From e25788c537367e6c09d268c3a2e2772839a857db Mon Sep 17 00:00:00 2001 From: khaali-dev Date: Thu, 2 Sep 2021 18:12:02 +0200 Subject: [PATCH 01/11] anathema code simplification --- script/common/item.js | 87 ++++++------------------------------------- 1 file changed, 12 insertions(+), 75 deletions(-) diff --git a/script/common/item.js b/script/common/item.js index da712aac..baef83e2 100644 --- a/script/common/item.js +++ b/script/common/item.js @@ -1806,7 +1806,8 @@ async function standardPowerActivation(functionStuff) { return; } else { - functionStuff.targetData = {hasTarget : false} + functionStuff.targetData = {hasTarget : false}; + await modifierDialog(functionStuff) } } let targetResMod = await checkResoluteModifiers(functionStuff.targetData.actor, functionStuff.targetData.autoParams, true, functionStuff.checkTargetSteadfast); @@ -1814,7 +1815,9 @@ async function standardPowerActivation(functionStuff) { functionStuff.targetData.resistAttributeName = targetResMod.bestAttributeName; functionStuff.targetData.resistAttributeValue = targetResMod.bestAttributeValue; functionStuff.targetData.autoParams = targetResMod.autoParams; - functionStuff.favour += targetResMod.favour*(-1); + functionStuff.favour += -1*targetResMod.favour; + } else if (functionStuff.targetData.resistAttributeName === "strong"){ + functionStuff.favour += -1*targetResMod.favour; } } await modifierDialog(functionStuff) @@ -2010,85 +2013,19 @@ async function standardPowerResult(rollData, functionStuff){ // ********************************************* POWERS ***************************************************** async function anathemaPrepare(ability, actor) { - // get target - let targetData; - let favour = 0; - let hasTarget= true; - try{targetData = getTarget("resolute")} catch(error){ - hasTarget= false; - } - if (hasTarget){ - let targetResMod = await checkResoluteModifiers(targetData.actor, targetData.autoParams, true, false); - targetData.resistAttributeName = targetResMod.bestAttributeName; - targetData.resistAttributeValue = targetResMod.bestAttributeValue; - targetData.autoParams = targetResMod.autoParams; - favour += targetResMod.favour*-1; - } - else {targetData = {hasTarget : false, leaderTarget: false}} let fsDefault = await buildFunctionStuffDefault(ability, actor) let specificStuff = { - actor: actor, - combat: false, - favour: favour, + targetResitAttribute: "resolute", tradition: ["wizardry", "staffmagic", "theurgy"], checkMaintain: true, - impeding: actor.data.data.combat.impeding, - targetData: targetData, - resultFunction: anathemaResult + checkTargetSteadfast: true, + introText: actor.data.name + game.i18n.localize('POWER_ANATHEMA.CHAT_INTRO'), + resultTextSuccess: actor.data.name + game.i18n.localize('POWER_ANATHEMA.CHAT_SUCCESS'), + resultTextFail: actor.data.name + game.i18n.localize('POWER_ANATHEMA.CHAT_FAILURE') } let functionStuff = Object.assign({}, fsDefault , specificStuff); - await modifierDialog(functionStuff) -} - -async function anathemaResult(rollData, functionStuff){ - let flagDataArray = []; - let introText = functionStuff.actor.data.name + game.i18n.localize('POWER_ANATHEMA.CHAT_INTRO'); - let resultText = functionStuff.actor.data.name + game.i18n.localize('POWER_ANATHEMA.CHAT_SUCCESS'); - let corruptionText =""; - if(!rollData[0].hasSucceed){ - resultText = functionStuff.actor.data.name + game.i18n.localize('POWER_ANATHEMA.CHAT_FAILURE'); - } - let targetText = ""; - if(functionStuff.targetData.hasTarget){ - targetText = game.i18n.localize('ABILITY.CHAT_TARGET_VICTIM') + functionStuff.targetData.token.data.name; - if (functionStuff.targetData.autoParams != ""){targetText += ": " + functionStuff.targetData.autoParams} - } - if(functionStuff.corruption){ - let corruption = await getCorruption(functionStuff); - corruptionText = game.i18n.localize("POWER.CHAT_CORRUPTION") + corruption.value; - - flagDataArray.push({ - tokenId: functionStuff.token.id, - corruptionChange: corruption.value - }); - } - let templateData = { - targetData : functionStuff.targetData, - hasTarget : functionStuff.targetData.hasTarget, - introText: introText, - introImg: functionStuff.actor.data.img, - targetText: targetText, - subText: functionStuff.ability.name + " (" + functionStuff.powerLvl.lvlName + ")", - subImg: functionStuff.ability.img, - hasRoll: true, - rollString: await formatRollString(rollData[0], functionStuff.targetData.hasTarget, rollData[0].modifier), - rollResult : formatRollResult(rollData), - resultText: resultText, - finalText: "", - haveCorruption: functionStuff.corruption, - corruptionText: corruptionText - } - if(functionStuff.autoParams != ""){templateData.subText += ", " + functionStuff.autoParams}; - - const html = await renderTemplate("systems/symbaroum/template/chat/ability.html", templateData); - const chatData = { - user: game.user.id, - content: html, - } - let NewMessage = await ChatMessage.create(chatData); - if(flagDataArray.length > 0){ - await createModifyTokenChatButton(flagDataArray); - } + functionStuff.targetData.hasTarget = true, + await standardPowerActivation(functionStuff) } async function brimstoneCascadePrepare(ability, actor) { From d99483531597a9440da7af2e3ac20a6ab9f7e775 Mon Sep 17 00:00:00 2001 From: khaali-dev Date: Thu, 2 Sep 2021 18:35:25 +0200 Subject: [PATCH 02/11] Steadfast on Ent.Vines --- script/common/item.js | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) diff --git a/script/common/item.js b/script/common/item.js index baef83e2..839b364b 100644 --- a/script/common/item.js +++ b/script/common/item.js @@ -1810,14 +1810,16 @@ async function standardPowerActivation(functionStuff) { await modifierDialog(functionStuff) } } - let targetResMod = await checkResoluteModifiers(functionStuff.targetData.actor, functionStuff.targetData.autoParams, true, functionStuff.checkTargetSteadfast); if (functionStuff.targetData.resistAttributeName === "resolute"){ + let targetResMod = await checkResoluteModifiers(functionStuff.targetData.actor, functionStuff.targetData.autoParams, true, functionStuff.checkTargetSteadfast); functionStuff.targetData.resistAttributeName = targetResMod.bestAttributeName; functionStuff.targetData.resistAttributeValue = targetResMod.bestAttributeValue; functionStuff.targetData.autoParams = targetResMod.autoParams; functionStuff.favour += -1*targetResMod.favour; } else if (functionStuff.targetData.resistAttributeName === "strong"){ + let targetResMod = await checkResoluteModifiers(functionStuff.targetData.actor, functionStuff.targetData.autoParams, false, functionStuff.checkTargetSteadfast); functionStuff.favour += -1*targetResMod.favour; + functionStuff.targetData.autoParams = targetResMod.autoParams; } } await modifierDialog(functionStuff) @@ -2649,6 +2651,8 @@ async function entanglingvinesPrepare(ability, actor) { tradition: ["witchcraft"] } let functionStuff = Object.assign({}, fsDefault , specificStuff); + let targetResMod = await checkResoluteModifiers(functionStuff.targetData.actor, functionStuff.targetData.autoParams, false, true); + functionStuff.favour += -1*targetResMod.favour; await modifierDialog(functionStuff) } @@ -2976,7 +2980,7 @@ async function larvaeBoilsPrepare(ability, actor) { ui.notifications.error(error); return; } - let targetResMod = await checkResoluteModifiers(targetData.actor, "", false, true);; + let targetResMod = await checkResoluteModifiers(targetData.actor, "", false, true); targetData.autoParams += targetResMod.autoParams; let fsDefault = await buildFunctionStuffDefault(ability, actor) let specificStuff = { From d1bfa85eec3fd8971774022b327c04249381ddb7 Mon Sep 17 00:00:00 2001 From: khaali-dev Date: Thu, 2 Sep 2021 22:30:52 +0200 Subject: [PATCH 03/11] Corrupted attack in EC --- lang/de.json | 1 + lang/en.json | 1 + lang/es.json | 1 + lang/fr.json | 1 + lang/sv.json | 1 + script/common/item.js | 35 ++++++++++++++++++++++++++++++++++- template/chat/combat.html | 8 ++++++++ 7 files changed, 47 insertions(+), 1 deletion(-) diff --git a/lang/de.json b/lang/de.json index 3a806357..4bf2eb5b 100644 --- a/lang/de.json +++ b/lang/de.json @@ -224,6 +224,7 @@ "COMBAT.CHAT_SUCCESS": " trifft", "COMBAT.CHAT_FAILURE": " verfehlt.", "COMBAT.CHAT_BLEED": " blutet und verliert jede Runde zähigkeit: ", + "COMBAT.CHAT_CORRUPTED_ATTACK": "The attack inflict corruption: ", "COMBAT.CHAT_POISON": " versucht zu vergiften ", "COMBAT.CHAT_POISON_FAILURE": "Keine Vergiftung.", "COMBAT.CHAT_POISON_EXTEND": "Das Ziel war bereits vergiftet, neue Dauer: Runden: ", diff --git a/lang/en.json b/lang/en.json index 35bceb6a..84a89dab 100644 --- a/lang/en.json +++ b/lang/en.json @@ -243,6 +243,7 @@ "COMBAT.CHAT_SUCCESS": " hits ", "COMBAT.CHAT_FAILURE": " miss.", "COMBAT.CHAT_BLEED": " bleeds and loses toughness each round: ", + "COMBAT.CHAT_CORRUPTED_ATTACK": "The attack inflict corruption: ", "COMBAT.CHAT_POISON": " tries to poison ", "COMBAT.CHAT_POISON_FAILURE": "No poisonning.", "COMBAT.CHAT_POISON_EXTEND": "Target was already poisoned, new duration: rounds: ", diff --git a/lang/es.json b/lang/es.json index feb0706d..7a2fac36 100644 --- a/lang/es.json +++ b/lang/es.json @@ -246,6 +246,7 @@ "COMBAT.CHAT_SUCCESS": " golpea a ", "COMBAT.CHAT_FAILURE": " falla.", "COMBAT.CHAT_BLEED": " sangra y pierde resistencia cada ronda: ", + "COMBAT.CHAT_CORRUPTED_ATTACK": "The attack inflict corruption: ", "COMBAT.CHAT_POISON": " intenta envenenar ", "COMBAT.CHAT_POISON_FAILURE": "No envenena.", "COMBAT.CHAT_POISON_EXTEND": "El objetivo ya estaba envenenado, nueva duración: rondas: ", diff --git a/lang/fr.json b/lang/fr.json index 97ea7e26..f185e040 100644 --- a/lang/fr.json +++ b/lang/fr.json @@ -241,6 +241,7 @@ "COMBAT.CHAT_SUCCESS": " touche ", "COMBAT.CHAT_FAILURE": " rate son coup.", "COMBAT.CHAT_BLEED": " reçoit une blessure hémorragique et subit des dégâts chaque round : ", + "COMBAT.CHAT_CORRUPTED_ATTACK": "L'attaque inflige de la corruption: ", "COMBAT.CHAT_POISON": " tente d'empoisonner ", "COMBAT.CHAT_POISON_FAILURE": "Echec de l'empoisonnement.", "COMBAT.CHAT_POISON_EXTEND": "La victime était déjà empoisonnée, nouvelle durée: rounds: ", diff --git a/lang/sv.json b/lang/sv.json index 7f2b80ff..8397301a 100644 --- a/lang/sv.json +++ b/lang/sv.json @@ -244,6 +244,7 @@ "COMBAT.CHAT_SUCCESS": " träffar ", "COMBAT.CHAT_FAILURE": " missar.", "COMBAT.CHAT_BLEED": " blöder och förlorar tålighet varje runda: ", + "COMBAT.CHAT_CORRUPTED_ATTACK": "The attack inflict corruption: ", "COMBAT.CHAT_POISON": " försöker förgifta ", "COMBAT.CHAT_POISON_FAILURE": "Inte förgiftad.", "COMBAT.CHAT_POISON_EXTEND": "Målet var redan förgiftat, ny varaktighet: rundor: ", diff --git a/script/common/item.js b/script/common/item.js index 839b364b..148bfb06 100644 --- a/script/common/item.js +++ b/script/common/item.js @@ -1415,6 +1415,7 @@ export async function attackRoll(weapon, actor){ useHuntersInstinct: false, hunterBonus: "", beastLoreData: getBeastLoreData(actor), + corruptingattack: "", dmgData: { isRanged: false, hunterIDmg: false, @@ -1503,6 +1504,16 @@ export async function attackRoll(weapon, actor){ functionStuff.askTwoAttacks = true; } } + let corruptingattack = actor.items.filter(item => item.data.data?.reference === "corruptingattack"); + if(corruptingattack.length != 0){ + if(corruptingattack[0].data.data.master.isActive){ + functionStuff.corruptingattack = "1d8"; + } else if(corruptingattack[0].data.data.adept.isActive){ + functionStuff.corruptingattack = "1d6"; + } else{ + functionStuff.corruptingattack = "1d4"; + } + } } if(weapon.qualities.short){ let knifeplay = actor.items.filter(item => item.data.data?.reference === "knifeplay"); @@ -1579,6 +1590,10 @@ async function attackResult(rollData, functionStuff){ let hasDmgMod = "false"; let attackNumber = 0; let mysticalWeapon = functionStuff.weapon.qualities.mystical; + let corruptionDmgFormula = "" + let printCorruption = false; + let corruptionChatResult =""; + let corruptionTooltip=""; for(let rollDataElement of rollData){ @@ -1588,7 +1603,7 @@ async function attackResult(rollData, functionStuff){ hasDamage = true; rollDataElement.hasDamage = true; damage = await damageRollWithDiceParams(functionStuff, rollDataElement.critSuccess, attackNumber); - pain = checkPainEffect(functionStuff, damage); + pain = pain || checkPainEffect(functionStuff, damage); rollDataElement.dmgFormula = game.i18n.localize('WEAPON.DAMAGE') + ": " + damage.roll._formula; rollDataElement.damageTooltip = new Handlebars.SafeString(await damage.roll.getTooltip()); damageRollMod = game.i18n.localize('COMBAT.CHAT_DMG_PARAMS') + damage.autoParams; @@ -1596,6 +1611,11 @@ async function attackResult(rollData, functionStuff){ let finalDmg = await mathDamageProt(functionStuff.targetData.actor, damage.roll.total, {mysticalWeapon: mysticalWeapon}); rollDataElement.dmg = finalDmg.damage; rollDataElement.dmgFormula += finalDmg.text; + if(functionStuff.corruptingattack != "" && rollDataElement.dmg > 0){ + if(corruptionDmgFormula !="") corruptionDmgFormula += "+"; + corruptionDmgFormula += functionStuff.corruptingattack; + printCorruption=true; + } rollDataElement.damageText = functionStuff.targetData.token.data.name + game.i18n.localize('COMBAT.CHAT_DAMAGE') + rollDataElement.dmg.toString(); damageTot += rollDataElement.dmg; } @@ -1632,8 +1652,18 @@ async function attackResult(rollData, functionStuff){ effectDuration: 1 }) } + } + if(printCorruption){ + let corruptionRoll= new Roll(corruptionDmgFormula).evaluate(); + corruptionChatResult = game.i18n.localize('COMBAT.CHAT_CORRUPTED_ATTACK') + corruptionRoll.total.toString(); + corruptionTooltip = new Handlebars.SafeString(await corruptionRoll.getTooltip()); + flagDataArray.push({ + tokenId: functionStuff.targetData.token.id, + corruptionChange: corruptionRoll.total + }); } + let introText = functionStuff.token.data.name + game.i18n.localize('COMBAT.CHAT_INTRO') + functionStuff.weapon.name; let targetText = game.i18n.localize('ABILITY.CHAT_TARGET_VICTIM') + functionStuff.targetData.token.data.name; if (functionStuff.targetData.autoParams != ""){targetText += ": " + functionStuff.targetData.autoParams} @@ -1664,6 +1694,9 @@ async function attackResult(rollData, functionStuff){ bleedChat: "", printFlaming: false, flamingChat: "", + printCorruption: printCorruption, + corruptionChatResult: corruptionChatResult, + corruptionTooltip: corruptionTooltip } if(functionStuff.autoParams != ""){templateData.subText += ", " + functionStuff.autoParams}; diff --git a/template/chat/combat.html b/template/chat/combat.html index 715f8215..6908acce 100644 --- a/template/chat/combat.html +++ b/template/chat/combat.html @@ -44,6 +44,14 @@

