20 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
76 changed files with 3786 additions and 1839 deletions
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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 }
@@ -282,6 +306,19 @@ export class MothershipActorSheet extends foundry.appv1.sheets.ActorSheet {
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);
@@ -420,6 +457,7 @@ export class MothershipActorSheet extends foundry.appv1.sheets.ActorSheet {
const armors = [];
const conditions = [];
const abilities = [];
const morphForms = [];
const persTraits = [];
let curWeight = 0;
@@ -526,7 +564,11 @@ export class MothershipActorSheet extends foundry.appv1.sheets.ActorSheet {
conditions.push(i);
} else if (i.type === 'ability') {
if (i.system?.sla?.morphForm) {
morphForms.push(i);
} else {
abilities.push(i);
}
} else if (i.type === 'persTrait') {
persTraits.push(i);
}
@@ -563,6 +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 ?? "")));
}
@@ -677,19 +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));
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;
let amount = item.system.quantity;
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
@@ -774,7 +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 => {
@@ -806,7 +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
@@ -1197,6 +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
+375 -163
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@@ -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." },
@@ -402,14 +417,6 @@ export class MothershipActor extends Actor {
// Prepare Character type specific data
_deriveCharacter() {
const system = this.system;
//clamp stress.value to stress.min so stale stored values never show below the floor
if (system.other?.stress) {
const stressMin = Number(system.other.stress.min ?? 0);
const stressVal = Number(system.other.stress.value ?? 0);
if (Number.isFinite(stressMin) && Number.isFinite(stressVal) && stressVal < stressMin) {
system.other.stress.value = stressMin;
}
}
//armor points + damage reduction
//init vars
let armorPoints = 0;
@@ -497,44 +504,11 @@ export class MothershipActor extends Actor {
}
async useSlaDrug(itemId) {
const result = await SLADrugSystem.useDrug({ actor: this, itemId });
if (result?.ok !== false) {
const item = this.items.get(itemId);
if (item) await this.addSlaActivityLog(`Drug used: ${item.name}.`);
}
return result;
return SLADrugSystem.useDrug({ actor: this, itemId });
}
async closeSlaDrug(itemId = "", drug = "") {
const result = await SLADrugSystem.closeDrug({ actor: this, itemId, drug });
if (result?.ok !== false) {
const drugName = drug || (itemId ? (this.items.get(itemId)?.name ?? "Unknown drug") : "Unknown drug");
await this.addSlaActivityLog(`Drug effect ended: ${drugName}.`);
}
return result;
}
/**
* Append a timestamped line to the operative's activity log.
* Keeps newest entries at the top and trims to ~10 KB.
*/
async addSlaActivityLog(entry) {
try {
const now = new Date();
const ts = now.toLocaleTimeString("en-GB", { hour: "2-digit", minute: "2-digit" });
const line = `[${ts}] ${entry}`;
const current = String(this.system?.sla?.activityLog?.value ?? "");
const combined = current ? `${line}\n${current}` : line;
// Trim oldest lines until under 10 KB
const MAX = 10240;
if (combined.length > MAX) {
const lines = combined.split("\n");
while (lines.join("\n").length > MAX && lines.length > 1) lines.pop();
await this.update({ "system.sla.activityLog.value": lines.join("\n") });
} else {
await this.update({ "system.sla.activityLog.value": combined });
}
} catch (_) { /* log failures are non-fatal */ }
return SLADrugSystem.closeDrug({ actor: this, itemId, drug });
}
//central flavor text library for all chat messages
@@ -640,9 +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;
@@ -711,29 +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
@@ -875,8 +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
@@ -951,7 +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 {
@@ -1376,6 +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,
@@ -1390,7 +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';
@@ -1409,6 +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:${comparison}`);
@@ -1642,8 +1744,6 @@ export class MothershipActor extends Actor {
let skillList = ``;
//create skill counter
let skillCount = 0;
//create dialog pixel counter
let dialogHeight = 232;
//loop through and create skill rows
const filteredSkills = playerItems.filter((item) => item.type === "skill" && this.isSkillRelevantForContext(item, context));
const skillSource = filteredSkills.length
@@ -1671,13 +1771,9 @@ export class MothershipActor extends Actor {
skillList = skillList + tempRow;
//increment skill count
skillCount++;
//increment pixel counter
dialogHeight = dialogHeight + 77;
}
//check if there are no skills, and adjust prompt height accordingly
//check if there are no skills
if (skillCount === 0) {
//set window height
dialogHeight = 170;
skillList = `<div class="macro_window"><div class="macro_desc" style="padding: 12px 14px;">${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
@@ -1686,12 +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;">${skillList}</div>`;
//create final dialog data
const showModifier = !foundry.utils.hasProperty(context.attackContext ?? {}, "rollModifier");
const modifierHtml = showModifier ? `
<div class="resource" style="margin-top: 15px; margin-bottom: 10px; border-top: 1px dashed rgba(255,255,255,0.15); padding-top: 10px; padding-left: 10px; padding-right: 10px;">
<label class="resource-label" style="display: flex; justify-content: space-between; font-weight: bold; margin-bottom: 8px;">
<span>Roll Modifier</span>
<span class="slider-value" style="font-weight: bold; color: #cc2828;">0</span>
</label>
<input type="range" name="rollModifier" min="-30" max="30" step="10" value="0" style="width: 100%; cursor: pointer; accent-color: #cc2828;" oninput="this.previousElementSibling.querySelector('.slider-value').innerText = (this.value >= 0 ? '+' : '') + this.value">
</div>
` : "";
const dialogData = {
window: {title: dlgTitle},
classes: ["macro-popup-dialog"],
position: {width: 600},
content: skillHeader + `<div class="skill-dialog-scroll">${skillList}</div>` + buttonDesc,
content: skillHeader + scrollableSkillList + modifierHtml + buttonDesc,
buttons: []
};
//add adv/normal/dis buttons if we need a rollString
@@ -1705,8 +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:${rollModifier}`);
},
icon: `fas fa-angle-double-up`
},
@@ -1717,8 +1826,9 @@ export class MothershipActor extends Actor {
rollString = `1d100`;
skill = button.form.querySelector("input[name='skill']:checked")?.getAttribute("id");
skillValue = button.form.querySelector("input[name='skill']:checked")?.getAttribute("value");
resolve([rollString, skill, skillValue]);
slaDebug(`User left the chooseSkill dialog with: rollString:${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`
},
@@ -1729,8 +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:${rollModifier}`);
},
icon: `fas fa-angle-double-down`
}
@@ -1744,8 +1855,9 @@ export class MothershipActor extends Actor {
callback: (event, button, dialog) => {
skill = button.form.querySelector("input[name='skill']:checked")?.getAttribute("id");
skillValue = button.form.querySelector("input[name='skill']:checked")?.getAttribute("value");
resolve([rollString, skill, skillValue]);
slaDebug(`User left the chooseSkill dialog with: rollString:${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`
}
@@ -1766,19 +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:${rollModifier}`);
},
icon: `fas fa-angle-double-up`
},
@@ -1787,8 +1909,9 @@ export class MothershipActor extends Actor {
action: `action_normal`,
callback: (event, button, dialog) => {
rollString = die;
resolve([rollString]);
slaDebug(`User left the chooseAdvantage dialog with: rollString:${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`
},
@@ -1797,8 +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:${rollModifier}`);
},
icon: `fas fa-angle-double-down`
}
@@ -2391,6 +2515,9 @@ export class MothershipActor extends Actor {
rollString = chosenSkills[0];
skill = chosenSkills[1];
skillValue = chosenSkills[2];
if (chosenSkills[3] !== undefined) {
attackContext.rollModifier = chosenSkills[3];
}
}
//if rollString is STILL blank, redirect player to choose the roll
if (!rollString) {
@@ -2398,6 +2525,9 @@ export class MothershipActor extends Actor {
let chosenRollType = await this.chooseAdvantage(this.system.stats[attribute].rollLabel, '1d100');
//set variables
rollString = chosenRollType[0];
if (chosenRollType[1] !== undefined) {
attackContext.rollModifier = chosenRollType[1];
}
}
//if this is a weapon roll
if (weapon) {
@@ -2513,7 +2643,13 @@ export class MothershipActor extends Actor {
targetingResult: targetingResult,
needsDesc: needsDesc,
woundEffect: woundEffect,
specialRoll: specialRoll
specialRoll: specialRoll,
chatStyle: this.getSlaChatVariant({
weapon,
msgHeader,
isSlaEbbSkill: false,
extra: ammoContext?.label ?? ""
})
};
let chatData = {
user: game.user.id,
@@ -2528,6 +2664,7 @@ export class MothershipActor extends Actor {
const content = await foundry.applications.handlebars.renderTemplate(template, messageData);
chatData.content = content;
await ChatMessage.create(chatData);
await this.addSlaActivityLog?.(`${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
@@ -2545,6 +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);
@@ -2707,9 +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}`;
}
@@ -2999,7 +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';
@@ -3018,6 +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 ${rollTarget}).`);
//is DSN active?
