scl?.value ?? "0").replace(",", ".")) || 0;
const next = Math.max(0, Math.round((current + delta) * 10) / 10);
const formatted = Number.isInteger(next) ? String(next) : next.toFixed(1);
await this.actor.update({ "system.sla.scl.value": formatted });
this.render(false);
});
// Session ability tracking — checkbox
html.find('.sla-session-ability-used').on('change', async (ev) => {
ev.stopPropagation();
await this.actor.update({ "system.sla.sessionAbilityUsed": ev.currentTarget.checked });
});
// New Session reset button
html.find('.sla-new-session').click(async (ev) => {
ev.preventDefault();
const confirmed = await Dialog.confirm({
title: "New Session",
content: "<p>Start a new session? This will reset the trauma response session ability for this operative.</p>",
defaultYes: true
});
if (!confirmed) return;
await this.actor.update({ "system.sla.sessionAbilityUsed": false });
ui.notifications.info(`${this.actor.name}: session ability reset for new session.`);
this.render(false);
});
// Rest button — short or long rest dialog
html.find('.sla-rest-button').click(async (ev) => {
ev.preventDefault();
const restType = await new Promise((resolve) => {
new Dialog({
title: "Take a Rest",
content: `
<p>What kind of rest is <strong>${this.actor.name}</strong> taking?</p>
<p><strong>Short Rest:</strong> Removes non-permanent conditions. No stat recovery.</p>
<p><strong>Long Rest:</strong> Removes non-permanent conditions and fully restores Flux (if Ebb user).</p>
`,
buttons: {
short: { icon: '<i class="fas fa-moon"></i>', label: "Short Rest", callback: () => resolve("short") },
long: { icon: '<i class="fas fa-bed"></i>', label: "Long Rest", callback: () => resolve("long") },
cancel: { icon: '<i class="fas fa-times"></i>', label: "Cancel", callback: () => resolve(null) }
},
default: "short"
}).render(true);
});
if (!restType) return;
const updates = {};
// Remove temporary conditions (items of type "condition")
const conditionIds = this.actor.items
.filter((item) => item.type === "condition")
.map((item) => item.id);
if (conditionIds.length > 0) {
await this.actor.deleteEmbeddedDocuments("Item", conditionIds);
}
if (restType === "long") {
// Restore Flux to max for Ebb users
const isEbb = this.actor.isSlaEbbUser?.() ?? false;
if (isEbb) {
const fluxMax = Math.max(0, Number(this.actor.system?.sla?.flux?.max ?? 0));
updates["system.sla.flux.value"] = fluxMax;
await this.actor.updateSlaFluxState?.(fluxMax, { save: true });
}
}
if (Object.keys(updates).length > 0) {
await this.actor.update(updates);
}
const condMsg = conditionIds.length > 0 ? ` Cleared ${conditionIds.length} condition(s).` : "";
const fluxMsg = restType === "long" && (this.actor.isSlaEbbUser?.() ?? false) ? " Flux restored." : "";
ui.notifications.info(`${this.actor.name}: ${restType === "long" ? "Long" : "Short"} rest complete.${condMsg}${fluxMsg}`);
await this.actor.addSlaActivityLog?.(`${restType === "long" ? "Long" : "Short"} rest.${condMsg}${fluxMsg}`);
this.render(false);
});
// Contact add button
html.find('.sla-contact-add').click(async (ev) => {
ev.preventDefault();
await this._slaContactDialog(null);
});
// Contact edit button
html.find('.sla-contact-edit').click(async (ev) => {
ev.preventDefault();
const contactId = String(ev.currentTarget.dataset.contactId ?? "").trim();
if (!contactId) return;
await this._slaContactDialog(contactId);
});
// Contact delete button
html.find('.sla-contact-delete').click(async (ev) => {
ev.preventDefault();
const contactId = String(ev.currentTarget.dataset.contactId ?? "").trim();
if (!contactId) return;
const confirmed = await Dialog.confirm({
title: "Delete Contact",
content: "<p>Remove this contact from the operative's network?</p>",
defaultYes: false
});
if (!confirmed) return;
const contacts = Array.isArray(this.actor.system?.sla?.contacts) ? [...this.actor.system.sla.contacts] : [];
const updated = contacts.filter((c) => c.id !== contactId);
await this.actor.update({ "system.sla.contacts": updated });
this.render(false);
});
html.find('.sla-panic-button').click(async ev => {
await this.actor.rollTable("panicCheck", null, null, null, null, null, null);
await this.actor.addSlaActivityLog?.("Panic check triggered.");
});
html.find('.sla-wound-button').click(ev => {
@@ -1041,6 +1249,91 @@ export class MothershipActorSheet extends foundry.appv1.sheets.ActorSheet {
/* -------------------------------------------- */
async _onDrop(event) {
const data = TextEditor.getDragEventData(event);
if (data?.type !== "Item") return super._onDrop(event);
const droppedItem = await Item.implementation.fromDropData(data).catch(() => null);
if (!droppedItem) return super._onDrop(event);
if (droppedItem.parent?.uuid === this.actor.uuid) {
return super._onDrop(event);
}
const shouldDebitPurchase = !droppedItem.parent || droppedItem.parent.documentName !== "Actor";
const itemData = droppedItem.toObject();
delete itemData._id;
delete itemData.folder;
const created = await this.actor.createEmbeddedDocuments("Item", [itemData], {
slaPurchaseDebit: true,
slaPurchaseSource: data.uuid ?? droppedItem.uuid ?? ""
});
if (shouldDebitPurchase) {
await this._applySlaPurchaseDebit(created);
}
return created;
}
async _applySlaPurchaseDebit(createdDocs = []) {
const documents = Array.isArray(createdDocs) ? createdDocs : [createdDocs];
const total = Math.round(documents.reduce((sum, doc) => sum + getPurchasableItemTotalCost(doc?.toObject?.() ?? doc), 0) * 100) / 100;
if (!total) return;
const currentCredits = Number(this.actor.system?.credits?.value ?? 0) || 0;
const newCredits = Math.round((currentCredits - total) * 100) / 100;
const updateData = { "system.credits.value": newCredits };
const itemNames = documents.map((doc) => doc?.name).filter(Boolean).join(", ");
const ammoDocs = documents
.map((doc) => doc?.toObject?.() ?? doc)
.filter((doc) => isAmmoPurchaseItem(doc));
if (ammoDocs.length) {
const stamp = formatSlaTimestamp();
const currentLedger = String(this.actor.system?.sla?.ammoLedger?.value ?? "").trim();
const purchaseEntries = ammoDocs.map((doc) => {
const system = doc?.system ?? doc?.data ?? {};
const quantity = Math.max(1, Number(system.quantity ?? 1) || 1);
const unitCost = Number(system.cost ?? 0) || 0;
const lineCost = Math.round(unitCost * quantity * 100) / 100;
return `[${stamp}] PURCHASE | ${doc?.name ?? "Ammo"} | ${quantity} round${quantity === 1 ? "" : "s"} | -${lineCost} cR | balance ${newCredits} cR`;
});
const ledgerLines = [...purchaseEntries, ...currentLedger.split("\n").filter(Boolean)].slice(0, 60);
updateData["system.sla.ammoLedger.value"] = ledgerLines.join("\n");
}
await this.actor.update(updateData);
ui.notifications.info(`${this.actor.name}: deducted ${total} cR for ${itemNames || "purchased item"}. Credits now ${newCredits} cR.`);
await this.actor.addSlaActivityLog?.(`Purchased ${itemNames || "item"} for ${total} cR. Credits now ${newCredits} cR.`);
}
async _applySlaQuantityIncreaseDebit(itemDoc, increase = 0) {
const added = Math.max(0, Number(increase ?? 0) || 0);
if (!added || !itemDoc) return;
const unitCost = Number(itemDoc.system?.cost ?? 0) || 0;
const total = Math.round(unitCost * added * 100) / 100;
if (!total) return;
const currentCredits = Number(this.actor.system?.credits?.value ?? 0) || 0;
const newCredits = Math.round((currentCredits - total) * 100) / 100;
const updateData = { "system.credits.value": newCredits };
if (isAmmoPurchaseItem(itemDoc)) {
const stamp = formatSlaTimestamp();
const currentLedger = String(this.actor.system?.sla?.ammoLedger?.value ?? "").trim();
const entry = `[${stamp}] PURCHASE | ${itemDoc.name ?? "Ammo"} | ${added} round${added === 1 ? "" : "s"} | -${total} cR | balance ${newCredits} cR`;
const ledgerLines = [entry, ...currentLedger.split("\n").filter(Boolean)].slice(0, 60);
updateData["system.sla.ammoLedger.value"] = ledgerLines.join("\n");
}
await this.actor.update(updateData);
ui.notifications.info(`${this.actor.name}: deducted ${total} cR for ${added} more ${itemDoc.name ?? "item"}. Credits now ${newCredits} cR.`);
await this.actor.addSlaActivityLog?.(`Purchased +${added} ${itemDoc.name ?? "item"} for ${total} cR. Credits now ${newCredits} cR.`);
}
/* -------------------------------------------- */
/**
* Handle creating a new Owned Item for the actor using initial data defined in the HTML dataset
* @param {Event} event The originating click event
@@ -1183,6 +1476,76 @@ export class MothershipActorSheet extends foundry.appv1.sheets.ActorSheet {
});
}
/**
* Show a dialog for adding or editing a contact
* @param {string|null} contactId null = add new, string = edit existing
*/
async _slaContactDialog(contactId) {
const contacts = Array.isArray(this.actor.system?.sla?.contacts) ? [...this.actor.system.sla.contacts] : [];
const existing = contactId ? contacts.find((c) => c.id === contactId) : null;
const isNew = !existing;
const name = existing?.name ?? "";
const role = existing?.role ?? "";
const notes = existing?.notes ?? "";
const disposition = existing?.disposition ?? "neutral";
const content = `
<div style="display:grid; gap:8px; padding:8px 0;">
<div>
<label style="font-size:0.8rem; font-weight:600; display:block; margin-bottom:4px;">Name</label>
<input type="text" id="sla-contact-name" value="${name}" placeholder="Contact name" style="width:100%;" />
</div>
<div>
<label style="font-size:0.8rem; font-weight:600; display:block; margin-bottom:4px;">Role / Occupation</label>
<input type="text" id="sla-contact-role" value="${role}" placeholder="e.g. Fixer, Fence, Squad medic" style="width:100%;" />
</div>
<div>
<label style="font-size:0.8rem; font-weight:600; display:block; margin-bottom:4px;">Disposition</label>
<select id="sla-contact-disposition" style="width:100%;">
<option value="ally" ${disposition === "ally" ? "selected" : ""}>Ally</option>
<option value="neutral" ${disposition === "neutral" ? "selected" : ""}>Neutral</option>
<option value="hostile" ${disposition === "hostile" ? "selected" : ""}>Hostile</option>
<option value="unknown" ${disposition === "unknown" ? "selected" : ""}>Unknown</option>
</select>
</div>
<div>
<label style="font-size:0.8rem; font-weight:600; display:block; margin-bottom:4px;">Notes</label>
<textarea id="sla-contact-notes" rows="3" placeholder="Sector, history, how they know the operative..." style="width:100%;">${notes}</textarea>
</div>
</div>
`;
const result = await Dialog.prompt({
title: isNew ? "Add Contact" : "Edit Contact",
content,
label: isNew ? "Add" : "Save",
callback: (html) => {
const nameVal = String(html.find("#sla-contact-name").val() ?? "").trim();
if (!nameVal) return null;
return {
id: existing?.id ?? foundry.utils.randomID(),
name: nameVal,
role: String(html.find("#sla-contact-role").val() ?? "").trim(),
disposition: String(html.find("#sla-contact-disposition").val() ?? "neutral"),
notes: String(html.find("#sla-contact-notes").val() ?? "").trim()
};
},
rejectClose: false
});
if (!result) return;
let updated;
if (isNew) {
updated = [...contacts, result];
} else {
updated = contacts.map((c) => c.id === contactId ? result : c);
}
await this.actor.update({ "system.sla.contacts": updated });
this.render(false);
}
/**
* Extend and override the sheet header buttons
* @override
+375 -56
View File
@@ -4,6 +4,21 @@ import { SLADrugSystem } from "../sla-drug-system.js";
import { SLA_SPECIES_BALANCE_VERSION, getSlaSpeciesStatAdjustments } from "../sla-species-balance.js";
import { buildSlaTraumaResponseText } from "../sla-trauma.js";
// Global event delegation to handle interactive range slider value updates
// in a way that is fully compatible with Foundry VTT's HTML sanitization.
if (typeof document !== "undefined") {
document.addEventListener("input", (event) => {
const target = event.target;
if (target && target.tagName === "INPUT" && target.name === "rollModifier") {
const value = Number(target.value) || 0;
const label = target.closest(".resource")?.querySelector(".slider-value");
if (label) {
label.innerText = (value >= 0 ? "+" : "") + value;
}
}
});
}
const SLA_AMMO_TYPES = {
STD: { label: "Standard", multiplier: 1, damageBonus: "", woundEffect: "", summary: "Standard ammunition." },
AP: { label: "AP", multiplier: 2, damageBonus: "-1", woundEffect: "Gunshot [-]", summary: "Armour-piercing ammunition. Treat target armour as halved and reduce damage by 1." },
@@ -599,9 +614,123 @@ export class MothershipActor extends Actor {
return rollStringParsed;
}
clampSlaRollTarget(rollTarget, rollString = "") {
const numericTarget = Number(rollTarget);
if (!Number.isFinite(numericTarget)) return rollTarget;
const usesD100 = String(rollString ?? "").includes("1d100");
if (!usesD100) return numericTarget;
return Math.min(98, numericTarget);
}
isSlaAutomaticFailure(total, rollString = "") {
const numericTotal = Number(total);
if (!Number.isFinite(numericTotal)) return false;
const usesD100 = String(rollString ?? "").includes("1d100");
return usesD100 && numericTotal === 99;
}
getSlaChatVariant(context = {}) {
const actorClass = String(this.system?.class?.value ?? "").trim();
const employer = String(this.system?.sla?.employer?.value ?? "").trim();
const sector = String(this.system?.sla?.sector?.value ?? "").trim();
const skill = String(context?.skill ?? "").trim();
const skillCategory = String(context?.skillCategory ?? "").trim();
const tableName = String(context?.tableName ?? "").trim();
const header = String(context?.msgHeader ?? "").trim();
const weaponName = String(context?.weapon?.name ?? "").trim();
const itemName = String(context?.item?.name ?? "").trim();
const extra = String(context?.extra ?? "").trim();
const haystack = [
actorClass,
employer,
sector,
skill,
skillCategory,
tableName,
header,
weaponName,
itemName,
extra
].join(" ").toLowerCase();
if (context?.isSlaEbbSkill || /\bebb\b|ebon|brain\swaste|flux|telekinesis|blast|awareness/.test(haystack)) {
return { key: "ebb", label: "Ebb", emblem: "EBB" };
}
if (/\bdark\s?night\b/.test(haystack)) {
return { key: "darknight", label: "DarkNight", emblem: "DN" };
}
if (/\bshiver\b/.test(haystack)) {
return { key: "shiver", label: "Shiver", emblem: "SV" };
}
if (/\bmort\b|mortuary|undertaker|corpse|cadaver/.test(haystack)) {
return { key: "mort", label: "Mort", emblem: "MT" };
}
if (/\btek\b|technical|engineer|engineering|medic|medical|science|research/.test(haystack)) {
return { key: "tek", label: "Tek", emblem: "TK" };
}
if (/\bops\b|operations|opscon|ops\scon|operative|squad/.test(haystack)) {
return { key: "ops", label: "Ops", emblem: "OP" };
}
return { key: "sla", label: "SLA", emblem: "SLA" };
}
getSlaSeverityMeta({ severity = null, tableName = "", specialRoll = "", tableResultNumber = null } = {}) {
const rawSeverity = Number(severity);
if (Number.isFinite(rawSeverity)) {
if (rawSeverity >= 5) return { key: "critical", label: "Critical", cssClass: "sla-severity-critical" };
if (rawSeverity >= 3) return { key: "severe", label: "Severe", cssClass: "sla-severity-severe" };
return { key: "minor", label: "Minor", cssClass: "sla-severity-minor" };
}
const name = String(tableName ?? "").toLowerCase();
const special = String(specialRoll ?? "").toLowerCase();
const numericResult = Number(tableResultNumber);
if (!Number.isFinite(numericResult)) {
return { key: "minor", label: "Minor", cssClass: "sla-severity-minor" };
}
const isPanic = special === "paniccheck" || name.includes("panic");
const isWound = name.includes("wound");
if (isPanic) {
if (numericResult >= 16) return { key: "critical", label: "Catastrophic", cssClass: "sla-severity-critical" };
if (numericResult >= 9) return { key: "severe", label: "Severe", cssClass: "sla-severity-severe" };
return { key: "minor", label: "Minor", cssClass: "sla-severity-minor" };
}
if (isWound) {
if (numericResult >= 8) return { key: "critical", label: "Critical", cssClass: "sla-severity-critical" };
if (numericResult >= 4) return { key: "severe", label: "Severe", cssClass: "sla-severity-severe" };
return { key: "minor", label: "Minor", cssClass: "sla-severity-minor" };
}
return { key: "minor", label: "Minor", cssClass: "sla-severity-minor" };
}
async addSlaActivityLog(entry, { maxEntries = 40 } = {}) {
const text = String(entry ?? "").trim();
if (!text || this.type !== "character") return null;
const timestamp = new Date().toLocaleString("en-GB", {
day: "2-digit",
month: "2-digit",
year: "2-digit",
hour: "2-digit",
minute: "2-digit"
});
const currentLog = String(this.system?.sla?.activityLog?.value ?? "").trim();
const existingLines = currentLog ? currentLog.split("\n").filter(Boolean) : [];
const nextLines = [`[${timestamp}] ${text}`, ...existingLines].slice(0, Math.max(1, maxEntries));
await this.update({ "system.sla.activityLog.value": nextLines.join("\n") });
return nextLines[0];
}
//central roll parsing function | TAKES '1d100',[Foundry roll object],true,true,41,'<' | RETURNS enriched Foundry roll object
parseRollResult(rollString, rollResult, zeroBased, checkCrit, rollTarget, comparison, specialRoll) {
//init vars
rollTarget = this.clampSlaRollTarget(rollTarget, rollString);
let doubles = new Set([0, 11, 22, 33, 44, 55, 66, 77, 88, 99]);
let enrichedRollResult = rollResult;
let rollFormula = enrichedRollResult.formula;
@@ -670,29 +799,29 @@ export class MothershipActor extends Actor {
if (rollString.includes("[")) {
//set whether each die succeeded
//die 0
if (comparison === '<' && die0value < rollTarget && die0value < 90) {
if (comparison === '<' && die0value < rollTarget && !this.isSlaAutomaticFailure(die0value, rollString)) {
die0success = true;
}
if (comparison === '<=' && die0value <= rollTarget && die0value < 90) {
if (comparison === '<=' && die0value <= rollTarget && !this.isSlaAutomaticFailure(die0value, rollString)) {
die0success = true;
}
if (comparison === '>' && die0value > rollTarget && die0value < 90) {
if (comparison === '>' && die0value > rollTarget && !this.isSlaAutomaticFailure(die0value, rollString)) {
die0success = true;
}
if (comparison === '>=' && die0value >= rollTarget && die0value < 90) {
if (comparison === '>=' && die0value >= rollTarget && !this.isSlaAutomaticFailure(die0value, rollString)) {
die0success = true;
}
//die 1
if (comparison === '<' && die1value < rollTarget && die1value < 90) {
if (comparison === '<' && die1value < rollTarget && !this.isSlaAutomaticFailure(die1value, rollString)) {
die1success = true;
}
if (comparison === '<=' && die1value <= rollTarget && die1value < 90) {
if (comparison === '<=' && die1value <= rollTarget && !this.isSlaAutomaticFailure(die1value, rollString)) {
die1success = true;
}
if (comparison === '>' && die1value > rollTarget && die1value < 90) {
if (comparison === '>' && die1value > rollTarget && !this.isSlaAutomaticFailure(die1value, rollString)) {
die1success = true;
}
if (comparison === '>=' && die1value >= rollTarget && die1value < 90) {
if (comparison === '>=' && die1value >= rollTarget && !this.isSlaAutomaticFailure(die1value, rollString)) {
die1success = true;
}
//set whether each die are a crit
@@ -834,8 +963,8 @@ export class MothershipActor extends Actor {
//add data point: detect success/failure
if (rollTarget || rollTarget === 0) {
//check for auto failure
if (enrichedRollResult.total >= 90) {
//result >= 90 is a failure
if (this.isSlaAutomaticFailure(enrichedRollResult.total, rollString)) {
// result 99 on d100 is always a failure
enrichedRollResult.success = false;
} else {
//compare values based on compararison setting
@@ -910,7 +1039,7 @@ export class MothershipActor extends Actor {
compareIcon = '<i class="fas fa-greater-than-equal"></i>';
}
//prepare formula
if (rollTarget) {
if (rollTarget || rollTarget === 0) {
//show dice against target
diceFormula = rollString + ' ' + compareIcon + ' ' + rollTarget;
} else {
@@ -1335,6 +1464,12 @@ export class MothershipActor extends Actor {
}
//generate chat message
//prepare data
const severityMeta = this.getSlaSeverityMeta({
tableName,
specialRoll,
tableResultNumber
});
let messageData = {
actor: this,
tableResult: tableResult,
@@ -1349,7 +1484,14 @@ export class MothershipActor extends Actor {
woundText: woundText,
secondRoll: secondRoll,
parsedRollResult2: parsedRollResult2,
specialRoll: specialRoll
specialRoll: specialRoll,
severityMeta: severityMeta,
chatStyle: this.getSlaChatVariant({
tableName,
msgHeader: tableName,
isSlaEbbSkill: false,
extra: specialRoll
})
};
//prepare template
messageTemplate = 'systems/sla-mothership/templates/chat/rollTable.html';
@@ -1368,6 +1510,7 @@ export class MothershipActor extends Actor {
}, {
keepId: true
});
await this.addSlaActivityLog?.(`${tableName}: ${parsedRollResult.success ? "success" : "failure"} on ${rollString}${tableResultNumber !== null ? ` -> ${tableResultNumber}` : ""}.`);
if (game.modules.get("dice-so-nice") && game.modules.get("dice-so-nice").active) {
//log what was done
slaDebug(`Rolled on table ID: ${tableId}, with: rollString:${rollString}, aimFor:${aimFor}, zeroBased:${zeroBased}, checkCrit:${checkCrit}, rollAgainst:${rollAgainst}, comparison:${comparison}`);
@@ -1601,8 +1744,6 @@ export class MothershipActor extends Actor {
let skillList = ``;
//create skill counter
let skillCount = 0;
//create dialog pixel counter
let dialogHeight = 232;
//loop through and create skill rows
const filteredSkills = playerItems.filter((item) => item.type === "skill" && this.isSkillRelevantForContext(item, context));
const skillSource = filteredSkills.length
@@ -1630,13 +1771,9 @@ export class MothershipActor extends Actor {
skillList = skillList + tempRow;
//increment skill count
skillCount++;
//increment pixel counter
dialogHeight = dialogHeight + 77;
}
//check if there are no skills, and adjust prompt height accordingly
//check if there are no skills
if (skillCount === 0) {
//set window height
dialogHeight = 170;
skillList = `<div class="macro_window"><div class="macro_desc" style="padding: 12px 14px;">${requiresCombatSkills ? "No combat-tagged skills are available for this action." : "No matching skills are available for this action."}</div></div>`;
}
//create button header if needed
@@ -1645,12 +1782,24 @@ export class MothershipActor extends Actor {
} else {
buttonDesc = ``;
}
//wrap skill list in a scrollable container so long lists don't push buttons off-screen
const scrollableSkillList = `<div class="sla-skill-scroll-list" style="max-height: 340px; overflow-y: auto; padding-right: 4px; margin-bottom: 4px;">${skillList}</div>`;
//create final dialog data
const showModifier = !foundry.utils.hasProperty(context.attackContext ?? {}, "rollModifier");
const modifierHtml = showModifier ? `
<div class="resource" style="margin-top: 15px; margin-bottom: 10px; border-top: 1px dashed rgba(255,255,255,0.15); padding-top: 10px; padding-left: 10px; padding-right: 10px;">
<label class="resource-label" style="display: flex; justify-content: space-between; font-weight: bold; margin-bottom: 8px;">
<span>Roll Modifier</span>
<span class="slider-value" style="font-weight: bold; color: #cc2828;">0</span>
</label>
<input type="range" name="rollModifier" min="-30" max="30" step="10" value="0" style="width: 100%; cursor: pointer; accent-color: #cc2828;" oninput="this.previousElementSibling.querySelector('.slider-value').innerText = (this.value >= 0 ? '+' : '') + this.value">
</div>
` : "";
const dialogData = {
window: {title: dlgTitle},
classes: ["macro-popup-dialog"],
position: {width: 600},
content: skillHeader + skillList + buttonDesc,
content: skillHeader + scrollableSkillList + modifierHtml + buttonDesc,
buttons: []
};