{{removeMarkup poisonRollString}}

{{removeMarkup poisonRollResultString}}

{{removeMarkup poisonChatResult}}
{{/if}} + {{#if printCorruption}} +
+
+

{{corruptionChatResult}}

+ {{corruptionTooltip}} +
+
+ {{/if}} {{#if printBleed}}
{{removeMarkup bleedChat}}
{{/if}} From 7b8d4641bbcae21dcb78cf2c83dd5693fb5a0787 Mon Sep 17 00:00:00 2001 From: khaali-dev Date: Fri, 3 Sep 2021 09:39:57 +0200 Subject: [PATCH 04/11] NPC favoured damage --- script/common/actor.js | 27 ++++++++++++++++++++++----- script/common/roll.js | 6 +++++- 2 files changed, 27 insertions(+), 6 deletions(-) diff --git a/script/common/actor.js b/script/common/actor.js index 014151e7..b78d9dd3 100644 --- a/script/common/actor.js +++ b/script/common/actor.js @@ -161,6 +161,7 @@ export class SymbaroumActor extends Actor { armor: activeArmor.name, protectionPc: activeArmor.pc, protectionNpc: activeArmor.npc, + unfavourPcProt: activeArmor.unfavourPcProt, impeding: activeArmor.impeding, tooltipProt: activeArmor.tooltip, defense: totDefense, @@ -257,7 +258,11 @@ export class SymbaroumActor extends Actor { naturalwarriorLvl = getPowerLevel(naturalwarrior[0]).level; } let flagBerserk = this.getFlag(game.system.id, 'berserker'); - + let colossalLvl = 0; + let colossal = this.data.items.filter(element => element.data.data?.reference === "colossal"); + if(colossal.length > 0){ + colossalLvl = getPowerLevel(colossal[0]).level; + } // check for abilities that changes attack attribute let dominate = this.data.items.filter(element => element.data.data?.reference === "dominate"); let feint = this.data.items.filter(element => element.data.data?.reference === "feint"); @@ -280,6 +285,7 @@ export class SymbaroumActor extends Actor { let sometimesOnBonusFromAbilitiesShort = ""; let bonusDamage = ""; let shortBonusDamage = ""; + let damageFavour = 0; if( item.data.data.bonusDamage !== undefined && item.data.data.bonusDamage != ""){ let plus = "+"; if(item.data.data.bonusDamage.charAt(0) === '+') { @@ -373,7 +379,6 @@ export class SymbaroumActor extends Actor { } } - if(item.data.data?.isDistance){ if(sixthsense.length > 0){ if(this.data.data.attributes.vigilant.total > this.data.data.attributes[attribute].total){ @@ -428,11 +433,13 @@ export class SymbaroumActor extends Actor { let baseDmgRoll = new Roll(baseDamage).evaluate({maximize: true}); let DmgRollExt= new Roll(pcDamageExt).evaluate({maximize: true}); let npcDamageExt = Math.ceil(DmgRollExt.total/2); - if(item.data.data.qualities?.massive) { + if(item.data.data.qualities?.massive || colossalLvl) { pcDamage = "2d"+(baseDmgRoll.total)+"kh"+bonusDamage; pcShort = "2d"+(baseDmgRoll.total)+"kh"+shortBonusDamage; pcDamageExt = pcDamage + sometimesOnBonusFromAbilities; pcExtShort = pcShort + sometimesOnBonusFromAbilitiesShort; + damageFavour = 1; + if(colossalLvl) tooltip += game.i18n.localize("TRAIT_LABEL.COLOSSAL") + ", "; } if(item.data.data.qualities?.deepImpact){ pcDamage += "+1d1["+game.i18n.localize("QUALITY.DEEPIMPACT")+"]"; @@ -468,7 +475,8 @@ export class SymbaroumActor extends Actor { pcExtended: pcDamageExt, pcExtShort: pcExtShort, npcExtended: npcDamageExt, - npc: npcDamage + npc: npcDamage, + damageFavour: damageFavour } }) } @@ -542,21 +550,25 @@ export class SymbaroumActor extends Actor { } let pcProt = ""; let armorRoll= null; + let unfavourPcProt = "0"; if( protection === "0" && bonusProtection === "") { armorRoll = new Roll("0").evaluate({maximize: true}); } else if(protection === "0") { pcProt = bonusProtection; + unfavourPcProt = bonusProtection; armorRoll = new Roll(pcProt).evaluate({maximize: true}); } else { pcProt = protection + bonusProtection; armorRoll = new Roll(pcProt).evaluate({maximize: true}); + let maxBaseArmor = new Roll(protection).evaluate({maximize: true}); + unfavourPcProt = "2d"+(maxBaseArmor.total)+"kl"+bonusProtection; } let npcProt = Math.ceil(armorRoll.total/2); - if(item.data.data?.qualities?.reinforced){ pcProt += "+1"; npcProt+= 1; + unfavourPcProt += "+1"; } return( { _id: item.id, @@ -566,6 +578,7 @@ export class SymbaroumActor extends Actor { bonus: bonusProtection, pc: pcProt, npc: npcProt, + unfavourPcProt: unfavourPcProt, tooltip: tooltip, impeding: impeding, isActive: item.data.isActive, @@ -692,6 +705,10 @@ export class SymbaroumActor extends Actor { damageProt.mysticalWeapon = 0.25 } } + let colossal = this.data.items.filter(element => element.data.data?.reference === "colossal"); + if(colossal.length > 0 && colossal[0].data.data.master.isActive){ + damageProt.normal = 0; + } return(damageProt) } diff --git a/script/common/roll.js b/script/common/roll.js index 6939dbc9..aabc515b 100644 --- a/script/common/roll.js +++ b/script/common/roll.js @@ -457,11 +457,15 @@ export async function damageRollWithDiceParams(functionStuff, critSuccess, attac newRollDmgString += "+"+ weaponModDmgValue.toString(); } if(!dmgData.ignoreArm && functionStuff.targetData.actor.data.data.combat.protectionPc != 0){ - newRollDmgString += " - (" + functionStuff.targetData.actor.data.data.combat.protectionPc + ")"; + if(functionStuff.weapon.damage.damageFavour){ + newRollDmgString += " - (" + functionStuff.targetData.actor.data.data.combat.unfavourPcProt + ")"; + } + else newRollDmgString += " - (" + functionStuff.targetData.actor.data.data.combat.protectionPc + ")"; } else newRollDmgString += " - 0"; } // final damage + console.log(newRollDmgString); let dmgRoll= new Roll(newRollDmgString).evaluate(); return{ From 703f5451bd8dfa57fb7b87977b85ac375a410780 Mon Sep 17 00:00:00 2001 From: khaali-dev Date: Fri, 3 Sep 2021 11:12:27 +0200 Subject: [PATCH 05/11] Colossal adept level --- script/common/item.js | 5 +++++ template/user-guide-en.html | 8 ++++---- 2 files changed, 9 insertions(+), 4 deletions(-) diff --git a/script/common/item.js b/script/common/item.js index 148bfb06..2aa1dfd8 100644 --- a/script/common/item.js +++ b/script/common/item.js @@ -1564,6 +1564,11 @@ export async function attackRoll(weapon, actor){ functionStuff.favour += 1; } } + let colossal = actor.items.filter(element => element.data.data?.reference === "colossal"); + if(colossal.length > 0 && colossal[0].data.data.adept.isActive){ + functionStuff.favour += 1; + functionStuff.autoParams += game.i18n.localize('TRAIT_LABEL.COLOSSAL') + ", "; + } functionStuff.flagBerserk = actor.getFlag(game.system.id, 'berserker'); } //all weapons diff --git a/template/user-guide-en.html b/template/user-guide-en.html index 6230afee..016295b7 100644 --- a/template/user-guide-en.html +++ b/template/user-guide-en.html @@ -89,7 +89,7 @@

Weapons


- Bonus damage. This field should be left empty and be used only for exceptional situations, unsupported abilities and house rules.
- - A weapon with the quality deep impact, or a weapon masterfully crafted to give it this quality have +1 damage, this damage should not be entered in the bonus field, just check the checkbox « deep impact » in the quality tab and the bonus will be added. + - A weapon with the quality deep impact, or a weapon masterfully crafted to give it this quality have +1 damage, this damage should not be entered in the bonus field, just check the checkbox « deep impact » in the quality tab and the bonus will be added. The "massive" quality will also modify damage (when used by a PC), or armor rolls (when used by a NPC) The calculated damage is printed in the boxes under the weapon name : as in Symbaroum rules, PC damage is the damage roll formula when it’s a PC that wields it, and the NPC damage is the fixed damage used when it’s a NPC.