if (game.modules.get("dice-so-nice") && game.modules.get("dice-so-nice").active) {
//log what was done
@@ -3040,18 +3208,6 @@ export class MothershipActor extends Actor {
await this.rollTable("panicCheck", null, null, null, null, null, null);
}
}
// Activity log
if (this.type === "character" && specialRoll !== "damage") {
try {
const rollLabel = skill && skill !== "none" ? skill : (attribute ? String(attribute).charAt(0).toUpperCase() + String(attribute).slice(1) : "Roll");
const resultNum = Number(parsedRollResult?.total ?? 0);
const outcome = parsedRollResult?.success
? (parsedRollResult.critical ? "Critical success" : "Pass")
: (parsedRollResult?.critical ? "Critical failure" : "Fail");
const critTag = parsedRollResult?.critical ? " ★" : "";
await this.addSlaActivityLog(`${rollLabel}: rolled ${resultNum} vs ${rollTarget} — ${outcome}${critTag}`);
} catch (_) {}
}
return [messageData];
}
@@ -3908,10 +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) => `
@@ -3921,20 +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>
${modifierHtml}
</form>
`,
buttons: [
@@ -3946,10 +4170,12 @@ export class MothershipActor extends Actor {
const fireLabel = button.form.querySelector("select[name='fireMode']")?.value ?? activeFireMode.label;
const fireMode = fireModes.find((mode) => mode.label === fireLabel) ?? activeFireMode;
const ammoTag = button.form.querySelector("select[name='ammoTag']")?.value ?? ammoChoices[0]?.tag ?? "STD";
const rollModifier = showModifier ? (Number(button.form.querySelector("input[name='rollModifier']")?.value ?? 0) || 0) : 0;
resolve({
fireMode: fireMode.label,
shotsPerFire: fireMode.shots,
ammoTag
ammoTag,
rollModifier
});
}
},
@@ -3966,10 +4192,20 @@ export class MothershipActor extends Actor {
});
}
async rollWeaponAttack(weapon) {
const attackContext = weapon?.system?.useAmmo ? await this.chooseWeaponAttackOptions(weapon) : {};
if (weapon?.system?.useAmmo && !attackContext) return;
return this.rollCheck(null, 'low', 'combat', null, null, weapon, null, attackContext ?? {});
async rollWeaponAttack(weapon, attackContext = {}) {
let context = { ...attackContext };
if (weapon?.system?.useAmmo) {
const ammoContext = await this.chooseWeaponAttackOptions(weapon, context);
if (!ammoContext) return null;
context = { ...context, ...ammoContext };
} else {
if (context.promptModifier) {
const rollMod = await this.promptRollModifier(`${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) {
@@ -4812,57 +5048,12 @@ export class MothershipActor extends Actor {
getSlaSpeciesMinimumWounds() {
const species = String(this.system?.sla?.species?.value ?? "").trim();
if (["Frother", "Shaktar", "Stormer 313 Malice", "Stormer 711 Xeno", "Stormer Vevaphon"].includes(species)) {
if (["Frother", "Shaktar", "Stormer 313 Malice", "Stormer 711 Xeno"].includes(species)) {
return 3;
}
return 2;
}
isSlaVevaphon() {
const species = String(this.system?.sla?.species?.value ?? "").trim();
return species === "Stormer Vevaphon";
}
getSlaVevaphonInstability() {
return Math.max(0, Math.min(12, Number(this.system?.sla?.vevaphonInstability?.value ?? 0) || 0));
}
getSlaVevaphonMorphForm() {
return String(this.system?.sla?.morphForm?.value ?? "").trim() || "Brute Form";
}
async setSlaVevaphonMorphForm(formName) {
if (!this.isSlaVevaphon()) return null;
const validForms = ["Brute Form", "Stalker Form", "Raptor Form"];
const resolved = validForms.find((entry) => entry === formName) ?? formName;
const currentInstability = this.getSlaVevaphonInstability();
const newInstability = Math.min(12, currentInstability + 1);
await this.update({
"system.sla.morphForm.value": resolved,
"system.sla.vevaphonInstability.value": newInstability
});
const instabilityWarning = newInstability >= 10
? " ⚠ Instability critical — Morph Panic risk on failed Sanity save."
: newInstability >= 6
? " Instability elevated — minor morph effects active."