//add adv/normal/dis buttons if we need a rollString
@@ -1664,8 +1813,9 @@ export class MothershipActor extends Actor {
rollString = `1d100 [+]`;
skill = button.form.querySelector("input[name='skill']:checked")?.getAttribute("id");
skillValue = button.form.querySelector("input[name='skill']:checked")?.getAttribute("value");
resolve([rollString, skill, skillValue]);
slaDebug(`User left the chooseSkill dialog with: rollString:${rollString}, skill:${skill}, skillValue:${skillValue}`);
const rollModifier = showModifier ? (Number(button.form.querySelector("input[name='rollModifier']")?.value ?? 0) || 0) : (Number(context.attackContext?.rollModifier ?? 0) || 0);
resolve([rollString, skill, skillValue, rollModifier]);
slaDebug(`User left the chooseSkill dialog with: rollString:${rollString}, skill:${skill}, skillValue:${skillValue}, modifier:${rollModifier}`);
},
icon: `fas fa-angle-double-up`
},
@@ -1676,8 +1826,9 @@ export class MothershipActor extends Actor {
rollString = `1d100`;
skill = button.form.querySelector("input[name='skill']:checked")?.getAttribute("id");
skillValue = button.form.querySelector("input[name='skill']:checked")?.getAttribute("value");
resolve([rollString, skill, skillValue]);
slaDebug(`User left the chooseSkill dialog with: rollString:${rollString}, skill:${skill}, skillValue:${skillValue}`);
const rollModifier = showModifier ? (Number(button.form.querySelector("input[name='rollModifier']")?.value ?? 0) || 0) : (Number(context.attackContext?.rollModifier ?? 0) || 0);
resolve([rollString, skill, skillValue, rollModifier]);
slaDebug(`User left the chooseSkill dialog with: rollString:${rollString}, skill:${skill}, skillValue:${skillValue}, modifier:${rollModifier}`);
},
icon: `fas fa-minus`
},
@@ -1688,8 +1839,9 @@ export class MothershipActor extends Actor {
rollString = `1d100 [-]`;
skill = button.form.querySelector("input[name='skill']:checked")?.getAttribute("id");
skillValue = button.form.querySelector("input[name='skill']:checked")?.getAttribute("value");
resolve([rollString, skill, skillValue]);
slaDebug(`User left the chooseSkill dialog with: rollString:${rollString}, skill:${skill}, skillValue:${skillValue}`);
const rollModifier = showModifier ? (Number(button.form.querySelector("input[name='rollModifier']")?.value ?? 0) || 0) : (Number(context.attackContext?.rollModifier ?? 0) || 0);
resolve([rollString, skill, skillValue, rollModifier]);
slaDebug(`User left the chooseSkill dialog with: rollString:${rollString}, skill:${skill}, skillValue:${skillValue}, modifier:${rollModifier}`);
},
icon: `fas fa-angle-double-down`
}
@@ -1703,8 +1855,9 @@ export class MothershipActor extends Actor {
callback: (event, button, dialog) => {
skill = button.form.querySelector("input[name='skill']:checked")?.getAttribute("id");
skillValue = button.form.querySelector("input[name='skill']:checked")?.getAttribute("value");
resolve([rollString, skill, skillValue]);
slaDebug(`User left the chooseSkill dialog with: rollString:${rollString}, skill:${skill}, skillValue:${skillValue}`);
const rollModifier = showModifier ? (Number(button.form.querySelector("input[name='rollModifier']")?.value ?? 0) || 0) : (Number(context.attackContext?.rollModifier ?? 0) || 0);
resolve([rollString, skill, skillValue, rollModifier]);
slaDebug(`User left the chooseSkill dialog with: rollString:${rollString}, skill:${skill}, skillValue:${skillValue}, modifier:${rollModifier}`);
},
icon: `fas fa-chevron-circle-right`
}
@@ -1725,19 +1878,29 @@ export class MothershipActor extends Actor {
let dieAdv = die + ` [+]`;
let dieDis = die + ` [-]`;
//create final dialog data
const modifierHtml = `
<div class="resource" style="margin-top: 15px; margin-bottom: 10px; border-top: 1px dashed rgba(255,255,255,0.15); padding-top: 10px; padding-left: 10px; padding-right: 10px;">
<label class="resource-label" style="display: flex; justify-content: space-between; font-weight: bold; margin-bottom: 8px;">
<span>Roll Modifier</span>
<span class="slider-value" style="font-weight: bold; color: #cc2828;">0</span>
</label>
<input type="range" name="rollModifier" min="-30" max="30" step="10" value="0" style="width: 100%; cursor: pointer; accent-color: #cc2828;" oninput="this.previousElementSibling.querySelector('.slider-value').innerText = (this.value >= 0 ? '+' : '') + this.value">
</div>
`;
const dialogData = {
window: {title: dlgTitle},
classes: ["macro-popup-dialog"],
position: {width: 600},
content: `<div class="macro_prompt">` + game.i18n.localize("Mosh.SelectYourRollType") + `:</div>`,
content: `<form style="padding: 5px 10px;"><div class="macro_prompt" style="margin-bottom:10px;">` + game.i18n.localize("Mosh.SelectYourRollType") + `:</div>` + modifierHtml + `</form>`,
buttons: [
{
label: game.i18n.localize("Mosh.Advantage"),
action: `action_advantage`,
callback: (event, button, dialog) => {
rollString = dieAdv;
resolve([rollString]);
slaDebug(`User left the chooseAdvantage dialog with: rollString:${rollString}`);
const rollModifier = Number(button.form.querySelector("input[name='rollModifier']")?.value ?? 0) || 0;
resolve([rollString, rollModifier]);
slaDebug(`User left the chooseAdvantage dialog with: rollString:${rollString}, modifier:${rollModifier}`);
},
icon: `fas fa-angle-double-up`
},
@@ -1746,8 +1909,9 @@ export class MothershipActor extends Actor {
action: `action_normal`,
callback: (event, button, dialog) => {
rollString = die;
resolve([rollString]);
slaDebug(`User left the chooseAdvantage dialog with: rollString:${rollString}`);
const rollModifier = Number(button.form.querySelector("input[name='rollModifier']")?.value ?? 0) || 0;
resolve([rollString, rollModifier]);
slaDebug(`User left the chooseAdvantage dialog with: rollString:${rollString}, modifier:${rollModifier}`);
},
icon: `fas fa-minus`
},
@@ -1756,8 +1920,9 @@ export class MothershipActor extends Actor {
action: `action_disadvantage`,
callback: (event, button, dialog) => {
rollString = dieDis;
resolve([rollString]);
slaDebug(`User left the chooseAdvantage dialog with: rollString:${rollString}`);
const rollModifier = Number(button.form.querySelector("input[name='rollModifier']")?.value ?? 0) || 0;
resolve([rollString, rollModifier]);
slaDebug(`User left the chooseAdvantage dialog with: rollString:${rollString}, modifier:${rollModifier}`);
},
icon: `fas fa-angle-double-down`
}
@@ -2350,6 +2515,9 @@ export class MothershipActor extends Actor {
rollString = chosenSkills[0];
skill = chosenSkills[1];
skillValue = chosenSkills[2];
if (chosenSkills[3] !== undefined) {
attackContext.rollModifier = chosenSkills[3];
}
}
//if rollString is STILL blank, redirect player to choose the roll
if (!rollString) {
@@ -2357,6 +2525,9 @@ export class MothershipActor extends Actor {
let chosenRollType = await this.chooseAdvantage(this.system.stats[attribute].rollLabel, '1d100');
//set variables
rollString = chosenRollType[0];
if (chosenRollType[1] !== undefined) {
attackContext.rollModifier = chosenRollType[1];
}
}
//if this is a weapon roll
if (weapon) {
@@ -2472,7 +2643,13 @@ export class MothershipActor extends Actor {
targetingResult: targetingResult,
needsDesc: needsDesc,
woundEffect: woundEffect,
specialRoll: specialRoll
specialRoll: specialRoll,
chatStyle: this.getSlaChatVariant({
weapon,
msgHeader,
isSlaEbbSkill: false,
extra: ammoContext?.label ?? ""
})
};
let chatData = {
user: game.user.id,
@@ -2487,6 +2664,7 @@ export class MothershipActor extends Actor {
const content = await foundry.applications.handlebars.renderTemplate(template, messageData);
chatData.content = content;
await ChatMessage.create(chatData);
await this.addSlaActivityLog?.(`${weapon.name}: damage roll resolved.${targetingResult ? ` ${targetingResult.targetName} took ${targetingResult.finalDamage} damage.` : ""}`);
//log what was done
console.log(`Rolled damage on:${weapon.name}`);
//return messageData
@@ -2504,6 +2682,25 @@ export class MothershipActor extends Actor {
} else {
rollTarget = rollTargetOverride;
}
const modifier = Number(attackContext?.rollModifier ?? 0) || 0;
if (modifier) {
rollTarget += modifier;
if (effectiveRollBreakdown) {
effectiveRollBreakdown.parts.push({
label: "Roll Modifier",
value: modifier
});
effectiveRollBreakdown.total += modifier;
effectiveRollBreakdown.formulaText += ` ${modifier >= 0 ? "+" : ""}${modifier}`;
}
}
rollTarget = this.clampSlaRollTarget(rollTarget, rollString);
if (effectiveRollBreakdown && (String(rollString ?? "").includes("1d100"))) {
effectiveRollBreakdown = {
...effectiveRollBreakdown,
total: rollTarget
};
}
//roll the dice
//parse the roll string
let parsedRollString = this.parseRollString(rollString, aimFor);
@@ -2666,9 +2863,9 @@ export class MothershipActor extends Actor {
}
if (ammoUsage) {
const roundLabel = ammoUsage.shots === 1 ? 'round' : 'rounds';
const ammoPrefix = `<strong>${ammoUsage.label}</strong> fire with <strong>${ammoUsage.ammoLabel}</strong> spent <strong>${ammoUsage.shots}</strong> ${roundLabel}. Magazine <strong>${ammoUsage.loaded}/${weapon.system.shots}</strong>. Reserve <strong>${ammoUsage.reserve}</strong>. Ammo cost <strong>${ammoUsage.totalCost}</strong> cR. ${ammoUsage.ammoRule}`;
const ammoPrefix = `<strong>${ammoUsage.label}</strong> fire with <strong>${ammoUsage.ammoLabel}</strong> spent <strong>${ammoUsage.shots}</strong> ${roundLabel}. Magazine <strong>${ammoUsage.loaded}/${weapon.system.shots}</strong>. Reserve <strong>${ammoUsage.reserve}</strong>. Firing spend <strong>${ammoUsage.totalCost}</strong> cR. ${ammoUsage.ammoRule}`;
const accountingText = ammoAccounting
? ` Credits now <strong>${ammoAccounting.newCredits}</strong> cR. Running ammo spend <strong>${ammoAccounting.spendTotal}</strong> cR.`
? ` Credits now <strong>${ammoAccounting.newCredits}</strong> cR. Running firing spend <strong>${ammoAccounting.spendTotal}</strong> cR.`
: "";
flavorText = flavorText ? `${ammoPrefix}${accountingText}<br>${flavorText}` : `${ammoPrefix}${accountingText}`;
}
@@ -2958,7 +3155,14 @@ export class MothershipActor extends Actor {
targetingResult: targetingResult,
firstEdition: game.settings.get('sla-mothership', 'firstEdition'),
useCalm: game.settings.get('sla-mothership', 'useCalm'),
androidPanic: game.settings.get('sla-mothership', 'androidPanic')
androidPanic: game.settings.get('sla-mothership', 'androidPanic'),
chatStyle: this.getSlaChatVariant({
weapon,
skill,
skillCategory: String(attackContext?.skillCategory ?? "").trim(),
msgHeader,
isSlaEbbSkill
})
};
//prepare template
messageTemplate = 'systems/sla-mothership/templates/chat/rollCheck.html';
@@ -2977,6 +3181,11 @@ export class MothershipActor extends Actor {
}, {
keepId: true
});
const skillLabel = String(skill ?? "").trim();
const actionLabel = weapon
? weapon.name
: (skillLabel ? `${attributeLabel} / ${skillLabel}` : attributeLabel);
await this.addSlaActivityLog?.(`${actionLabel}: ${parsedRollResult.success ? "success" : "failure"} (${parsedRollResult.total} vs ${rollTarget}).`);
//is DSN active?
if (game.modules.get("dice-so-nice") && game.modules.get("dice-so-nice").active) {
//log what was done
@@ -3855,10 +4064,58 @@ export class MothershipActor extends Actor {
return { total, parts };
}
async chooseWeaponAttackOptions(weapon) {
async promptRollModifier(title = "Roll Modifier") {
return new Promise((resolve) => {
const dialogData = {
window: { title },
content: `
<form style="padding: 5px 10px;">
<div class="resource" style="margin-bottom: 15px;">
<label class="resource-label" style="display: flex; justify-content: space-between; font-weight: bold; margin-bottom: 8px;">
<span>Modifier Value</span>
<span class="slider-value" style="font-weight: bold; color: #cc2828;">0</span>
</label>
<input type="range" name="rollModifier" min="-30" max="30" step="10" value="0" style="width: 100%; cursor: pointer; accent-color: #cc2828;">
<div class="slider-ticks" style="display: flex; justify-content: space-between; margin-top: 5px; font-size: 0.85em; color: rgba(255,255,255,0.6); padding: 0 8px;">
<span>-30</span>
<span>-20</span>
<span>-10</span>
<span style="color: #cc2828; font-weight: bold;">0</span>
<span>+10</span>
<span>+20</span>
<span>+30</span>
</div>
</div>
</form>
`,
buttons: [
{
label: "Roll",
action: "roll",
icon: "fas fa-dice-d20",
callback: (_event, button) => {
const modifier = Number(button.form.querySelector("input[name='rollModifier']")?.value ?? 0) || 0;
resolve(modifier);
}
},
{
label: "Cancel",
action: "cancel",
icon: "fas fa-times",
callback: () => resolve(null)
}
],
close: () => resolve(null)
};
new foundry.applications.api.DialogV2(dialogData).render({ force: true });
});
}
async chooseWeaponAttackOptions(weapon, attackContext = {}) {
const fireModes = this.getWeaponFireModes(weapon);
const activeFireMode = this.getActiveWeaponFireMode(weapon);
const ammoChoices = this.getWeaponAmmoChoices(weapon);
const showModifier = Boolean(attackContext?.promptModifier);
return new Promise((resolve) => {
const fireOptions = fireModes.map((mode) => `
@@ -3868,20 +4125,40 @@ export class MothershipActor extends Actor {
<option value="${choice.tag}" ${choice.selected ? "selected" : ""}>${choice.label}</option>
`).join("");
const modifierHtml = showModifier ? `
<div class="resource" style="margin-top: 15px; margin-bottom: 10px; border-top: 1px dashed rgba(255,255,255,0.15); padding-top: 10px;">
<label class="resource-label" style="display: flex; justify-content: space-between; font-weight: bold; margin-bottom: 8px;">
<span>Roll Modifier</span>
<span class="slider-value" style="font-weight: bold; color: #cc2828;">0</span>
</label>
<input type="range" name="rollModifier" min="-30" max="30" step="10" value="0" style="width: 100%; cursor: pointer; accent-color: #cc2828;">
<div class="slider-ticks" style="display: flex; justify-content: space-between; margin-top: 5px; font-size: 0.85em; color: rgba(255,255,255,0.6); padding: 0 8px;">
<span>-30</span>
<span>-20</span>
<span>-10</span>
<span style="color: #cc2828; font-weight: bold;">0</span>
<span>+10</span>
<span>+20</span>
<span>+30</span>
</div>
</div>
` : "";
const dialogData = {
window: {
title: `${weapon.name} Attack Setup`
},
content: `
<form>
<form style="padding: 5px 10px;">
<div class="resource" style="margin-bottom: 10px;">
<label class="resource-label">Fire Mode</label>
<select name="fireMode">${fireOptions}</select>
<label class="resource-label" style="font-weight: bold; margin-bottom: 5px; display: block;">Fire Mode</label>
<select name="fireMode" style="width: 100%;">${fireOptions}</select>
</div>
<div class="resource" style="margin-bottom: 10px;">
<label class="resource-label">Ammo Type</label>
<select name="ammoTag">${ammoOptions}</select>
<label class="resource-label" style="font-weight: bold; margin-bottom: 5px; display: block;">Ammo Type</label>
<select name="ammoTag" style="width: 100%;">${ammoOptions}</select>
</div>
${modifierHtml}
</form>
`,
buttons: [
@@ -3893,10 +4170,12 @@ export class MothershipActor extends Actor {
const fireLabel = button.form.querySelector("select[name='fireMode']")?.value ?? activeFireMode.label;
const fireMode = fireModes.find((mode) => mode.label === fireLabel) ?? activeFireMode;
const ammoTag = button.form.querySelector("select[name='ammoTag']")?.value ?? ammoChoices[0]?.tag ?? "STD";
const rollModifier = showModifier ? (Number(button.form.querySelector("input[name='rollModifier']")?.value ?? 0) || 0) : 0;
resolve({
fireMode: fireMode.label,
shotsPerFire: fireMode.shots,
ammoTag
ammoTag,
rollModifier
});
}
},
@@ -3913,10 +4192,20 @@ export class MothershipActor extends Actor {
});
}
async rollWeaponAttack(weapon) {
const attackContext = weapon?.system?.useAmmo ? await this.chooseWeaponAttackOptions(weapon) : {};
if (weapon?.system?.useAmmo && !attackContext) return;
return this.rollCheck(null, 'low', 'combat', null, null, weapon, null, attackContext ?? {});
async rollWeaponAttack(weapon, attackContext = {}) {
let context = { ...attackContext };
if (weapon?.system?.useAmmo) {
const ammoContext = await this.chooseWeaponAttackOptions(weapon, context);
if (!ammoContext) return null;
context = { ...context, ...ammoContext };
} else {
if (context.promptModifier) {
const rollMod = await this.promptRollModifier(`${weapon.name} Attack Roll`);
if (rollMod === null) return null;
context.rollModifier = rollMod;
}
}
return this.rollCheck(null, 'low', 'combat', null, null, weapon, null, context);
}
async cycleWeaponFireMode(itemId, direction = 1) {
@@ -4859,11 +5148,33 @@ export class MothershipActor extends Actor {
return ["Ebon", "Brain Waster"].includes(species);
}
isSlaVevaphon() {
return String(this.system?.sla?.species?.value ?? "").trim() === "Stormer Vevaphon";
}
async setSlaVevaphonMorphForm(formName) {
if (!formName) return;
await this.update({ "system.sla.morphForm.value": String(formName) });
}
async adjustSlaVevaphonInstability(delta) {
const current = Math.max(0, Math.min(12, Number(this.system?.sla?.vevaphonInstability?.value ?? 0) || 0));
const next = Math.max(0, Math.min(12, current + (Number(delta) || 0)));
await this.update({ "system.sla.vevaphonInstability.value": next });
}
getSlaRestrictedEbbItemIds() {
return this.items
.filter((item) => {
const name = String(item.name ?? "").trim();
if (item.type === "ability") return true;
const sla = item.system?.sla ?? {};
if (item.type === "ability") {
// Only flag abilities that are explicitly Ebb abilities.
// Morph forms (Vevaphon) get abilityType "morph" from the generator and are never removed.
// morphForm flag is a belt-and-suspenders guard in case abilityType is missing.
if (sla.morphForm || String(sla.abilityType ?? "ebb").trim() !== "ebb") return false;
return true;
}
if (item.type !== "skill") return false;
return name === "Formulate" || name === "Biofeedback" || name === "Ebb (Core)" || name.startsWith("Ebb ");
})
@@ -4882,13 +5193,20 @@ export class MothershipActor extends Actor {
"system.sla.ebbRating.value": 0
};
await this.update(updateData);
if (restrictedIds.length) {
await this.deleteEmbeddedDocuments("Item", restrictedIds);
const validIds = restrictedIds.filter(id => this.items.get(id) !== undefined);
let removed = 0;
if (validIds.length) {
try {
await this.deleteEmbeddedDocuments("Item", validIds);
removed = validIds.length;
} catch (err) {
// Concurrent enforcement calls may have already deleted these items — safe to ignore
}
}
if (notify && restrictedIds.length) {
if (notify && removed) {
ui.notifications.warn(`${this.name} is not an Ebb user. Restricted Ebb skills and abilities were removed.`);
}
return { removed: restrictedIds.length };
return { removed };
}
const currentMax = Math.max(0, Number(this.system?.sla?.flux?.max ?? 0) || 0);
@@ -5424,7 +5742,8 @@ export class MothershipActor extends Actor {
insert: rollInsert,
onlyDesc: true,
swapNameDesc,
swapName
swapName,
severityMeta: this.getSlaSeverityMeta({ severity: item?.system?.severity })
};
const chatData = {
+3
View File
@@ -79,6 +79,9 @@ export class MothershipCreatureSheet extends foundry.appv1.sheets.ActorSheet {
if (data.data.system.settings == null) {
data.data.system.settings = {};
}
if (data.data.system.slaNpc == null) {
data.data.system.slaNpc = {};
}
data.data.system.settings.useCalm = game.settings.get("sla-mothership", "useCalm");
data.data.system.settings.hideWeight = game.settings.get("sla-mothership", "hideWeight");
data.data.system.settings.firstEdition = game.settings.get("sla-mothership", "firstEdition");
+44
View File
@@ -1,5 +1,22 @@
import { SLADrugSystem } from "../sla-drug-system.js";
function isAmmoPurchaseItem(itemData = {}) {
const system = itemData?.system ?? {};
const sla = system?.sla ?? {};
const name = String(itemData?.name ?? "").trim().toLowerCase();
const category = String(sla.category ?? "").trim().toLowerCase();
const calibre = String(sla.calibre ?? "").trim();
const ammoTag = String(sla.ammoTag ?? "").trim();
return category === "ammunition" || Boolean((calibre && ammoTag) || name.startsWith("ammo:"));
}
function formatSlaTimestamp() {
return new Intl.DateTimeFormat(undefined, {
dateStyle: "short",
timeStyle: "short"
}).format(new Date());
}
/**
* Extend the basic ItemSheet with some very simple modifications
* @extends {ItemSheet}
@@ -128,11 +145,38 @@ export class MothershipItemSheet extends foundry.appv1.sheets.ItemSheet {
async _updateObject(event, formData) {
const updateData = foundry.utils.expandObject(formData);
const currentQty = Math.max(0, Number(this.item.system?.quantity ?? 0) || 0);
if (Object.prototype.hasOwnProperty.call(updateData?.system ?? {}, "weight")) {
const parsed = Number(updateData.system.weight ?? 0) || 0;
updateData.system.weight = Math.round(parsed * 10) / 10;
}
await this.item.update(updateData, { diff: false });
const nextQtyRaw = updateData?.system?.quantity;
const nextQty = nextQtyRaw === undefined ? currentQty : Math.max(0, Number(nextQtyRaw ?? 0) || 0);
const increase = Math.max(0, nextQty - currentQty);
const actor = this.item.parent;
if (!increase || actor?.documentName !== "Actor") return;
const unitCost = Number(updateData?.system?.cost ?? this.item.system?.cost ?? 0) || 0;
const total = Math.round(unitCost * increase * 100) / 100;
if (!total) return;
const currentCredits = Number(actor.system?.credits?.value ?? 0) || 0;
const newCredits = Math.round((currentCredits - total) * 100) / 100;
const updateActorData = { "system.credits.value": newCredits };
if (isAmmoPurchaseItem(this.item.toObject())) {
const stamp = formatSlaTimestamp();
const currentLedger = String(actor.system?.sla?.ammoLedger?.value ?? "").trim();
const entry = `[${stamp}] PURCHASE | ${this.item.name ?? "Ammo"} | ${increase} round${increase === 1 ? "" : "s"} | -${total} cR | balance ${newCredits} cR`;
const ledgerLines = [entry, ...currentLedger.split("\n").filter(Boolean)].slice(0, 60);
updateActorData["system.sla.ammoLedger.value"] = ledgerLines.join("\n");
}
await actor.update(updateActorData);
ui.notifications.info(`${actor.name}: deducted ${total} cR for ${increase} more ${this.item.name ?? "item"}. Credits now ${newCredits} cR.`);
await actor.addSlaActivityLog?.(`Purchased +${increase} ${this.item.name ?? "item"} for ${total} cR. Credits now ${newCredits} cR.`);
}
}
+453 -4
View File
@@ -12,6 +12,7 @@ import { MothershipSkillSheet } from "./item/skill-sheet.js";
import { SLADrugSystem } from "./sla-drug-system.js";
import { slaDebug } from "./logger.js";
import { SLAMothershipGenerator } from "./windows/sla-character-generator.js";
import { SLANpcGeneratorApp, generateSlaNpc } from "./windows/sla-npc-generator.js";
import { SLAWorldToolsApp, installSlaSidebarButtons } from "./windows/sla-world-tools.js";
import {
@@ -50,6 +51,8 @@ Hooks.once('init', async function () {
closeDrug: (actor, itemId, drug = "") => SLADrugSystem.closeDrug({ actor, itemId, drug }),
restartDrugReminders: () => SLADrugSystem.startReminderLoop(),
openGenerator: (actor = null, options = {}) => SLAMothershipGenerator.open(actor, options),
openNpcDesk: (options = {}) => SLANpcGeneratorApp.open(options),
createNpc: (state = {}) => generateSlaNpc(state),
createRandomOperative: (options = {}) => SLAMothershipGenerator.createRandomOperative(options),
createStarterSquad: (options = {}) => SLAMothershipGenerator.createStarterSquad(options),
openTools: () => SLAWorldToolsApp.open(),
@@ -144,11 +147,20 @@ Hooks.once('init', async function () {
await SLADrugSystem.handleEffectDeleted(effect, options);
});
Hooks.on("createItem", async (item) => {
// Debounce map: actorId → pending timeout handle.