@@ -209,14 +209,14 @@

Man-at-arms, Armored, Robust, Survival instinct

Protection value of the armor will be increased.

-

Undead, Spirit form, Swarm

+

Colossal, Undead, Spirit form, Swarm

Those traits will apply damage reduction when using Enhanced Combat (see Enhanced combat option) Damage value of the weapon will be increased, and defense value. Please note that the extra bonus of Staff fighting when using a wooden staff or a mystic staff isn't included (please add +1 defense in the bonus tab of the relevant weapons).

-

Beast Lore, Backstab, Feat of strength, Hunter's instinct, Iron Fist, Knife Play, Natural Warrior, Rapid Fire, Robust

+

Beast Lore, Backstab, Colossal, Corrupting attack, Feat of strength, Hunter's instinct, Iron Fist, Knife Play, Natural Warrior, Rapid Fire, Robust

- When using Enhanced Combat option, having those abilities and using the right weapon type will make specific options available in the attack window. + When using Enhanced Combat option, having those abilities or traits and using the right weapon type will make specific options available in the attack window.



From 7c8a7edc57478771d8b8a921923cbadae7d1e99d Mon Sep 17 00:00:00 2001 From: bithir Date: Fri, 3 Sep 2021 15:24:50 +0100 Subject: [PATCH 06/11] Fix spelling issue with English abbrivated cunning --- lang/en.json | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/lang/en.json b/lang/en.json index 84a89dab..4f410095 100644 --- a/lang/en.json +++ b/lang/en.json @@ -176,7 +176,7 @@ "ATTRIBUTE.VIGILANT": "Vigilant", "ATTRIBUTE.ACCURATEABBR": "ACC", - "ATTRIBUTE.CUNNINABBR": "CUN", + "ATTRIBUTE.CUNNINGABBR": "CUN", "ATTRIBUTE.DISCREETABBR": "DIS", "ATTRIBUTE.PERSUASIVEABBR": "PER", "ATTRIBUTE.QUICKABBR": "QUI", From 6845466d83f3dbefc51c64abc5549cca40fe8e49 Mon Sep 17 00:00:00 2001 From: khaali-dev Date: Fri, 3 Sep 2021 17:39:30 +0200 Subject: [PATCH 07/11] Alternative damage WIP --- lang/de.json | 3 ++- lang/en.json | 3 ++- lang/es.json | 3 ++- lang/fr.json | 3 ++- lang/sv.json | 3 ++- script/common/migration.js | 7 ++++++- template.json | 1 + template/sheet/weapon.html | 16 ++++++++++++++++ 8 files changed, 33 insertions(+), 6 deletions(-) diff --git a/lang/de.json b/lang/de.json index 4bf2eb5b..2b752abc 100644 --- a/lang/de.json +++ b/lang/de.json @@ -629,12 +629,13 @@ "WEAPON.DAMAGE_SHORT": "Sch.", "WEAPON.BASE_DAMAGE": "Base damage", "WEAPON.BONUS_DAMAGE": "Bonus damage", + "WEAPON.NONE": "None", + "WEAPON.NUMBER": "Nummer", "WEAPON.QUALITY": "Qualität", "WEAPON.COST": "Kosten", "WEAPON.ATTRIBUTE": "Eigenschaft", "WEAPON.ATTRIBUTEABBR": "Eig.", "WEAPON.DESCRIPTION": "Beschreibung", - "WEAPON.NUMBER": "Nummer", "WEAPON.ADDBUTTON": "Add Weapon", "WEAPON.DELETEBUTTON": "Delete Weapon", diff --git a/lang/en.json b/lang/en.json index 84a89dab..14af9b6a 100644 --- a/lang/en.json +++ b/lang/en.json @@ -674,12 +674,13 @@ "WEAPON.BONUS_DAMAGE": "Bonus damage", "WEAPON.PC_DAMAGE": "PC Dmg", "WEAPON.NPC_DAMAGE": "NPC Dmg", + "WEAPON.NONE": "None", + "WEAPON.NUMBER": "Number", "WEAPON.QUALITY": "Quality", "WEAPON.COST": "Cost", "WEAPON.ATTRIBUTE": "Attribute", "WEAPON.ATTRIBUTEABBR": "Attr.", "WEAPON.DESCRIPTION": "Description", - "WEAPON.NUMBER": "Number", "WEAPON.ADDBUTTON": "Add Weapon", "WEAPON.DELETEBUTTON": "Delete Weapon", diff --git a/lang/es.json b/lang/es.json index 7a2fac36..91077662 100644 --- a/lang/es.json +++ b/lang/es.json @@ -667,12 +667,13 @@ "WEAPON.BONUS_DAMAGE": "Bonus damage", "WEAPON.PC_DAMAGE": "PC Dmg", "WEAPON.NPC_DAMAGE": "NPC Dmg", + "WEAPON.NONE": "None", + "WEAPON.NUMBER": "Número", "WEAPON.QUALITY": "Calidad", "WEAPON.COST": "Precio", "WEAPON.ATTRIBUTE": "Atributo", "WEAPON.ATTRIBUTEABBR": "Atri.", "WEAPON.DESCRIPTION": "Descr.", - "WEAPON.NUMBER": "Número", "WEAPON.ADDBUTTON": "Add Weapon", "WEAPON.DELETEBUTTON": "Delete Weapon", diff --git a/lang/fr.json b/lang/fr.json index f185e040..ac47271d 100644 --- a/lang/fr.json +++ b/lang/fr.json @@ -668,12 +668,13 @@ "WEAPON.BONUS_DAMAGE": "Dégâts supplémentaires", "WEAPON.PC_DAMAGE": "Dégâts PJ", "WEAPON.NPC_DAMAGE": "Dégâts PNJ", + "WEAPON.NONE": "Aucun", + "WEAPON.NUMBER": "Nombre", "WEAPON.QUALITY": "Qualité", "WEAPON.COST": "Prix", "WEAPON.ATTRIBUTE": "Attribut", "WEAPON.ATTRIBUTEABBR": "Attr.", "WEAPON.DESCRIPTION": "Description", - "WEAPON.NUMBER": "Nombre", "WEAPON.ADDBUTTON": "Add Weapon", "WEAPON.DELETEBUTTON": "Delete Weapon", diff --git a/lang/sv.json b/lang/sv.json index 8397301a..18b2164c 100644 --- a/lang/sv.json +++ b/lang/sv.json @@ -667,12 +667,13 @@ "WEAPON.BONUS_DAMAGE": "Bonusskada", "WEAPON.PC_DAMAGE": "PC skada", "WEAPON.NPC_DAMAGE": "NPC skada", + "WEAPON.NONE": "None", + "WEAPON.NUMBER": "Nr", "WEAPON.QUALITY": "Kvalitet", "WEAPON.COST": "Kostnad", "WEAPON.ATTRIBUTE": "Karaktärsdrag", "WEAPON.ATTRIBUTEABBR": "Attr.", "WEAPON.DESCRIPTION": "Beskrivning", - "WEAPON.NUMBER": "Nr", "WEAPON.ADDBUTTON": "Lägg till Vapen", "WEAPON.DELETEBUTTON": "Ta bort Vapen", diff --git a/script/common/migration.js b/script/common/migration.js index 1e9b7e80..4a3067de 100644 --- a/script/common/migration.js +++ b/script/common/migration.js @@ -26,7 +26,7 @@ export const migrateWorld = async () => { } console.log(`Last migration on this world: ${worldSystemVersion}`); // the NEEDS_MIGRATION_VERSION have to be increased for migration to happen - const NEEDS_MIGRATION_VERSION = '3.0.6'; + const NEEDS_MIGRATION_VERSION = '3.0.8'; const COMPATIBLE_MIGRATION_VERSION = '0' || isNaN('NaN'); let needMigration = foundry.utils.isNewerVersion(NEEDS_MIGRATION_VERSION, worldSystemVersion); console.warn('needMigration', needMigration, systemVersion); @@ -174,6 +174,11 @@ const migrateItemData = (item, worldSystemVersion) => { update = setValueIfNotExists(update, item, "data.power", {}); } } + if (foundry.utils.isNewerVersion("3.0.8", worldSystemVersion)) { + if (item.type === "weapon") { + update = setValueIfNotExists(update, item, "data.alternativeDamage", "none"); + } + } if (!isObjectEmpty(update)) { update._id = item.data.id; } diff --git a/template.json b/template.json index 2b88f853..60ef3b03 100644 --- a/template.json +++ b/template.json @@ -299,6 +299,7 @@ "reference": "1handed", "baseDamage": "1d8", "bonusDamage": "", + "alternativeDamage": "none", "qualities": { "bastard": false, "returning": false, diff --git a/template/sheet/weapon.html b/template/sheet/weapon.html index e0891751..85ef9c37 100644 --- a/template/sheet/weapon.html +++ b/template/sheet/weapon.html @@ -88,6 +88,22 @@