: "";
ui.notifications.info(`${this.name} shifts to ${resolved}. Instability: ${newInstability}/12.${instabilityWarning}`);
return { morphForm: resolved, instability: newInstability };
}
async adjustSlaVevaphonInstability(delta = 1) {
if (!this.isSlaVevaphon()) return null;
const current = this.getSlaVevaphonInstability();
const next = Math.max(0, Math.min(12, current + delta));
await this.update({ "system.sla.vevaphonInstability.value": next });
if (next >= 12) {
ui.notifications.warn(`${this.name} has reached maximum Instability (12). The Vevaphon is lost — immediate retirement or death.`);
} else if (next >= 10) {
ui.notifications.warn(`${this.name} — Instability ${next}/12. Morph Panic risk: failed Sanity save triggers a Morph Panic event.`);
}
return next;
}
async enforceSlaSpeciesWounds() {
if (this.type !== "character") return null;
const minimumWounds = this.getSlaSpeciesMinimumWounds();
@@ -4957,16 +5148,31 @@ 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();
const sla = item.system?.sla ?? {};
if (item.type === "ability") {
// Vevaphon morph form abilities are NOT Ebb items — exclude them
if (item.system?.sla?.morphForm === true) return false;
// Also exclude by name so hand-placed morph abilities are safe even without the flag
const morphNames = ["Brute Form", "Stalker Form", "Raptor Form"];
if (morphNames.includes(name)) return false;
// 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;
@@ -4987,13 +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);
@@ -5344,8 +5557,6 @@ export class MothershipActor extends Actor {
if (shouldPanic) {
await this.rollTable("panicCheck", null, null, null, null, null, null);
}
const saveOutcome = saveResult ? (saveResult.success ? "Pass" : "Fail") : "n/a";
await this.addSlaActivityLog(`Flux ${forcePanic ? "Panic forced" : "Save"} — Fear save ${saveOutcome}. Flux ${this.system?.sla?.flux?.value ?? 0}/${this.system?.sla?.flux?.max ?? 0}.${shouldPanic ? " Panic triggered." : ""}`);
return { saveResult, state, panicTriggered: shouldPanic };
}
@@ -5531,7 +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.`);
}
}
+229 -79
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;
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;
@@ -1254,33 +1340,19 @@ export function formatCreditsNumber(num) {
// SLA Industries Pause Screen Animation
// ─────────────────────────────────────────────────────────────────────────────
let slaPauseRefreshHandle = null;
function injectSlaPauseAnimation() {
const pauseEl = document.querySelector('#pause');
if (!pauseEl) return;
// Don't inject twice
if (pauseEl.querySelector('.sla-pause-root')) return;
// Aggressively hide ALL of Foundry's default pause content
// Hide every direct child that isn't our injected element
Array.from(pauseEl.children).forEach(child => {
child.style.setProperty('display', 'none', 'important');
});
// Also kill any descendant with animation or image content
pauseEl.querySelectorAll('figure, img, svg, h3, p, .fas, .fa-cog, canvas').forEach(el => {
el.style.setProperty('display', 'none', 'important');
});
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">
<svg
class="sla-pause-svg"
viewBox="-120 -120 240 260"
xmlns="http://www.w3.org/2000/svg"
role="img"
>
<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>
<!-- Red glow filter for the logo and satellites -->
<filter id="sla-glow-red" x="-50%" y="-50%" width="200%" height="200%">
<feGaussianBlur stdDeviation="3.5" result="blur"/>
<feMerge>
@@ -1288,7 +1360,6 @@ function injectSlaPauseAnimation() {
<feMergeNode in="SourceGraphic"/>
</feMerge>
</filter>
<!-- Subtle glow for rings -->
<filter id="sla-glow-ring" x="-30%" y="-30%" width="160%" height="160%">
<feGaussianBlur stdDeviation="1.5" result="blur"/>
<feMerge>
@@ -1296,23 +1367,17 @@ function injectSlaPauseAnimation() {
<feMergeNode in="SourceGraphic"/>
</feMerge>
</filter>
<!-- Radial gradient for background disc -->
<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>
<!-- Clip for the inner content -->
<clipPath id="sla-clip-outer">
<circle cx="0" cy="0" r="108"/>
</clipPath>
</defs>
<!-- Ambient background disc -->
<circle cx="0" cy="0" r="108" fill="url(#sla-bg-grad)"/>
<!-- ── Outer ring (clockwise) ── -->
<circle cx="0" cy="0" r="108" fill="url(#sla-bg-grad)" class="sla-pause-core-glow"/>
<g class="sla-ring-outer">
<!-- Dashed orbit path -->
<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"
@@ -1321,11 +1386,9 @@ function injectSlaPauseAnimation() {
opacity="0.7"
filter="url(#sla-glow-ring)"
/>
<!-- 3 red satellite dots at 0°, 120°, 240° -->
<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"/>
<!-- Thin tick marks every 30° on outer ring -->
<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)"/>
@@ -1339,9 +1402,8 @@ function injectSlaPauseAnimation() {
<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>
<!-- ── Inner ring (counter-clockwise) ── -->
<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"
@@ -1350,15 +1412,11 @@ function injectSlaPauseAnimation() {
opacity="0.6"
filter="url(#sla-glow-ring)"
/>
<!-- 3 smaller orange-red dots at 60°, 180°, 300° offset for variety -->
<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>
<!-- ── Central "SLA" logotype ── -->
<g filter="url(#sla-glow-red)">
<!-- Hexagonal backing plate -->
<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"
@@ -1366,7 +1424,6 @@ function injectSlaPauseAnimation() {
stroke-width="1.2"
opacity="0.9"
/>
<!-- SLA text -->
<text
x="0" y="14"
text-anchor="middle"
@@ -1378,35 +1435,27 @@ function injectSlaPauseAnimation() {
class="sla-pause-logo-text"
>SLA</text>
</g>
<!-- ── Thin separator lines ── -->
<line x1="-70" y1="48" x2="70" y2="48" stroke="#8b1a1a" stroke-width="0.5" opacity="0.7"/>
<!-- ── "STAND BY" label ── -->
<text
x="0" y="70"
x="0" y="68"
text-anchor="middle"
font-family="'Oswald', 'Courier New', monospace"
font-size="13"
font-weight="400"
letter-spacing="5"
fill="#cc4444"
font-size="11.5"
font-weight="500"
letter-spacing="3.2"
fill="#ff7b7b"
class="sla-pause-standby"
>STAND BY</text>
<!-- ── "SLA INDUSTRIES" footer text ── -->
>PLEASE STAND BY</text>
<text
x="0" y="95"
x="0" y="94"
text-anchor="middle"
font-family="'Oswald', 'Arial Narrow', sans-serif"
font-size="7"
font-size="8"
font-weight="300"
letter-spacing="3"
fill="#661111"
opacity="0.85"
fill="#b13b3b"
opacity="0.92"
>SLA INDUSTRIES</text>
<!-- ── Scanning line sweep ── -->
<line
x1="0" y1="-90" x2="0" y2="0"
stroke="#ff2222"
@@ -1415,37 +1464,138 @@ function injectSlaPauseAnimation() {
class="sla-pause-scan"
/>
</svg>
</div>
</div>`;
document.body?.insertAdjacentHTML('beforeend', svgHTML);
}
// Inject directly into the pause element (not into figure, which we hid)
pauseEl.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', () => {
// Inject if game is already paused on load
if (game.paused) injectSlaPauseAnimation();
if (game.paused) {
queueSlaPauseRefresh(0);
queueSlaPauseRefresh(60);
queueSlaPauseRefresh(180);
}
});
// Use the pauseGame hook exclusively — don't use a MutationObserver
// which could fight Foundry's own show/hide logic on the #pause element.
Hooks.on('pauseGame', (paused) => {
if (paused) {
// Two-frame delay — Foundry renders the pause figure asynchronously
requestAnimationFrame(() => requestAnimationFrame(() => injectSlaPauseAnimation()));
queueSlaPauseRefresh(0);
queueSlaPauseRefresh(60);
queueSlaPauseRefresh(180);
queueSlaPauseRefresh(360);
} else {
// On unpause: remove our injected content so it can be re-injected cleanly next time
const slaRoot = document.querySelector('#pause .sla-pause-root');
if (slaRoot) slaRoot.remove();
// Restore Foundry's original pause children (they were hidden inline, unhide them)
const pauseEl = document.querySelector('#pause');
if (pauseEl) {
pauseEl.querySelectorAll(':scope > *:not(.sla-pause-root)').forEach(child => {
child.style.removeProperty('display');
});
}
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
@@ -904,6 +904,13 @@ export class SLAMothershipGenerator extends FormApplication {
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.
