Commit Graph
11 Commits
Author SHA1 Message Date
tevans 25250dc98a feat: Showing Off mechanic (v1.6.2)
Every roll dialog now has a gold SHOWING OFF button:
- Each click posts a big gold fanfare chat message + plays a WebAudio arpeggio
- Reduces the dice pool by 1 per click (floor: 1d6)
- Total dice display turns gold and shows the penalty
- Immediately increments actor system.details.showingOff tally
- At exactly 20 pts: public milestone broadcast with GM alert
- Finance tab: gold SHOWING OFF hero panel shows career total (editable)
- Hourly PC Status Report now includes Showing Off tally (yellow at >0, orange at 10+, red at 20+)
- template.json: showingOff: 0 added to character.details
- _playShowingOffFanfare(): ascending C-major arpeggio via WebAudio API
2026-06-04 00:02:51 +01:00
tevans 27bc43cea6 fix+feat: button overrun, natural weapon rolls, Wraith Teeth & Claw (v1.6.1)
CSS: morph-shift-btn now flex: 0 0 auto; max-width: 110px
     specialty-name gets flex: 1; min-width: 0 so it takes remaining space
     flex-wrap on specialty-name-row prevents overflow

Natural weapons:
- template.json: isNaturalWeapon/naturalWeaponDamage/AP/ROF fields on specialty
- Morphic Strike: ROF 2, isNaturalWeapon: true
- Wraith Teeth & Claw added to wraithraider racial abilities (DMG 2, AP 1, ROF 2)
- _ensureRacialAbilities patches existing items with missing natural weapon fields
- _onNaturalWeaponRoll: STR + Melee roll through full weapon chat card pipeline
- STRIKE button appears on any specialty with isNaturalWeapon: true
- All condition/drug/armor/racial mods applied to natural weapon rolls
2026-06-03 23:50:05 +01:00
tevans 2033f50a57 feat: LAD Account, condition fixes, hourly PC status report
- LAD Account checkbox (bio tab) adds locked 50c/week to Finances
- Active conditions now show dice penalty text inline on the sheet
- _applyStatusCondition() helper: toggleStatusEffect with ActiveEffect fallback
  so panic/crit/instability conditions always land reliably
- Condition-clear button also falls back to direct ActiveEffect delete
- _broadcastPCConditions(): whispered GM report of all PC HP/Resolve/Stress/conditions
- STATUS button (GM-only) on vitals row triggers report on demand
- Hourly setInterval fires the report automatically while Foundry is running
- Version bump 1.5.9
2026-06-03 22:45:00 +01:00
tevans c79fedc343 feat: Health and Resolve rollable saves
Click the Health or Resolve label to roll a save using the current
value as the dice pool (plain d6, no stress, no dialog). Zero successes
adds +1 Stress. Chat card uses standard yze-die styling.
2026-06-03 18:18:01 +00:00
tevans 5482acd2f9 fix: Group NPC — embed weapons/armor/abilities on created actors
- Weapon items created as embedded weapon Items with proper schema
  (melee vs ranged category, damage, AP, range, ROF from note field)
- Armor items created for NPCs with armour description (skips
  Built-in for machines — they use the armor stat directly)
- Ability items created as specialty Items showing in Stats tab
- Biography formatted with armour, weapons, abilities sections

- Card backgrounds now tinted by type colour (very subtle 7% opacity)
  so Carrion/Gang/Monstaret/Machine are visually distinct at a glance

- Count selector replaced with number input (1–10) instead of dropdown
2026-06-03 17:51:54 +01:00
tevans bf5c82359b feat: Group NPC Generator — major expansion
New type:
- Street Gang: varied melee + 40% chance ranged, 7 ability pool,
  8 name parts, scavenged armour pool

Weapons & armour on all types:
- Each generated NPC now carries randomised weapons (conventional
  or integrated) and an armour description displayed on the card
- Natural weapons shown in green with paw icon
- Integrated/conventional weapons shown in blue with crosshairs

Monstaret — 6 distinct subtypes with unique profiles:
  Fang Beast, Rend Beast, Pit-Thing, Lurker, Howler, Crawler
  Each has its own stat range, natural weapons, and 4 specific abilities

Machine — 4 distinct subtypes with integrated weapon loadouts:
  Combat Unit, Scout Drone, Heavy Assault Unit, Maintenance Unit
  Each has 2-3 integrated weapons with damage/AP/range/notes

Carrion — natural weapons (Bite AP 1, Claws) + contagion/death rattle
Serial Killer — signature melee + 30% secondary ranged, body armour pool
2026-06-03 16:31:23 +01:00
tevans 167df8a266 feat: Group NPC Generator tool
Four NPC types: Carrion, Serial Killer, Monstaret, Machine
Each with SLA-appropriate stat ranges, name generators, ability pools.