{{localize "TITLE.STATS"}}

+
+ + +
From 2d22ac445fae08344eab162252866904afb2cf13 Mon Sep 17 00:00:00 2001 From: khaali-dev Date: Sat, 4 Sep 2021 21:45:13 +0200 Subject: [PATCH 08/11] Corruption threshold warning --- lang/de.json | 4 + lang/en.json | 4 + lang/es.json | 4 + lang/fr.json | 4 + lang/sv.json | 4 + script/common/actor.js | 191 ++++++++++++++++++++----------------- script/common/item.js | 151 +++++++++++++++++++++-------- system.json | 6 +- template/chat/dialog2.html | 6 ++ 9 files changed, 245 insertions(+), 129 deletions(-) diff --git a/lang/de.json b/lang/de.json index 2b752abc..a53e8cc8 100644 --- a/lang/de.json +++ b/lang/de.json @@ -249,6 +249,10 @@ "COMBAT.CHAT_DAMAGE_PAIN": " ist gelähmt vor Schmerzen.", "COMBAT.PARAMS_PRECISE": "[Präzise Waffe], ", + "CORRUPTION.CHAT_INTRO": " increases his degree of taint.", + "CORRUPTION.CHAT_THRESHOLD": " becomes Blight-marked (theshold reached).", + "CORRUPTION.CHAT_MAX": " turns into an abomination (max reached).", + "DIALOG.AUTOPARAMS": "einbezogene Modifikatoren: ", "DIALOG.BACKSTAB": "Hinterhältiger Angriff?", "DIALOG.BEASTLORE": "Extra Schaden durch Bestienwissen?", diff --git a/lang/en.json b/lang/en.json index 6a74747b..96c1c6b5 100644 --- a/lang/en.json +++ b/lang/en.json @@ -268,6 +268,10 @@ "COMBAT.CHAT_DAMAGE_PAIN": " is stunned by pain.", "COMBAT.PARAMS_PRECISE": "[Precise weapon], ", + "CORRUPTION.CHAT_INTRO": " increases his degree of taint.", + "CORRUPTION.CHAT_THRESHOLD": " becomes Blight-marked (theshold reached).", + "CORRUPTION.CHAT_MAX": " turns into an abomination (max reached).", + "DIALOG.AUTOPARAMS": "Included modifiers: ", "DIALOG.BACKSTAB": "Use Backstab?", "DIALOG.BEASTLORE": "Beast Lore dmg?", diff --git a/lang/es.json b/lang/es.json index 91077662..3b900d76 100644 --- a/lang/es.json +++ b/lang/es.json @@ -272,6 +272,10 @@ "COMBAT.CHAT_DAMAGE_PAIN": " está aturdido por el dolor.", "COMBAT.PARAMS_PRECISE": "[Arma precisa], ", + "CORRUPTION.CHAT_INTRO": " increases his degree of taint.", + "CORRUPTION.CHAT_THRESHOLD": " becomes Blight-marked (theshold reached).", + "CORRUPTION.CHAT_MAX": " turns into an abomination (max reached).", + "DIALOG.AUTOPARAMS": "Modificadores incluidos: ", "DIALOG.BACKSTAB": "¿Usar Ataque Traicionero?", "DIALOG.HUNTERS_INSTINCT": "¿Objetivo del Instinto de Cazador?", diff --git a/lang/fr.json b/lang/fr.json index ac47271d..eaa00c5a 100644 --- a/lang/fr.json +++ b/lang/fr.json @@ -267,6 +267,10 @@ "COMBAT.PARAMS_PRECISE": "[arme précise], ", "COMBAT.DAMAGE": "Dégâts infligés: ", + "CORRUPTION.CHAT_INTRO": " dépasse un seuil de souillure.", + "CORRUPTION.CHAT_THRESHOLD": " est marqué par la corruption (seuil atteint).", + "CORRUPTION.CHAT_MAX": " devient une abomination (max atteint).", + "DIALOG.VERSUS": "Versus", "DIALOG.ASK_CORRUPTION": "Cible totalement corrompue?", "DIALOG.ATTRIBUTE": "Attribut", diff --git a/lang/sv.json b/lang/sv.json index 18b2164c..24d1ff4e 100644 --- a/lang/sv.json +++ b/lang/sv.json @@ -269,6 +269,10 @@ "COMBAT.CHAT_DAMAGE_PAIN": " är bedövad av smärta.", "COMBAT.PARAMS_PRECISE": "[Precist vapen], ", + "CORRUPTION.CHAT_INTRO": " increases his degree of taint.", + "CORRUPTION.CHAT_THRESHOLD": " becomes Blight-marked (theshold reached).", + "CORRUPTION.CHAT_MAX": " turns into an abomination (max reached).", + "DIALOG.AUTOPARAMS": "Inkluderade modifieringar: ", "DIALOG.BACKSTAB": "Använda Lönnstöt?", "DIALOG.BEASTLORE": "Monsterlärd extra skada?", diff --git a/script/common/actor.js b/script/common/actor.js index b78d9dd3..684ce26d 100644 --- a/script/common/actor.js +++ b/script/common/actor.js @@ -275,7 +275,7 @@ export class SymbaroumActor extends Actor { } for(let item of activeWeapons){ let attribute = item.data.data.attribute; - + let doAlternativeDamage = item.data.data.alternativeDamage !== "none"; let tooltip = ""; let baseDamage = item.data.data.baseDamage; if( baseDamage === undefined) { @@ -300,44 +300,6 @@ export class SymbaroumActor extends Actor { } } if(item.data.data?.isMelee){ - if(polearmmasteryLvl > 0 && item.data.data.qualities.long){ - let newdamage = upgradeDice(baseDamage, 1); - baseDamage = newdamage; - tooltip += game.i18n.localize("ABILITY_LABEL.POLEARM_MASTERY") + ", "; - } - if(shieldfighterLvl > 0){ - if(["1handed", "short", "unarmed"].includes(item.data.data.reference)){ - let newdamage = upgradeDice(baseDamage, 1); - baseDamage = newdamage; - tooltip += game.i18n.localize("ABILITY_LABEL.SHIELD_FIGHTER") + ", "; - } - else if(item.data.data.reference === "shield"){ - if(shieldfighterLvl > 2){ - let newdamage = upgradeDice(baseDamage, 2); - baseDamage = newdamage; - } - } - } - if(robustLvl == 1){ - sometimesOnBonusFromAbilities += " +1d4["+game.i18n.localize("TRAIT_LABEL.ROBUST")+"]"; - sometimesOnBonusFromAbilitiesShort += " +1d4"; - tooltip += game.i18n.localize("TRAIT_LABEL.ROBUST") + robustLvl.toString() + ", "; - } - else if(robustLvl == 2){ - sometimesOnBonusFromAbilities += " +1d6["+game.i18n.localize("TRAIT_LABEL.ROBUST")+"]"; - sometimesOnBonusFromAbilitiesShort += " +1d6"; - tooltip += game.i18n.localize("TRAIT_LABEL.ROBUST") + robustLvl.toString() + ", "; - } - else if(robustLvl > 2){ - sometimesOnBonusFromAbilities += " +1d8["+game.i18n.localize("TRAIT_LABEL.ROBUST")+"]"; - sometimesOnBonusFromAbilitiesShort += " +1d8"; - tooltip += game.i18n.localize("TRAIT_LABEL.ROBUST") + robustLvl.toString() + ", "; - } - if(flagBerserk){ - bonusDamage += " +1d6["+game.i18n.localize("ABILITY_LABEL.BERSERKER")+"]"; - shortBonusDamage += " +1d6"; - tooltip += game.i18n.localize("ABILITY_LABEL.BERSERKER") + ", "; - } if(dominate.length > 0){ if(this.data.data.attributes.persuasive.total > this.data.data.attributes[attribute].total){ attribute = "persuasive"; @@ -356,72 +318,129 @@ export class SymbaroumActor extends Actor { if(ironFistLvl > 0){ if(this.data.data.attributes.strong.total >= this.data.data.attributes[attribute].total){ attribute = "strong"; - let featSt = this.data.items.filter(item => item.data.data.reference === "featofstrength"); - if((featSt.length != 0) && (this.data.data.health.toughness.value < (this.data.data.health.toughness.max/2))){ - let featStLvl = getPowerLevel(featSt[0]).level; - if(featStLvl > 2) { - bonusDamage += " +1d4["+game.i18n.localize("ABILITY_LABEL.FEAT_STRENGTH")+"]"; - shortBonusDamage += " +1d4"; - tooltip += game.i18n.localize("ABILITY_LABEL.FEAT_STRENGTH") + ", "; + } + } + if(doAlternativeDamage){ + let alternativeDamageLvl = 0; + let alternativeDamage = this.data.items.filter(element => element.data.data.reference === "alternativeDamage"); + if(alternativeDamage.length > 0){ + alternativeDamageLvl = getPowerLevel(alternativeDamage[0]).level; + let newdamage = upgradeDice(baseDamage, alternativeDamageLvl-1); + baseDamage = newdamage; + tooltip += game.i18n.localize("TRAIT_LABEL.ALTERNATIVEDAMAGE") + ", "; + } + } else{ + if(polearmmasteryLvl > 0 && item.data.data.qualities.long){ + let newdamage = upgradeDice(baseDamage, 1); + baseDamage = newdamage; + tooltip += game.i18n.localize("ABILITY_LABEL.POLEARM_MASTERY") + ", "; + } + if(shieldfighterLvl > 0){ + if(["1handed", "short", "unarmed"].includes(item.data.data.reference)){ + let newdamage = upgradeDice(baseDamage, 1); + baseDamage = newdamage; + tooltip += game.i18n.localize("ABILITY_LABEL.SHIELD_FIGHTER") + ", "; + } + else if(item.data.data.reference === "shield"){ + if(shieldfighterLvl > 2){ + let newdamage = upgradeDice(baseDamage, 2); + baseDamage = newdamage; } } } - if(ironFistLvl == 2){ - sometimesOnBonusFromAbilities += " +1d4["+game.i18n.localize("ABILITY_LABEL.IRON_FIST")+"]"; + if(robustLvl == 1){ + sometimesOnBonusFromAbilities += " +1d4["+game.i18n.localize("TRAIT_LABEL.ROBUST")+"]"; sometimesOnBonusFromAbilitiesShort += " +1d4"; - tooltip += game.i18n.localize("ABILITY_LABEL.IRON_FIST") + ", "; + tooltip += game.i18n.localize("TRAIT_LABEL.ROBUST") + robustLvl.toString() + ", "; + } + else if(robustLvl == 2){ + sometimesOnBonusFromAbilities += " +1d6["+game.i18n.localize("TRAIT_LABEL.ROBUST")+"]"; + sometimesOnBonusFromAbilitiesShort += " +1d6"; + tooltip += game.i18n.localize("TRAIT_LABEL.ROBUST") + robustLvl.toString() + ", "; } - else if(ironFistLvl > 2){ - sometimesOnBonusFromAbilities += " +1d8["+game.i18n.localize("ABILITY_LABEL.IRON_FIST")+"]"; + else if(robustLvl > 2){ + sometimesOnBonusFromAbilities += " +1d8["+game.i18n.localize("TRAIT_LABEL.ROBUST")+"]"; sometimesOnBonusFromAbilitiesShort += " +1d8"; - tooltip += game.i18n.localize("ABILITY_LABEL.IRON_FIST") + ", "; + tooltip += game.i18n.localize("TRAIT_LABEL.ROBUST") + robustLvl.toString() + ", "; + } + if(flagBerserk){ + bonusDamage += " +1d6["+game.i18n.localize("ABILITY_LABEL.BERSERKER")+"]"; + shortBonusDamage += " +1d6"; + tooltip += game.i18n.localize("ABILITY_LABEL.BERSERKER") + ", "; + } + if(ironFistLvl > 0){ + if(this.data.data.attributes.strong.total >= this.data.data.attributes[attribute].total){ + attribute = "strong"; + let featSt = this.data.items.filter(item => item.data.data.reference === "featofstrength"); + if((featSt.length != 0) && (this.data.data.health.toughness.value < (this.data.data.health.toughness.max/2))){ + let featStLvl = getPowerLevel(featSt[0]).level; + if(featStLvl > 2) { + bonusDamage += " +1d4["+game.i18n.localize("ABILITY_LABEL.FEAT_STRENGTH")+"]"; + shortBonusDamage += " +1d4"; + tooltip += game.i18n.localize("ABILITY_LABEL.FEAT_STRENGTH") + ", "; + } + } + } + if(ironFistLvl == 2){ + sometimesOnBonusFromAbilities += " +1d4["+game.i18n.localize("ABILITY_LABEL.IRON_FIST")+"]"; + sometimesOnBonusFromAbilitiesShort += " +1d4"; + tooltip += game.i18n.localize("ABILITY_LABEL.IRON_FIST") + ", "; + } + else if(ironFistLvl > 2){ + sometimesOnBonusFromAbilities += " +1d8["+game.i18n.localize("ABILITY_LABEL.IRON_FIST")+"]"; + sometimesOnBonusFromAbilitiesShort += " +1d8"; + tooltip += game.i18n.localize("ABILITY_LABEL.IRON_FIST") + ", "; + } } } } - if(item.data.data?.isDistance){ if(sixthsense.length > 0){ if(this.data.data.attributes.vigilant.total > this.data.data.attributes[attribute].total){ attribute = "vigilant"; } } - if(item.data.data.reference === "thrown"){ - let steelthrow = this.data.items.filter(element => element.data.data.reference === "steelthrow"); - if(steelthrow.length > 0){ + if(!doAlternativeDamage){ + if(item.data.data.reference === "thrown"){ + let steelthrow = this.data.items.filter(element => element.data.data.reference === "steelthrow"); + if(steelthrow.length > 0){ + let newdamage = upgradeDice(baseDamage, 1); + baseDamage = newdamage; + tooltip += game.i18n.localize("ABILITY_LABEL.STEEL_THROW") + ", "; + } + } + if(item.data.data.reference === "ranged"){ + if(marksmanLvl > 0){ + let newdamage = upgradeDice(baseDamage, 1); + baseDamage = newdamage; + tooltip += game.i18n.localize("ABILITY_LABEL.MARKSMAN") + ", "; + } + } + } + } + if(!doAlternativeDamage){ + if(item.data.data.reference === "heavy"){ + if(twohandedforceLvl > 0){ let newdamage = upgradeDice(baseDamage, 1); baseDamage = newdamage; - tooltip += game.i18n.localize("ABILITY_LABEL.STEEL_THROW") + ", "; + tooltip += game.i18n.localize("ABILITY_LABEL.2HANDED_FORCE") + ", "; } } - if(item.data.data.reference === "ranged"){ - if(marksmanLvl > 0){ + if(item.data.data.reference === "unarmed"){ + if(naturalweaponLvl > 0){ + let newdamage = upgradeDice(baseDamage, naturalweaponLvl); + baseDamage = newdamage; + tooltip += game.i18n.localize("TRAIT_LABEL.NATURALWEAPON") + naturalweaponLvl.toString() + ", "; + } + if(naturalwarriorLvl > 0){ let newdamage = upgradeDice(baseDamage, 1); baseDamage = newdamage; - tooltip += game.i18n.localize("ABILITY_LABEL.MARKSMAN") + ", "; + tooltip += game.i18n.localize("ABILITY_LABEL.NATURAL_WARRIOR") + naturalwarriorLvl.toString() + ", "; + } + if(naturalwarriorLvl > 2){ + bonusDamage += " +1d6["+game.i18n.localize("ABILITY_LABEL.NATURAL_WARRIOR")+"]"; + shortBonusDamage += " +1d6"; } - } - } - if(item.data.data.reference === "heavy"){ - if(twohandedforceLvl > 0){ - let newdamage = upgradeDice(baseDamage, 1); - baseDamage = newdamage; - tooltip += game.i18n.localize("ABILITY_LABEL.2HANDED_FORCE") + ", "; - } - } - if(item.data.data.reference === "unarmed"){ - if(naturalweaponLvl > 0){ - let newdamage = upgradeDice(baseDamage, naturalweaponLvl); - baseDamage = newdamage; - tooltip += game.i18n.localize("TRAIT_LABEL.NATURALWEAPON") + naturalweaponLvl.toString() + ", "; - } - if(naturalwarriorLvl > 0){ - let newdamage = upgradeDice(baseDamage, 1); - baseDamage = newdamage; - tooltip += game.i18n.localize("ABILITY_LABEL.NATURAL_WARRIOR") + naturalwarriorLvl.toString() + ", "; - } - if(naturalwarriorLvl > 2){ - bonusDamage += " +1d6["+game.i18n.localize("ABILITY_LABEL.NATURAL_WARRIOR")+"]"; - shortBonusDamage += " +1d6"; } } let pcDamage = baseDamage + bonusDamage; @@ -433,7 +452,7 @@ export class SymbaroumActor extends Actor { let baseDmgRoll = new Roll(baseDamage).evaluate({maximize: true}); let DmgRollExt= new Roll(pcDamageExt).evaluate({maximize: true}); let npcDamageExt = Math.ceil(DmgRollExt.total/2); - if(item.data.data.qualities?.massive || colossalLvl) { + if(item.data.data.qualities?.massive || (colossalLvl && !doAlternativeDamage)) { pcDamage = "2d"+(baseDmgRoll.total)+"kh"+bonusDamage; pcShort = "2d"+(baseDmgRoll.total)+"kh"+shortBonusDamage; pcDamageExt = pcDamage + sometimesOnBonusFromAbilities; @@ -464,6 +483,7 @@ export class SymbaroumActor extends Actor { reference: item.data.data.reference, isMelee: item.data.data.isMelee, isDistance: item.data.data.isDistance, + doAlternativeDamage: doAlternativeDamage, qualities: item.data.data.qualities, damage: { base: baseDamage, @@ -476,7 +496,8 @@ export class SymbaroumActor extends Actor { pcExtShort: pcExtShort, npcExtended: npcDamageExt, npc: npcDamage, - damageFavour: damageFavour + damageFavour: damageFavour, + alternativeDamageAttribute: item.data.data.alternativeDamage } }) } diff --git a/script/common/item.js b/script/common/item.js index 2aa1dfd8..4da39457 100644 --- a/script/common/item.js +++ b/script/common/item.js @@ -1,4 +1,4 @@ -import { upgradeDice, baseRoll, damageRollWithDiceParams, simpleDamageRoll, getAttributeValue, createModifyTokenChatButton } from './roll.js'; +import { upgradeDice, baseRoll, damageRollWithDiceParams, simpleDamageRoll, getAttributeValue, getAttributeLabel, createModifyTokenChatButton } from './roll.js'; import { modifyEffectOnToken } from './hooks.js'; export class SymbaroumItem extends Item { @@ -719,6 +719,55 @@ function formatRollResult(rollData){ return(rollResult); } +async function checkCorruptionThreshold(actor, corruptionGained){ + let img = ""; + let introText = actor.data.name + game.i18n.localize('CORRUPTION.CHAT_INTRO'); + let finalText=""; + if(!actor.data.data.health.corruption.threshold) return; + else if(actor.data.data.health.corruption.value < actor.data.data.health.corruption.threshold){ + if(actor.data.data.health.corruption.value+corruptionGained >= actor.data.data.health.corruption.threshold){ + finalText=actor.data.name + game.i18n.localize('CORRUPTION.CHAT_THRESHOLD'); + img="icons/magic/unholy/hand-fire-skeleton-pink.webp"; + } else return; + } + else if(actor.data.data.health.corruption.value < actor.data.data.health.corruption.max){ + if(actor.data.data.health.corruption.value+corruptionGained >= actor.data.data.health.corruption.max){ + finalText=actor.data.name + game.i18n.localize('CORRUPTION.CHAT_MAX'); + img="icons/creatures/unholy/demon-horned-winged-laughing.webp"; + } else return; + } + + let templateData = { + targetData : false, + hasTarget : false, + introText: introText, + introImg: actor.data.img, + targetText: "", + subText: "", + subImg: img, + hasRoll: false, + rollString: "", + rollResult: "", + resultText: "", + finalText: finalText, + haveCorruption: false, + corruptionText: "" + }; + + const html = await renderTemplate("systems/symbaroum/template/chat/ability.html", templateData); + const chatData = { + user: game.user.id, + content: html, + } + if(!actor.hasPlayerOwner){ + let gmList = ChatMessage.getWhisperRecipients('GM'); + if(gmList.length > 0){ + chatData.whisper = gmList + } + } + let NewMessage = await ChatMessage.create(chatData); +} + async function buildFunctionStuffDefault(ability, actor) { let selectedToken; try{selectedToken = getTokenId()} catch(error){ @@ -1014,11 +1063,14 @@ async function modifierDialog(functionStuff){ weaponDamage = functionStuff.weapon.damage.pc; } else{ - weaponDamage = functionStuff.weapon.damage.npc; + weaponDamage = functionStuff.weapon.damage.npc.toString(); d8=" (+4)"; d6=" (+3)"; d4=" (+2)"; } + if(functionStuff.isAlternativeDamage){ + weaponDamage += " ("+getAttributeLabel(functionStuff.actor, functionStuff.alternativeDamageAttribute)+")"; + } } } let beastLoreDmg=d4; @@ -1038,6 +1090,7 @@ async function modifierDialog(functionStuff){ isArmorRoll : null, askBackstab : askBackstab, askRobustDmg : askRobustDmg, + ignoreArmor : functionStuff.dmgData.ignoreArm, robustDmgValue: robustDmgValue, ironFistAdept: ironFistDmg && !ironFistDmgMaster, askIronFistMaster: ironFistDmg && ironFistDmgMaster, @@ -1410,6 +1463,8 @@ export async function attackRoll(weapon, actor){ modifier: 0, poison: 0, isMystical: false, + isAlternativeDamage: false, + alternativeDamageAttribute: "none", resultFunction: attackResult, targetData: targetData, useHuntersInstinct: false, @@ -1433,33 +1488,18 @@ export async function attackRoll(weapon, actor){ askWeapon: false, castingAttributeName: weapon.attribute, weapon: weapon, - isMystical: weapon.qualities.mystical + isMystical: weapon.qualities.mystical, } } - /*if(ability){ - specificStuff = { - ability: ability, - askWeapon: true, - powerLvl: getPowerLevel(ability) - } - }*/ let functionStuff = Object.assign({}, fsDefault , specificStuff) -/* if(ability){ - if(ability.data.data.reference === "huntersinstinct"){ - functionStuff.useHuntersInstinct = true; - if(functionStuff.powerLvl > 1){specificStuff.dmgData.hunterIDmg = true} - } - if(ability.data.data.reference === "backstab"){ - functionStuff.dmgData.useBackstab = true; - if(functionStuff.powerLvl > 1){ - functionStuff.backstabBleed = true; - functionStuff.bleed = true; - functionStuff.dmgData.bleed = "1d4" - } - } - }*/ //search for special attacks (if the attacker has abilities that can affect the roll or not, ask the player in the dialog) //ranged attacks + if(weapon&&weapon.doAlternativeDamage){ + functionStuff.isAlternativeDamage = weapon.doAlternativeDamage; + functionStuff.alternativeDamageAttribute = weapon.damage.alternativeDamageAttribute; + functionStuff.dmgData.ignoreArm = true; + functionStuff.isMystical = true; + } if(weapon && weapon.isDistance){ if(!functionStuff.useHuntersInstinct){ let hunterInstinct = actor.items.filter(item => item.data.data?.reference === "huntersinstinct"); @@ -1565,7 +1605,7 @@ export async function attackRoll(weapon, actor){ } } let colossal = actor.items.filter(element => element.data.data?.reference === "colossal"); - if(colossal.length > 0 && colossal[0].data.data.adept.isActive){ + if(colossal.length > 0 && colossal[0].data.data.adept.isActive && !functionStuff.isAlternativeDamage){ functionStuff.favour += 1; functionStuff.autoParams += game.i18n.localize('TRAIT_LABEL.COLOSSAL') + ", "; } @@ -1599,6 +1639,10 @@ async function attackResult(rollData, functionStuff){ let printCorruption = false; let corruptionChatResult =""; let corruptionTooltip=""; + let targetValue = functionStuff.targetData.actor.data.data.health.toughness.value; + if(functionStuff.isAlternativeDamage){ + targetValue = getAttributeValue(functionStuff.actor, functionStuff.alternativeDamageAttribute); + } for(let rollDataElement of rollData){ @@ -1623,6 +1667,9 @@ async function attackResult(rollData, functionStuff){ } rollDataElement.damageText = functionStuff.targetData.token.data.name + game.i18n.localize('COMBAT.CHAT_DAMAGE') + rollDataElement.dmg.toString(); damageTot += rollDataElement.dmg; + if(functionStuff.isAlternativeDamage){ + rollDataElement.damageText += " ("+getAttributeLabel(functionStuff.actor, functionStuff.alternativeDamageAttribute)+")"; + } } else{ rollDataElement.resultText = functionStuff.token.data.name + game.i18n.localize('COMBAT.CHAT_FAILURE'); @@ -1632,23 +1679,30 @@ async function attackResult(rollData, functionStuff){ if(damageTot <= 0){ damageTot = 0; } - else if(damageTot >= functionStuff.targetData.actor.data.data.health.toughness.value){ - targetDies = true; - damageFinalText = functionStuff.targetData.token.data.name + game.i18n.localize('COMBAT.CHAT_DAMAGE_DYING'); - flagDataArray.push({ - tokenId: functionStuff.targetData.token.id, - toughnessChange: damageTot*-1 - }, { - tokenId: functionStuff.targetData.token.id, - addEffect: "icons/svg/skull.svg", - effectDuration: 1 - }) - } else{ - flagDataArray.push({ - tokenId: functionStuff.targetData.token.id, - toughnessChange: damageTot*-1 - }) + if(damageTot >= targetValue){ + targetDies = true; + damageFinalText = functionStuff.targetData.token.data.name + game.i18n.localize('COMBAT.CHAT_DAMAGE_DYING'); + flagDataArray.push({ + tokenId: functionStuff.targetData.token.id, + addEffect: "icons/svg/skull.svg", + effectDuration: 1 + }); + + } + if(functionStuff.isAlternativeDamage){ + flagDataArray.push({ + tokenId: functionStuff.targetData.token.id, + attributeChange: damageTot*-1, + attributeName: functionStuff.alternativeDamageAttribute + }); + }else{ + flagDataArray.push({ + tokenId: functionStuff.targetData.token.id, + toughnessChange: damageTot*-1 + }); + } + if(pain){ damageFinalText = functionStuff.targetData.token.data.name + game.i18n.localize('COMBAT.CHAT_DAMAGE_PAIN'); flagDataArray.push({ @@ -1663,6 +1717,7 @@ async function attackResult(rollData, functionStuff){ let corruptionRoll= new Roll(corruptionDmgFormula).evaluate(); corruptionChatResult = game.i18n.localize('COMBAT.CHAT_CORRUPTED_ATTACK') + corruptionRoll.total.toString(); corruptionTooltip = new Handlebars.SafeString(await corruptionRoll.getTooltip()); + checkCorruptionThreshold(functionStuff.targetData.actor, corruptionRoll.total); flagDataArray.push({ tokenId: functionStuff.targetData.token.id, corruptionChange: corruptionRoll.total @@ -1912,6 +1967,7 @@ async function standardPowerResult(rollData, functionStuff){ haveCorruption = true; corruption = await getCorruption(functionStuff); corruptionText = game.i18n.localize("POWER.CHAT_CORRUPTION") + corruption.value; + checkCorruptionThreshold(functionStuff.actor, corruption.value); flagDataArray.push({ tokenId: functionStuff.token.id, corruptionChange: corruption.value @@ -2171,6 +2227,7 @@ async function brimstoneCascadeResult(rollData, functionStuff){ haveCorruption = true; corruption = await getCorruption(functionStuff); corruptionText = game.i18n.localize("POWER.CHAT_CORRUPTION") + corruption.value; + checkCorruptionThreshold(functionStuff.actor, corruption.value); flagDataArray.push({ tokenId: functionStuff.token.id, corruptionChange: corruption.value @@ -2333,6 +2390,7 @@ async function blackBoltResult(rollData, functionStuff){ haveCorruption = true; corruption = await getCorruption(functionStuff); corruptionText = game.i18n.localize("POWER.CHAT_CORRUPTION") + corruption.value; + checkCorruptionThreshold(functionStuff.actor, corruption.value); flagDataArray.push({ tokenId: functionStuff.token.id, corruptionChange: corruption.value @@ -2401,6 +2459,7 @@ async function blessedshieldResult(rollData, functionStuff){ haveCorruption = true; let corruption = await getCorruption(functionStuff); corruptionText = game.i18n.localize("POWER.CHAT_CORRUPTION") + corruption.value; + checkCorruptionThreshold(functionStuff.actor, corruption.value); flagDataArray.push({ tokenId: functionStuff.token.id, corruptionChange: corruption.value @@ -2530,6 +2589,7 @@ async function confusionResult(rollData, functionStuff){ haveCorruption = true; corruption = await getCorruption(functionStuff); corruptionText = game.i18n.localize("POWER.CHAT_CORRUPTION") + corruption.value; + checkCorruptionThreshold(functionStuff.actor, corruption.value); flagDataArray.push({ tokenId: functionStuff.token.id, corruptionChange: corruption.value @@ -2615,6 +2675,7 @@ async function curseResult(rollData, functionStuff){ haveCorruption = true; corruption = await getCorruption(functionStuff); corruptionText = game.i18n.localize("POWER.CHAT_CORRUPTION") + corruption.value; + checkCorruptionThreshold(functionStuff.actor, corruption.value); flagDataArray.push({ tokenId: functionStuff.token.id, corruptionChange: corruption.value @@ -2716,6 +2777,7 @@ async function entanglingvinesResult(rollData, functionStuff){ haveCorruption = true; corruption = await getCorruption(functionStuff); corruptionText = game.i18n.localize("POWER.CHAT_CORRUPTION") + corruption.value; + checkCorruptionThreshold(functionStuff.actor, corruption.value); flagDataArray.push({ tokenId: functionStuff.token.id, corruptionChange: corruption.value @@ -2808,6 +2870,7 @@ async function holyAuraResult(rollData, functionStuff){ haveCorruption = true; corruption = await getCorruption(functionStuff); corruptionText = game.i18n.localize("POWER.CHAT_CORRUPTION") + corruption.value; + checkCorruptionThreshold(functionStuff.actor, corruption.value); flagDataArray.push({ tokenId: functionStuff.token.id, corruptionChange: corruption.value @@ -2914,6 +2977,7 @@ async function inheritWound(ability, actor){ if(actor.data.data.health.corruption.max){ corruption = await getCorruption({tradition: tradition, casterMysticAbilities: casterMysticAbilities, actor: actor, attackFromPC: attackFromPC}); corruptionText = game.i18n.localize("POWER.CHAT_CORRUPTION") + corruption.value; + checkCorruptionThreshold(actor, corruption.value); flagDataArray.push({ tokenId: selectedToken.id, corruptionChange: corruption.value @@ -3056,6 +3120,7 @@ async function larvaeBoilsResult(rollData, functionStuff){ haveCorruption = true; corruption = await getCorruption(functionStuff); corruptionText = game.i18n.localize("POWER.CHAT_CORRUPTION") + corruption.value; + checkCorruptionThreshold(functionStuff.actor, corruption.value); flagDataArray.push({ tokenId: functionStuff.token.id, corruptionChange: corruption.value @@ -3361,6 +3426,7 @@ async function mindthrowResult(rollData, functionStuff){ haveCorruption = true; corruption = await getCorruption(functionStuff); corruptionText = game.i18n.localize("POWER.CHAT_CORRUPTION") + corruption.value; + checkCorruptionThreshold(functionStuff.actor, corruption.value); flagDataArray.push({ tokenId: functionStuff.token.id, corruptionChange: corruption.value @@ -3503,6 +3569,7 @@ async function priosburningglassResult(rollData, functionStuff){ haveCorruption = true; corruption = await getCorruption(functionStuff); corruptionText = game.i18n.localize("POWER.CHAT_CORRUPTION") + corruption.value; + checkCorruptionThreshold(functionStuff.actor, corruption.value); flagDataArray.push({ tokenId: functionStuff.token.id, corruptionChange: corruption.value @@ -3586,6 +3653,7 @@ async function tormentingspiritsResult(rollData, functionStuff){ haveCorruption = true; corruption = await getCorruption(functionStuff); corruptionText = game.i18n.localize("POWER.CHAT_CORRUPTION") + corruption.value; + checkCorruptionThreshold(functionStuff.actor, corruption.value); flagDataArray.push({ tokenId: functionStuff.token.id, corruptionChange: corruption.value @@ -4093,6 +4161,7 @@ async function witchsight(ability, actor) { tokenId: selectedToken.data.id, corruptionChange: corruptionRoll.total } + checkCorruptionThreshold(actor, corruptionRoll.total); await createModifyTokenChatButton([flagData]); } diff --git a/system.json b/system.json index 68c78788..061cf56e 100644 --- a/system.json +++ b/system.json @@ -2,7 +2,7 @@ "name": "symbaroum", "title": "Symbaroum", "description": "Twilight falls. Davokar darkens.", - "version": "3.0.7", + "version": "3.0.8", "minimumCoreVersion": "0.8.5", "compatibleCoreVersion": "0.8.9", "authors": ["Paul Watson", "Bithir", "Khaali"], @@ -231,7 +231,7 @@ "initiative": "1d20[tiebreaker]/100000 + @initiative.value", "socket": true, "url": "https://github.com/pwatson100/symbaroum", - "manifest": "https://github.com/pwatson100/symbaroum/releases/download/3.0.4/system.json", - "download": "https://github.com/pwatson100/symbaroum/releases/download/3.0.4/master.zip", + "manifest": "https://github.com/pwatson100/symbaroum/releases/download/3.0.8/system.json", + "download": "https://github.com/pwatson100/symbaroum/releases/download/3.0.8/master.zip", "license": "LICENSE.txt" } diff --git a/template/chat/dialog2.html b/template/chat/dialog2.html index c47df9f3..978e32f7 100644 --- a/template/chat/dialog2.html +++ b/template/chat/dialog2.html @@ -59,9 +59,15 @@
{{/if}} {{#if isWeaponRoll}} + {{#if ignoreArmor}} +
+ +
+ {{else}}
+ {{/if}}
{{weaponDamage}}
From 43dbde99c715d27b29611620b5e0db50de1ed23f Mon Sep 17 00:00:00 2001 From: khaali-dev Date: Sun, 5 Sep 2021 18:33:27 +0200 Subject: [PATCH 09/11] Corruption warning --- lang/de.json | 1 + lang/en.json | 1 + lang/es.json | 1 + lang/fr.json | 1 + lang/sv.json | 1 + script/common/item.js | 18 ++++++++++++------ 6 files changed, 17 insertions(+), 6 deletions(-) diff --git a/lang/de.json b/lang/de.json index a53e8cc8..1f703fbd 100644 --- a/lang/de.json +++ b/lang/de.json @@ -252,6 +252,7 @@ "CORRUPTION.CHAT_INTRO": " increases his degree of taint.", "CORRUPTION.CHAT_THRESHOLD": " becomes Blight-marked (theshold reached).", "CORRUPTION.CHAT_MAX": " turns into an abomination (max reached).", + "CORRUPTION.CHAT_WARNING": " is close to a corruption treshold.", "DIALOG.AUTOPARAMS": "einbezogene Modifikatoren: ", "DIALOG.BACKSTAB": "Hinterhältiger Angriff?", diff --git a/lang/en.json b/lang/en.json index 96c1c6b5..082a991e 100644 --- a/lang/en.json +++ b/lang/en.json @@ -271,6 +271,7 @@ "CORRUPTION.CHAT_INTRO": " increases his degree of taint.", "CORRUPTION.CHAT_THRESHOLD": " becomes Blight-marked (theshold reached).", "CORRUPTION.CHAT_MAX": " turns into an abomination (max reached).", + "CORRUPTION.CHAT_WARNING": " is close to a corruption treshold.", "DIALOG.AUTOPARAMS": "Included modifiers: ", "DIALOG.BACKSTAB": "Use Backstab?", diff --git a/lang/es.json b/lang/es.json index 3b900d76..4ba2413c 100644 --- a/lang/es.json +++ b/lang/es.json @@ -275,6 +275,7 @@ "CORRUPTION.CHAT_INTRO": " increases his degree of taint.", "CORRUPTION.CHAT_THRESHOLD": " becomes Blight-marked (theshold reached).", "CORRUPTION.CHAT_MAX": " turns into an abomination (max reached).", + "CORRUPTION.CHAT_WARNING": " is close to a corruption treshold.", "DIALOG.AUTOPARAMS": "Modificadores incluidos: ", "DIALOG.BACKSTAB": "¿Usar Ataque Traicionero?", diff --git a/lang/fr.json b/lang/fr.json index eaa00c5a..a58e2128 100644 --- a/lang/fr.json +++ b/lang/fr.json @@ -270,6 +270,7 @@ "CORRUPTION.CHAT_INTRO": " dépasse un seuil de souillure.", "CORRUPTION.CHAT_THRESHOLD": " est marqué par la corruption (seuil atteint).", "CORRUPTION.CHAT_MAX": " devient une abomination (max atteint).", + "CORRUPTION.CHAT_WARNING": " approche du seuil de soullure.", "DIALOG.VERSUS": "Versus", "DIALOG.ASK_CORRUPTION": "Cible totalement corrompue?", diff --git a/lang/sv.json b/lang/sv.json index 24d1ff4e..08afea1b 100644 --- a/lang/sv.json +++ b/lang/sv.json @@ -272,6 +272,7 @@ "CORRUPTION.CHAT_INTRO": " increases his degree of taint.", "CORRUPTION.CHAT_THRESHOLD": " becomes Blight-marked (theshold reached).", "CORRUPTION.CHAT_MAX": " turns into an abomination (max reached).", + "CORRUPTION.CHAT_WARNING": " is close to a corruption treshold.", "DIALOG.AUTOPARAMS": "Inkluderade modifieringar: ", "DIALOG.BACKSTAB": "Använda Lönnstöt?", diff --git a/script/common/item.js b/script/common/item.js index 4da39457..bca10a65 100644 --- a/script/common/item.js +++ b/script/common/item.js @@ -720,21 +720,27 @@ function formatRollResult(rollData){ } async function checkCorruptionThreshold(actor, corruptionGained){ - let img = ""; - let introText = actor.data.name + game.i18n.localize('CORRUPTION.CHAT_INTRO'); - let finalText=""; + let img ="icons/magic/air/wind-vortex-swirl-purple.webp"; + let introText = actor.data.name + game.i18n.localize('CORRUPTION.CHAT_WARNING'); + let finalText=actor.data.name + game.i18n.localize('CORRUPTION.CHAT_WARNING'); if(!actor.data.data.health.corruption.threshold) return; else if(actor.data.data.health.corruption.value < actor.data.data.health.corruption.threshold){ if(actor.data.data.health.corruption.value+corruptionGained >= actor.data.data.health.corruption.threshold){ + introText = actor.data.name + game.i18n.localize('CORRUPTION.CHAT_INTRO'); finalText=actor.data.name + game.i18n.localize('CORRUPTION.CHAT_THRESHOLD'); - img="icons/magic/unholy/hand-fire-skeleton-pink.webp"; - } else return; + img="icons/magic/acid/dissolve-arm-flesh.webp"; + }else if(actor.data.data.health.corruption.value+corruptionGained != actor.data.data.health.corruption.threshold -1){ + return; + } } else if(actor.data.data.health.corruption.value < actor.data.data.health.corruption.max){ if(actor.data.data.health.corruption.value+corruptionGained >= actor.data.data.health.corruption.max){ + introText = actor.data.name + game.i18n.localize('CORRUPTION.CHAT_INTRO'); finalText=actor.data.name + game.i18n.localize('CORRUPTION.CHAT_MAX'); img="icons/creatures/unholy/demon-horned-winged-laughing.webp"; - } else return; + }else if(actor.data.data.health.corruption.value+corruptionGained != actor.data.data.health.corruption.max -1){ + return; + } } let templateData = { From d0a3eee42a56904e127a2c65cf2ba1a699920adf Mon Sep 17 00:00:00 2001 From: khaali-dev Date: Sun, 5 Sep 2021 23:15:29 +0200 Subject: [PATCH 10/11] release notes --- Release_Notes.txt | 11 ++++++- msgdata/data.json | 4 +-- packs/symbaroumweaponsen.db | 64 +++++++++++++++++++------------------ packs/symbaroumweaponsfr.db | 64 +++++++++++++++++++------------------ packs/systemuserguides.db | 5 +-- template/user-guide-en.html | 4 +++ 6 files changed, 83 insertions(+), 69 deletions(-) diff --git a/Release_Notes.txt b/Release_Notes.txt index 866a65e9..62c8be5c 100644 --- a/Release_Notes.txt +++ b/Release_Notes.txt @@ -156,4 +156,13 @@ Version 3.0.6 - Support for system traits (thoroughly corrupt, ignore pain threshold) Version 3.0.7 -- corrected a bug when using the system on The Forge. \ No newline at end of file +- corrected a bug when using the system on The Forge. + +Version 3.0.8 +- Weapons can now be configured to do alternative Damage. +- 2 +- Alternative Damage trait will upgrade +- In Enhanced Combat, alternate damage will apply directly to relevant attribute. +- getting close to, or reaching corruption thresholds creates warning in chat (public chat if PC, GM-only chat if NPC) +- Traits integrated in Enhanced combat: corrupting attack, colossal. +- Steadfast Adept now works on entangling vines and Anathema diff --git a/msgdata/data.json b/msgdata/data.json index feaaf9f7..33399d08 100644 --- a/msgdata/data.json +++ b/msgdata/data.json @@ -5,8 +5,8 @@ "message":"