@@ -916,6 +923,7 @@ export class SLAMothershipGenerator extends FormApplication {
summary: morph.summary,
special: morph.special,
sla: {
abilityType: "morph",
morphForm: true,
instabilityCost: morph.instabilityCost,
statMods: morph.statMods ?? {},
+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";
}
}
+15 -1
View File
@@ -1,4 +1,5 @@
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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MANIFEST-000061
MANIFEST-000085
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@@ -1,3 +1,3 @@
2026/04/10-15:21:30.814878 16f8db000 Recovering log #60
2026/04/10-15:21:30.815292 16f8db000 Delete type=0 #60
2026/04/10-15:21:30.815311 16f8db000 Delete type=3 #59
2026/05/19-23:19:40.611150 173b87000 Recovering log #84
2026/05/19-23:19:40.611608 173b87000 Delete type=3 #83
2026/05/19-23:19:40.611656 173b87000 Delete type=0 #84
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@@ -1,3 +1,3 @@
2026/04/10-15:15:40.939578 17164b000 Recovering log #58
2026/04/10-15:15:40.939865 17164b000 Delete type=0 #58
2026/04/10-15:15:40.939883 17164b000 Delete type=3 #57
2026/04/16-22:16:27.606022 16eb7b000 Recovering log #82
2026/04/16-22:16:27.612707 16eb7b000 Delete type=3 #81
2026/04/16-22:16:27.612921 16eb7b000 Delete type=0 #82
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MANIFEST-000061
MANIFEST-000085
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2026/04/10-15:21:30.816908 16e0b7000 Recovering log #60
2026/04/10-15:21:30.817298 16e0b7000 Delete type=0 #60
2026/04/10-15:21:30.817326 16e0b7000 Delete type=3 #59
2026/05/19-23:19:40.613309 172363000 Recovering log #84
2026/05/19-23:19:40.613576 172363000 Delete type=3 #83
2026/05/19-23:19:40.613610 172363000 Delete type=0 #84
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2026/04/10-15:15:40.941390 170e3f000 Recovering log #58
2026/04/10-15:15:40.941631 170e3f000 Delete type=0 #58
2026/04/10-15:15:40.941649 170e3f000 Delete type=3 #57
2026/04/16-22:16:27.615553 16f387000 Recovering log #82
2026/04/16-22:16:27.616188 16f387000 Delete type=3 #81
2026/04/16-22:16:27.616243 16f387000 Delete type=0 #82
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MANIFEST-000061
MANIFEST-000085
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2026/04/10-15:21:30.818908 16f0cf000 Recovering log #60
2026/04/10-15:21:30.819298 16f0cf000 Delete type=0 #60
2026/04/10-15:21:30.819316 16f0cf000 Delete type=3 #59
2026/05/19-23:19:40.614698 172b6f000 Recovering log #84
2026/05/19-23:19:40.614916 172b6f000 Delete type=3 #83
2026/05/19-23:19:40.614942 172b6f000 Delete type=0 #84
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@@ -1,3 +1,3 @@
2026/04/10-15:15:40.942933 17164b000 Recovering log #58
2026/04/10-15:15:40.943347 17164b000 Delete type=0 #58
2026/04/10-15:15:40.943366 17164b000 Delete type=3 #57
2026/04/16-22:16:27.618035 16fb93000 Recovering log #82
2026/04/16-22:16:27.618455 16fb93000 Delete type=3 #81
2026/04/16-22:16:27.618488 16fb93000 Delete type=0 #82
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@@ -1 +1 @@
MANIFEST-000061
MANIFEST-000085
+3 -3
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@@ -1,3 +1,3 @@
2026/04/10-15:21:30.820489 16f0cf000 Recovering log #60
2026/04/10-15:21:30.820764 16f0cf000 Delete type=0 #60
2026/04/10-15:21:30.820786 16f0cf000 Delete type=3 #59
2026/05/19-23:19:40.615928 17337b000 Recovering log #84
2026/05/19-23:19:40.616184 17337b000 Delete type=3 #83
2026/05/19-23:19:40.616214 17337b000 Delete type=0 #84
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@@ -1,3 +1,3 @@
2026/04/10-15:15:40.944425 171e57000 Recovering log #58
2026/04/10-15:15:40.944787 171e57000 Delete type=0 #58
2026/04/10-15:15:40.944804 171e57000 Delete type=3 #57
2026/04/16-22:16:27.619986 16e36f000 Recovering log #82
2026/04/16-22:16:27.620339 16e36f000 Delete type=3 #81
2026/04/16-22:16:27.620370 16e36f000 Delete type=0 #82
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@@ -1 +1 @@
MANIFEST-000061
MANIFEST-000085
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@@ -1,3 +1,3 @@
2026/04/10-15:21:30.821825 16e0b7000 Recovering log #60
2026/04/10-15:21:30.822206 16e0b7000 Delete type=0 #60
2026/04/10-15:21:30.822238 16e0b7000 Delete type=3 #59
2026/05/19-23:19:40.617145 17337b000 Recovering log #84
2026/05/19-23:19:40.617442 17337b000 Delete type=3 #83
2026/05/19-23:19:40.617486 17337b000 Delete type=0 #84
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@@ -1,3 +1,3 @@
2026/04/10-15:15:40.946179 170e3f000 Recovering log #58
2026/04/10-15:15:40.946914 170e3f000 Delete type=0 #58
2026/04/10-15:15:40.946937 170e3f000 Delete type=3 #57
2026/04/16-22:16:27.621457 16e36f000 Recovering log #82
2026/04/16-22:16:27.621716 16e36f000 Delete type=3 #81
2026/04/16-22:16:27.621743 16e36f000 Delete type=0 #82
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@@ -1 +1 @@
MANIFEST-000061
MANIFEST-000085
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@@ -1,3 +1,3 @@
2026/04/10-15:21:30.988603 16f8db000 Recovering log #60
2026/04/10-15:21:30.989459 16f8db000 Delete type=0 #60
2026/04/10-15:21:30.989517 16f8db000 Delete type=3 #59
2026/05/19-23:19:40.618390 17337b000 Recovering log #84
2026/05/19-23:19:40.618663 17337b000 Delete type=3 #83
2026/05/19-23:19:40.618694 17337b000 Delete type=0 #84
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@@ -1,3 +1,3 @@
2026/04/10-15:15:40.964061 17164b000 Recovering log #58
2026/04/10-15:15:40.964631 17164b000 Delete type=0 #58
2026/04/10-15:15:40.964657 17164b000 Delete type=3 #57
2026/04/16-22:16:27.622897 16e36f000 Recovering log #82
2026/04/16-22:16:27.623174 16e36f000 Delete type=3 #81
2026/04/16-22:16:27.623240 16e36f000 Delete type=0 #82
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@@ -1 +1 @@
MANIFEST-000063
MANIFEST-000087
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2026/04/10-15:21:30.992926 16f8db000 Recovering log #62
2026/04/10-15:21:30.993656 16f8db000 Delete type=0 #62
2026/04/10-15:21:30.993730 16f8db000 Delete type=3 #61
2026/05/19-23:19:40.619688 17337b000 Recovering log #86
2026/05/19-23:19:40.620003 17337b000 Delete type=3 #85
2026/05/19-23:19:40.620026 17337b000 Delete type=0 #86
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@@ -1,3 +1,3 @@
2026/04/10-15:15:40.966053 17164b000 Recovering log #60
2026/04/10-15:15:40.967356 17164b000 Delete type=0 #60
2026/04/10-15:15:40.967388 17164b000 Delete type=3 #59
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
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@@ -1 +1 @@
MANIFEST-000061
MANIFEST-000085
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@@ -1,3 +1,3 @@
2026/04/10-15:21:30.995778 16e8c3000 Recovering log #60
2026/04/10-15:21:30.996525 16e8c3000 Delete type=0 #60
2026/04/10-15:21:30.996566 16e8c3000 Delete type=3 #59
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
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@@ -1,3 +1,3 @@