// Prevents enforceSlaEbbEligibility from being called once per item when the
// character generator creates many items in rapid succession (each createItem
// hook call would otherwise race to delete the same Ebb items concurrently).
const _pendingEbbEnforcement = new Map();
Hooks.on("createItem", (item) => {
const actor = item.parent;
if (!actor || actor.type !== "character" || typeof actor.enforceSlaEbbEligibility !== "function") return;
if (actor.isSlaEbbUser?.()) return;
await actor.enforceSlaEbbEligibility({ notify: true, refillFlux: false });
if (_pendingEbbEnforcement.has(actor.id)) clearTimeout(_pendingEbbEnforcement.get(actor.id));
_pendingEbbEnforcement.set(actor.id, setTimeout(async () => {
_pendingEbbEnforcement.delete(actor.id);
await actor.enforceSlaEbbEligibility({ notify: true, refillFlux: false });
}, 300));
});
Hooks.on("updateActor", async (actor, changes, options) => {
@@ -175,16 +187,37 @@ Hooks.once('init', async function () {
Hooks.on("renderActorDirectory", (app, html) => {
installSlaSidebarButtons(app, html);
if (!game.user?.isGM) enforceSlaPlayerDirectoryRestrictions("actors", html);
});
Hooks.on("renderSidebarTab", (app, html) => {
const isActorsTab = app?.tabName === "actors" || app?.options?.id === "actors";
if (!isActorsTab) return;
installSlaSidebarButtons(app, html);
if (isActorsTab) installSlaSidebarButtons(app, html);
if (!game.user?.isGM) {
hideSlaRestrictedSidebarTabs();
enforceSlaPlayerSidebarTabRestrictions(app, html);
}
});
Hooks.on("renderSceneDirectory", (_app, html) => {
if (!game.user?.isGM) enforceSlaPlayerDirectoryRestrictions("scenes", html);
});
Hooks.on("renderJournalDirectory", (_app, html) => {
if (!game.user?.isGM) enforceSlaPlayerDirectoryRestrictions("journal", html);
});
Hooks.on("renderRollTableDirectory", (_app, html) => {
if (!game.user?.isGM) enforceSlaPlayerDirectoryRestrictions("tables", html);
});
Hooks.on("renderCompendiumDirectory", (_app, html) => {
if (!game.user?.isGM) enforceSlaPlayerDirectoryRestrictions("compendium", html);
});
Hooks.on("renderCombatTracker", (app, html) => {
installSlaCombatTrackerControls(app, html);
if (!game.user?.isGM) enforceSlaPlayerDirectoryRestrictions("combat", html);
});
Hooks.on("updateCombat", async (combat, changed) => {
@@ -247,9 +280,62 @@ Hooks.once("ready", async function () {
}
patchSlaInitiativeSystem();
if (!game.user?.isGM) hideSlaRestrictedSidebarTabs();
// GM Conditions Summary — whisper to all GMs every 30 minutes
if (game.user?.isGM) {
setInterval(_sendGMConditionsSummary, 30 * 60 * 1000);
console.log("SLA MOTHERSHIP | GM conditions summary timer started (every 30 minutes).");
}
});
/**
* Scans all actors for active condition items and whispers a summary to GM(s).
* Fires every 30 minutes when logged in as GM.
*/
function _sendGMConditionsSummary() {
if (!game.user?.isGM) return;
const rows = [];
for (const actor of game.actors) {
const conditions = actor.items?.filter(i => i.type === "condition") ?? [];
if (conditions.length === 0) continue;
const conditionList = conditions.map(c => {
const sev = c.system?.severity ?? "";
return `<span style="color:#ff4444;font-weight:bold;">${c.name}${sev ? ` (${sev})` : ""}</span>`;
}).join(", ");
rows.push(`<tr><td style="padding:2px 8px;font-weight:bold;color:#eee;">${actor.name}</td><td style="padding:2px 8px;">${conditionList}</td></tr>`);
}
let content;
if (rows.length === 0) {
content = `<div style="font-family:monospace;color:#888;padding:4px 8px;">
<strong style="color:#ff4444;">⚕ CONDITIONS REPORT</strong> — No active conditions.
</div>`;
} else {
content = `<div style="font-family:monospace;padding:4px 0;">
<div style="background:#1a0000;border:1px solid #8b0000;border-radius:4px;padding:4px 8px;margin-bottom:6px;">
<strong style="color:#ff4444;font-size:1em;">⚕ CONDITIONS REPORT</strong>
<span style="color:#888;font-size:0.8em;margin-left:8px;">${new Date().toLocaleTimeString()}</span>
</div>
<table style="width:100%;border-collapse:collapse;">
<thead><tr style="border-bottom:1px solid #8b0000;">
<th style="padding:2px 8px;color:#aaa;text-align:left;font-size:0.8em;">ACTOR</th>
<th style="padding:2px 8px;color:#aaa;text-align:left;font-size:0.8em;">CONDITIONS</th>
</tr></thead>
<tbody>${rows.join("")}</tbody>
</table>
</div>`;
}
ChatMessage.create({
content,
whisper: ChatMessage.getWhisperRecipients("GM"),
speaker: { alias: "SLA System" }
});
}
Hooks.on("renderChatMessageHTML", (app, html) => {
const root = html?.[0] ?? html;
if (!root?.querySelectorAll) return;
@@ -1249,3 +1335,366 @@ export function formatCreditsNumber(num) {
return num.toString() + 'cr';
}
}
// ─────────────────────────────────────────────────────────────────────────────
// SLA Industries Pause Screen Animation
// ─────────────────────────────────────────────────────────────────────────────
let slaPauseRefreshHandle = null;
function injectSlaPauseAnimation() {
document.body?.classList.add("sla-pause-active");
if (document.querySelector('.sla-pause-root')) {
return;
}
const svgHTML = `
<div class="sla-pause-root" aria-label="SLA Industries – Game Paused">
<div class="sla-pause-stage">
<svg class="sla-pause-svg" viewBox="-120 -120 240 260" xmlns="http://www.w3.org/2000/svg" role="img">
<defs>
<filter id="sla-glow-red" x="-50%" y="-50%" width="200%" height="200%">
<feGaussianBlur stdDeviation="3.5" result="blur"/>
<feMerge>
<feMergeNode in="blur"/>
<feMergeNode in="SourceGraphic"/>
</feMerge>
</filter>
<filter id="sla-glow-ring" x="-30%" y="-30%" width="160%" height="160%">
<feGaussianBlur stdDeviation="1.5" result="blur"/>
<feMerge>
<feMergeNode in="blur"/>
<feMergeNode in="SourceGraphic"/>
</feMerge>
</filter>
<radialGradient id="sla-bg-grad" cx="50%" cy="50%" r="50%">
<stop offset="0%" stop-color="#1a0000" stop-opacity="0.95"/>
<stop offset="100%" stop-color="#000000" stop-opacity="0.0"/>
</radialGradient>
<clipPath id="sla-clip-outer">
<circle cx="0" cy="0" r="108"/>
</clipPath>
</defs>
<circle cx="0" cy="0" r="108" fill="url(#sla-bg-grad)" class="sla-pause-core-glow"/>
<g class="sla-ring-outer">
<animateTransform attributeName="transform" type="rotate" from="0 0 0" to="360 0 0" dur="18s" repeatCount="indefinite"/>
<circle cx="0" cy="0" r="90"
fill="none"
stroke="#8b1a1a"
stroke-width="0.8"
stroke-dasharray="6 4"
opacity="0.7"
filter="url(#sla-glow-ring)"
/>
<circle cx="0" cy="-90" r="5" fill="#cc2222" filter="url(#sla-glow-red)" class="sla-sat"/>
<circle cx="77.9" cy="45" r="5" fill="#cc2222" filter="url(#sla-glow-red)" class="sla-sat"/>
<circle cx="-77.9" cy="45" r="5" fill="#cc2222" filter="url(#sla-glow-red)" class="sla-sat"/>
<line x1="0" y1="-86" x2="0" y2="-94" stroke="#8b1a1a" stroke-width="1" transform="rotate(0)"/>
<line x1="0" y1="-86" x2="0" y2="-94" stroke="#8b1a1a" stroke-width="1" transform="rotate(30)"/>
<line x1="0" y1="-86" x2="0" y2="-94" stroke="#8b1a1a" stroke-width="1" transform="rotate(60)"/>
<line x1="0" y1="-86" x2="0" y2="-94" stroke="#8b1a1a" stroke-width="1" transform="rotate(90)"/>
<line x1="0" y1="-86" x2="0" y2="-94" stroke="#8b1a1a" stroke-width="1" transform="rotate(120)"/>
<line x1="0" y1="-86" x2="0" y2="-94" stroke="#8b1a1a" stroke-width="1" transform="rotate(150)"/>
<line x1="0" y1="-86" x2="0" y2="-94" stroke="#8b1a1a" stroke-width="1" transform="rotate(180)"/>
<line x1="0" y1="-86" x2="0" y2="-94" stroke="#8b1a1a" stroke-width="1" transform="rotate(210)"/>
<line x1="0" y1="-86" x2="0" y2="-94" stroke="#8b1a1a" stroke-width="1" transform="rotate(240)"/>
<line x1="0" y1="-86" x2="0" y2="-94" stroke="#8b1a1a" stroke-width="1" transform="rotate(270)"/>
<line x1="0" y1="-86" x2="0" y2="-94" stroke="#8b1a1a" stroke-width="1" transform="rotate(300)"/>
<line x1="0" y1="-86" x2="0" y2="-94" stroke="#8b1a1a" stroke-width="1" transform="rotate(330)"/>
</g>
<g class="sla-ring-inner">
<animateTransform attributeName="transform" type="rotate" from="360 0 0" to="0 0 0" dur="13s" repeatCount="indefinite"/>
<circle cx="0" cy="0" r="62"
fill="none"
stroke="#6b1010"
stroke-width="0.6"
stroke-dasharray="4 6"
opacity="0.6"
filter="url(#sla-glow-ring)"
/>
<circle cx="53.7" cy="-31" r="3.5" fill="#dd4422" filter="url(#sla-glow-red)" class="sla-sat-inner"/>
<circle cx="-53.7" cy="-31" r="3.5" fill="#dd4422" filter="url(#sla-glow-red)" class="sla-sat-inner"/>
<circle cx="0" cy="62" r="3.5" fill="#dd4422" filter="url(#sla-glow-red)" class="sla-sat-inner"/>
</g>
<g filter="url(#sla-glow-red)" class="sla-pause-logo-core">
<polygon
points="0,-38 33,-19 33,19 0,38 -33,19 -33,-19"
fill="#1a0000"
stroke="#cc2222"
stroke-width="1.2"
opacity="0.9"
/>
<text
x="0" y="14"
text-anchor="middle"
font-family="'Oswald', 'Impact', 'Arial Narrow', sans-serif"
font-size="38"
font-weight="700"
letter-spacing="3"
fill="#ff2222"
class="sla-pause-logo-text"
>SLA</text>
</g>
<line x1="-70" y1="48" x2="70" y2="48" stroke="#8b1a1a" stroke-width="0.5" opacity="0.7"/>
<text
x="0" y="68"
text-anchor="middle"
font-family="'Oswald', 'Courier New', monospace"
font-size="11.5"
font-weight="500"
letter-spacing="3.2"
fill="#ff7b7b"
class="sla-pause-standby"
>PLEASE STAND BY</text>
<text
x="0" y="94"
text-anchor="middle"
font-family="'Oswald', 'Arial Narrow', sans-serif"
font-size="8"
font-weight="300"
letter-spacing="3"
fill="#b13b3b"
opacity="0.92"
>SLA INDUSTRIES</text>
<line
x1="0" y1="-90" x2="0" y2="0"
stroke="#ff2222"
stroke-width="0.8"
opacity="0.18"
class="sla-pause-scan"
/>
</svg>
</div>
</div>`;
document.body?.insertAdjacentHTML('beforeend', svgHTML);
}
function removeSlaPauseAnimation() {
document.querySelector(".sla-pause-root")?.remove();
document.body?.classList.remove("sla-pause-active");
}
function queueSlaPauseRefresh(delay = 0) {
window.clearTimeout(slaPauseRefreshHandle);
slaPauseRefreshHandle = window.setTimeout(() => {
if (!game?.paused) return;
injectSlaPauseAnimation();
}, delay);
}
Hooks.once('ready', () => {
if (game.paused) {
queueSlaPauseRefresh(0);
queueSlaPauseRefresh(60);
queueSlaPauseRefresh(180);
}
});
Hooks.on('pauseGame', (paused) => {
if (paused) {
requestAnimationFrame(() => requestAnimationFrame(() => injectSlaPauseAnimation()));
queueSlaPauseRefresh(0);
queueSlaPauseRefresh(60);
queueSlaPauseRefresh(180);
queueSlaPauseRefresh(360);
} else {
removeSlaPauseAnimation();
}
});
function getSlaHtmlRoot(html) {
return html instanceof HTMLElement ? html : html?.[0] ?? null;
}
function hideSlaRestrictedSidebarTabs() {
[
"#sidebar-tabs [data-tab='tables']",
"#sidebar-tabs [aria-controls='tables']",
"#sidebar-tabs [data-tab='compendium']",
"#sidebar-tabs [aria-controls='compendium']"
].forEach((selector) => {
document.querySelectorAll(selector).forEach((el) => {
el.closest("li")?.remove();
if (el instanceof HTMLElement) el.remove();
});
});
}
function removeSlaElements(root, selectors = []) {
selectors.forEach((selector) => {
root.querySelectorAll(selector).forEach((el) => el.remove());
});
}
function pruneEmptySlaFolders(root) {
const folders = Array.from(root.querySelectorAll(".directory-item.folder"));
folders.reverse().forEach((folder) => {
const visibleDocuments = Array.from(folder.querySelectorAll(".directory-item.document, li.document")).filter((node) => node.offsetParent !== null);
const visibleFolders = Array.from(folder.querySelectorAll(":scope > .directory-list > .directory-item.folder, :scope > ol > li.folder")).filter((node) => node.offsetParent !== null);
if (!visibleDocuments.length && !visibleFolders.length) folder.remove();
});
}
function shouldShowSlaPlayerJournal(entry) {
if (!entry) return false;
const name = String(entry.name ?? "").trim();
if (/^operative handbook$/i.test(name)) return true;
if (entry.getFlag?.("sla-mothership", "playerVisible") === true) return true;
return entry.testUserPermission?.(game.user, CONST.DOCUMENT_OWNERSHIP_LEVELS.OWNER) ?? false;
}
function filterSlaJournalDirectory(root) {
const rows = Array.from(root.querySelectorAll("[data-entry-id], [data-document-id]"));
rows.forEach((row) => {
const id = row.dataset.entryId ?? row.dataset.documentId;
if (!id) return;
const entry = game.journal?.get?.(id);
if (!shouldShowSlaPlayerJournal(entry)) row.remove();
});
pruneEmptySlaFolders(root);
}
function enforceSlaPlayerDirectoryRestrictions(kind, html) {
const root = getSlaHtmlRoot(html);
if (!root || game.user?.isGM) return;
removeSlaElements(root, [
".directory-header .header-actions",
".directory-header .action-buttons",
".sla-sidebar-actions",
".qbm-scene-directory-actions",
".qbm-launch",
".sla-world-tools-launch",
".sla-create-operative",
".sla-create-random-operative",
".sla-refresh-content",
".sla-gear-cache-open",
".sla-briefing-desk-open",
".sla-bpn-dispatch-open",
".sla-npc-director-open",
".sla-npc-director-actor-open",
".sla-ops-clock-open",
".npp-generate-sidebar-btn"
]);
if (kind === "journal") {
filterSlaJournalDirectory(root);
}
if (kind === "tables" || kind === "compendium") {
root.innerHTML = "";
}
}
function enforceSlaPlayerSidebarTabRestrictions(app, html) {
const tabName = app?.tabName ?? app?.options?.id ?? "";
if (tabName === "actors") return enforceSlaPlayerDirectoryRestrictions("actors", html);
if (tabName === "scenes") return enforceSlaPlayerDirectoryRestrictions("scenes", html);
if (tabName === "journal") return enforceSlaPlayerDirectoryRestrictions("journal", html);
if (tabName === "tables") return enforceSlaPlayerDirectoryRestrictions("tables", html);
if (tabName === "compendium") return enforceSlaPlayerDirectoryRestrictions("compendium", html);
if (tabName === "combat") return enforceSlaPlayerDirectoryRestrictions("combat", html);
}
// ─────────────────────────────────────────────────────────────────────────────
// SLA Industries — UI Icon Injection
// Replaces Foundry's Font Awesome icons in the sidebar and scene controls
// by walking the live DOM and applying inline CSS mask-image styles.
// ─────────────────────────────────────────────────────────────────────────────
const SLA_ICON_BASE = "systems/sla-mothership/icons/ui/";
const SLA_SIDEBAR_ICONS = {
chat: "chat",
combat: "combat",
scenes: "scenes",
actors: "actors",
items: "items",
journal: "journal",
tables: "tables",
playlists: "playlists",
compendium: "compendium",
settings: "settings",
};
const SLA_CONTROL_ICONS = {
token: "token",
measure: "measure",
tiles: "tiles",
drawings: "drawings",
walls: "walls",
lighting: "lighting",
sounds: "sounds",
notes: "notes",
};
function _slaApplyIconMask(el, iconFile) {
const url = `${SLA_ICON_BASE}${iconFile}.svg`;
// Measure font size BEFORE zeroing it — FA icons scale with font-size
const fs = parseFloat(getComputedStyle(el).fontSize) || 18;
const sz = Math.round(fs * 1.15) + "px";
// font-size:0 → collapses the ::before FA glyph to nothing
// currentColor → inherits the button's text colour (white/grey/active from Foundry)
// mask → cuts that fill into our SVG shape
el.style.setProperty("font-size", "0", "important");
el.style.setProperty("line-height", "0", "important");
el.style.setProperty("width", sz, "important");
el.style.setProperty("height", sz, "important");
el.style.setProperty("display", "inline-flex", "important");
el.style.setProperty("align-items", "center", "important");
el.style.setProperty("justify-content", "center", "important");
el.style.setProperty("background-color", "currentColor", "important");
el.style.setProperty("-webkit-mask", `url('${url}') center/contain no-repeat`, "important");
el.style.setProperty("mask", `url('${url}') center/contain no-repeat`, "important");
el.setAttribute("data-sla-icon", iconFile);
}
function injectSlaIcons() {
let found = 0;
// ── Sidebar tab icons ─────────────────────────────────────────────────
// Foundry v13 confirmed structure:
// <button class="ui-control plain icon fa-solid fa-comments" data-tab="chat" ...>
// The BUTTON itself is the icon — no child <i> element.
document.querySelectorAll(
"#sidebar-tabs button[data-tab], #sidebar-tabs [data-tab].icon"
).forEach(btn => {
const name = btn.dataset.tab;
const file = SLA_SIDEBAR_ICONS[name];
if (!file || btn.hasAttribute("data-sla-icon")) return;
_slaApplyIconMask(btn, file);
found++;
});
// ── Scene / layer control icons ───────────────────────────────────────
// Foundry v13 scene controls are also buttons — search the whole doc
// since we don't yet know the container ID.
document.querySelectorAll(
"button[data-control], [data-control].icon, [data-control].ui-control"
).forEach(btn => {
const name = btn.dataset.control;
const file = SLA_CONTROL_ICONS[name];
if (!file || btn.hasAttribute("data-sla-icon")) return;
_slaApplyIconMask(btn, file);
found++;
});
if (found > 0) {
console.log(`SLA Industries | Applied ${found} custom icons.`);
} else {
console.warn("SLA Industries | injectSlaIcons: no icons matched — dumping HTML:");
console.warn("sidebar:", document.querySelector("#sidebar-tabs")?.outerHTML?.slice(0, 1200));
const ctrlDump = document.querySelector("#ui-left, #scene-controls, #controls");
console.warn("controls:", ctrlDump?.outerHTML?.slice(0, 1200) ?? "(not found — try: " + [...document.querySelectorAll("[data-control]")].map(e=>e.tagName+'.'+e.className).join(', ') + ")");
}
}
// Run once on ready, then re-run whenever Foundry re-renders these components
Hooks.once("ready", () => {
requestAnimationFrame(() => requestAnimationFrame(() => injectSlaIcons()));
});
Hooks.on("renderSidebar", () => requestAnimationFrame(() => injectSlaIcons()));
Hooks.on("renderSidebarTab", () => requestAnimationFrame(() => injectSlaIcons()));
Hooks.on("changeSidebarTab", () => requestAnimationFrame(() => injectSlaIcons()));
Hooks.on("renderSceneControls", () => requestAnimationFrame(() => injectSlaIcons()));
+17
View File
@@ -487,6 +487,23 @@ export class SLADrugSystem {
await this.resolveExpiredEffects(actor);
// Drug stacking warning — check if any OTHER drug is already active
const allActiveDrugEffects = this.getActorDrugEffects(actor);
const otherActiveDrugs = allActiveDrugEffects.filter((effect) => {
const flag = this.getDrugEffectFlag(effect);
return flag?.stage === "active" && flag?.drugId && flag.drugId !== def.id;
});
if (otherActiveDrugs.length > 0) {
const activeNames = [...new Set(otherActiveDrugs.map((e) => this.getDrugEffectFlag(e)?.drugName ?? e.name))].join(", ");
const proceed = await Dialog.confirm({
title: "Drug Stacking Warning",
content: `<p><strong>${actor.name}</strong> already has active drug effects from: <strong>${activeNames}</strong>.</p>
<p>Combining drugs can cause unpredictable or lethal interactions. Do you want to proceed?</p>`,
defaultYes: false
});
if (!proceed) return { ok: false, reason: "stacking-cancelled" };
}
const quantity = Math.max(0, Number(item.system?.quantity ?? 0));
if (consume && quantity < 1) {
ui.notifications.warn(`${actor.name} has no ${def.name} doses remaining.`);
+3 -1
View File
@@ -8,7 +8,9 @@ export const SLA_SPECIES_STAT_ADJUSTMENTS = {
"Wraith Raider": { sanity: 15 },
Shaktar: { body: 10, fear: 20 },
"Stormer 313 Malice": { fear: 25 },
"Stormer 711 Xeno": { fear: 25 }
"Stormer 711 Xeno": { fear: 25 },
// Vevaphon: strong, fast, resilient biogenetic chassis — psychologically shattered
"Stormer Vevaphon": { strength: 10, combat: 10, body: 15, speed: 5, sanity: -10 }
};
export function getSlaSpeciesStatAdjustments(speciesName = "") {
+155 -4
View File
@@ -69,6 +69,10 @@ const SPECIES_DOSSIER = {
"Advanced Carrien": {
identity: "Cunning, dangerous mutants with strong survival instincts and an uneasy fit inside official structures.",
fieldPressure: "They thrive in broken districts and dirty jobs, but prejudice follows them into every briefing room."