Features:
- Type selector tabs (colour-coded per type)
- Count 1-10, Generate / Add More / Clear All
- Compact 2-column grid of NPC cards
- Inline editable: name, STR/AGI/WIT/EMP, HP (current/max), ARM, DMG, notes
- +/- HP buttons with live colour bar (green > yellow > red)
- Defeat toggle (grey out) and Reset HP to max
- Reroll individual NPC (preserves notes)
- Create as World Actors button
- Green "Group NPCs" button in Actor Directory (GM only)

v1.5.2
2026-06-03 16:17:56 +01:00
tevans 02d7177122 feat: Player Character flag + GM Finance Ledger
- Add isPlayerCharacter field to template.json (character.details)
- Bio tab: checkbox 'Player Character' bound to system.details.isPlayerCharacter
- SLAGMFinanceTool Application: GM-only window listing all PC-flagged
  actors with current balance, weekly income, weekly expenses, net
  weekly income, and a Calculate button per character
- Calculate button: applies netWeekly to credits (credits += net)
- Calculate All button: applies week to every listed PC at once
- Actor Directory: GM-only 'Finance Ledger' button opens the tool
- CSS: styled PC flag row and full GM Finance Ledger table
- Version bump: 1.4.5 → 1.4.6
2026-06-02 22:09:34 +00:00
tevans 4e3554c28b fix: readability — solid dark backgrounds on all chat cards (v1.4.2)
Root cause: all chat card containers used rgba() with 0.2-0.4 opacity,
which becomes nearly transparent on Foundry v14 parchment chat bg.
Light text (white, cyan, yellow, green) was invisible on the result.

CSS fixes (solid dark backgrounds replacing transparent rgba):
- .panic-result: rgba(139,0,0,0.2) -> #1c0808 + color: #e0e0e0
- .panic-success: rgba(0,128,0,0.2) -> #081c08 + green text toned to #55ee55
- .panic-effect: rgba(0,0,0,0.4) -> #111111 + color: #e0e0e0
- .critical-injury: rgba(220,20,60,0.2) -> #1c080d + color: #e0e0e0
- .crit-effects/.crit-healing/.crit-recovery: rgba(0,0,0,0.3) -> #111111
- .time-limit: rgba(255,170,0,0.2) -> #1a1200

New CSS classes added (were missing entirely):
- .instability-result with dark bg, border, and sub-element rules
- .instability-no-effect, .instability-effect-text, .instability-auto-note
- .panic-auto (auto-applied row)
- .drug-gm-alert, .weapon-reload-chat

JS inline style fixes:
- Rest card: rgba(0,60,30,0.3) -> #0a1a0e (solid)
- Ammo empty card: rgba(80,20,0,0.3) -> #1a0800 (solid)
- Instability effect text: color:#333 (dark on dark) -> CSS class #d8d8d8
- Instability auto-note: color:#ffcc44 inline -> CSS class
2026-06-02 22:05:05 +01:00
tevans e155a2dd1b fix: correct DSN dice skins + UI tweaks (v1.3.9)
- DSN: register ze-stress-dice system separately so normal/stress d6 presets dont overwrite each other
- DSN: use term.options.appearance.system to force correct preset on every roll - bypasses user saved DSN system preference
- Remove v1.3.8 flag-patching ready hook (no longer needed)
- UI: dice icon on attribute header enlarged (13px to 20px) with glow
- UI: attr-btn smaller (24px to 16px), skill +/- smaller (20px to 14px)
- UI: clicking attribute name, skill name, or weapon name now triggers roll
2026-06-02 21:12:02 +01:00
tevans 2ebd5803fc Initial commit — full system source + zero-engine-state.md reference 2026-06-01 23:19:46 +01:00