2026/04/10-15:15:40.968762 17164b000 Recovering log #58
2026/04/10-15:15:40.968983 17164b000 Delete type=0 #58
2026/04/10-15:15:40.969099 17164b000 Delete type=3 #57
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
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@@ -1 +1 @@
MANIFEST-000061
MANIFEST-000085
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@@ -1,3 +1,3 @@
2026/04/10-15:21:30.998700 16e8c3000 Recovering log #60
2026/04/10-15:21:30.999246 16e8c3000 Delete type=0 #60
2026/04/10-15:21:30.999287 16e8c3000 Delete type=3 #59
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
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@@ -1,3 +1,3 @@
2026/04/10-15:15:40.970322 172663000 Recovering log #58
2026/04/10-15:15:40.970657 172663000 Delete type=0 #58
2026/04/10-15:15:40.970680 172663000 Delete type=3 #57
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
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@@ -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": "0.6.1",
"version": "0.6.5",
"esmodules": [
"module/mosh.js"
],
@@ -160,7 +160,7 @@
},
"compatibility": {
"minimum": "13",
"maximum": "13",
"verified": "13"
"verified": "14",
"maximum": "14"
}
}
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@@ -246,6 +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,
+204 -254
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@@ -12,19 +12,41 @@
from 1 to 12 and will create that number of columns. --}}
<div class="header">
<img class="profile sla-portrait-static" src="{{img}}" data-edit="img" title="{{name}}" height="150"
<img class="profile" src="{{img}}" data-edit="img" title="{{name}}" height="150"
width="150" />
<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>
<!-- CLASS -->
<div class="header-field header-field-class">
<div class="headerinputtext">{{ localize 'Mosh.CLASS' }}</div>
<div class="headerinputfield sla-header-input charname"><input name="system.class.value" class="noborder" type="text"
value="{{system.class.value}}" placeholder="" /></div>
</div>
<!-- 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>
{{!-- 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">
@@ -37,27 +59,11 @@
<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">
<div class="headerinputtext">{{ localize 'Mosh.CLASS' }}</div>
<div class="headerinputfield sla-header-input charname"><input name="system.class.value" class="noborder" type="text"
value="{{system.class.value}}" placeholder="" /></div>
</div>
<!-- RANK -->
<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">
<div class="headerinputtext">S.C.L</div>
<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"
@@ -68,11 +74,7 @@
<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 class="header-field header-field-rest">
<div class="headerinputtext">&nbsp;</div>
<button type="button" class="sla-sheet-action sla-rest-button sla-header-rest-pill" title="Take a short or long rest">Rest</button>
</div>
</div>
</div>
@@ -206,16 +208,14 @@
</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-header-row">
<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-session-ability-row">
<label class="sla-session-ability-label" title="Check when the session trauma ability has been used">
<input type="checkbox" class="sla-session-ability-used" {{#if system.sla.sessionAbilityUsed}}checked{{/if}} />
<span>Session ability used</span>
<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-new-session" title="Start a new session — resets session ability">New Session</button>
</div>
<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>
@@ -318,6 +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}}
@@ -390,12 +398,12 @@
<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 isEbbUser}}<a class="tab-select" data-tab="ebb">Ebb</a>{{/if}}
{{#if isVevaphon}}<a class="tab-select" data-tab="morph">Morph</a>{{/if}}
<a class="tab-select" data-tab="contacts">Contacts</a>
{{#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>
</nav>
@@ -403,48 +411,6 @@
{{!-- Sheet Body --}}
<section class="sheet-body">
{{!-- Contacts Tab --}}
<div class="tab items" data-group="primary" data-tab="contacts">
<div class="sla-panel">
<div class="sla-banner">
<div>
<div class="sla-kicker">Operative Network</div>
<div class="sla-title">Contacts & Associates</div>
</div>
<div class="sla-tags">
<span class="sla-tag">{{slaContactCount}} contact{{#unless (compare 'int' slaContactCount '===' 1)}}s{{/unless}}</span>
</div>
</div>
<div class="sla-contacts-toolbar">
<button type="button" class="sla-sheet-action sla-contact-add"><i class="fas fa-plus"></i> Add Contact</button>
</div>
{{#if slaContacts.length}}
<div class="sla-contacts-list">
{{#each slaContacts as |contact|}}
<div class="sla-contact-card" data-contact-id="{{contact.id}}">
<div class="sla-contact-header">
<div class="sla-contact-disposition sla-contact-disposition-{{contact.disposition}}"></div>
<div class="sla-contact-name">{{contact.name}}</div>
<div class="sla-contact-role">{{contact.role}}</div>
<div class="sla-contact-controls">
<button type="button" class="sla-contact-edit" data-contact-id="{{contact.id}}" title="Edit contact"><i class="fas fa-edit"></i></button>
<button type="button" class="sla-contact-delete" data-contact-id="{{contact.id}}" title="Delete contact"><i class="fas fa-trash"></i></button>
</div>
</div>
{{#if contact.notes}}
<div class="sla-contact-notes">{{contact.notes}}</div>
{{/if}}
</div>
{{/each}}
</div>
{{else}}
<div class="sla-note-pill sla-note-pill-wide">No contacts yet. Add allies, fixers, squad members, and other NPCs the operative knows.</div>
{{/if}}
</div>
</div>
{{!-- Biography Tab --}}
<div class="tab biography" data-group="primary" data-tab="description">
{{editor enriched.biography target="system.biography" button=true editable=true}}
@@ -452,14 +418,14 @@
{{!-- 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>
<textarea readonly rows="6" class="textarea-input">{{system.sla.ammoLedger.value}}</textarea>
<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 sla-activity-log-card" style="margin-bottom: 12px;">
<div class="sla-card-label">Operative Activity Log</div>
<div class="sla-card-copy">Rolls, rests, drug use, panic — automatically recorded. Newest first.</div>
<textarea readonly rows="8" class="textarea-input sla-activity-log-textarea">{{system.sla.activityLog.value}}</textarea>
<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}}
</div>
@@ -474,7 +440,6 @@
<span class="sla-tag">{{system.sla.bpn.value}}</span>
<span class="sla-tag">SCL {{system.sla.scl.value}}</span>
{{#if isEbbUser}}<span class="sla-tag">Ebb {{system.sla.ebbRating.value}}</span>{{/if}}
{{#if isVevaphon}}<span class="sla-tag sla-instability-tag {{vevaphonInstabilityClass}}">Instability {{system.sla.vevaphonInstability.value}}/12</span>{{/if}}
</div>
</div>
@@ -539,15 +504,7 @@
</div>
<div class="resource">
<label class="resource-label">SCL</label>
<div class="sla-scl-control">