},
"Stormer Vevaphon": {
identity: "Sleight Industries' cancelled polymorphic Stormer line: a shape-shifting bioweapon that can be anything the mission needs — and that is precisely the problem.",
fieldPressure: "They are terrifying in infiltration, ambush, and close quarters, but every form change costs them a piece of who they are. Long ops risk unravelling them entirely."
}
};
@@ -76,7 +80,8 @@ const SPECIES_MIN_WOUNDS = {
Frother: 3,
Shaktar: 3,
"Stormer 313 Malice": 3,
"Stormer 711 Xeno": 3
"Stormer 711 Xeno": 3,
"Stormer Vevaphon": 3
};
const SKILL_IMAGE_OVERRIDES = {
@@ -201,6 +206,19 @@ const SPECIES_MOTHERSHIP_PROFILES = {
health: "1d10+11"
},
description: "Clever survivor profile. Strong Intellect and workable Strength make Carrien dangerous problem-solvers with uneven social acceptance."
},
"Stormer Vevaphon": {
rolls: {
strength: "2d10+35",
speed: "2d10+28",
intellect: "2d10+20",
combat: "2d10+35",
sanity: "2d10+12",
fear: "2d10+23",
body: "2d10+22",
health: "1d10+12"
},
description: "Polymorphic bioweapon with excellent combat and physical resilience, above-average speed, and severely degraded Sanity reflecting continuous identity diffusion from shapeshifting."
}
};
@@ -293,9 +311,60 @@ const SPECIES_WEAPONS = {
"Wraith Raider": ["Wraith Raider Claws"],
Shaktar: ["Shaktar Claws"],
"Stormer 313 Malice": ["Stormer Claws"],
"Stormer 711 Xeno": ["Stormer Claws"]
"Stormer 711 Xeno": ["Stormer Claws"],
"Stormer Vevaphon": ["Morphic Strike"]
};
// Vevaphon morph form abilities — one is chosen at character creation as starting form.
// Each form grants stat bonuses and a special ability but costs 1 Instability when activated.
const VEVAPHON_MORPH_STARTERS = [
{
name: "Brute Form",
summary: "A hulking, armoured chassis. STR+10, BODY+10. Immune to Knockdown. Cannot be concealed.",
statMods: { strength: 10, body: 10 },
special: "Knockdown Immunity",
instabilityCost: 1,
description: "The Vevaphon expands its frame into a dense combat shell. Slabs of biogenetic armour plate reinforce the torso and limbs. Effective in close-quarters breach work. Every activation costs 1 Instability."
},
{
name: "Stalker Form",
summary: "A lean, predatory chassis built for silence. SPD+10, Stealth+20. Cannot wear armour.",
statMods: { speed: 10 },
skillMods: { Stealth: 20 },
special: "Armour Incompatible",
instabilityCost: 1,
description: "The Vevaphon elongates and flattens, redistributing mass for near-silent movement. Standard armour cannot bond to the shifting surface. Ideal for covert approach and ambush. Every activation costs 1 Instability."
},
{
name: "Raptor Form",
summary: "A fast striking chassis built around offensive output. COM+10, SPD+5. Attacks score one extra wound on a critical.",
statMods: { combat: 10, speed: 5 },
special: "Critical Wound Bonus",
instabilityCost: 1,
description: "The Vevaphon reshapes its strike limbs into natural weapons optimised for penetrating force. Designed for rapid target elimination at close range. Every activation costs 1 Instability."
}
];
// Instability minor effects (triggered at 6+ Instability, rolled each scene)
const VEVAPHON_INSTABILITY_MINOR = [
"Involuntary surface texturing — skin shifts pattern mid-conversation. Social rolls at -10.",
"Limb proportions drift. Fine motor tasks at -10 until end of scene.",
"Voice shifts register unexpectedly. Communications may be misidentified.",
"Brief facial blurring. Anyone attempting to describe the Vevaphon gives contradictory reports.",
"Pain from realignment. Take 1 point of Stress.",
"Form flickers. One randomly selected stat drops by 5 until the Vevaphon rests."
];
// Instability Morph Panic table (triggered at 10+ Instability on a failed SANITY save)
const VEVAPHON_INSTABILITY_TABLE = [
{ roll: 1, result: "Cascade Shift", effect: "Vevaphon immediately shifts to a random morph form, even mid-combat. Costs 1 additional Instability." },
{ roll: 2, result: "Identity Bleed", effect: "Forgets assigned name and call sign until end of scene. Acts on instinct — GM adjudicates behaviour." },
{ roll: 3, result: "Partial Lock", effect: "One limb freezes in incorrect form. -10 to all physical rolls using that limb." },
{ roll: 4, result: "Tissue Rejection", effect: "Takes 1d5 damage as the body fights itself. Armour does not apply." },
{ roll: 5, result: "Threat Imprint", effect: "Becomes locked on nearest visible target. Must make a Sanity save to perform any action not directed at that target." },
{ roll: 6, result: "Full Reversion", effect: "Collapses to base form, losing all morph bonuses. Spends next action recovering. Lose 1 Instability." }
];
const NAME_PARTS = {
first: [
"Ari", "Bex", "Cade", "Dax", "Eris", "Finn", "Galen", "Hex", "Iris", "Jax",
@@ -610,6 +679,10 @@ export class SLAMothershipGenerator extends FormApplication {
itemPayloads.push(...this.buildEbbItems(species.name));
}
if (species.name === "Stormer Vevaphon") {
itemPayloads.push(...this.buildVevaphonItems(derived.startingMorphForm));
}
const uniquePayloads = uniqueEmbeddedItems(itemPayloads);
const packageLoadout = getPackageLoadout(trainingPackage?.name ?? "", data.equipment.packageLoadouts ?? {});
const packageIssueKit = getPackageIssueKit(trainingPackage?.name ?? "");
@@ -664,11 +737,18 @@ export class SLAMothershipGenerator extends FormApplication {
"system.sla.ebbRating.value": derived.ebbRating,
"system.other.stressdesc.value": buildTraumaResponseText(species, trainingPackage),
"system.sla.fluxNotes.value": this.isEbbSpecies(species.name)
? `Starting Flux reserve: ${derived.fluxMax}. Ebb users begin with at least 20 Flux and spend from that reserve when channeling. Fear is used as the control save.`
? `Starting Flux reserve: ${derived.fluxMax} (rolled 20 + 1d10). Flux is randomised at creation (range 21–31). Spend from this reserve when channeling; Fear is the control save.`
: "",
"system.sla.ebbNotes.value": this.isEbbSpecies(species.name)
? `Starter discipline package: ${(EBB_STARTERS[species.name] ?? []).join(", ")}`
: "",
...(species.name === "Stormer Vevaphon" ? {
"system.sla.morphForm.value": derived.startingMorphForm ?? "Brute Form",
"system.sla.vevaphonInstability.value": 0,
"system.sla.vevaphonInstability.max": 12,
"system.sla.vevaphonInstability.label": "Instability",
"system.sla.morphNotes.value": buildVevaphonMorphNotes(derived.startingMorphForm)
} : {}),
"system.biography": description,
"system.notes": buildNotes(species, trainingPackage, packageLoadout, packageIssueKit)
};
@@ -815,6 +895,48 @@ export class SLAMothershipGenerator extends FormApplication {
.map((item) => toEmbeddedData(item));
}
static buildVevaphonItems(startingMorphForm) {
const items = [];
// Try to add all three morph form abilities from the world item compendium.
// They may or may not exist as world items — we fall back to building minimal
// ability documents directly if not found.
for (const morph of VEVAPHON_MORPH_STARTERS) {
const worldItem = findWorldItem(morph.name, "ability");
if (worldItem) {
const embedded = toEmbeddedData(worldItem);
// abilityType "morph" is schema-defined and guaranteed to be stored —
// this prevents the Ebb enforcement sweep from ever deleting morph forms.
embedded.system ??= {};
embedded.system.sla ??= {};
embedded.system.sla.abilityType = "morph";
embedded.system.sla.morphForm = true;
embedded.system.sla.isStartingForm = morph.name === startingMorphForm;
items.push(embedded);
} else {
// Build a minimal ability document so the character isn't empty-handed.
items.push({
name: morph.name,
type: "ability",
img: "icons/svg/upgrade.svg",
system: {
description: morph.description,
summary: morph.summary,
special: morph.special,
sla: {
abilityType: "morph",
morphForm: true,
instabilityCost: morph.instabilityCost,
statMods: morph.statMods ?? {},
skillMods: morph.skillMods ?? {},
isStartingForm: morph.name === startingMorphForm
}
}
});
}
}
return items;
}
static isEbbSpecies(speciesName) {
return ["Ebon", "Brain Waster"].includes(String(speciesName ?? ""));
}
@@ -952,7 +1074,16 @@ function deriveProfile(rolls, packageName, speciesName) {
if (["Ebon", "Brain Waster"].includes(speciesName)) {
profile.ebbRating = clamp(Math.ceil(profile.intellect / 20) + Number(mods.ebbRating ?? 0), 1, 8);
profile.fluxMax = clamp(Math.max(20, Math.floor(profile.intellect / 4)), 20, 40);
// Starting flux: 20 + 1d10 (range 21–31), randomised at character creation
const fluxRoll = Math.floor(Math.random() * 11) + 1; // 1–11 → simulates d10 with extended top end
profile.fluxMax = 20 + fluxRoll; // 21–31
}
if (speciesName === "Stormer Vevaphon") {
// Instability starts at 0. Pick a random starting morph form.
profile.morphInstability = 0;
const morphIndex = Math.floor(Math.random() * VEVAPHON_MORPH_STARTERS.length);
profile.startingMorphForm = VEVAPHON_MORPH_STARTERS[morphIndex].name;
}
return profile;
@@ -1032,6 +1163,26 @@ function getFluxStage(flux, maxFlux = 0) {
return { label: "Stable", text: "Flux reserves are healthy. Ebb use remains disciplined and contained." };
}
function buildVevaphonMorphNotes(startingMorphForm) {
const form = VEVAPHON_MORPH_STARTERS.find((entry) => entry.name === startingMorphForm) ?? VEVAPHON_MORPH_STARTERS[0];
const allForms = VEVAPHON_MORPH_STARTERS.map((entry) => `${entry.name}: ${entry.summary}`).join("\n");
return [
`Starting Morph Form: ${form.name}`,
`${form.description}`,
``,
`Available Forms:`,
allForms,
``,
`Instability (0–12): Each morph activation costs 1 Instability. At 6+, minor effects trigger each scene. At 10+, failed Sanity saves trigger Morph Panic. At 12, the Vevaphon is lost — immediate retirement or death.`,
``,
`Minor Effects (6+ Instability):`,
VEVAPHON_INSTABILITY_MINOR.join("\n"),
``,
`Morph Panic Table (10+ Instability, failed Sanity):`,
VEVAPHON_INSTABILITY_TABLE.map((entry) => `${entry.roll}. ${entry.result}: ${entry.effect}`).join("\n")
].join("\n");
}
function buildTraumaResponseText(species, trainingPackage) {
return buildSlaTraumaResponseText(species?.name ?? "", trainingPackage?.name ?? "");
}
+853
View File
@@ -0,0 +1,853 @@
import { SLAMothershipGenerator } from "./sla-character-generator.js";
const SYSTEM_ID = "sla-mothership";
const ROOT_ACTOR_FOLDER = "SLA Mothership";
const NPC_FOLDER = "NPCs";
const NPC_ARCHETYPES = {
"Civilian Witness": {
summary: "Clerks, residents, dock workers, minor officials, and bystanders with enough identity to question or endanger.",
stats: { combat: 18, instinct: 32, speed: 24, loyalty: 46, sanity: 36, armor: 0, damageReduction: 0, health: 8, hits: 1 },
enabled: { combat: true, instinct: true, speed: true, loyalty: true, sanity: true, armor: false },
skills: [
{ name: "Persuade", bonus: 20 },
{ name: "Spot Hidden", bonus: 25 },
{ name: "Drive (Civilian)", bonus: 20 },
{ name: "Bureaucracy", bonus: 15 }
],
loadouts: {
None: [],
Civilian: ["Street Clothes / Leather Jacket", "UV / Multi-Spectrum Torch", "Oyster Card (ITB Card)"]
},
defaultLoadout: "Civilian",
defaultRole: "Witness / Local",
defaultAffiliation: "Mort Civilian",
defaultDepartment: "Local District"
},
"Street Ganger": {
summary: "Street muscle, lookouts, turf enforcers, and volatile crew members from Mort's lower tiers.",
stats: { combat: 34, instinct: 34, speed: 30, loyalty: 24, sanity: 24, armor: 0, damageReduction: 0, health: 10, hits: 2 },
enabled: { combat: true, instinct: true, speed: true, loyalty: true, sanity: false, armor: false },
skills: [
{ name: "Brawl", bonus: 25 },
{ name: "Streetwise", bonus: 25 },
{ name: "Intimidate", bonus: 20 },
{ name: "Dodge", bonus: 20 },
{ name: "Firearm (Pistol)", bonus: 20 }
],
loadouts: {
None: [],
"Street Melee": ["Collapsible Baton", "Standard Combat Knife", "Street Clothes / Leather Jacket"],
Sidearm: ["FEN 603 Auto-Pistol", "Standard Combat Knife", "Street Clothes / Leather Jacket"]
},
defaultLoadout: "Sidearm",
defaultRole: "Street Gang Enforcer",
defaultAffiliation: "Local Street Gang",
defaultDepartment: "Turf Crew"
},
"Shiver Patrol": {
summary: "Street cops, precinct enforcers, and cordon teams good for patrol scenes, arrests, and fast escalation.",
stats: { combat: 44, instinct: 38, speed: 34, loyalty: 58, sanity: 36, armor: 3, damageReduction: 1, health: 12, hits: 2 },
enabled: { combat: true, instinct: true, speed: true, loyalty: true, sanity: true, armor: true },
skills: [
{ name: "Firearm (Pistol)", bonus: 30 },
{ name: "Firearm (SMG)", bonus: 25 },
{ name: "Athletics", bonus: 20 },
{ name: "Command", bonus: 20 },
{ name: "Spot Hidden", bonus: 25 }
],
loadouts: {
None: [],
Patrol: ["FEN 401 Shiver Pistol", "Collapsible Baton", "Shiver Flak Vest"],
"SMG Team": ["FEN 209 Machine Pistol", "Collapsible Baton", "Full Shiver Armour"]
},
defaultLoadout: "Patrol",
defaultRole: "Shiver Patrol Officer",
defaultAffiliation: "SLA Industries",
defaultDepartment: "Shiver Precinct"
},
"Corp Operative": {
summary: "Standard corporate assets, contract staff, or in-house operatives for Mort departments and sponsor interests.",
stats: { combat: 40, instinct: 40, speed: 32, loyalty: 50, sanity: 40, armor: 2, damageReduction: 0, health: 11, hits: 2 },
enabled: { combat: true, instinct: true, speed: true, loyalty: true, sanity: true, armor: true },
skills: [
{ name: "Firearm (Pistol)", bonus: 25 },
{ name: "Command", bonus: 20 },
{ name: "Spot Hidden", bonus: 20 },
{ name: "Bureaucracy", bonus: 20 },
{ name: "Persuade", bonus: 15 }
],
loadouts: {
None: [],
Sidearm: ["FEN 603 Auto-Pistol", "Street Clothes / Leather Jacket"],
"Field Agent": ["FEN 209 Machine Pistol", "Shiver Flak Vest", "Klippo Multi-Band Communicator"]
},
defaultLoadout: "Field Agent",
defaultAffiliationType: "Corporation",
defaultRole: "Corporate Operative",
defaultAffiliation: "SLA Industries",
defaultDepartment: "Operations",
defaultSector: "Mort City"
},
Media: {
summary: "Reporters, propaganda staff, image handlers, and camera teams who shape the public story while staying very close to the danger.",
stats: { combat: 20, instinct: 42, speed: 28, loyalty: 44, sanity: 42, armor: 1, damageReduction: 0, health: 9, hits: 1 },
enabled: { combat: true, instinct: true, speed: true, loyalty: true, sanity: true, armor: true },
skills: [
{ name: "Persuade", bonus: 30 },
{ name: "Fast Talk", bonus: 25 },
{ name: "SLA Info", bonus: 25 },
{ name: "Spot Hidden", bonus: 20 },
{ name: "Intimidate", bonus: 15 }
],
loadouts: {
None: [],
Press: ["Klippo Multi-Band Communicator", "UV / Multi-Spectrum Torch", "Street Clothes / Leather Jacket"],
"Embedded Crew": ["FEN 603 Auto-Pistol", "Klippo Multi-Band Communicator", "Street Clothes / Leather Jacket"]
},
defaultLoadout: "Press",
defaultAffiliationType: "Corporation",
defaultRole: "Media Correspondent",
defaultAffiliation: "SLA Media",
defaultDepartment: "Editorial / Field Unit",
defaultSector: "Downtown Mort"
},
"Internal Affairs": {
summary: "Cold, suspicious investigators and auditors used for leak hunts, corruption probes, and quiet pressure on operatives or departments.",
stats: { combat: 34, instinct: 48, speed: 28, loyalty: 56, sanity: 44, armor: 2, damageReduction: 0, health: 10, hits: 2 },
enabled: { combat: true, instinct: true, speed: true, loyalty: true, sanity: true, armor: true },
skills: [
{ name: "Bureaucracy", bonus: 30 },
{ name: "Psychology", bonus: 25 },
{ name: "Intimidate", bonus: 25 },
{ name: "Command", bonus: 20 },
{ name: "Firearm (Pistol)", bonus: 20 }
],
loadouts: {
None: [],
Audit: ["FEN 603 Auto-Pistol", "Klippo Multi-Band Communicator", "Street Clothes / Leather Jacket"],
Pressure: ["FEN 401 Shiver Pistol", "Shiver Flak Vest", "Klippo Multi-Band Communicator"]
},
defaultLoadout: "Audit",
defaultAffiliationType: "Department",
defaultRole: "Internal Affairs Investigator",
defaultAffiliation: "SLA Industries",
defaultDepartment: "Internal Affairs",
defaultSector: "Cannibal Sectors"
},
"DarkNight Agent": {
summary: "Hard, covert, and unpleasant professionals for pressure scenes, black-bag work, and very bad conversations.",
stats: { combat: 52, instinct: 48, speed: 42, loyalty: 42, sanity: 44, armor: 4, damageReduction: 2, health: 13, hits: 2 },
enabled: { combat: true, instinct: true, speed: true, loyalty: true, sanity: true, armor: true },
skills: [
{ name: "Stealth", bonus: 30 },
{ name: "Dodge", bonus: 25 },
{ name: "Spot Hidden", bonus: 30 },
{ name: "Firearm (SMG)", bonus: 30 },
{ name: "Intimidate", bonus: 25 }
],
loadouts: {
None: [],
"Strike Agent": ["FEN 209 Machine Pistol", "Standard Combat Knife", "Stealth Suit"],
Breach: ["FEN AR Assault Rifle", "Fragmentation Grenade", "Crackshot Armour"]
},
defaultLoadout: "Strike Agent",
defaultAffiliationType: "Squad",
defaultRole: "DarkNight Agent",
defaultAffiliation: "DarkNight",
defaultDepartment: "Black Unit",
defaultSector: "Cannibal Sectors"
},
"Tek Specialist": {
summary: "Engineers, locks-and-systems staff, data handlers, and machine-facing support assets.",
stats: { combat: 26, instinct: 42, speed: 28, loyalty: 46, sanity: 40, armor: 1, damageReduction: 0, health: 9, hits: 1 },
enabled: { combat: true, instinct: true, speed: true, loyalty: true, sanity: true, armor: true },
skills: [
{ name: "Computer Systems", bonus: 30 },
{ name: "Tech (Computers & AI)", bonus: 25 },
{ name: "Tech (Electronics)", bonus: 25 },
{ name: "Spot Hidden", bonus: 20 },
{ name: "Firearm (Pistol)", bonus: 15 }
],
loadouts: {
None: [],
Utility: ["FEN 603 Auto-Pistol", "Klippo Multi-Band Communicator", "UV / Multi-Spectrum Torch"],
"Field Tek": ["FEN 603 Auto-Pistol", "BOOPA Medical Kit (Standard)", "Klippo Multi-Band Communicator"]
},
defaultLoadout: "Utility",
defaultAffiliationType: "Department",
defaultRole: "Tek Specialist",
defaultAffiliation: "Tek Division",
defaultDepartment: "Systems",
defaultSector: "Industrial Edge"
},
"Ebb Operative": {
summary: "Psychic intervention assets, occult handlers, and dangerous minds kept near the edge of tolerable doctrine.",
stats: { combat: 30, instinct: 46, speed: 24, loyalty: 30, sanity: 46, armor: 0, damageReduction: 0, health: 9, hits: 2 },
enabled: { combat: true, instinct: true, speed: true, loyalty: false, sanity: true, armor: false },
skills: [
{ name: "Biofeedback", bonus: 25 },
{ name: "Formulate", bonus: 25 },
{ name: "Ebb (Core)", bonus: 25 },
{ name: "Spot Hidden", bonus: 20 },
{ name: "Firearm (Pistol)", bonus: 15 }
],
loadouts: {
None: [],
Focus: ["FEN 603 Auto-Pistol", "BOOPA Medical Kit (Standard)", "Klippo Multi-Band Communicator"]
},
defaultLoadout: "Focus",
defaultAffiliationType: "Department",
defaultRole: "Ebb Handler",
defaultAffiliation: "SLA Industries",
defaultDepartment: "Ebb / Black",
defaultSector: "Mort City"
},
"Predator / Beast": {
summary: "Mutants, monsters, feral biogen threats, or engineered horrors that need only enough structure to fight and stalk.",
stats: { combat: 46, instinct: 56, speed: 40, loyalty: 12, sanity: 10, armor: 2, damageReduction: 1, health: 14, hits: 3 },
enabled: { combat: true, instinct: true, speed: true, loyalty: false, sanity: false, armor: true },
skills: [
{ name: "Brawl", bonus: 30 },
{ name: "Athletics", bonus: 25 },
{ name: "Dodge", bonus: 20 },
{ name: "Spot Hidden", bonus: 25 }
],
loadouts: {
None: []
},
defaultLoadout: "None",
defaultAffiliationType: "Independent",
defaultRole: "Hunting Threat",
defaultAffiliation: "Hostile Specimen",
defaultDepartment: "Wild / Uncontrolled",
defaultSector: "Waste District"
}
};
const QUALITY_MODS = {
Rabble: { stat: -8, skill: -10, health: -2, hits: 0 },
Standard: { stat: 0, skill: 0, health: 0, hits: 0 },
Veteran: { stat: 6, skill: 5, health: 1, hits: 0 },
Elite: { stat: 10, skill: 10, health: 2, hits: 1 },
Boss: { stat: 14, skill: 15, health: 4, hits: 1 }
};
const DISPOSITIONS = ["Neutral", "Professional", "Hostile", "Nervous", "Fanatical", "Cornered", "Corrupt", "Helpful"];
const THREAT_TIERS = ["Low", "Moderate", "High", "Extreme"];
const AFFILIATION_TYPES = ["Department", "Gang", "Corporation", "Cult", "Squad", "Civic", "Independent"];
const ROLE_SNIPPETS = {
"Civilian Witness": ["Transit clerk", "Dock handler", "Apartment resident", "Witness under pressure", "Small trader"],
"Street Ganger": ["Lookout", "Enforcer", "Runner", "Debt collector", "Back-alley bruiser"],
"Shiver Patrol": ["Patrol officer", "Checkpoint lead", "Riot response cop", "Beat sergeant", "Scene controller"],
"Corp Operative": ["Case handler", "Recovery agent", "Sponsor fixer", "Quiet escort", "Internal security operative"],
Media: ["Field correspondent", "Embedded camera lead", "Image handler", "Narrative producer", "Live scene reporter"],
"Internal Affairs": ["Audit investigator", "Leak hunter", "Corruption examiner", "Interrogation lead", "Compliance agent"],
"DarkNight Agent": ["Pressure asset", "Black-bag specialist", "Interdiction hunter", "Silent breach lead", "Cleanup professional"],
"Tek Specialist": ["Systems breach tech", "Maintenance lead", "Field engineer", "Data recovery tech", "Signals operator"],
"Ebb Operative": ["Control asset", "Psi observer", "Occult investigator", "Flux-sensitive handler", "Discreet interventionist"],
"Predator / Beast": ["Tunnel stalker", "Waste-zone hunter", "Escaped specimen", "Territory alpha", "Feral ambusher"]
};
const AFFILIATION_SNIPPETS = {
Department: ["Mort Department", "Ops Con", "Shiver Precinct", "Tek Division", "Cannibal Sector Authority"],
Gang: ["Chrome Jacks", "Sump Dogs", "Red Wire Crew", "Murder Mile Kings", "Ash-Sector Runners"],
Corporation: ["SLA Industries", "FEN", "Wraithen Security", "MediCore", "Tek Division"],
Cult: ["The True Noise", "Church of White Fire", "The Bent Halo", "The Last Broadcast", "Ash Choir"],
Squad: ["Blue BPN Hold Team", "Black Transit Unit", "Sweep Detail", "Strike Cell Seven", "Special Recovery Team"],
Civic: ["Transit Maintenance", "Block Committee", "Waste Processing", "Public Utility", "Relocation Office"],
Independent: ["Freelance crew", "Mercenary pair", "Broker network", "Private fixer", "Unaffiliated contact"]
};
const DEPARTMENT_SNIPPETS = {
"Civilian Witness": ["Hab Block", "Transit", "Utility", "Street Market", "Dock Quarter"],
"Street Ganger": ["East Cut", "Underline", "Recycling Stack", "Canal Row", "Tunnel Nine"],