Welcome to the Symbaroum system


We are happy that you are using our system and wish you best of luck.
If you want to give some feedback on the system, the developers are active on both the Foundry Discord (channel #free-league) and Davokar Explorers Discord." }, { - "version":7, - "message":"

Symbaroum 3.0.7


We are happy to let you know that the unofficial Symbaroum for Foundry 0.8 is now up to version 3.0.7 (minor fix for those that host on Forge).
This release is the first steps where we start phasing out the old Artifact template. Instead now you can turn any weapon, armor or equipment into an Artifact.
There has also been some work to make the gear page behave more consistent when you have items with long names or use the PopOut! module.

As always, if you have comments, please visit the #free-league channel on the Foundry Discord or join #symbaroum-vtt-foundry on Davokar Explorers League Discord. You can also see open features and bugs on our github page and are welcome to contribute. If you have comments, positive or negative feedback, please visit the #free-league channel on the Foundry Discord. You can also see open features and bugs on our github page and are welcome to contribute." + "version":8, + "message":"

Symbaroum 3.0.8


We are happy to let you know that the unofficial Symbaroum for Foundry 0.8 is now up to version 3.0.8.
This release includes alternative damage weapons and chat warning/alert messages when characters get corruption levels close/equal to their thresholds (see relase notes for complete info)
There has also been some work to make the gear page behave more consistent when you have items with long names or use the PopOut! module.