<input type="text" name="system.sla.scl.value" value="{{system.sla.scl.value}}" data-dtype="String" class="sla-scl-input" />
<div class="sla-scl-buttons">
<button type="button" class="sla-scl-adjust" data-delta="1" title="+1 SCL">+1</button>
<button type="button" class="sla-scl-adjust" data-delta="-1" title="-1 SCL">-1</button>
<button type="button" class="sla-scl-adjust" data-delta="0.5" title="+0.5 SCL">+½</button>
<button type="button" class="sla-scl-adjust" data-delta="-0.5" title="-0.5 SCL">-½</button>
</div>
</div>
<input type="text" name="system.sla.scl.value" value="{{system.sla.scl.value}}" data-dtype="String" />
</div>
<div class="resource">
<label class="resource-label">Employer / Squad</label>
@@ -779,8 +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">
@@ -885,112 +910,19 @@
</ol>
</div>
{{/if}}
{{#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 sla-instability-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">
<div class="sla-card">
<div class="sla-card-label">Instability Track</div>
<div class="sla-instability-bar-wrap">
<div class="sla-instability-bar {{vevaphonInstabilityClass}}" style="width: {{vevaphonInstabilityPercent}}%;"></div>
<div class="sla-instability-bar-label {{vevaphonInstabilityClass}}">{{system.sla.vevaphonInstability.value}} / 12</div>
</div>
<div class="sla-card-copy">
{{#if vevaphonInstabilityCritical}}⚠ CRITICAL — Morph Panic risk on every failed Sanity save.{{/if}}
{{#if vevaphonInstabilityElevated}}Instability elevated — minor morph effects trigger each scene.{{/if}}
{{#unless vevaphonInstabilityElevated}}Instability nominal. Morphing is available without additional risk.{{/unless}}
</div>
<div class="sla-action-row" style="gap: 6px; flex-wrap: wrap;">
<button type="button" class="sla-instability-increase">+1 Instability</button>
<button type="button" class="sla-instability-decrease">-1 Instability</button>
</div>
<div class="sla-card-copy" style="margin-top: 8px;">At 12, the Vevaphon is lost — immediate retirement or death.</div>
</div>
<div class="sla-card">
<div class="sla-card-label">Active Morph Form</div>
<div class="sla-card-title">{{system.sla.morphForm.value}}</div>
<div class="sla-card-copy">Each morph shift costs 1 Instability. Changing form mid-scene requires a Sanity save at Instability 6+.</div>
<div class="sla-morph-form-buttons">
<button type="button" class="sla-morph-shift" data-form="Brute Form" {{#if (compare 'str' system.sla.morphForm.value '===' 'Brute Form')}}disabled{{/if}}>
<span class="sla-morph-btn-name">Brute Form</span>
<span class="sla-morph-btn-meta">STR+10, BODY+10 | Knockdown Immune</span>
</button>
<button type="button" class="sla-morph-shift" data-form="Stalker Form" {{#if (compare 'str' system.sla.morphForm.value '===' 'Stalker Form')}}disabled{{/if}}>
<span class="sla-morph-btn-name">Stalker Form</span>
<span class="sla-morph-btn-meta">SPD+10, Stealth+20 | Armour Incompatible</span>
</button>
<button type="button" class="sla-morph-shift" data-form="Raptor Form" {{#if (compare 'str' system.sla.morphForm.value '===' 'Raptor Form')}}disabled{{/if}}>
<span class="sla-morph-btn-name">Raptor Form</span>
<span class="sla-morph-btn-meta">COM+10, SPD+5 | Critical Wound Bonus</span>
</button>
</div>
</div>
</div>
<div class="grid grid-2col sla-card-grid">
<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">
<div class="sla-note-pill sla-note-pill-wide">1. Cascade Shift — random morph form, +1 Instability.</div>
<div class="sla-note-pill sla-note-pill-wide">2. Identity Bleed — forgets name and callsign until end of scene.</div>
<div class="sla-note-pill sla-note-pill-wide">3. Partial Lock — one limb freezes. -10 physical rolls using that limb.</div>
<div class="sla-note-pill sla-note-pill-wide">4. Tissue Rejection — 1d5 damage, armour does not apply.</div>
<div class="sla-note-pill sla-note-pill-wide">5. Threat Imprint — locked on nearest visible target.</div>
<div class="sla-note-pill sla-note-pill-wide">6. Full Reversion — base form, lose morph bonuses, -1 Instability.</div>
</div>
</div>
<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}}
{{!-- 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">
<li class="item flexrow item-header" role="rowgroup">
<div class="item-image" role="cell"></div>
<div class="skill-stat" style="flex-grow: 2.5;" role="cell">{{ localize 'Mosh.ArmorName' }}</div>
<div class="skill-stat" role="cell" title="Armour Protection — reduces incoming damage before it reaches your wounds. Higher is better.">{{ localize 'Mosh.AP' }}</div>
<div class="skill-stat" role="cell" title="Damage Reduction — subtracts directly from wound damage after AP is applied. Each point absorbed is one less point of damage taken.">{{ localize 'Mosh.DR' }}</div>
<div class="skill-stat" role="cell" title="Speed penalty — how much this armour slows movement. Expressed as a % penalty to physical speed checks.">{{ localize 'Mosh.Speed' }}</div>
<div class="skill-stat" role="cell" title="Oxygen supply — current / maximum charges for sealed suits and vacuum armour. N/A means the suit is not airtight.">{{ localize 'Mosh.Oxygen' }}</div>
<div class="skill-stat" role="cell" title="Carry state — Eqp means wearing it now (weight counts against your equipped load). Stow means packed away (counts as stowed weight).">Carry</div>
<div class="skill-stat" role="cell">{{ localize 'Mosh.AP' }}</div>
<div class="skill-stat" role="cell">{{ localize 'Mosh.DR' }}</div>
<div class="skill-stat" role="cell">{{ localize 'Mosh.Speed' }}</div>
<div class="skill-stat" role="cell">{{ localize 'Mosh.Oxygen' }}</div>
<div class="skill-stat" role="cell">Carry</div>
<div class="item-controls" role="cell">
<a class="item-control item-create" title="{{ localize 'Mosh.CreateArmor' }}" data-type="armor"><i class="fas fa-plus"></i> {{ localize 'Mosh.Add' }}</a>
</div>
@@ -1027,10 +959,10 @@
<li class="item flexrow item-header" role="rowgroup">
<div class="item-image" role="cell"></div>
<div class="skill-stat" style="flex-grow: 2.5;" role="cell">{{ localize 'Mosh.ArmorName' }}</div>
<div class="skill-stat" role="cell" title="Save Bonus — this value is added to your Body save when checking to resist physical damage while wearing this armour.">{{ localize 'Mosh.SaveBonus' }}</div>
<div class="skill-stat" role="cell" title="Speed penalty — how much this armour slows movement. Expressed as a % penalty to physical speed checks.">{{ localize 'Mosh.Speed' }}</div>
<div class="skill-stat" role="cell" title="Oxygen supply — current / maximum charges for sealed suits and vacuum armour. N/A means the suit is not airtight.">{{ localize 'Mosh.Oxygen' }}</div>
<div class="skill-stat" role="cell" title="Carry state — Eqp means wearing it now (weight counts against your equipped load). Stow means packed away (counts as stowed weight).">Carry</div>
<div class="skill-stat" role="cell">{{ localize 'Mosh.SaveBonus' }}</div>
<div class="skill-stat" role="cell">{{ localize 'Mosh.Speed' }}</div>