"Shiver Patrol": ["Precinct 88", "Riot Control", "Street Division", "Transit Policing", "Evidence Escort"],
"Corp Operative": ["Internal Security", "Investigations", "Sponsor Liaison", "Logistics Recovery", "Operations"],
Media: ["Editorial Desk", "Live Scene Unit", "Mort Broadcast", "Image Control", "Public Feed Team"],
"Internal Affairs": ["Compliance Review", "Leak Office", "Audit Section", "Disciplinary Unit", "Special Oversight"],
"DarkNight Agent": ["Silent Entry", "Black Archive", "Pressure Cell", "Removal Team", "Interdiction"],
"Tek Specialist": ["Signals", "Maintenance", "Surveillance", "Field Systems", "Machine Control"],
"Ebb Operative": ["Occult Oversight", "Black Psi", "Flux Watch", "Intervention Cell", "Containment"],
"Predator / Beast": ["Den", "Nest", "Territory", "Spore Cluster", "Hunting Ground"]
};
export class SLANpcGeneratorApp extends FormApplication {
constructor(options = {}) {
super(options);
this.formState = null;
}
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
id: "sla-npc-generator",
classes: ["mosh", "sheet", "sla-generator", "sla-npc-generator"],
template: "systems/sla-mothership/templates/dialogs/sla-npc-generator.html",
width: 780,
height: "auto",
submitOnChange: false,
closeOnSubmit: false
});
}
get title() {
return "SLA NPC Desk";
}
async getData() {
await SLAMothershipGenerator.ensureSeedData();
const seed = await SLAMothershipGenerator.loadSeedData();
const speciesOptions = seed.species.species.map((entry) => entry.name);
const state = this.formState ?? this.defaultState(speciesOptions);
this.formState = state;
const archetype = NPC_ARCHETYPES[state.archetype] ?? NPC_ARCHETYPES["Street Ganger"];
const loadoutOptions = Object.keys(archetype.loadouts ?? { None: [] });
return {
state,
accentKey: getArchetypeAccentKey(state.archetype),
archetypes: Object.entries(NPC_ARCHETYPES).map(([name, entry]) => ({ name, summary: entry.summary })),
speciesOptions,
qualityOptions: Object.keys(QUALITY_MODS),
dispositionOptions: DISPOSITIONS,
threatOptions: THREAT_TIERS,
affiliationTypes: AFFILIATION_TYPES,
loadoutOptions,
summary: archetype.summary,
preview: buildNpcPreview(state, archetype)
};
}
defaultState(speciesOptions = []) {
const archetype = "Street Ganger";
const config = NPC_ARCHETYPES[archetype];
return {
name: SLAMothershipGenerator.randomName(),
archetype,
quality: "Standard",
species: speciesOptions.includes("Human") ? "Human" : (speciesOptions[0] ?? "Human"),
affiliationType: config.defaultAffiliationType ?? "Gang",
affiliation: config.defaultAffiliation,
department: config.defaultDepartment,
role: config.defaultRole,
sector: config.defaultSector ?? "Mort City",
disposition: "Hostile",
threat: "Moderate",
loadout: config.defaultLoadout ?? "None",
assignPortrait: true,
openSheet: true,
notes: ""
};
}
activateListeners(html) {
super.activateListeners(html);
html.find(".sla-npc-random-name").on("click", () => {
html.find("[name='name']").val(SLAMothershipGenerator.randomName());
});
html.find(".sla-npc-randomize").on("click", async () => {
const state = this.collectState(html);
const randomized = this.randomizeState(state);
this.formState = randomized;
await this.render(false);
});
html.find("[name='archetype']").on("change", async () => {
const current = this.collectState(html);
this.formState = this.rethemeStateForArchetype(current, current.archetype);
await this.render(false);
});
const rerenderSelectors = [
"[name='quality']",
"[name='species']",
"[name='disposition']",
"[name='threat']",
"[name='loadout']",
"[name='affiliationType']"
];
for (const selector of rerenderSelectors) {
html.find(selector).on("change", async () => {
this.formState = this.collectState(html);
await this.render(false);
});
}
}
collectState(html) {
return {
name: String(html.find("[name='name']").val() ?? "").trim(),
archetype: String(html.find("[name='archetype']").val() ?? "Street Ganger"),
quality: String(html.find("[name='quality']").val() ?? "Standard"),
species: String(html.find("[name='species']").val() ?? "Human"),
affiliationType: String(html.find("[name='affiliationType']").val() ?? "Department"),
affiliation: String(html.find("[name='affiliation']").val() ?? "").trim(),
department: String(html.find("[name='department']").val() ?? "").trim(),
role: String(html.find("[name='role']").val() ?? "").trim(),
sector: String(html.find("[name='sector']").val() ?? "").trim(),
disposition: String(html.find("[name='disposition']").val() ?? "Neutral"),
threat: String(html.find("[name='threat']").val() ?? "Moderate"),
loadout: String(html.find("[name='loadout']").val() ?? "None"),
assignPortrait: Boolean(html.find("[name='assignPortrait']").prop("checked")),
openSheet: Boolean(html.find("[name='openSheet']").prop("checked")),
notes: String(html.find("[name='notes']").val() ?? "").trim()
};
}
randomizeState(current) {
const state = { ...current };
const archetypeName = state.archetype || randomFrom(Object.keys(NPC_ARCHETYPES)) || "Street Ganger";
const archetype = NPC_ARCHETYPES[archetypeName] ?? NPC_ARCHETYPES["Street Ganger"];
const themed = this.rethemeStateForArchetype(state, archetypeName);
themed.affiliation = randomFrom(AFFILIATION_SNIPPETS[themed.affiliationType] ?? [archetype.defaultAffiliation]) ?? archetype.defaultAffiliation;
themed.department = randomFrom(DEPARTMENT_SNIPPETS[archetypeName] ?? [archetype.defaultDepartment]) ?? archetype.defaultDepartment;
themed.role = randomFrom(ROLE_SNIPPETS[archetypeName] ?? [archetype.defaultRole]) ?? archetype.defaultRole;
themed.sector = randomFrom(getSectorOptionsForArchetype(archetypeName, archetype.defaultSector)) ?? (archetype.defaultSector ?? "Mort City");
themed.disposition = randomFrom(DISPOSITIONS) ?? "Neutral";
themed.threat = randomFrom(THREAT_TIERS) ?? "Moderate";
themed.loadout = randomFrom(Object.keys(archetype.loadouts ?? { None: [] })) ?? "None";
themed.name = SLAMothershipGenerator.randomName();
return themed;
}
rethemeStateForArchetype(current, archetypeName) {
const archetype = NPC_ARCHETYPES[archetypeName] ?? NPC_ARCHETYPES["Street Ganger"];
const next = { ...current, archetype: archetypeName };
next.affiliationType = archetype.defaultAffiliationType ?? current.affiliationType ?? "Department";
next.affiliation = archetype.defaultAffiliation ?? "";
next.department = archetype.defaultDepartment ?? "";
next.role = archetype.defaultRole ?? "";
next.sector = archetype.defaultSector ?? "Mort City";
next.loadout = archetype.defaultLoadout ?? "None";
next.disposition = getDefaultDispositionForArchetype(archetypeName);
next.threat = getDefaultThreatForArchetype(archetypeName);
next.species = getDefaultSpeciesForArchetype(archetypeName, current.species);
return next;
}
async _updateObject(_event, formData) {
const expanded = foundry.utils.expandObject(formData);
const state = {
name: String(expanded.name ?? "").trim(),
archetype: String(expanded.archetype ?? "Street Ganger"),
quality: String(expanded.quality ?? "Standard"),
species: String(expanded.species ?? "Human"),
affiliationType: String(expanded.affiliationType ?? "Department"),
affiliation: String(expanded.affiliation ?? "").trim(),
department: String(expanded.department ?? "").trim(),
role: String(expanded.role ?? "").trim(),
sector: String(expanded.sector ?? "").trim(),
disposition: String(expanded.disposition ?? "Neutral"),
threat: String(expanded.threat ?? "Moderate"),
loadout: String(expanded.loadout ?? "None"),
assignPortrait: Boolean(expanded.assignPortrait),
openSheet: Boolean(expanded.openSheet),
notes: String(expanded.notes ?? "").trim()
};
this.formState = state;
const result = await generateSlaNpc(state);
if (result?.actor && state.openSheet) {
result.actor.sheet?.render(true);
}
ui.notifications.info(`SLA NPC ready: ${result.actor.name}`);
this.render(false);
}
static open(options = {}) {
return new SLANpcGeneratorApp(options).render({ force: true });
}
}
export async function generateSlaNpc(state = {}) {
await SLAMothershipGenerator.ensureSeedData();
const seed = await SLAMothershipGenerator.loadSeedData();
const archetype = NPC_ARCHETYPES[state.archetype] ?? NPC_ARCHETYPES["Street Ganger"];
const quality = QUALITY_MODS[state.quality] ?? QUALITY_MODS.Standard;
const speciesName = String(state.species ?? "Human").trim() || "Human";
const resolvedName = String(state.name ?? "").trim() || SLAMothershipGenerator.randomName();
const folder = await ensureNpcFolder();
const actor = await Actor.create({
name: resolvedName,
type: "creature",
folder: folder.id
});
const stats = applyQualityToStats(archetype.stats, quality);
const enabled = archetype.enabled ?? {};
const description = buildNpcDescription({ state, archetype, speciesName });
const biography = buildNpcBiography({ state, archetype, speciesName });
await actor.update({
img: SLAMothershipGenerator.resolveSpeciesImage(speciesName),
"system.description": description,
"system.biography": biography,
"system.notes": String(state.notes ?? "").trim(),
"system.health.value": stats.health,
"system.health.max": stats.health,
"system.hits.value": 0,
"system.hits.max": stats.hits,
"system.stats.combat.value": stats.combat,
"system.stats.instinct.value": stats.instinct,
"system.stats.speed.value": stats.speed,
"system.stats.loyalty.value": stats.loyalty,
"system.stats.sanity.value": stats.sanity,
"system.stats.armor.mod": stats.armor,
"system.stats.armor.damageReduction": stats.damageReduction,
"system.stats.combat.enabled": Boolean(enabled.combat),
"system.stats.instinct.enabled": Boolean(enabled.instinct),
"system.stats.speed.enabled": Boolean(enabled.speed),
"system.stats.loyalty.enabled": Boolean(enabled.loyalty),
"system.stats.sanity.enabled": Boolean(enabled.sanity),
"system.stats.armor.enabled": Boolean(enabled.armor),
"system.slaNpc.archetype.value": state.archetype,
"system.slaNpc.species.value": speciesName,
"system.slaNpc.affiliationType.value": state.affiliationType,
"system.slaNpc.affiliation.value": String(state.affiliation ?? "").trim(),
"system.slaNpc.department.value": String(state.department ?? "").trim(),
"system.slaNpc.role.value": String(state.role ?? "").trim(),
"system.slaNpc.sector.value": String(state.sector ?? "").trim(),
"system.slaNpc.disposition.value": String(state.disposition ?? "").trim(),
"system.slaNpc.threat.value": String(state.threat ?? "").trim(),
"system.slaNpc.summary.value": archetype.summary
});
const itemPayloads = [];
itemPayloads.push(...buildNpcSkillItems(archetype.skills ?? [], quality, seed.skills.skills));
itemPayloads.push(...buildLoadoutItems(archetype, state.loadout));
if (state.archetype === "Ebb Operative" && SLAMothershipGenerator.isEbbSpecies(speciesName)) {
itemPayloads.push(...SLAMothershipGenerator.buildEbbSkillItems(speciesName));
itemPayloads.push(...SLAMothershipGenerator.buildEbbItems(speciesName));
}
if (state.archetype === "Predator / Beast") {
itemPayloads.push(...SLAMothershipGenerator.buildSpeciesItems(speciesName));
}
const uniquePayloads = uniqueEmbeddedItems(itemPayloads);
if (uniquePayloads.length) {
await actor.createEmbeddedDocuments("Item", uniquePayloads);
}
if (state.assignPortrait && game.npcPortraitPack?.assignPortraitToActor) {
await game.npcPortraitPack.assignPortraitToActor(actor);
}
return { actor };
}
async function ensureNpcFolder() {
let root = game.folders.find((folder) => folder.type === "Actor" && folder.name === ROOT_ACTOR_FOLDER && !folder.folder);
if (!root) {
root = await Folder.create({ name: ROOT_ACTOR_FOLDER, type: "Actor", color: "#163447" });
}
let folder = game.folders.find((entry) => entry.type === "Actor" && entry.name === NPC_FOLDER && entry.folder?.id === root.id);
if (!folder) {
folder = await Folder.create({ name: NPC_FOLDER, type: "Actor", folder: root.id, color: "#5b3349" });
}
return folder;
}
function applyQualityToStats(baseStats, quality) {
return {
combat: clamp98((baseStats.combat ?? 10) + (quality.stat ?? 0)),
instinct: clamp98((baseStats.instinct ?? 10) + (quality.stat ?? 0)),
speed: clamp98((baseStats.speed ?? 10) + (quality.stat ?? 0)),
loyalty: clamp98((baseStats.loyalty ?? 10) + (quality.stat ?? 0)),
sanity: clamp98((baseStats.sanity ?? 10) + (quality.stat ?? 0)),
armor: Math.max(0, Number(baseStats.armor ?? 0)),
damageReduction: Math.max(0, Number(baseStats.damageReduction ?? 0)),
health: Math.max(1, Number(baseStats.health ?? 8) + Number(quality.health ?? 0)),
hits: Math.max(1, Number(baseStats.hits ?? 1) + Number(quality.hits ?? 0))
};
}
function buildNpcSkillItems(skillDefs, quality, allSkillData = []) {
return (skillDefs ?? [])
.map((entry) => {
const baseBonus = Number(entry.bonus ?? 10) + Number(quality.skill ?? 0);
const worldItem = findWorldItem(entry.name, "skill");
if (worldItem) {
const embedded = toEmbeddedData(worldItem);
embedded.system.bonus = clamp98(baseBonus);
embedded.system.rank = rankFromBonus(embedded.system.bonus);
embedded.system.sla ??= {};
embedded.system.sla.baseBonus = Number(worldItem.system?.bonus ?? 0) || 0;
embedded.system.sla.packageBonus = Math.max(0, embedded.system.bonus - Number(embedded.system.sla.baseBonus ?? 0));
return embedded;
}
const data = allSkillData.find((skill) => normalizeText(skill.name) === normalizeText(entry.name)) ?? {};
return {
name: entry.name,
type: "skill",
img: "icons/svg/upgrade.svg",
system: {
description: "",
rank: rankFromBonus(baseBonus),
bonus: clamp98(baseBonus),
prerequisite_ids: [],
sla: {
category: data.categoryRef ?? "",
skillFamily: data.categoryRef ?? "",
source: "SLA NPC Desk"
}
}
};
})
.filter(Boolean);
}
function buildLoadoutItems(archetype, loadoutName) {
const loadout = archetype.loadouts?.[loadoutName] ?? [];
return loadout
.map((name) => findWorldItem(name))
.filter(Boolean)
.map((item) => toEmbeddedData(item));
}
function buildNpcDescription({ state, archetype, speciesName }) {
return [
`${state.role || archetype.defaultRole}.`,
`${state.affiliation || archetype.defaultAffiliation}${state.department ? ` / ${state.department}` : ""}.`,
`${state.disposition || "Neutral"} presence with ${state.threat || "Moderate"} threat pressure.`,
`${speciesName} profile.`
].join(" ");
}
function buildNpcBiography({ state, archetype, speciesName }) {
return `
<p><strong>Role:</strong> ${escapeHtml(state.role || archetype.defaultRole)}</p>
<p><strong>Affiliation:</strong> ${escapeHtml(state.affiliation || archetype.defaultAffiliation)}</p>
<p><strong>Department / Cell:</strong> ${escapeHtml(state.department || archetype.defaultDepartment)}</p>
<p><strong>Species:</strong> ${escapeHtml(speciesName)}</p>
<p><strong>Disposition:</strong> ${escapeHtml(state.disposition || "Neutral")} | <strong>Threat:</strong> ${escapeHtml(state.threat || "Moderate")}</p>
<p><strong>Sector:</strong> ${escapeHtml(state.sector || "Mort City")}</p>
<p>${escapeHtml(archetype.summary)}</p>
`.trim();
}
function buildNpcPreview(state, archetype) {
const quality = QUALITY_MODS[state.quality] ?? QUALITY_MODS.Standard;
const loadoutNames = archetype.loadouts?.[state.loadout] ?? [];
const statline = applyQualityToStats(archetype.stats, quality);
return {
iconPath: getArchetypeIconPath(state.archetype),
iconLabel: getArchetypeBadgeShort(state.archetype),
badge: getArchetypeBadge(state.archetype),
strap: getArchetypeStrapline(state.archetype),
identity: `${state.role || archetype.defaultRole} / ${state.species}`,
brief: `${state.affiliation || archetype.defaultAffiliation}${state.department ? ` / ${state.department}` : ""} operating in ${state.sector || archetype.defaultSector || "Mort City"}.`,
posture: `${state.disposition || "Neutral"} disposition with ${state.threat || "Moderate"} threat expectations.`,
statline: [
`Combat ${statline.combat}`,
`Instinct ${statline.instinct}`,
`Speed ${statline.speed}`,
`Health ${statline.health}`,
`Wounds ${statline.hits}`
],
loadout: loadoutNames.length ? loadoutNames : ["No preset issue kit selected."],
notes: archetype.summary
};
}
function clamp98(value) {
return Math.max(1, Math.min(98, Number(value ?? 0) || 0));
}
function rankFromBonus(bonus) {
if (bonus >= 40) return "Master";
if (bonus >= 25) return "Expert";
return "Trained";
}
function findWorldItem(name, type = null) {
return game.items.find((item) => normalizeText(item.name) === normalizeText(name) && (!type || item.type === type)) ?? null;
}
function toEmbeddedData(document) {
return foundry.utils.duplicate(document.toObject());
}
function uniqueEmbeddedItems(items = []) {
const seen = new Set();
const out = [];
for (const item of items) {
const key = `${item.type}::${normalizeText(item.name)}`;
if (seen.has(key)) continue;
seen.add(key);
out.push(item);
}
return out;
}
function normalizeText(value) {
return String(value ?? "").trim().toLowerCase();
}
function randomFrom(list = []) {
if (!list.length) return null;
return list[Math.floor(Math.random() * list.length)] ?? null;
}
function getDefaultSpeciesForArchetype(archetypeName, currentSpecies = "Human") {
if (archetypeName === "Ebb Operative") return "Ebon";
if (archetypeName === "Predator / Beast") return "Advanced Carrien";
return currentSpecies || "Human";
}
function getDefaultDispositionForArchetype(archetypeName) {
switch (archetypeName) {
case "Civilian Witness": return "Nervous";
case "Street Ganger": return "Hostile";
case "Shiver Patrol": return "Professional";
case "Corp Operative": return "Professional";
case "Media": return "Corrupt";
case "Internal Affairs": return "Professional";
case "DarkNight Agent": return "Hostile";
case "Tek Specialist": return "Professional";
case "Ebb Operative": return "Cornered";
case "Predator / Beast": return "Fanatical";
default: return "Neutral";
}
}
function getDefaultThreatForArchetype(archetypeName) {
switch (archetypeName) {
case "Civilian Witness": return "Low";
case "Street Ganger": return "Moderate";
case "Shiver Patrol": return "Moderate";
case "Corp Operative": return "Moderate";
case "Media": return "Low";
case "Internal Affairs": return "Moderate";
case "DarkNight Agent": return "High";
case "Tek Specialist": return "Moderate";
case "Ebb Operative": return "High";
case "Predator / Beast": return "Extreme";
default: return "Moderate";
}
}
function getSectorOptionsForArchetype(archetypeName, fallback = "Mort City") {
switch (archetypeName) {
case "Street Ganger":
return ["Cannibal Sectors", "Transit Underlevels", "Waste District", "Mort City"];
case "Shiver Patrol":
return ["Mort City", "Downtown Mort", "Transit Underlevels", "Cannibal Sectors"];
case "Corp Operative":
return ["Mort City", "Downtown Mort", "Industrial Edge", "Cannibal Sectors"];
case "Media":
return ["Downtown Mort", "Mort City", "Cannibal Sectors", "Transit Underlevels"];
case "Internal Affairs":
return ["Cannibal Sectors", "Mort City", "Downtown Mort", "Industrial Edge"];
case "DarkNight Agent":
return ["Cannibal Sectors", "Transit Underlevels", "Mort City", "Waste District"];
case "Tek Specialist":
return ["Industrial Edge", "Mort City", "Transit Underlevels", "Downtown Mort"];
case "Ebb Operative":
return ["Mort City", "Cannibal Sectors", "Downtown Mort"];
case "Predator / Beast":
return ["Waste District", "Cannibal Sectors", "Transit Underlevels", "Industrial Edge"];
default:
return [fallback, "Mort City", "Downtown Mort"];
}
}
function escapeHtml(value) {
return String(value ?? "")
.replaceAll("&", "&amp;")
.replaceAll("<", "&lt;")
.replaceAll(">", "&gt;")
.replaceAll('"', "&quot;")
.replaceAll("'", "&#39;");
}
function getArchetypeAccentKey(archetypeName) {
switch (archetypeName) {
case "Shiver Patrol": return "shiver";
case "DarkNight Agent": return "darknight";
case "Tek Specialist": return "tek";
case "Ebb Operative": return "ebb";
case "Media": return "media";
case "Internal Affairs": return "internal";
case "Street Ganger": return "gang";
case "Predator / Beast": return "predator";
case "Civilian Witness": return "civilian";
case "Corp Operative": return "corp";
default: return "corp";
}
}
function getArchetypeBadge(archetypeName) {
switch (archetypeName) {
case "Shiver Patrol": return "Shiver Patrol";
case "DarkNight Agent": return "DarkNight";
case "Tek Specialist": return "Tek Division";
case "Ebb Operative": return "Ebb Control";
case "Media": return "Media Feed";
case "Internal Affairs": return "Internal Affairs";
case "Street Ganger": return "Street Threat";
case "Predator / Beast": return "Hostile Specimen";
case "Civilian Witness": return "Civilian Contact";
case "Corp Operative": return "Corporate Asset";
default: return archetypeName;
}
}
function getArchetypeBadgeShort(archetypeName) {
switch (archetypeName) {
case "Shiver Patrol": return "SV";
case "DarkNight Agent": return "DN";
case "Tek Specialist": return "TK";
case "Ebb Operative": return "EB";
case "Media": return "MD";
case "Internal Affairs": return "IA";
case "Street Ganger": return "SG";
case "Predator / Beast": return "HX";
case "Civilian Witness": return "CV";
case "Corp Operative": return "CO";
default: return "NPC";
}
}
function getArchetypeIconPath(archetypeName) {
const root = "systems/sla-mothership/icons/ui/npc-badges";
switch (archetypeName) {
case "Shiver Patrol": return `${root}/shiver.svg`;
case "DarkNight Agent": return `${root}/darknight.svg`;
case "Tek Specialist": return `${root}/tek.svg`;
case "Ebb Operative": return `${root}/ebb.svg`;
case "Media": return `${root}/media.svg`;
case "Internal Affairs": return `${root}/internal.svg`;
case "Street Ganger": return `${root}/gang.svg`;
case "Predator / Beast": return `${root}/predator.svg`;
case "Civilian Witness": return `${root}/civilian.svg`;
case "Corp Operative": return `${root}/corp.svg`;
default: return `${root}/corp.svg`;
}
}
function getArchetypeStrapline(archetypeName) {
switch (archetypeName) {
case "Shiver Patrol": return "Precinct issue / patrol doctrine / fast response";
case "DarkNight Agent": return "Black operations / pressure asset / covert response";
case "Tek Specialist": return "Systems breach / maintenance / machine-facing support";
case "Ebb Operative": return "Occult intervention / flux risk / psychic control";
case "Media": return "Image control / live coverage / narrative pressure";
case "Internal Affairs": return "Audit pressure / disciplinary review / quiet threat";
case "Street Ganger": return "Turf violence / local intimidation / disposable muscle";
case "Predator / Beast": return "Ferality / pursuit / close-quarters threat";
case "Civilian Witness": return "Collateral witness / local knowledge / brittle pressure";
case "Corp Operative": return "Corporate recovery / sponsor discipline / field oversight";
default: return "Operational contact / generated dossier";
}
}
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import { SLAMothershipGenerator } from "./sla-character-generator.js";
import { SLANpcGeneratorApp } from "./sla-npc-generator.js";
const SYSTEM_ID = "sla-mothership";
@@ -22,6 +23,7 @@ export class SLAWorldToolsApp extends FormApplication {
async getData() {
const seededItems = game.items.filter((item) => item.flags?.[SYSTEM_ID]?.slaSeed?.key);
const actors = game.actors.filter((actor) => actor.type === "character");
const creatures = game.actors.filter((actor) => actor.type === "creature");
const ebbActors = actors.filter((actor) => ["Ebon", "Brain Waster"].includes(String(actor.system?.sla?.species?.value ?? "").trim()));
return {
@@ -30,6 +32,7 @@ export class SLAWorldToolsApp extends FormApplication {
weaponCount: seededItems.filter((item) => item.type === "weapon").length,
gearCount: seededItems.filter((item) => item.flags?.[SYSTEM_ID]?.slaSeed?.kind === "gear").length,
actorCount: actors.length,
creatureCount: creatures.length,
starterCount: actors.filter((actor) => actor.flags?.[SYSTEM_ID]?.slaStarter).length,
ebbActorCount: ebbActors.length,
quickBattleMapBuilderReady: Boolean(game.modules?.get("quick-battlemap-builder")?.active && game.quickBattleMapBuilder?.open)
@@ -53,6 +56,10 @@ export class SLAWorldToolsApp extends FormApplication {
game.slaMothership.openGenerator();
});
html.find(".open-npc-desk").on("click", () => {
game.slaMothership.openNpcDesk();
});
html.find(".generate-random").on("click", async () => {
await game.slaMothership.createRandomOperative({ openSheet: true });
this.render(false);
@@ -127,7 +134,14 @@ export function installSlaSidebarButtons(app, html) {
await game.slaMothership.seedWorldContent({ overwrite: true, notify: true });
});
toolContainer.append(randomButton, createButton, toolsButton, refreshButton);
const npcButton = $(`
<button type="button" class="sla-open-npc-desk">
<i class="fas fa-id-badge"></i> NPC Desk
</button>
`);
npcButton.on("click", () => SLANpcGeneratorApp.open());
toolContainer.append(randomButton, createButton, npcButton, toolsButton, refreshButton);
}
function findToolContainer(root) {
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2026/03/29-21:14:27.567720 170fdb000 Delete type=3 #32
2026/03/29-21:14:27.567753 170fdb000 Delete type=0 #34
2026/04/16-22:16:27.624570 16e36f000 Recovering log #84
2026/04/16-22:16:27.625146 16e36f000 Delete type=3 #83
2026/04/16-22:16:27.625212 16e36f000 Delete type=0 #84
+1 -1
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@@ -1 +1 @@
MANIFEST-000039
MANIFEST-000085
+3 -3
View File
@@ -1,3 +1,3 @@
2026/03/31-15:50:48.597410 170d5b000 Recovering log #38
2026/03/31-15:50:48.598033 170d5b000 Delete type=0 #38
2026/03/31-15:50:48.598068 170d5b000 Delete type=3 #37
2026/05/19-23:19:40.621197 17337b000 Recovering log #84
2026/05/19-23:19:40.621497 17337b000 Delete type=3 #83
2026/05/19-23:19:40.621534 17337b000 Delete type=0 #84
+3 -3
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@@ -1,3 +1,3 @@
2026/03/29-21:14:27.568770 1707cf000 Recovering log #34
2026/03/29-21:14:27.569097 1707cf000 Delete type=3 #32
2026/03/29-21:14:27.569138 1707cf000 Delete type=0 #34
2026/04/16-22:16:27.626995 16e36f000 Recovering log #82
2026/04/16-22:16:27.627395 16e36f000 Delete type=3 #81
2026/04/16-22:16:27.627527 16e36f000 Delete type=0 #82
+1 -1
View File
@@ -1 +1 @@
MANIFEST-000039
MANIFEST-000085
+3 -3
View File
@@ -1,3 +1,3 @@
2026/03/31-15:50:48.600045 17054f000 Recovering log #38
2026/03/31-15:50:48.600385 17054f000 Delete type=0 #38
2026/03/31-15:50:48.600414 17054f000 Delete type=3 #37
2026/05/19-23:19:40.622748 173b87000 Recovering log #84
2026/05/19-23:19:40.622969 173b87000 Delete type=3 #83
2026/05/19-23:19:40.622990 173b87000 Delete type=0 #84
+3 -3
View File
@@ -1,3 +1,3 @@
2026/03/29-21:14:27.570654 170fdb000 Recovering log #34
2026/03/29-21:14:27.571032 170fdb000 Delete type=3 #32
2026/03/29-21:14:27.571059 170fdb000 Delete type=0 #34
2026/04/16-22:16:27.629071 16fb93000 Recovering log #82
2026/04/16-22:16:27.629605 16fb93000 Delete type=3 #81
2026/04/16-22:16:27.629821 16fb93000 Delete type=0 #82
+3 -3
View File
@@ -2,7 +2,7 @@
"id": "sla-mothership",
"title": "SLA Mothership",
"description": "An SLA Industries conversion built on the unofficial Mothership system for Foundry VTT, preserving Mothership's core mechanics while adding SLA flux, Ebb, BPN, and equipment support.",
"version": "0.5.1",
"version": "0.6.5",
"esmodules": [
"module/mosh.js"
],
@@ -160,7 +160,7 @@
},
"compatibility": {
"minimum": "13",
"maximum": "13",
"verified": "13"
"verified": "14",
"maximum": "14"
}
}
+99 -52
View File
@@ -11,24 +11,24 @@
"value": 10,
"min": 0,
"max": 10,
"label" : "Health"
"label": "Health"
},
"hits": {
"value": 0,
"min": 0,
"max" : 2,
"label" : "Wounds"
"max": 2,
"label": "Wounds"
},
"netHP": {
"value": 20,
"min": 0,
"max" : 20,
"label" : "Net HP"
"max": 20,
"label": "Net HP"
},
"bleeding": {
"value": 0,
"min": 0,
"label" : "Bleeding"
"label": "Bleeding"
}
}
},
@@ -38,9 +38,9 @@
],
"biography": "",
"notes": "",
"weight" : {
"current" : 0,
"capacity" : 0
"weight": {
"current": 0,
"capacity": 0
},
"class": {
"value": ""
@@ -59,8 +59,8 @@
},
"xp": {
"value": 0,
"html" : 0,
"selectedSkill" : ""
"html": 0,
"selectedSkill": ""
},
"attributes": {
"level": {
@@ -140,13 +140,13 @@
"value": 2,
"min": 2,
"max": 20,
"label" : "Stress"
"label": "Stress"
},
"resolve": {
"value": 0,
"min": 0,
"max": 15,
"label" : "Resolve"
"label": "Resolve"
},
"stressdesc": {
"value": ""
@@ -216,6 +216,22 @@
},
"ebbNotes": {
"value": ""
},
"morphForm": {
"value": ""
},
"vevaphonInstability": {
"value": 0,
"max": 12,
"label": "Instability"
},
"morphNotes": {
"value": ""
},
"sessionAbilityUsed": false,
"contacts": [],
"activityLog": {
"value": ""
}
}
},
@@ -230,6 +246,38 @@
"value": 1,
"html": ""
},
"slaNpc": {
"archetype": {
"value": ""
},
"species": {
"value": ""
},
"affiliationType": {
"value": ""
},
"affiliation": {
"value": ""
},
"department": {
"value": ""
},
"role": {
"value": ""
},
"sector": {
"value": ""
},
"disposition": {
"value": ""
},
"threat": {
"value": ""
},
"summary": {
"value": ""
}
},
"stats": {
"combat": {
"value": 10,
@@ -237,7 +285,7 @@
"max": 99,
"label": "Combat",
"rollLabel": "Combat Check",
"enabled" : true
"enabled": true
},
"instinct": {
"value": 10,
@@ -245,7 +293,7 @@
"max": 99,
"label": "Instinct",
"rollLabel": "Instinct Check",
"enabled" : true
"enabled": true
},
"speed": {
"value": 10,
@@ -253,7 +301,7 @@
"max": 99,
"label": "Speed",
"rollLabel": "Speed Check",
"enabled" : false
"enabled": false
},
"loyalty": {
"value": 10,
@@ -261,7 +309,7 @@
"max": 99,
"label": "Loyalty",
"rollLabel": "Loyalty Check",
"enabled" : false
"enabled": false
},
"armor": {
"value": 0,
@@ -272,7 +320,7 @@
"cover": "none",
"label": "Armor",
"rollLabel": "Armor Save",
"enabled" : false
"enabled": false
},
"sanity": {
"value": 10,
@@ -280,7 +328,7 @@
"max": 99,
"label": "Sanity",
"rollLabel": "Sanity Save",
"enabled" : false
"enabled": false
}
}
},
@@ -295,18 +343,18 @@
"xp": {
"value": 1
},
"images" : {
"layout" : "systems/sla-mothership/images/Galloway_Top.png",
"beauty" : "systems/sla-mothership/images/Galloway_Top.png"
"images": {
"layout": "systems/sla-mothership/images/Galloway_Top.png",
"beauty": "systems/sla-mothership/images/Galloway_Top.png"
},
"runSetup" : true,
"megadamage" : {
"html" : "",
"hits" : [],
"menu" : {
"html" : ""
"runSetup": true,
"megadamage": {
"html": "",
"hits": [],
"menu": {
"html": ""
},
"open" : false
"open": false
},
"stats": {
"armor": {
@@ -370,9 +418,9 @@
"hull": {
"value": 10,
"max": 10,
"75" : 0,
"50" : 0,
"25" : 0
"75": 0,
"50": 0,
"25": 0
},
"fuel": {
"value": 10,
@@ -400,10 +448,10 @@
},
"upgrades": {
"value": 0,
"max" : 0
"max": 0
}
},
"weapon-stats" : {
"weapon-stats": {
"weapons": {
"value": 0,
"max": 1
@@ -416,7 +464,6 @@
"value": 0,
"max": 1
}
}
}
},
@@ -447,7 +494,7 @@
"quantity": 1,
"weight": 0,
"carryState": "carried",
"cost" : 0,
"cost": 0,
"sla": {
"category": "",
"power": "",
@@ -495,7 +542,7 @@
"ammo": 10,
"shots": 1,
"curShots": 0,
"shotsPerFire" : 1,
"shotsPerFire": 1,
"useAmmo": false,
"ammoType": "",
"ammoCalibre": "",
@@ -511,22 +558,22 @@
"ammoReserveAp": 0,
"ammoReserveHe": 0,
"ammoReserveHeap": 0,
"wound":"",
"wound": "",
"critDmg": "",
"woundEffect": "",
"bonus": 0,
"weight": 0,
"carryState": "equipped",
"equipped": true,
"cost" : 0,
"cost": 0,
"ranges": {
"short": 0,
"medium": 0,
"long": 0,
"value" : ""
"value": ""
},
"settings" : {
"firstEdition" : false
"settings": {
"firstEdition": false
},
"sla": {
"weaponType": "",
@@ -548,14 +595,14 @@
"base"
],
"armorPoints": 1,
"damageReduction":0,
"damageReduction": 0,
"speed": "",
"oxygenMax": 0,
"oxygenCurrent": 0,
"oxygenCurrent": 0,
"weight": 0,
"carryState": "equipped",
"equipped": true,
"cost" : 0,
"cost": 0,
"sla": {
"burden": "",
"coverage": "",
@@ -572,9 +619,9 @@
"base"
],
"severity": 1,
"treatment" : {
"value" : 0,
"html" : ""
"treatment": {
"value": 0,
"html": ""
},
"sla": {
"category": "",
@@ -622,7 +669,7 @@
"base"
],
"text": "",
"job" : ""
"job": ""
},
"repair": {
"templates": [
@@ -637,9 +684,9 @@
],
"quantity": 1,
"hull": 1,
"totalHull" : 1,
"feature" : "",
"offline" : false
"totalHull": 1,
"feature": "",
"offline": false
},
"class": {
"templates": [
+190 -94
View File
@@ -17,26 +17,19 @@
<div class="headergrid">
<div class="sla-sheet-wordmark">SLA Industries</div>
<!-- <img class="profile-img" src="{{actor.img}}" data-edit="img" title="{{actor.name}}" height="150" width="150"/> -->
{{!-- REST button — top-right, above Race --}}
<div class="header-field header-field-rest">
<button type="button" class="sla-sheet-action sla-rest-button sla-header-rest-pill" title="Take a short or long rest">REST</button>
</div>
{{!-- ROW 2: Name / Class / Race --}}
<!-- PLAYER NAME -->
<div class="headernamegrid header-field header-field-name">
<div class="headerinputtext">{{ localize 'Mosh.Name' }}</div>
<div class="headerinputfield sla-header-input charname"><input name="name" class="noborder" type="text"
value="{{name}}" placeholder="{{ localize 'Mosh.Name' }}" /></div>
</div>
<div class="header-field header-field-lad">
<div class="headerinputtext">L.A.D.</div>
<label class="sla-header-checkbox" title="Life After Death">
<input type="checkbox" name="system.sla.lad" data-dtype="Boolean" {{checked system.sla.lad}} />
<span>Life After Death</span>
</label>
</div>
<div class="header-field header-field-credits">
<div class="headerinputtext">{{ localize 'Mosh.Credits' }}</div>
<div class="headerinputfield sla-header-input charname"><input name="system.credits.value" class="noborder" type="text"
value="{{system.credits.value}}" placeholder="" /></div>
</div>
<!-- CLASS -->
<div class="header-field header-field-class">
@@ -45,30 +38,43 @@
value="{{system.class.value}}" placeholder="" /></div>
</div>
<!-- RANK -->
<!-- RACE -->
<div class="header-field header-field-race">
<div class="headerinputtext">Race</div>
<div class="headerinputfield sla-header-input charname"><input name="system.rank.value" class="noborder" type="text"
value="{{system.rank.value}}" placeholder="" /></div>
</div>
<div class="header-field header-field-sla-rank header-field-compact">
<div class="headerinputtext">SLA Rank</div>
<div class="headerinputfield sla-header-input charname"><input name="system.attributes.level.value" class="noborder"
type="text" value="{{system.attributes.level.value}}" placeholder="" /></div>
{{!-- ROW 3: Bottom row — all equal width, same font --}}
<div class="sla-header-bottom-row">
<div class="header-field header-field-lad">
<div class="headerinputtext">L.A.D.</div>
<label class="sla-header-checkbox" title="Life After Death">
<input type="checkbox" name="system.sla.lad" data-dtype="Boolean" {{checked system.sla.lad}} />
<span>L.A.D.</span>
</label>
</div>
<div class="header-field header-field-credits">
<div class="headerinputtext">{{ localize 'Mosh.Credits' }}</div>
<div class="headerinputfield sla-header-input charname"><input name="system.credits.value" class="noborder" type="text"
value="{{system.credits.value}}" placeholder="" /></div>
</div>
<div class="header-field header-field-sla-rank">
<div class="headerinputtext">S.C.L.</div>
<div class="headerinputfield sla-header-input charname"><input name="system.attributes.level.value" class="noborder"
type="text" value="{{system.attributes.level.value}}" placeholder="" /></div>
</div>
<div class="header-field header-field-height">
<div class="headerinputtext">Height</div>
<div class="headerinputfield sla-header-input charname"><input name="system.sla.height.value" class="noborder" type="text"
value="{{system.sla.height.value}}" placeholder="" /></div>
</div>
<div class="header-field header-field-weight">
<div class="headerinputtext">Weight</div>
<div class="headerinputfield sla-header-input charname"><input name="system.sla.weightText.value" class="noborder" type="text"
value="{{system.sla.weightText.value}}" placeholder="" /></div>
</div>
</div>
<div class="header-field header-field-height header-field-compact">
<div class="headerinputtext">Height</div>
<div class="headerinputfield sla-header-input charname"><input name="system.sla.height.value" class="noborder" type="text"
value="{{system.sla.height.value}}" placeholder="" /></div>
</div>
<div class="header-field header-field-weight header-field-compact">
<div class="headerinputtext">Weight</div>
<div class="headerinputfield sla-header-input charname"><input name="system.sla.weightText.value" class="noborder" type="text"
value="{{system.sla.weightText.value}}" placeholder="" /></div>
</div>
</div>
</div>
@@ -202,8 +208,15 @@
</div>
{{/if}}
<!-- Trauma Response -->
<div class="" style="margin-left: 6px; margin-right: 0px; flex: 0; grid-column-start: 1; grid-column-end: 3;">
<div class="sla-trauma-panel" style="margin-left: 6px; margin-right: 0px; flex: 0; grid-column-start: 1; grid-column-end: 3;">
<div class="resource-label sla-stat-heading sla-trauma-heading">{{ localize 'Mosh.TraumaResponse' }}</div>
<div class="sla-trauma-controls">
<label class="sla-trauma-toggle" title="Mark the trauma response as used this session">
<input type="checkbox" class="sla-session-ability-used" {{checked system.sla.sessionAbilityUsed}} />
<span>Used This Session</span>
</label>
<button type="button" class="sla-inline-mini-button sla-new-session" title="Reset trauma response use for a new session">New Session</button>
</div>
<textarea name="system.other.stressdesc.value" rows="4" class="textarea-input trauma-response-box" type="text"
data-target="system.other.stressdesc.value" placeholder="Trauma response">{{system.other.stressdesc.value}}</textarea>
</div>
@@ -305,6 +318,14 @@
<div class="sla-mainstat-action-strip">
<button type="button" class="sla-sheet-action sla-wound-button">Wound</button>
</div>
{{#if conditions.length}}
<div class="sla-active-conditions-summary">
<span class="sla-conditions-label">CONDITIONS:</span>
{{#each conditions as |condition|}}
<span class="sla-active-condition">{{condition.name}}{{#if condition.system.severity}} {{condition.system.severity}}{{/if}}</span>
{{/each}}
</div>
{{/if}}
</div>
<!-- SAVES -->
{{#if system.settings.firstEdition}}
@@ -377,9 +398,11 @@
<a class="tab-select" data-tab="skills">{{ localize 'Mosh.Skills' }}</a>
<a class="tab-select" data-tab="weapons">{{ localize 'Mosh.Weapons' }}</a>
<a class="tab-select" data-tab="items">{{ localize 'Mosh.Items' }}</a>
<a class="tab-select" data-tab="drugs">Drugs</a>
<a class="tab-select" data-tab="sla">SLA</a>
<a class="tab-select" data-tab="traits">Traits</a>
<a class="tab-select" data-tab="special-rules">Special Rules</a>
{{#if isVevaphon}}<a class="tab-select" data-tab="morph">Morph</a>{{/if}}
{{#if isEbbUser}}<a class="tab-select" data-tab="ebb">Ebb</a>{{/if}}
<a class="tab-select" data-tab="description">{{ localize 'Mosh.Bio' }}</a>
<a class="tab-select" data-tab="notes">{{ localize 'Mosh.Notes' }}</a>
@@ -395,8 +418,13 @@
{{!-- Notes Tab --}}
<div class="tab biography" data-group="primary" data-tab="notes">
<div class="sla-card" style="margin-bottom: 12px;">
<div class="sla-card-label">Ammo Spend Ledger</div>
<div class="sla-card-copy">Total spent: {{system.sla.ammoSpendTotal.value}} cR</div>
<div class="sla-card-label">Operation Log</div>
<div class="sla-card-copy">Recent rolls, outcomes, and field actions for this operative.</div>
<textarea readonly rows="10" class="textarea-input">{{system.sla.activityLog.value}}</textarea>
</div>
<div class="sla-card" style="margin-bottom: 12px;">
<div class="sla-card-label">Ammo Economy Ledger</div>
<div class="sla-card-copy">Firing spend total: {{system.sla.ammoSpendTotal.value}} cR. Purchases are logged below as separate entries.</div>
<textarea readonly rows="6" class="textarea-input">{{system.sla.ammoLedger.value}}</textarea>
</div>
{{editor enriched.notes target="system.notes" button=true editable=true}}
@@ -708,8 +736,76 @@
{{/if}}
</div>
</div>
</div>
</div>
{{#if isVevaphon}}
<div class="tab items" data-group="primary" data-tab="morph">
<div class="sla-panel">
<div class="sla-banner">
<div>
<div class="sla-kicker">Stormer Vevaphon</div>
<div class="sla-title">Polymorphic Form Control</div>
</div>
<div class="sla-tags">
<span class="sla-tag">Form: {{system.sla.morphForm.value}}</span>
<span class="sla-tag {{vevaphonInstabilityClass}}">Instability {{system.sla.vevaphonInstability.value}} / 12</span>
<span class="sla-tag">Sanity {{system.stats.sanity.value}}</span>
</div>
</div>
<div class="grid grid-2col sla-card-grid">
{{!-- Instability Track --}}
<div class="sla-card">
<div class="sla-card-label">Instability Track</div>
<div class="sla-morph-track-bar">
<div class="sla-morph-track-fill {{vevaphonInstabilityClass}}" style="width: {{vevaphonInstabilityPercent}}%;"></div>
<span class="sla-morph-track-label">{{data.sla.vevaphonInstability.value}} / 12</span>
</div>
<div class="sla-card-copy">{{vevaphonInstabilityDesc}}</div>
<div class="sla-action-row" style="margin-top: 10px;">
<button type="button" class="sla-instability-increase sla-morph-btn-instab">+1 Instability</button>
<button type="button" class="sla-instability-decrease sla-morph-btn-instab sla-morph-btn-instab-down">−1 Instability</button>
</div>
<div class="sla-card-copy" style="margin-top: 12px; font-style: italic;">At 12, the Vevaphon is lost — immediate retirement or death.</div>
</div>
{{!-- Active Morph Form --}}
<div class="sla-card">
<div class="sla-card-label">Active Morph Form</div>
<div class="sla-card-copy" style="margin-bottom: 10px;">Each morph shift costs 1 Instability. Changing form mid-scene requires a Sanity save at Instability 6+.</div>
{{#each slaMorphForms as |form|}}
<button type="button"
class="sla-morph-shift sla-morph-form-btn {{#if form.slaIsActiveMorphForm}}sla-morph-active{{/if}}"
data-form="{{form.name}}">
<strong class="sla-morph-form-name">{{form.name}}</strong>
{{#if form.system.summary}}<div class="sla-morph-form-summary">{{form.system.summary}}</div>{{/if}}
</button>
{{/each}}
</div>
</div>
<div class="grid grid-2col sla-card-grid" style="margin-top: 12px;">
{{!-- Morph Panic Reference --}}
<div class="sla-card">
<div class="sla-card-label">Morph Panic Reference</div>
<div class="sla-card-copy">Triggered at Instability 10+ on a failed Sanity save. Roll 1d6:</div>
<div class="sla-note-list" style="margin-top: 8px;">
{{#each vevaphonMorphPanic as |entry|}}
<div class="sla-note-pill sla-note-pill-wide">{{entry.roll}}. {{entry.label}} — {{entry.desc}}</div>
{{/each}}
</div>
</div>
{{!-- Morph Notes --}}
<div class="sla-card">
<div class="sla-card-label">Morph Notes</div>
<textarea name="system.sla.morphNotes.value" rows="10" class="textarea-input" data-target="system.sla.morphNotes.value">{{system.sla.morphNotes.value}}</textarea>
</div>
</div>
</div>
</div>
{{/if}}
{{#if isEbbUser}}
<div class="tab items" data-group="primary" data-tab="ebb">
<div class="sla-panel">
@@ -816,24 +912,6 @@
{{/if}}
{{!-- Owned Items Tab --}}
<div class="tab items" data-group="primary" data-tab="items">
{{#if drugAlerts.length}}
<div class="sla-drug-alerts">
{{#each drugAlerts as |alert id|}}
<div class="sla-drug-alert {{alert.state}}">
<div class="sla-drug-alert-main">
<div class="sla-drug-alert-name">{{alert.name}}</div>
<div class="sla-drug-alert-meta">
<span class="sla-drug-alert-state">{{alert.stateLabel}}</span>
{{#if alert.duration}}<span class="sla-drug-alert-duration">{{alert.duration}}</span>{{/if}}
</div>
</div>
<div class="sla-drug-alert-summary">{{alert.summary}}</div>
<button type="button" class="drug-close-btn drug-close" data-item-id="{{alert.itemId}}" data-drug-id="{{alert.drugId}}">Close</button>
</div>
{{/each}}
</div>
{{/if}}
{{#if system.settings.firstEdition}}
<!-- ARMOR -->
<ol class="items-list" role="table">
@@ -916,7 +994,65 @@
</ol>
{{/if}}
<!-- DRUGS -->
<!-- ITEMS -->
<ol class="items-list">
<li class="item flexrow item-header">
<div class="item-image"></div>
<div class="skill-stat" style="flex-grow: 1.5;">{{ localize 'Mosh.ItemName' }}</div>
<div class="skill-stat">{{ localize 'Mosh.Quantity' }}</div>
<div class="skill-stat">{{ localize 'Mosh.Weight' }}</div>
<div class="skill-stat">Carry</div>
<div class="skill-stat">{{ localize 'Mosh.Value' }}</div>
<div class="item-controls">
<a class="item-control item-create" title="{{ localize 'Mosh.CreateItem' }}" data-type="item"><i class="fas fa-plus"></i> Add</a>
</div>
</li>
{{#each gear as |item id|}}
<li class="item flexrow dropitem" data-item-id="{{item._id}}">
<div class="item-image"><img src="{{item.img}}" title="{{item.name}}" width="24" height="24" /></div>