<div class="skill-stat" role="cell">{{ localize 'Mosh.Oxygen' }}</div>
<div class="skill-stat" role="cell">Carry</div>
<div class="item-controls" role="cell">
<a class="item-control item-create" title="{{ localize 'Mosh.CreateArmor' }}" data-type="armor"><i class="fas fa-plus"></i> {{ localize 'Mosh.Add' }}</a>
</div>
@@ -1062,57 +994,15 @@
</ol>
{{/if}}
<!-- DRUGS -->
<ol class="items-list sla-drug-list">
<li class="item flexrow item-header">
<div class="item-image"></div>
<div class="skill-stat" style="flex-grow: 1.6;">Drug</div>
<div class="skill-stat" title="Quantity — number of doses currently carried.">Qty</div>
<div class="skill-stat" title="Rating — the potency tier of this drug. Higher ratings mean stronger effects and harder addiction saves.">Rating</div>
<div class="skill-stat" title="Value — street price per dose in credits (cR).">Value</div>
<div class="skill-stat" title="Weight — total carry weight for all doses of this drug.">Weight</div>
<div class="skill-stat" title="Carry state — Eqp means on your person and immediately accessible. Stow means packed away in your kit.">Carry</div>
<div class="skill-stat" title="State — current drug status. Ready means unused. Active means the drug is currently in effect. Crashed means the effect has ended and the character may be experiencing comedown penalties.">State</div>
<div class="skill-stat" title="Duration — how many rounds or minutes of effect remain. Blank or 0 means the drug is not currently active.">Duration</div>
<div class="item-controls">
<a class="item-control item-create" title="Create Drug" data-type="drug"><i class="fas fa-plus"></i> Add</a>
</div>
</li>
{{#each drugRows as |drug id|}}
<li class="item flexrow dropitem" data-item-id="{{drug.itemId}}" data-drug-id="{{drug.drugId}}">
<div class="item-image"><img src="{{drug.img}}" title="{{drug.name}}" width="24" height="24" /></div>
<div class="skill-name list-roll description-roll drug-item-summary" style="flex-grow: 1.6;">{{drug.name}}<span>{{drug.summary}}</span></div>
<div class="skill-stat item-quantity">{{drug.quantity}}</div>
<div class="skill-stat">{{drug.rating}}</div>
<div class="skill-stat">{{drug.cost}}</div>
<div class="skill-stat">{{drug.slaCarry.totalWeight}} kg</div>
<div class="skill-stat">
<div class="sla-carry-toggle-row">
<button type="button" class="sla-carry-toggle {{#if (compare 'str' drug.slaCarry.state '===' 'equipped')}}active{{/if}}" data-state="equipped">Eqp</button>
<button type="button" class="sla-carry-toggle {{#if (compare 'str' drug.slaCarry.state '===' 'stowed')}}active{{/if}}" data-state="stowed">Stow</button>
</div>
</div>
<div class="skill-stat">{{drug.statusLabel}}</div>
<div class="skill-stat">{{drug.duration}}</div>
<div class="item-controls">
<button type="button" class="drug-use-btn drug-use" {{#unless drug.canUse}}disabled{{/unless}}>Use</button>
<button type="button" class="drug-close-btn drug-close" {{#unless drug.canClose}}disabled{{/unless}}>Close</button>
<a class="item-control item-edit" title="Edit Drug"><i class="fas fa-edit"></i></a>
<a class="item-control item-delete" title="Delete Drug"><i class="fas fa-trash"></i></a>
</div>
</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;" title="Hover over any item name to see its description.">{{ localize 'Mosh.ItemName' }}</div>
<div class="skill-stat" title="Quantity — how many of this item you are carrying.">{{ localize 'Mosh.Quantity' }}</div>
<div class="skill-stat" title="Weight — total carry weight for all units of this item (kg).">{{ localize 'Mosh.Weight' }}</div>
<div class="skill-stat" title="Carry state — Eqp means on your person and ready to use. Stow means packed away. Equipped items count against your active carry limit; stowed items count against your total carry limit.">Carry</div>
<div class="skill-stat" title="Value — purchase price in credits (cR). Sell price is typically half.">{{ localize 'Mosh.Value' }}</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>
@@ -1144,6 +1034,66 @@
</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>
<div class="skill-stat" style="flex-grow: 1.6;">Drug</div>
<div class="skill-stat">Qty</div>
<div class="skill-stat">Rating</div>
<div class="skill-stat">Value</div>
<div class="skill-stat">Weight</div>
<div class="skill-stat">Carry</div>
<div class="skill-stat">State</div>
<div class="skill-stat">Duration</div>
<div class="item-controls">
<a class="item-control item-create" title="Create Drug" data-type="drug"><i class="fas fa-plus"></i> Add</a>
</div>
</li>
{{#each drugRows as |drug id|}}
<li class="item flexrow dropitem" data-item-id="{{drug.itemId}}" data-drug-id="{{drug.drugId}}">
<div class="item-image"><img src="{{drug.img}}" title="{{drug.name}}" width="24" height="24" /></div>
<div class="skill-name list-roll description-roll drug-item-summary" style="flex-grow: 1.6;">{{drug.name}}<span>{{drug.summary}}</span></div>
<div class="skill-stat item-quantity">{{drug.quantity}}</div>
<div class="skill-stat">{{drug.rating}}</div>
<div class="skill-stat">{{drug.cost}}</div>
<div class="skill-stat">{{drug.slaCarry.totalWeight}} kg</div>
<div class="skill-stat">
<div class="sla-carry-toggle-row">
<button type="button" class="sla-carry-toggle {{#if (compare 'str' drug.slaCarry.state '===' 'equipped')}}active{{/if}}" data-state="equipped">Eqp</button>
<button type="button" class="sla-carry-toggle {{#if (compare 'str' drug.slaCarry.state '===' 'stowed')}}active{{/if}}" data-state="stowed">Stow</button>
</div>
</div>
<div class="skill-stat">{{drug.statusLabel}}</div>
<div class="skill-stat">{{drug.duration}}</div>
<div class="item-controls">
<button type="button" class="drug-use-btn drug-use" {{#unless drug.canUse}}disabled{{/unless}}>Use</button>
<button type="button" class="drug-close-btn drug-close" {{#unless drug.canClose}}disabled{{/unless}}>Close</button>
<a class="item-control item-edit" title="Edit Drug"><i class="fas fa-edit"></i></a>
<a class="item-control item-delete" title="Delete Drug"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/each}}
</ol>
</div>
{{!-- Owned Skills Tab --}}
<div class="tab items" data-group="primary" data-tab="skills">
<div class="sla-card" style="margin-bottom: 12px;">
@@ -1154,10 +1104,10 @@
<ol class="items-list" style="margin-bottom : 10px;">
<li class="item flexrow item-header">
<div class="item-image"></div>
<div class="skill-stat" style="flex-grow: 1.4;" title="Click a skill name to roll it against the relevant stat. Your bonus is added to a d100 roll — you succeed by rolling under the total.">{{ localize 'Mosh.SkillName' }}</div>
<div class="skill-stat" title="Category — broad skill grouping (Combat, Technical, Social, etc.) used for package sorting and Ebb discipline filtering.">Category</div>
<div class="skill-stat" title="Rank — your proficiency level in this skill. Untrained (no bonus), Basic (+1–9), Trained (+10–14), Expert (+15–19), Master (+20+).">{{ localize 'Mosh.SkillRank' }}</div>
<div class="skill-stat" title="Bonus — total modifier added to d100 rolls with this skill. Breakdown shown in small text below the value. Higher is better — you need to roll under (stat + bonus).">{{ localize 'Mosh.SkillBonus' }}</div>
<div class="skill-stat" style="flex-grow: 1.4;">{{ localize 'Mosh.SkillName' }}</div>
<div class="skill-stat">Category</div>
<div class="skill-stat">{{ localize 'Mosh.SkillRank' }}</div>
<div class="skill-stat">{{ localize 'Mosh.SkillBonus' }}</div>
<div class="item-controls">
<a class="item-control skill-create" title="{{ localize 'Mosh.CreateSkill' }}" data-type="skill"><i class="fas fa-plus"></i> {{ localize 'Mosh.Add' }}</a>
</div>
@@ -1216,7 +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">
@@ -1244,7 +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>
@@ -1254,13 +1204,13 @@
<ol class="items-list">
<li class="item flexrow item-header">
<div class="item-image"></div>
<div class="skill-stat" style="flex-grow: 2;" title="Click a weapon name to make an attack roll using your Combat stat. Calibre and current ammo state shown below the name.">{{ localize 'Mosh.WeaponName' }}</div>
<div class="skill-stat" title="Damage — rolled on a successful hit. Melee weapons may add your Strength modifier. Anti-Armour (AA) weapons halve target armour before applying damage.">{{ localize 'Mosh.Damage' }}</div>
<div class="skill-stat" title="Ammo — currently loaded type (STD / AP / HE / HEAP) and reserve count. STD is standard. AP is armour-piercing (halves target armour, -1 damage). HE is high explosive (+1d5 damage, explosive wounds). HEAP combines AP and HE effects.">{{ localize 'Mosh.Ammo' }}</div>
<div class="skill-stat" title="Shots — current magazine / maximum magazine capacity. Click the reload icon to reload or swap ammo type.">{{ localize 'Mosh.Shots' }}</div>
<div class="skill-stat" title="Fire Mode — click to cycle between available modes. Single fires one shot. Burst fires several rounds for bonus damage but uses more ammo. Auto lays down suppressing fire.">Mode</div>
<div class="skill-stat" title="Carry state — Eqp means the weapon is drawn and ready. Stow means holstered or packed. Only equipped weapons can be used in combat without an action to draw.">Carry</div>
<div class="skill-stat" title="Range — maximum effective distance. At short range you roll normally. At medium range you take a penalty. At long range the penalty increases significantly. Beyond max range the weapon cannot reach.">{{ localize 'Mosh.Range' }}</div>
<div class="skill-stat" style="flex-grow: 2;">{{ localize 'Mosh.WeaponName' }}</div>
<div class="skill-stat">{{ localize 'Mosh.Damage' }}</div>
<div class="skill-stat">{{ localize 'Mosh.Ammo' }}</div>
<div class="skill-stat">{{ localize 'Mosh.Shots' }}</div>
<div class="skill-stat">Mode</div>
<div class="skill-stat">Carry</div>
<div class="skill-stat">{{ localize 'Mosh.Range' }}</div>
<div class="item-controls">
<a class="item-control weapon-create" title="{{ localize 'Mosh.CreateWeapon' }}" data-type="weapon"><i class="fas fa-plus"></i> {{ localize 'Mosh.Add' }}</a>
</div>
+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">
+56 -47
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>
<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}}
{{#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>
<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>
+15 -11
View File
@@ -1,26 +1,30 @@
<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;">
<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" style="font-size: 0.75rem; padding-top: 7px;">{{{msgHeader}}}</div>
<div class="rollweaponh1 sla-chat-hero-title sla-chat-hero-title-tight">{{{msgHeader}}}</div>
{{else}}
<div class="rollweaponh1" >{{{msgHeader}}}</div>
<div class="rollweaponh1 sla-chat-hero-title">{{{msgHeader}}}</div>
{{/if}}
<div style="text-align: right"><img class="roll-image" src="{{{msgImgPath}}}" /></div>
</div>
<div class="description"" style="margin-bottom: 20px;">
<div class="sla-chat-hero-media">
<img class="roll-image" src="{{{msgImgPath}}}" />
</div>
</div>
<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>
+19 -9
View File
@@ -1,15 +1,25 @@
<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 class="description" style="margin-bottom: 10px;">
</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 sla-chat-section sla-chat-section-target">
<div class="body">{{{flavorText}}}</div>
</div>
</div>
+19 -10
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 class="description">
</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 sla-chat-section sla-chat-section-target">
<div class="body">{{{msgBody}}}</div>
</div>
<div style="margin-bottom : 16px;"></div>
</div>
</div>
+60 -59
View File
@@ -1,18 +1,34 @@
<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>
<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}}
<div class="rollweaponh1" >{{{msgHeader}}}</div>
<span class="sla-chat-type-badge sla-chat-type-normal">CHK</span>
{{/if}}
<div style="text-align: right"><img class="roll-image" src="{{{msgImgPath}}}" /></div>
<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">
<div class="sla-chat-summary">
{{#if (compare 'int' parsedRollResult.total '>=' 90)}}
<span class="high-failure">{{ localize 'Mosh.YouRolled90OrHigher' }}</span>
{{else}}
@@ -31,8 +47,12 @@
{{/if}}
{{/if}}
</div>
</div>
<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>
@@ -50,34 +70,32 @@
{{/if}}
</div>
{{/if}}
{{/if}}
<div class="description" style="margin-bottom : 20px;">
{{#if (compare 'str' specialRoll '===' 'damage')}}
<div class="description sla-chat-section">{{{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>
{{#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>
<div style="margin-bottom : 10px;"></div>
<div class="description">
{{/if}}
{{/unless}}
{{/if}}
{{#if (compare 'str' specialRoll '===' 'damage')}}
<div class="sla-chat-section sla-chat-section-damage">{{{flavorText}}}</div>
{{#if needsDesc}}
<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 weapon}}
<div class="description sla-chat-section">{{{flavorText}}}</div>
{{#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>
@@ -88,41 +106,22 @@
</ol>
</div>
{{/if}}
{{#if weapon}}
{{#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}}
@@ -153,5 +155,4 @@
</div>
{{/if}}
</div>
</div>
</div>
+63 -12
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>
{{{parsedRollResult.outcomeHtml}}}
<div class="description sla-chat-section" style="margin-bottom: 10px;">
</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>
<div class="description sla-chat-section">
<div class="body">{{{msgDesc}}}</div>
</div>
<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}}
@@ -19,15 +47,25 @@
<div class="body">{{ localize 'Mosh.RollingForMaintenanceIssue' }}</div>
{{/if}}
</div>
<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')}}
<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}}}">
@@ -36,17 +74,30 @@
</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>