<h4 class="skill-name list-roll description-roll" style="flex-grow: 1.54;">{{item.name}}</h4>
<div class="skill-stat list-roll item-quantity">{{item.system.quantity}}</div>
<div class="skill-stat">{{item.slaCarry.totalWeight}} kg</div>
<div class="skill-stat">
<div class="sla-carry-toggle-row">
<button type="button" class="sla-carry-toggle {{#if (compare 'str' item.slaCarry.state '===' 'equipped')}}active{{/if}}" data-state="equipped">Eqp</button>
<button type="button" class="sla-carry-toggle {{#if (compare 'str' item.slaCarry.state '===' 'stowed')}}active{{/if}}" data-state="stowed">Stow</button>
</div>
</div>
<div class="skill-stat">{{item.system.cost}}</div>
<div class="item-controls">
<a class="item-control item-edit" title="{{ localize 'Mosh.EditItem' }}"><i class="fas fa-edit"></i></a>
<a class="item-control item-delete" title="{{ localize 'Mosh.DeleteItem' }}"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/each}}
</ol>
<div class="item flex-group-left item-header">
<div class="skill-stat" style="flex-grow: 1.5;">{{ localize 'Mosh.CarryingCapacity' }}: {{system.weight.capacity}} kg</div>
<div class="skill-stat">{{ localize 'Mosh.CurrentWeight' }}: {{system.weight.current}} kg</div>
<div class="skill-stat">Stowed: {{system.weight.stowed}} kg</div>
</div>
</div>
<div class="tab items" data-group="primary" data-tab="drugs">
{{#if drugAlerts.length}}
<div class="sla-drug-alerts">
{{#each drugAlerts as |alert id|}}
<div class="sla-drug-alert {{alert.state}}">
<div class="sla-drug-alert-main">
<div class="sla-drug-alert-name">{{alert.name}}</div>
<div class="sla-drug-alert-meta">
<span class="sla-drug-alert-state">{{alert.stateLabel}}</span>
{{#if alert.duration}}<span class="sla-drug-alert-duration">{{alert.duration}}</span>{{/if}}
</div>
</div>
<div class="sla-drug-alert-summary">{{alert.summary}}</div>
<button type="button" class="drug-close-btn drug-close" data-item-id="{{alert.itemId}}" data-drug-id="{{alert.drugId}}">Close</button>
</div>
{{/each}}
</div>
{{/if}}
<ol class="items-list sla-drug-list">
<li class="item flexrow item-header">
<div class="item-image"></div>
@@ -957,46 +1093,6 @@
</li>
{{/each}}
</ol>
<!-- ITEMS -->
<ol class="items-list">
<li class="item flexrow item-header">
<div class="item-image"></div>
<div class="skill-stat" style="flex-grow: 1.5;">{{ localize 'Mosh.ItemName' }}</div>
<div class="skill-stat">{{ localize 'Mosh.Quantity' }}</div>
<div class="skill-stat">{{ localize 'Mosh.Weight' }}</div>
<div class="skill-stat">Carry</div>
<div class="skill-stat">{{ localize 'Mosh.Value' }}</div>
<div class="item-controls">
<a class="item-control item-create" title="{{ localize 'Mosh.CreateItem' }}" data-type="item"><i class="fas fa-plus"></i> Add</a>
</div>
</li>
{{#each gear as |item id|}}
<li class="item flexrow dropitem" data-item-id="{{item._id}}">
<div class="item-image"><img src="{{item.img}}" title="{{item.name}}" width="24" height="24" /></div>
<h4 class="skill-name list-roll description-roll" style="flex-grow: 1.54;">{{item.name}}</h4>
<div class="skill-stat list-roll item-quantity">{{item.system.quantity}}</div>
<div class="skill-stat">{{item.slaCarry.totalWeight}} kg</div>
<div class="skill-stat">
<div class="sla-carry-toggle-row">
<button type="button" class="sla-carry-toggle {{#if (compare 'str' item.slaCarry.state '===' 'equipped')}}active{{/if}}" data-state="equipped">Eqp</button>
<button type="button" class="sla-carry-toggle {{#if (compare 'str' item.slaCarry.state '===' 'stowed')}}active{{/if}}" data-state="stowed">Stow</button>
</div>
</div>
<div class="skill-stat">{{item.system.cost}}</div>
<div class="item-controls">
<a class="item-control item-edit" title="{{ localize 'Mosh.EditItem' }}"><i class="fas fa-edit"></i></a>
<a class="item-control item-delete" title="{{ localize 'Mosh.DeleteItem' }}"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/each}}
</ol>
<div class="item flex-group-left item-header">
<div class="skill-stat" style="flex-grow: 1.5;">{{ localize 'Mosh.CarryingCapacity' }}: {{system.weight.capacity}} kg</div>
<div class="skill-stat">{{ localize 'Mosh.CurrentWeight' }}: {{system.weight.current}} kg</div>
<div class="skill-stat">Stowed: {{system.weight.stowed}} kg</div>
</div>
</div>
{{!-- Owned Skills Tab --}}
<div class="tab items" data-group="primary" data-tab="skills">
@@ -1070,7 +1166,7 @@
<li class="item flexrow dropitem" data-item-id="{{condition._id}}">
<div class="item-image"><img src="{{condition.img}}" title="{{condition.name}}" width="24" height="24"/></div>
<div class="skill-name description-roll list-roll">{{condition.name}}</div>
<div class="skill-stat list-roll severity">{{condition.system.severity}}</div>
<div class="skill-stat list-roll severity" data-severity="{{condition.system.severity}}">{{condition.system.severity}}</div>
<div class="skill-stat">
{{#if condition.system.treatment.html}}
<div class="treatment-button list-roll flex" style="margin: 0; position: relative; top: 50%; -ms-transform: translateY(-50%); transform: translateY(-50%);" data-key="condition" data-label="condition" data-max="3" data-min="0">
@@ -1098,7 +1194,7 @@
<div class="tab items" data-group="primary" data-tab="weapons">
<div class="sla-card" style="margin-bottom: 12px;">
<div class="sla-card-label">Weapons Readiness</div>
<div class="sla-card-copy">Ammo stacks: {{slaAmmoInventory.stackCount}} | Total loose rounds: {{slaAmmoInventory.roundCount}} | Running ammo spend: {{system.sla.ammoSpendTotal.value}} cR</div>
<div class="sla-card-copy">Ammo stacks: {{slaAmmoInventory.stackCount}} | Total loose rounds: {{slaAmmoInventory.roundCount}} | Running firing spend: {{system.sla.ammoSpendTotal.value}} cR</div>
<div class="sla-card-copy">Carry: {{slaCarry.current}} / {{slaCarry.capacity}} kg | {{slaCarry.state}}</div>
<div class="sla-action-row" style="margin-top: 8px;">
<button type="button" class="sla-sheet-action weapon-reload-all">Reload All</button>
+41 -1
View File
@@ -97,6 +97,46 @@
</div>
<div class="whiteline"></div>
</header>
<section class="sla-creature-dossier">
<div class="sla-creature-dossier-grid">
<div class="resource">
<label class="resource-label">Role</label>
<input type="text" name="system.slaNpc.role.value" value="{{system.slaNpc.role.value}}" />
</div>
<div class="resource">
<label class="resource-label">Archetype</label>
<input type="text" name="system.slaNpc.archetype.value" value="{{system.slaNpc.archetype.value}}" />
</div>
<div class="resource">
<label class="resource-label">Species</label>
<input type="text" name="system.slaNpc.species.value" value="{{system.slaNpc.species.value}}" />
</div>
<div class="resource">
<label class="resource-label">Affiliation</label>
<input type="text" name="system.slaNpc.affiliation.value" value="{{system.slaNpc.affiliation.value}}" />
</div>
<div class="resource">
<label class="resource-label">Department / Cell</label>
<input type="text" name="system.slaNpc.department.value" value="{{system.slaNpc.department.value}}" />
</div>
<div class="resource">
<label class="resource-label">Sector</label>
<input type="text" name="system.slaNpc.sector.value" value="{{system.slaNpc.sector.value}}" />
</div>
<div class="resource">
<label class="resource-label">Disposition</label>
<input type="text" name="system.slaNpc.disposition.value" value="{{system.slaNpc.disposition.value}}" />
</div>
<div class="resource">
<label class="resource-label">Threat</label>
<input type="text" name="system.slaNpc.threat.value" value="{{system.slaNpc.threat.value}}" />
</div>
<div class="resource sla-creature-dossier-wide">
<label class="resource-label">Snapshot</label>
<input type="text" name="system.slaNpc.summary.value" value="{{system.slaNpc.summary.value}}" />
</div>
</div>
</section>
<div class="creature-description-grid">
<div class="creaturedescription">
<div class="grid grid-3col">
@@ -391,7 +431,7 @@
<li class="item flexrow dropitem" data-item-id="{{condition._id}}">
<div class="item-image"><img src="{{condition.img}}" title="{{condition.name}}" width="24" height="24"/></div>
<div class="skill-name description-roll list-roll">{{condition.name}}</div>
<div class="skill-stat list-roll severity">{{condition.system.severity}}</div>
<div class="skill-stat list-roll severity" data-severity="{{condition.system.severity}}">{{condition.system.severity}}</div>
<div class="skill-stat">
{{#if condition.system.treatment.html}}
<div class="treatment-button list-roll flex" style="margin: 0; position: relative; top: 50%; -ms-transform: translateY(-50%); transform: translateY(-50%);" data-key="condition" data-label="condition" data-max="3" data-min="0">
+59 -50
View File
@@ -1,88 +1,97 @@
<div class="mosh" {{#if actor._id}}data-actor-id="{{actor._id}}" {{/if}}
<div class="mosh sla-chat-shell sla-chat-shell-item" {{#if actor._id}}data-actor-id="{{actor._id}}" {{/if}}
{{#if item._id}}data-item-id="{{item._id}}" {{/if}} {{#if tokenId}}data-token-id="{{tokenId}}" {{/if}}>
<div class="showinfo"></div>
<div class="showlessinfo"></div>
<div class="rollcontainer">
<div class="flexrow">
{{#if swapNameDesc}}
<div class="rollweaponh1" >{{swapName}}</div>
{{else}}
{{#if (compare 'int' item.name.length '>=' 22)}}
<div class="rollweaponh1" style="font-size: 0.75rem; padding-top: 7px;">{{item.name}}</div>
{{else}}
<div class="rollweaponh1" >{{item.name}}</div>
{{/if}}
{{/if}}
{{#if (compare 'str' item.type '===' 'ability')}}
{{#if (compare 'str' actor.img '===' 'icons/svg/mystery-man.svg')}}
<div style="text-align: right"><img class="roll-image" src="systems/sla-mothership/images/icons/ui/attributes/instinct.png" /></div>
{{else}}
<div style="text-align: right"><img class="roll-image" src="{{actor.img}}" /></div>
{{/if}}
{{else}}
<div style="text-align: right"><img class="roll-image" src="{{item.img}}" /></div>
{{/if}}
</div>
<div class="sla-chat-hero">
<div class="sla-chat-hero-main">
<div class="sla-chat-kicker-row">
<div class="sla-chat-kicker">Item Detail</div>
<div class="sla-chat-meta-row">
{{#if (compare 'str' item.system.sla.impact '===' 'heal')}}
<span class="sla-chat-type-badge sla-chat-type-heal">HLG</span>
{{else if item.system.roll}}
<span class="sla-chat-type-badge sla-chat-type-attack">ATK</span>
{{else if (compare 'str' item.type '===' 'ability')}}
<span class="sla-chat-type-badge sla-chat-type-ebb">ABL</span>
{{else}}
<span class="sla-chat-type-badge sla-chat-type-item">ITM</span>
{{/if}}
</div>
</div>
{{#if swapNameDesc}}
<div class="rollweaponh1 sla-chat-hero-title">{{swapName}}</div>
{{else}}
{{#if (compare 'int' item.name.length '>=' 22)}}
<div class="rollweaponh1 sla-chat-hero-title sla-chat-hero-title-tight">{{item.name}}</div>
{{else}}
<div class="rollweaponh1 sla-chat-hero-title">{{item.name}}</div>
{{/if}}
{{/if}}
</div>
<div class="sla-chat-hero-media">
{{#if (compare 'str' item.type '===' 'ability')}}
{{#if (compare 'str' actor.img '===' 'icons/svg/mystery-man.svg')}}
<img class="roll-image" src="systems/sla-mothership/images/icons/ui/attributes/instinct.png" />
{{else}}
<img class="roll-image" src="{{actor.img}}" />
{{/if}}
{{else}}
<img class="roll-image" src="{{item.img}}" />
{{/if}}
</div>
</div>
{{#if item.system.roll}}
<div class="description">
<div class="description sla-chat-section {{#if (compare 'str' item.system.sla.impact '===' 'heal')}}sla-chat-section-heal{{else}}sla-chat-section-damage{{/if}}">
{{#if (compare 'str' item.system.sla.impact '===' 'heal')}}
<div class="body">You restore <strong>[[{{item.system.roll}}[damage]]]</strong> points of healing.</div>
{{else}}
<div class="body">You inflict <strong>[[{{item.system.roll}}[damage]]]</strong> points of damage.</div>
{{/if}}
</div>
<div style="margin-bottom : 10px;"></div>
<div style="border-bottom: 1px solid #999; height: 0; width: 100%;"></div>
<div style="margin-bottom : 5px;"></div>
{{/if}}
{{#if item.system.severity}}
<div class="description">
<div class="body"><strong>{{ localize 'Mosh.Severity' }}: </strong>{{item.system.severity}}</div>
<div class="description sla-chat-section {{severityMeta.cssClass}}" data-severity="{{item.system.severity}}">
<div class="sla-chat-section-heading">
<span class="sla-chat-severity-pill {{severityMeta.cssClass}}">{{severityMeta.label}}</span>
</div>
<div class="body"><strong>{{ localize 'Mosh.Severity' }}:</strong> {{item.system.severity}}</div>
</div>
<div style="margin-bottom : 5px;"></div>
<div style="border-bottom: 1px solid #999; height: 0; width: 100%;"></div>
<div style="margin-bottom : 5px;"></div>
{{/if}}
{{#if item.system.armorPoints}}
<div class="description">
<div class="body"><strong>{{ localize 'Mosh.ArmorPoints' }}: </strong>{{item.system.armorPoints}}</div>
<div class="description sla-chat-section">
<div class="body"><strong>{{ localize 'Mosh.ArmorPoints' }}:</strong> {{item.system.armorPoints}}</div>
</div>
<div style="margin-bottom : 5px;"></div>
<div style="border-bottom: 1px solid #999; height: 0; width: 100%;"></div>
<div style="margin-bottom : 5px;"></div>
{{/if}}
{{#if item.system.damageReduction}}
<div class="description">
<div class="body"><strong>{{ localize 'Mosh.DMGReduction' }}: </strong>{{item.system.damageReduction}}</div>
<div class="description sla-chat-section">
<div class="body"><strong>{{ localize 'Mosh.DMGReduction' }}:</strong> {{item.system.damageReduction}}</div>
</div>
<div style="margin-bottom : 5px;"></div>
<div style="border-bottom: 1px solid #999; height: 0; width: 100%;"></div>
<div style="margin-bottom : 5px;"></div>
{{/if}}
{{#if swapNameDesc}}
<div class="description">
<div class="description sla-chat-section">
<div class="body">{{{item.name}}}</div>
</div>
<div style="margin-bottom : 16px;"></div>
{{else if (compare 'str' item.system.type '===' 'repair')}}
<div class="description">
<div class="description sla-chat-section">
{{#if item.system.major}}
<div class="body"><strong>{{ localize 'Mosh.MajorRepair' }}</strong></div>
{{else}}
<div class="body"><strong>{{ localize 'Mosh.MinorRepair' }}</strong></div>
{{/if}}
</div>
<div style="margin-bottom : 5px;"></div>
<div style="border-bottom: 1px solid #999; height: 0; width: 100%;"></div>
<div style="margin-bottom : 5px;"></div>
<div class="description">
<div class="description sla-chat-section">
<div class="body">{{{item.name}}}</div>
</div>
<div style="margin-bottom : 16px;"></div>
{{else}}
<div class="description">
<div class="description sla-chat-section">
<div class="body">{{{item.system.description}}}</div>
</div>
<div style="margin-bottom : 16px;"></div>
{{/if}}
</div>
</div>
+19 -15
View File
@@ -1,28 +1,32 @@
<div class="mosh" {{#if actor._id}}data-actor-id="{{actor._id}}" {{/if}}
<div class="mosh sla-chat-shell sla-chat-shell-actor-update" {{#if actor._id}}data-actor-id="{{actor._id}}" {{/if}}
{{#if item._id}}data-item-id="{{item._id}}" {{/if}} {{#if tokenId}}data-token-id="{{tokenId}}" {{/if}}>
<div class="rollcontainer">
<div class="flexrow" style="margin-bottom: 5px;">
{{#if (compare 'int' msgHeader.length '>=' 22)}}
<div class="rollweaponh1" style="font-size: 0.75rem; padding-top: 7px;">{{{msgHeader}}}</div>
{{else}}
<div class="rollweaponh1" >{{{msgHeader}}}</div>
{{/if}}
<div style="text-align: right"><img class="roll-image" src="{{{msgImgPath}}}" /></div>
<div class="sla-chat-hero">
<div class="sla-chat-hero-main">
<div class="sla-chat-kicker">Actor Update</div>
{{#if (compare 'int' msgHeader.length '>=' 22)}}
<div class="rollweaponh1 sla-chat-hero-title sla-chat-hero-title-tight">{{{msgHeader}}}</div>
{{else}}
<div class="rollweaponh1 sla-chat-hero-title">{{{msgHeader}}}</div>
{{/if}}
</div>
<div class="sla-chat-hero-media">
<img class="roll-image" src="{{{msgImgPath}}}" />
</div>
</div>
<div class="description"" style="margin-bottom: 20px;">
<div class="description sla-chat-section">
<div class="body">
{{{msgFlavor}}}
{{#if modRollString}}
<div class="description" style="margin-bottom: 10px;"></div>
{{{parsedRollResult.rollHtml}}}
{{else}}
<br><br>
<div class="sla-chat-rollframe">{{{parsedRollResult.rollHtml}}}</div>
{{/if}}
{{{msgOutcome}}}
{{#if halfDamage}}
<br><br>@UUID[Compendium.mosh.macros_hotbar_0e.eyGvbBi1BhWSgfUP]{Make a Panic Check}
<div class="sla-chat-section sla-chat-section-danger">
<div class="body">@UUID[Compendium.mosh.macros_hotbar_0e.eyGvbBi1BhWSgfUP]{Make a Panic Check}</div>
</div>
{{/if}}
</div>
</div>
</div>
</div>
</div>
+20 -10
View File
@@ -1,16 +1,26 @@
<div class="mosh" {{#if actor._id}}data-actor-id="{{actor._id}}" {{/if}}
<div class="mosh sla-chat-shell sla-chat-shell-item-update" {{#if actor._id}}data-actor-id="{{actor._id}}" {{/if}}
{{#if item._id}}data-item-id="{{item._id}}" {{/if}} {{#if tokenId}}data-token-id="{{tokenId}}" {{/if}}>
<div class="rollcontainer">
<div class="flexrow" style="margin-bottom : 5px;">
{{#if (compare 'int' msgHeader.length '>=' 22)}}
<div class="rollweaponh1" style="font-size: 0.75rem; padding-top: 7px;">{{{msgHeader}}}</div>
{{else}}
<div class="rollweaponh1" >{{{msgHeader}}}</div>
{{/if}}
<div style="text-align: right"><img class="roll-image" src="{{{msgImgPath}}}" /></div>
<div class="sla-chat-hero">
<div class="sla-chat-hero-main">
<div class="sla-chat-kicker-row">
<div class="sla-chat-kicker">Item Update</div>
<div class="sla-chat-meta-row">
<span class="sla-chat-type-badge sla-chat-type-item">UPD</span>
</div>
</div>
{{#if (compare 'int' msgHeader.length '>=' 22)}}
<div class="rollweaponh1 sla-chat-hero-title sla-chat-hero-title-tight">{{{msgHeader}}}</div>
{{else}}
<div class="rollweaponh1 sla-chat-hero-title">{{{msgHeader}}}</div>
{{/if}}
</div>
<div class="sla-chat-hero-media">
<img class="roll-image" src="{{{msgImgPath}}}" />
</div>
</div>
<div class="description" style="margin-bottom: 10px;">
<div class="description sla-chat-section sla-chat-section-target">
<div class="body">{{{flavorText}}}</div>
</div>
</div>
</div>
</div>
+20 -11
View File
@@ -1,17 +1,26 @@
<div class="mosh" {{#if actor._id}}data-actor-id="{{actor._id}}" {{/if}}
<div class="mosh sla-chat-shell sla-chat-shell-reload" {{#if actor._id}}data-actor-id="{{actor._id}}" {{/if}}
{{#if item._id}}data-item-id="{{item._id}}" {{/if}} {{#if tokenId}}data-token-id="{{tokenId}}" {{/if}}>
<div class="rollcontainer">
<div class="flexrow" style="margin-bottom : 5px;">
{{#if (compare 'int' item.name.length '>=' 22)}}
<div class="rollweaponh1" style="font-size: 0.75rem; padding-top: 7px;">{{{item.name}}}</div>
{{else}}
<div class="rollweaponh1" >{{{item.name}}}</div>
{{/if}}
<div style="text-align: right"><img class="roll-image" src="systems/sla-mothership/images/icons/ui/macros/reload.png" /></div>
<div class="sla-chat-hero">
<div class="sla-chat-hero-main">
<div class="sla-chat-kicker-row">
<div class="sla-chat-kicker">Reload Action</div>
<div class="sla-chat-meta-row">
<span class="sla-chat-type-badge sla-chat-type-reload">RLD</span>
</div>
</div>
{{#if (compare 'int' item.name.length '>=' 22)}}
<div class="rollweaponh1 sla-chat-hero-title sla-chat-hero-title-tight">{{{item.name}}}</div>
{{else}}
<div class="rollweaponh1 sla-chat-hero-title">{{{item.name}}}</div>
{{/if}}
</div>
<div class="sla-chat-hero-media">
<img class="roll-image" src="systems/sla-mothership/images/icons/ui/macros/reload.png" />
</div>
</div>
<div class="description">
<div class="description sla-chat-section sla-chat-section-target">
<div class="body">{{{msgBody}}}</div>
</div>
<div style="margin-bottom : 16px;"></div>
</div>
</div>
</div>
+76 -75
View File
@@ -1,38 +1,58 @@
<div class="mosh{{#if isSlaEbbSkill}} sla-ebb-chat{{/if}}" {{#if actor._id}}data-actor-id="{{actor._id}}" {{/if}}
<div class="mosh sla-chat-shell sla-chat-shell-check{{#if isSlaEbbSkill}} sla-chat-shell-ebb{{/if}} sla-chat-variant-{{chatStyle.key}}{{#if parsedRollResult.success}} sla-chat-shell-success{{else}} sla-chat-shell-failure{{/if}}{{#if parsedRollResult.critical}} sla-chat-shell-critical{{/if}}" {{#if actor._id}}data-actor-id="{{actor._id}}" {{/if}}
{{#if weapon._id}}data-item-id="{{weapon._id}}" {{/if}} {{#if tokenId}}data-token-id="{{tokenId}}" {{/if}}>
<div class="rollcontainer">
<div class="flexrow" style="margin-bottom : 5px;">
{{#if (compare 'int' msgHeader.length '>=' 22)}}
<div class="rollweaponh1" style="font-size: 0.75rem; padding-top: 7px;">{{{msgHeader}}}</div>
{{else}}
<div class="rollweaponh1" >{{{msgHeader}}}</div>
{{/if}}
<div style="text-align: right"><img class="roll-image" src="{{{msgImgPath}}}" /></div>
<div class="sla-chat-hero">
<div class="sla-chat-hero-main">
<div class="sla-chat-kicker-row">
<div class="sla-chat-kicker">{{#if (compare 'str' specialRoll '===' 'damage')}}Attack Roll{{else if isSlaEbbSkill}}Ebb Check{{else}}Normal Roll{{/if}}</div>
<div class="sla-chat-meta-row">
{{#if (compare 'str' specialRoll '===' 'damage')}}
<span class="sla-chat-type-badge sla-chat-type-attack">ATK</span>
{{else if isSlaEbbSkill}}
<span class="sla-chat-type-badge sla-chat-type-ebb">EBB</span>
{{else}}
<span class="sla-chat-type-badge sla-chat-type-normal">CHK</span>
{{/if}}
<div class="sla-chat-deptline"><span class="sla-chat-emblem">{{chatStyle.emblem}}</span><span class="sla-chat-dept">{{chatStyle.label}}</span></div>
</div>
</div>
{{#if (compare 'int' msgHeader.length '>=' 22)}}
<div class="rollweaponh1 sla-chat-hero-title sla-chat-hero-title-tight">{{{msgHeader}}}</div>
{{else}}
<div class="rollweaponh1 sla-chat-hero-title">{{{msgHeader}}}</div>
{{/if}}
</div>
<div class="sla-chat-hero-media">
<img class="roll-image" src="{{{msgImgPath}}}" />
</div>
</div>
{{#if (compare 'str' specialRoll '!==' 'damage')}}
{{{parsedRollResult.outcomeHtml}}}
<div class="description" style="margin-bottom: 10px;">
<div class="body">
{{#if (compare 'int' parsedRollResult.total '>=' 90)}}
<span class="high-failure">{{ localize 'Mosh.YouRolled90OrHigher' }}</span>
{{else}}
{{#if isSlaEbbSkill}}
<div class="sla-chat-summary">
{{#if (compare 'int' parsedRollResult.total '>=' 90)}}
<span class="high-failure">{{ localize 'Mosh.YouRolled90OrHigher' }}</span>
{{else}}
{{#if isSlaEbbSkill}}
{{#if (compare 'int' skillValue '>' 0)}}
You {{{outcomeVerb}}} {{{comparisonText}}} your <strong>{{{attribute}}}</strong> plus the <strong>{{{skill}}}</strong> discipline.
{{else}}
You {{{outcomeVerb}}} {{{comparisonText}}} your <strong>{{{attribute}}}</strong> while channeling <strong>{{{skill}}}</strong>.
{{/if}}
{{else}}
{{else}}
{{#if (compare 'int' skillValue '>' 0)}}
You {{{outcomeVerb}}} {{{comparisonText}}} your <strong>{{{attribute}}}</strong> plus <strong>{{{skill}}}</strong> skill bonus.
{{else}}
You {{{outcomeVerb}}} {{{comparisonText}}} your <strong>{{{attribute}}}</strong>.
{{/if}}
{{/if}}
{{/if}}
</div>
{{/if}}
</div>
{{{parsedRollResult.rollHtml}}}
<div class="sla-chat-rollframe">
{{{parsedRollResult.outcomeHtml}}}
{{{parsedRollResult.rollHtml}}}
</div>
{{#if isSlaEbbSkill}}
<div class="sla-chat-section sla-chat-section-ebb-meta">
<div class="sla-chat-section-title">Ebb Discipline</div>
@@ -50,79 +70,58 @@
{{/if}}
</div>
{{/if}}
{{#unless isSlaEbbSkill}}
{{#if rollBreakdown}}
<div class="sla-chat-section sla-chat-section-meta" style="margin-top: 5px; border-top: 1px dashed rgba(255,255,255,0.15); padding-top: 5px;">
<div class="body"><strong>Target Number:</strong> {{#each rollBreakdown.parts as |part index|}}{{#if index}} + {{/if}}{{part.label}} {{part.value}}{{/each}} = <strong>{{rollBreakdown.total}}</strong></div>
</div>
{{/if}}
{{/unless}}
{{/if}}
<div class="description" style="margin-bottom : 20px;">
{{#if (compare 'str' specialRoll '===' 'damage')}}
<div class="description sla-chat-section">{{{flavorText}}}</div>
<div class="sla-chat-section sla-chat-section-damage">{{{flavorText}}}</div>
{{#if needsDesc}}
<div style="margin-bottom : 10px;"></div>
<div class="grid grid-2col" style="grid-template-columns: 10px 75px auto">
<div style="border-bottom:1px solid #999; height: 50%;"></div>
<div style= "font-size:0.65rem; text-align:center;">DESCRIPTION</div>
<div style="border-bottom:1px solid #999; height: 50%;"></div>
</div>
<div style="margin-bottom : 10px;"></div>
<div class="description">
<div class="sla-chat-divider">Description</div>
<div class="description sla-chat-section">
<div class="body">{{{weapon.system.description}}}</div>
{{#if woundEffect}}
<div class="body">
<br><strong>{{ localize 'Mosh.WoundEffect' }}</strong>
<div style="margin-bottom : 3px;"></div>
{{{woundEffect}}}
<div class="body sla-chat-wound-block">
<strong>{{ localize 'Mosh.WoundEffect' }}</strong>
<div class="sla-chat-wound-link">{{{woundEffect}}}</div>
</div>
{{/if}}
{{/if}}
</div>
<div style="margin-bottom : 16px;"></div>
{{/if}}
{{else}}
{{#if parsedRollResult.success}}
{{#if flavorText}}<div class="sla-chat-section sla-chat-section-success">{{{flavorText}}}</div>{{/if}}
{{#if criticalSuccessOptions.length}}
<div class="sla-chat-section sla-chat-section-success">
<div class="sla-chat-section-title">Critical Success Options</div>
<ol class="sla-chat-list">
{{#each criticalSuccessOptions as |option|}}
<li>{{option}}</li>
{{/each}}
</ol>
</div>
{{/if}}
{{#if weapon}}
<div class="description sla-chat-section">{{{flavorText}}}</div>
{{#if criticalSuccessOptions.length}}
<div class="sla-chat-section sla-chat-section-success">
<div class="sla-chat-section-title">Critical Success Options</div>
<ol class="sla-chat-list">
{{#each criticalSuccessOptions as |option|}}
<li>{{option}}</li>
{{/each}}
</ol>
</div>
{{/if}}
{{#if needsDesc}}
<div style="margin-bottom : 10px;"></div>
<div class="grid grid-2col" style="grid-template-columns: 10px 75px auto">
<div style="border-bottom:1px solid #999; height: 50%;"></div>
<div style= "font-size:0.65rem; text-align:center;">{{ localize 'Mosh.Description' }}</div>
<div style="border-bottom:1px solid #999; height: 50%;"></div>
</div>
<div style="margin-bottom : 10px;"></div>
<div class="description">
<div class="sla-chat-divider">{{ localize 'Mosh.Description' }}</div>
<div class="description sla-chat-section">
<div class="body">{{{weapon.system.description}}}</div>
{{#if woundEffect}}
<div class="body">
<br><strong>{{ localize 'Mosh.WoundEffect' }}</strong>
<div style="margin-bottom : 3px;"></div>
{{{woundEffect}}}
<div class="body sla-chat-wound-block">
<strong>{{ localize 'Mosh.WoundEffect' }}</strong>
<div class="sla-chat-wound-link">{{{woundEffect}}}</div>
</div>
{{/if}}
{{/if}}
</div>
<div style="margin-bottom : 16px;"></div>
{{else}}
<div class="sla-chat-section">{{{flavorText}}}</div>
{{#if criticalSuccessOptions.length}}
<div class="sla-chat-section sla-chat-section-success">
<div class="sla-chat-section-title">Critical Success Options</div>
<ol class="sla-chat-list">
{{#each criticalSuccessOptions as |option|}}
<li>{{option}}</li>
{{/each}}
</ol>
</div>
{{/if}}
{{/if}}
{{else}}
{{#if flavorText}}<div class="sla-chat-section">{{{flavorText}}}</div>{{/if}}
{{#if flavorText}}<div class="sla-chat-section sla-chat-section-danger">{{{flavorText}}}</div>{{/if}}
{{#if criticalFailureTable}}
<div class="sla-chat-section sla-chat-section-danger">
<div class="sla-chat-section-title">{{criticalFailureTable.label}}</div>
@@ -132,15 +131,18 @@
</div>
{{/if}}
{{#if critFail}}
<br><br>@UUID[Compendium.mosh.macros_hotbar_1e.IgWvaabVqzKDzLL4]{Make a Panic Check}
<div class="sla-chat-section sla-chat-section-danger">
<div class="body">@UUID[Compendium.mosh.macros_hotbar_1e.IgWvaabVqzKDzLL4]{Make a Panic Check}</div>
</div>
{{/if}}
{{/if}}
{{/if}}
{{#if targetingResult}}
<div class="sla-chat-section sla-chat-section-target">
<div class="sla-chat-section-title">Target Resolution</div>
<div class="body"><strong>{{targetingResult.targetName}}</strong> took <strong>{{targetingResult.finalDamage}}</strong> damage.</div>
<div class="body">Rolled {{targetingResult.rawDamage}}. Armour reduced {{targetingResult.armourReduced}}{{#if targetingResult.armourPiercing}} after AP/anti-armour effects{{/if}}.</div>
<div class="body">Rolled {{targetingResult.rawDamage}}. Armour reduced {{targetingResult.armourReduced}}{{#if targetingResult.armourPiercing}} after AP or anti-armour effects{{/if}}.</div>
{{#if targetingResult.additionalTargets}}
<div class="body">{{targetingResult.additionalTargets}} additional targeted token(s) were ignored for this automatic application.</div>
{{/if}}
@@ -152,6 +154,5 @@
{{/if}}
</div>
{{/if}}
</div>
</div>
</div>
+73 -22
View File
@@ -1,17 +1,45 @@
<div class="mosh" {{#if actor._id}}data-actor-id="{{actor._id}}" {{/if}}
<div class="mosh sla-chat-shell sla-chat-shell-table sla-chat-variant-{{chatStyle.key}}{{#if parsedRollResult.success}} sla-chat-shell-success{{else}} sla-chat-shell-failure{{/if}}" {{#if actor._id}}data-actor-id="{{actor._id}}" {{/if}}
{{#if item._id}}data-item-id="{{item._id}}" {{/if}} {{#if tokenId}}data-token-id="{{tokenId}}" {{/if}}>
<div class="rollcontainer">
<div class="flexrow" style="margin-bottom : 5px;">
<div class="rollweaponh1">{{{tableName}}}</div>
<div style="text-align: right"><img class="roll-image" src="{{{tableImg}}}" /></div>
<div class="sla-chat-hero">
<div class="sla-chat-hero-main">
<div class="sla-chat-kicker-row">
<div class="sla-chat-kicker">Table Roll</div>
<div class="sla-chat-meta-row">
{{#if (compare 'str' specialRoll '===' 'panicCheck')}}
<span class="sla-chat-type-badge sla-chat-type-panic">PNC</span>
{{else if (compare 'str' tableName '===' 'Gunshot Wound')}}
<span class="sla-chat-type-badge sla-chat-type-wound">WND</span>
{{else if (compare 'str' tableName '===' 'Bleeding Wound')}}
<span class="sla-chat-type-badge sla-chat-type-wound">WND</span>
{{else if (compare 'str' tableName '===' 'Fire & Explosives Wound')}}
<span class="sla-chat-type-badge sla-chat-type-wound">WND</span>
{{else if (compare 'str' tableName '===' 'Gore & Massive Wound')}}
<span class="sla-chat-type-badge sla-chat-type-wound">WND</span>
{{else}}
<span class="sla-chat-type-badge sla-chat-type-table">TBL</span>
{{/if}}
<div class="sla-chat-deptline"><span class="sla-chat-emblem">{{chatStyle.emblem}}</span><span class="sla-chat-dept">{{chatStyle.label}}</span></div>
</div>
</div>
<div class="rollweaponh1 sla-chat-hero-title">{{{tableName}}}</div>
</div>
<div class="sla-chat-hero-media">
<img class="roll-image" src="{{{tableImg}}}" />
</div>
</div>
{{{parsedRollResult.outcomeHtml}}}
<div class="description sla-chat-section" style="margin-bottom: 10px;">
<div class="description sla-chat-section">
<div class="body">{{{msgDesc}}}</div>
</div>
{{{parsedRollResult.rollHtml}}}
<div class="sla-chat-rollframe">
{{{parsedRollResult.outcomeHtml}}}
{{{parsedRollResult.rollHtml}}}
</div>
{{#if secondRoll}}
<div class="description sla-chat-section" style="margin-bottom: 10px;">
<div class="description sla-chat-section">
{{#if (compare 'str' specialRoll '===' 'panicCheck')}}
<div class="body">{{ localize 'Mosh.RollingForPanicEffect' }}</div>
{{/if}}
@@ -19,34 +47,57 @@
<div class="body">{{ localize 'Mosh.RollingForMaintenanceIssue' }}</div>
{{/if}}
</div>
{{{parsedRollResult2.rollHtml}}}
<div class="sla-chat-rollframe">
{{{parsedRollResult2.rollHtml}}}
</div>
{{/if}}
{{#if parsedRollResult.success}}
<div class="description sla-chat-section sla-chat-section-success" style="margin-bottom : 20px;">{{{flavorText}}}</div>
<div class="description sla-chat-section sla-chat-section-success">{{{flavorText}}}</div>
{{else}}
{{#if woundText}}
{{{woundText}}}<br><br>
<div class="sla-chat-section sla-chat-section-danger {{severityMeta.cssClass}}">
<div class="sla-chat-section-heading">
<span class="sla-chat-severity-pill {{severityMeta.cssClass}}">{{severityMeta.label}}</span>
</div>
{{{woundText}}}
</div>
{{/if}}
{{#if (compare 'str' tableResultType '===' 'document')}}
<ol class="table-results">
{{#each tableResult}}
<li class="table-result flexrow" data-result-id="{{{this._id}}}">
<img class="result-image" src="{{{this.img}}}">
<div class="result-text"><a class="content-link broken" draggable="true" data-type="Item" data-uuid="undefined"><i class="fas fa-unlink"></i>{{{this.description}}}</a></div>
</li>
{{/each}}
</ol>
<div class="sla-chat-section sla-chat-section-target">
<div class="sla-chat-section-title">Linked Results</div>
<ol class="table-results">
{{#each tableResult}}
<li class="table-result flexrow" data-result-id="{{{this._id}}}">
<img class="result-image" src="{{{this.img}}}">
<div class="result-text"><a class="content-link broken" draggable="true" data-type="Item" data-uuid="undefined"><i class="fas fa-unlink"></i>{{{this.description}}}</a></div>
</li>
{{/each}}
</ol>
</div>
{{/if}}
{{#if (compare 'str' tableResultType '===' 'text')}}
{{#if tableResultEdited}}
<div class="description sla-chat-section sla-chat-section-danger" style="margin-bottom : 20px;">{{{tableResultEdited}}}{{{tableResultFooter}}}</div>
<div class="description sla-chat-section sla-chat-section-danger {{severityMeta.cssClass}}">
<div class="sla-chat-section-heading">
<span class="sla-chat-severity-pill {{severityMeta.cssClass}}">{{severityMeta.label}}</span>
</div>
{{{tableResultEdited}}}{{{tableResultFooter}}}
</div>
{{else}}
<div class="description sla-chat-section sla-chat-section-danger" style="margin-bottom : 20px;">{{{tableResult.[0].description}}}{{{tableResultFooter}}}</div>
<div class="description sla-chat-section sla-chat-section-danger {{severityMeta.cssClass}}">
<div class="sla-chat-section-heading">
<span class="sla-chat-severity-pill {{severityMeta.cssClass}}">{{severityMeta.label}}</span>
</div>
{{{tableResult.[0].description}}}{{{tableResultFooter}}}
</div>
{{/if}}
{{/if}}
{{#if (compare 'str' specialRoll '===' 'maintenanceCheck')}}
{{#if critFail}}
<br><br>@UUID[Compendium.mosh.macros_hotbar_1e.IgWvaabVqzKDzLL4]{Make a Panic Check}
<div class="sla-chat-section sla-chat-section-danger">
<div class="body">@UUID[Compendium.mosh.macros_hotbar_1e.IgWvaabVqzKDzLL4]{Make a Panic Check}</div>
</div>
{{/if}}
{{/if}}
{{/if}}
+154
View File
@@ -0,0 +1,154 @@
<form class="{{cssClass}} sla-npc-generator sla-npc-accent-{{accentKey}}" autocomplete="off">
<p>Create lightweight SLA NPCs with enough identity for play, then open the creature sheet to adjust portrait, items, weapons, skills, and notes.</p>
<div class="sla-card sla-npc-brief-card" style="padding: 12px; margin-bottom: 12px;">
<div class="grid grid-2col" style="gap: 10px;">
<div class="resource">
<label class="resource-label">Name</label>
<div class="flexrow" style="gap: 8px;">
<input type="text" name="name" value="{{state.name}}" />
<button type="button" class="sla-npc-random-name"><i class="fas fa-dice"></i> Name</button>
</div>
</div>
<div class="resource">
<label class="resource-label">Archetype</label>
<select name="archetype">
{{#each archetypes}}
<option value="{{this.name}}" {{#if (compare "str" ../state.archetype "===" this.name)}}selected{{/if}}>{{this.name}}</option>
{{/each}}
</select>
</div>
<div class="resource">
<label class="resource-label">Species</label>
<select name="species">
{{#each speciesOptions}}
<option value="{{this}}" {{#if (compare "str" ../state.species "===" this)}}selected{{/if}}>{{this}}</option>
{{/each}}
</select>
</div>
<div class="resource">
<label class="resource-label">Quality</label>
<select name="quality">
{{#each qualityOptions}}
<option value="{{this}}" {{#if (compare "str" ../state.quality "===" this)}}selected{{/if}}>{{this}}</option>
{{/each}}
</select>
</div>
</div>
<div class="sla-card-copy" style="margin-top: 10px;">{{summary}}</div>
</div>
<section class="sla-card sla-npc-preview-panel" style="margin-bottom: 12px;">
<div class="sla-npc-preview-header">
<div class="sla-npc-preview-heading">
<div class="sla-npc-preview-badge" aria-hidden="true">
<img class="sla-npc-preview-icon" src="{{preview.iconPath}}" alt="" />
<span>{{preview.iconLabel}}</span>
</div>
<div>
<div class="sla-kicker">{{preview.badge}}</div>
<div class="sla-title">{{state.name}}</div>
<div class="sla-card-copy">{{preview.strap}}</div>
</div>
</div>
<div class="sla-npc-preview-pill">{{state.quality}}</div>
</div>
<div class="sla-npc-preview-grid">
<div class="sla-npc-preview-block">
<div class="sla-card-label">Profile</div>
<div class="sla-card-copy"><strong>{{preview.identity}}</strong></div>
<div class="sla-card-copy">{{preview.brief}}</div>
<div class="sla-card-copy">{{preview.posture}}</div>
</div>
<div class="sla-npc-preview-block">
<div class="sla-card-label">Field Readout</div>
<div class="sla-tags">
{{#each preview.statline}}
<span class="sla-tag">{{this}}</span>
{{/each}}
</div>
</div>
<div class="sla-npc-preview-block sla-npc-preview-wide">
<div class="sla-card-label">Issue Kit</div>
<div class="sla-note-list">
{{#each preview.loadout}}
<span class="sla-note-pill">{{this}}</span>
{{/each}}
</div>
</div>
</div>
</section>
<div class="grid grid-2col" style="gap: 10px;">
<div class="resource">
<label class="resource-label">Affiliation Type</label>
<select name="affiliationType">
{{#each affiliationTypes}}
<option value="{{this}}" {{#if (compare "str" ../state.affiliationType "===" this)}}selected{{/if}}>{{this}}</option>
{{/each}}
</select>
</div>
<div class="resource">
<label class="resource-label">Affiliation</label>
<input type="text" name="affiliation" value="{{state.affiliation}}" />
</div>
<div class="resource">
<label class="resource-label">Department / Cell / Turf</label>
<input type="text" name="department" value="{{state.department}}" />
</div>
<div class="resource">
<label class="resource-label">Role / Title</label>
<input type="text" name="role" value="{{state.role}}" />
</div>
<div class="resource">
<label class="resource-label">Sector / Location</label>
<input type="text" name="sector" value="{{state.sector}}" />
</div>
<div class="grid grid-2col" style="gap: 10px;">
<div class="resource">
<label class="resource-label">Disposition</label>
<select name="disposition">
{{#each dispositionOptions}}
<option value="{{this}}" {{#if (compare "str" ../state.disposition "===" this)}}selected{{/if}}>{{this}}</option>
{{/each}}
</select>
</div>
<div class="resource">
<label class="resource-label">Threat</label>
<select name="threat">
{{#each threatOptions}}
<option value="{{this}}" {{#if (compare "str" ../state.threat "===" this)}}selected{{/if}}>{{this}}</option>
{{/each}}
</select>
</div>
</div>
<div class="resource">
<label class="resource-label">Loadout Preset</label>
<select name="loadout">
{{#each loadoutOptions}}
<option value="{{this}}" {{#if (compare "str" ../state.loadout "===" this)}}selected{{/if}}>{{this}}</option>
{{/each}}
</select>
</div>
<div class="resource">
<label class="resource-label">Generator Notes</label>
<textarea name="notes" rows="4">{{state.notes}}</textarea>
</div>
</div>
<div class="sla-action-row" style="margin-top: 12px; display: flex; gap: 10px; align-items: center; flex-wrap: wrap;">
<label class="checkbox" style="display:inline-flex; gap:6px; align-items:center;">
<input type="checkbox" name="assignPortrait" {{checked state.assignPortrait}} />
Assign portrait if available
</label>
<label class="checkbox" style="display:inline-flex; gap:6px; align-items:center;">
<input type="checkbox" name="openSheet" {{checked state.openSheet}} />
Open sheet after creation
</label>
</div>
<div class="sla-action-row" style="margin-top: 12px; display: flex; gap: 10px; justify-content: flex-end; flex-wrap: wrap;">
<button type="button" class="sla-npc-randomize"><i class="fas fa-shuffle"></i> Randomize Brief</button>
<button type="submit"><i class="fas fa-user-plus"></i> Create NPC</button>
</div>
</form>
+5
View File
@@ -10,6 +10,10 @@
<label class="resource-label">Character Actors</label>
<div>{{actorCount}}</div>
</div>
<div class="resource">
<label class="resource-label">Creature NPCs</label>
<div>{{creatureCount}}</div>
</div>
<div class="resource">
<label class="resource-label">Skills / Weapons</label>
<div>{{skillCount}} / {{weaponCount}}</div>
@@ -28,6 +32,7 @@
<button type="button" class="seed-world"><i class="fas fa-box-open"></i> Seed SLA Content</button>
<button type="button" class="refresh-world"><i class="fas fa-sync"></i> Refresh Seeded Content</button>
<button type="button" class="open-generator"><i class="fas fa-user-plus"></i> Open Generator</button>
<button type="button" class="open-npc-desk"><i class="fas fa-id-badge"></i> Open NPC Desk</button>
<button type="button" class="generate-random"><i class="fas fa-dice"></i> Create Random Operative</button>
<button type="button" class="generate-random-standard"><i class="fas fa-user"></i> Create Standard Operative</button>
<button type="button" class="generate-random-ebb"><i class="fas fa-brain"></i> Create Random Ebb User</button>