As always, if you have comments, please visit the #free-league channel on the Foundry Discord or join #symbaroum-vtt-foundry on Davokar Explorers League Discord. You can also see open features and bugs on our github page and are welcome to contribute. If you have comments, positive or negative feedback, please visit the #free-league channel on the Foundry Discord. You can also see open features and bugs on our github page and are welcome to contribute." } ] } diff --git a/packs/symbaroumweaponsen.db b/packs/symbaroumweaponsen.db index 33438183..7d7ec8be 100644 --- a/packs/symbaroumweaponsen.db +++ b/packs/symbaroumweaponsen.db @@ -1,31 +1,33 @@ -{"name":"Arbalest","permission":{"default":0,"eT9Fn0zC6QGMvWEk":3},"type":"weapon","data":{"bonus":{"defense":0,"accurate":0,"cunning":0,"discreet":0,"persuasive":0,"quick":0,"resolute":0,"strong":0,"vigilant":0,"toughness":{"max":0,"threshold":0},"corruption":{"max":0,"threshold":0},"experience":{"value":0,"cost":0}},"description":"","reference":"ranged","baseDamage":"1d10","bonusDamage":"","qualities":{"bastard":false,"returning":false,"blunt":false,"short":false,"unwieldy":false,"wrecking":false,"concealed":false,"balanced":false,"deepImpact":true,"jointed":false,"ensnaring":false,"long":false,"massive":false,"precise":false,"bloodLetting":false,"areaMeleeRadius":false,"areaShortRadius":false,"areaCone":false,"acidcoated":false,"bane":false,"deathrune":false,"desecrated":false,"flaming":false,"hallowed":false,"poison":false,"thundering":false,"mystical":false},"cost":"","number":1,"attribute":"accurate","state":"other"},"flags":{},"img":"icons/weapons/crossbows/crossbow-heavy-black.webp","effects":[],"_id":"3UtopPYvhITM5H35"} 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+{"name":"Dague de 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+{"name":"Pique","type":"weapon","img":"icons/weapons/polearms/pike-flared-brown.webp","data":{"bonus":{"defense":0,"accurate":0,"cunning":0,"discreet":0,"persuasive":0,"quick":0,"resolute":0,"strong":0,"vigilant":0,"toughness":{"max":0,"threshold":0},"corruption":{"max":0,"threshold":0},"experience":{"value":0,"cost":0}},"isArtifact":false,"power":{},"description":"","reference":"long","baseDamage":"1d8","bonusDamage":"","alternativeDamage":"none","qualities":{"bastard":false,"returning":false,"blunt":false,"short":false,"unwieldy":false,"wrecking":false,"concealed":false,"balanced":false,"deepImpact":false,"jointed":false,"ensnaring":false,"long":true,"massive":false,"precise":true,"bloodLetting":false,"areaMeleeRadius":false,"areaShortRadius":false,"areaCone":false,"acidcoated":false,"bane":false,"deathrune":false,"desecrated":false,"flaming":false,"hallowed":false,"poison":false,"thundering":false,"mystical":false},"cost":"","number":1,"attribute":"accurate","state":"other"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"eT9Fn0zC6QGMvWEk":3},"flags":{"core":{"sourceId":"Compendium.symbaroum.symbaroumweaponsfr.gSJxuF0wt71RMBXG"}},"_id":"TaUUWdXH9Ma3lUsF"} +{"name":"Hallebarde","type":"weapon","img":"icons/weapons/polearms/halberd-crescent-small-spiked.webp","data":{"bonus":{"defense":0,"accurate":0,"cunning":0,"discreet":0,"persuasive":0,"quick":0,"resolute":0,"strong":0,"vigilant":0,"toughness":{"max":0,"threshold":0},"corruption":{"max":0,"threshold":0},"experience":{"value":0,"cost":0}},"isArtifact":false,"power":{},"description":"","reference":"long","baseDamage":"1d8","bonusDamage":"","alternativeDamage":"none","qualities":{"bastard":false,"returning":false,"blunt":false,"short":false,"unwieldy":false,"wrecking":false,"concealed":false,"balanced":false,"deepImpact":true,"jointed":false,"ensnaring":false,"long":true,"massive":false,"precise":false,"bloodLetting":false,"areaMeleeRadius":false,"areaShortRadius":false,"areaCone":false,"acidcoated":false,"bane":false,"deathrune":false,"desecrated":false,"flaming":false,"hallowed":false,"poison":false,"thundering":false,"mystical":false},"cost":"","number":1,"attribute":"accurate","state":"other"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"eT9Fn0zC6QGMvWEk":3},"flags":{"core":{"sourceId":"Compendium.symbaroum.symbaroumweaponsfr.j2FdsIOadxjsVVAg"}},"_id":"muKtL8uCz6Y6fanw"} +{"name":"Arbalète lourde","type":"weapon","img":"icons/weapons/crossbows/crossbow-heavy-black.webp","data":{"bonus":{"defense":0,"accurate":0,"cunning":0,"discreet":0,"persuasive":0,"quick":0,"resolute":0,"strong":0,"vigilant":0,"toughness":{"max":0,"threshold":0},"corruption":{"max":0,"threshold":0},"experience":{"value":0,"cost":0}},"isArtifact":false,"power":{},"description":"","reference":"ranged","baseDamage":"1d10","bonusDamage":"","alternativeDamage":"none","qualities":{"bastard":false,"returning":false,"blunt":false,"short":false,"unwieldy":false,"wrecking":false,"concealed":false,"balanced":false,"deepImpact":true,"jointed":false,"ensnaring":false,"long":false,"massive":false,"precise":false,"bloodLetting":false,"areaMeleeRadius":false,"areaShortRadius":false,"areaCone":false,"acidcoated":false,"bane":false,"deathrune":false,"desecrated":false,"flaming":false,"hallowed":false,"poison":false,"thundering":false,"mystical":false},"cost":"","number":1,"attribute":"accurate","state":"other"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"eT9Fn0zC6QGMvWEk":3},"flags":{"core":{"sourceId":"Compendium.symbaroum.symbaroumweaponsfr.j9WQ8CmMGF6tDZFS"}},"_id":"9nAUIG8AFl4XxvTt"} +{"name":"Bâton de combat","type":"weapon","img":"icons/weapons/staves/staff-simple-gold.webp","data":{"bonus":{"defense":0,"accurate":0,"cunning":0,"discreet":0,"persuasive":0,"quick":0,"resolute":0,"strong":0,"vigilant":0,"toughness":{"max":0,"threshold":0},"corruption":{"max":0,"threshold":0},"experience":{"value":0,"cost":0}},"isArtifact":false,"power":{},"description":"","reference":"long","baseDamage":"1d6","bonusDamage":"","alternativeDamage":"none","qualities":{"bastard":false,"returning":false,"blunt":true,"short":false,"unwieldy":false,"wrecking":false,"concealed":false,"balanced":false,"deepImpact":false,"jointed":false,"ensnaring":false,"long":true,"massive":false,"precise":false,"bloodLetting":false,"areaMeleeRadius":false,"areaShortRadius":false,"areaCone":false,"acidcoated":false,"bane":false,"deathrune":false,"desecrated":false,"flaming":false,"hallowed":false,"poison":false,"thundering":false,"mystical":false},"cost":"","number":1,"attribute":"accurate","state":"other"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"eT9Fn0zC6QGMvWEk":3},"flags":{"core":{"sourceId":"Compendium.symbaroum.symbaroumweaponsfr.nz0VYUNE0D4iCnJx"}},"_id":"9GqOgTrWDWWMBpRz"} +{"name":"Bouclier","type":"weapon","img":"icons/equipment/shield/buckler-wooden-boss-brown.webp","data":{"bonus":{"defense":1,"accurate":0,"cunning":0,"discreet":0,"persuasive":0,"quick":0,"resolute":0,"strong":0,"vigilant":0,"toughness":{"max":0,"threshold":0},"corruption":{"max":0,"threshold":0},"experience":{"value":0,"cost":0}},"isArtifact":false,"power":{},"description":"","reference":"shield","baseDamage":"1d4","bonusDamage":"","alternativeDamage":"none","qualities":{"bastard":false,"returning":false,"blunt":false,"short":false,"unwieldy":false,"wrecking":false,"concealed":false,"balanced":false,"deepImpact":false,"jointed":false,"ensnaring":false,"long":false,"massive":false,"precise":false,"bloodLetting":false,"areaMeleeRadius":false,"areaShortRadius":false,"areaCone":false,"acidcoated":false,"bane":false,"deathrune":false,"desecrated":false,"flaming":false,"hallowed":false,"poison":false,"thundering":false,"mystical":false},"cost":"","number":1,"attribute":"accurate","state":"other"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"eT9Fn0zC6QGMvWEk":3},"flags":{"core":{"sourceId":"Compendium.symbaroum.symbaroumweaponsfr.oP4srFiN85R2Yw74"}},"_id":"oB5yW6OmEqhTxTtx"} +{"name":"Mains nues","type":"weapon","img":"icons/equipment/hand/gauntlet-simple-leather-brown-gold.webp","data":{"bonus":{"defense":0,"accurate":0,"cunning":0,"discreet":0,"persuasive":0,"quick":0,"resolute":0,"strong":0,"vigilant":0,"toughness":{"max":0,"threshold":0},"corruption":{"max":0,"threshold":0},"experience":{"value":0,"cost":0}},"isArtifact":false,"power":{},"description":"","reference":"unarmed","baseDamage":"1d4","bonusDamage":"","alternativeDamage":"none","qualities":{"bastard":false,"returning":false,"blunt":false,"short":true,"unwieldy":false,"wrecking":false,"concealed":false,"balanced":false,"deepImpact":false,"jointed":false,"ensnaring":false,"long":false,"massive":false,"precise":false,"bloodLetting":false,"areaMeleeRadius":false,"areaShortRadius":false,"areaCone":false,"acidcoated":false,"bane":false,"deathrune":false,"desecrated":false,"flaming":false,"hallowed":false,"poison":false,"thundering":false,"mystical":false},"cost":"","number":1,"attribute":"accurate","state":"other"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"eT9Fn0zC6QGMvWEk":3},"flags":{"core":{"sourceId":"Compendium.symbaroum.symbaroumweaponsfr.swo1vEZQTMElOYl4"}},"_id":"FFkYP3bFy8kLUufp"} +{"name":"Dague","type":"weapon","img":"icons/weapons/daggers/dagger-bone-black.webp","data":{"bonus":{"defense":0,"accurate":0,"cunning":0,"discreet":0,"persuasive":0,"quick":0,"resolute":0,"strong":0,"vigilant":0,"toughness":{"max":0,"threshold":0},"corruption":{"max":0,"threshold":0},"experience":{"value":0,"cost":0}},"isArtifact":false,"power":{},"description":"","reference":"short","baseDamage":"1d6","bonusDamage":"","alternativeDamage":"none","qualities":{"bastard":false,"returning":false,"blunt":false,"short":true,"unwieldy":false,"wrecking":false,"concealed":false,"balanced":true,"deepImpact":false,"jointed":false,"ensnaring":false,"long":false,"massive":false,"precise":false,"bloodLetting":false,"areaMeleeRadius":false,"areaShortRadius":false,"areaCone":false,"acidcoated":false,"bane":false,"deathrune":false,"desecrated":false,"flaming":false,"hallowed":false,"poison":false,"thundering":false,"mystical":false},"cost":"","number":1,"attribute":"accurate","state":"other"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"eT9Fn0zC6QGMvWEk":3},"flags":{"core":{"sourceId":"Compendium.symbaroum.symbaroumweaponsfr.xS3YyuOwoqh85I3r"}},"_id":"FBNeNpYMFVGD9yKI"} +{"name":"Toucher spectral","type":"weapon","img":"icons/magic/death/hand-withered-gray.webp","data":{"bonus":{"defense":0,"accurate":0,"cunning":0,"discreet":0,"persuasive":0,"quick":0,"resolute":0,"strong":0,"vigilant":0,"toughness":{"max":0,"threshold":0},"corruption":{"max":0,"threshold":0},"experience":{"value":0,"cost":0}},"isArtifact":false,"power":{},"description":"

Dégats alternatifs sur la Volonté.

","reference":"unarmed","baseDamage":"1d6","bonusDamage":"","alternativeDamage":"resolute","qualities":{"bastard":false,"returning":false,"blunt":false,"short":true,"unwieldy":false,"wrecking":false,"concealed":false,"balanced":false,"deepImpact":false,"jointed":false,"ensnaring":false,"long":false,"massive":false,"precise":false,"bloodLetting":false,"areaMeleeRadius":false,"areaShortRadius":false,"areaCone":false,"acidcoated":false,"bane":false,"deathrune":false,"desecrated":false,"flaming":false,"hallowed":false,"poison":false,"thundering":false,"mystical":true},"cost":"","number":1,"attribute":"accurate","state":"other"},"effects":[],"folder":null,"sort":0,"permission":{"default":1,"eT9Fn0zC6QGMvWEk":3},"flags":{"core":{"sourceId":"Item.JJmrrDg0MyozweON"}},"_id":"YjDtqw8zppQa0N2v"} diff --git a/packs/systemuserguides.db b/packs/systemuserguides.db index 61d16dd9..30bac32b 100644 --- a/packs/systemuserguides.db +++ b/packs/systemuserguides.db @@ -1,4 +1 @@ -{"_id":"GNW4r3flcvsX3uAy","name":"Symbaroum System guide EN","content":"
\n

Symbaroum System
for
Foundry VTT

\n

Introduction

\n

This guide presents the main features of the Symbaroum system for Foundry VTT.
This system is unofficial, so there are no art or text from the rulebooks included. It is assumed that the people using this system for Foundry VTT are in possession of the rulebooks.

\n
\n

Creating Characters

\n

To create a character, go to the Actor and click Create Actor.  It will then prompt you for a name of the actor and what type it is, either player or monster. Once it has been selected, it shows a Character sheet where details of the character can be filled in.  Items such as character name and race can be filled in, as well as the experience it has and how much of it that has been spent on re-rolls or binding to artifacts, how much has been spent on abilities and traits and finally how much is unspent.

Any field that has a blue-ish background can't be edited, this is because they are automatically calculated and the player do not need to change these fields. The portrait can be changed to a picture that the player likes.

\n   \n

Underneath it has a set of tabs, main, gear, bio, etc. which can be used to supply the various information required.
On the main tab, the player can fill in their details of their attributes, how much toughness they have remaining and details of their corruption. In order to modify attributes, click on the \"modify\" button under the attributes label. this will open the attributes windows.

\n   \n

The base attribute is for the base, unmodifed attribute of the character. The \"Modifier\" field is for temporary modifiers, like attribute damage from undead creatures. \"Bonus\" is for bonuses from items. \"Total\" will display the computed attribute.
The corruption fields contains entries for how much Temporary (scene) corruption they've taken, any long term corruption, such as happens when consuming Krusan Berries, or even Permanent corruption they have accumulated.
The combat section allows for selection of the attribute that will be used for initiative or for defense. It also contains information of any worn armor or wielded weapons. See section about combat below.

\n
\n

Adding Abilities, Traits, Boons and Burdens

\n

Please note that this System Module does not contain the details about these abilities, traits, boons and burdens and it is advised that the Game Master sets them up in advance.
There is a Compendium with the names of these in multiple languages that is recommended for use.

To add an ability, trait, boon or burden, the player drags them from the Item's selection to the Abilities & Powers section of the character sheet.
   
Once they are on the character sheet, the player can open it and see more information about it. For abilities and traits, no experience is deducted unless the player has ticked that they have learnt or aquired the ability or trait. For boons and burdens, it deducts experience as per the level, as detailed in APG.
   
The character sheet also shows a summary with a clickable icon, the name of the ability and what actions (Active, Passive, etc) the player can use with the ability or trait.
   

\n

\n

Weapons and Armor

\n

Pre-configured weapons and armors are available in compendiums. We recommand you use them. Just find the compendiums corresponding to your langage in the compendium tab, and select \"import\".
To create an armor or weapon, select the tab GEAR on the character sheet. There is a + at the end of the tables for armor and weapons which when clicked, will create new armor or weapon and details about can be filled in.

\n   \n

Weapons

\n

Weapons have a class : One-handed (default), heavy, unarmed, short, long, ranged, thrown, and shield.
Attributes: The default base attribute is \"Accurate\" but you can select another one. You usually don't have to, since abilities that modify the attribute (Iron fist, Sixth sense...) will automaticaly do it.
There are two fields for the damage :
- Base damage : contains the damage dice of the weapon (1-handed is 1d8, short is 1d6…). You don't need to add passive bonuses from abilities, they will automaticaly added later.
- Bonus damage. This field should be left empty and be used only for exceptional situations, unsupported abilities and house rules.
- A weapon with the quality deep impact, or a weapon masterfully crafted to give it this quality have +1 damage, this damage should not be entered in the bonus field, just check the checkbox « deep impact » in the quality tab and the bonus will be added. The calculated damage is printed in the boxes under the weapon name : as in Symbaroum rules, PC damage is the damage roll formula when it’s a PC that wields it, and the NPC damage is the fixed damage used when it’s a NPC.

\n
\n

Armors

\n

Armors have a fixed base protection value (1d4, 1d6, or 1d8). A reinforced armor should have the \"Reinforced\" quality checkbox scheck in the \"Qualities\" tab. Other bonus to protection can be add in the \"Bonus protection\" field. The \"Impeding\" field should receive the impeding value of the armor. This value will be used in some rolls. Qualities should be checked in the qualities tab. Only those will be used by the system. Any other custom quality can be entered in the \"quality\" field.

\n

Stackable armors can be created, for effects like \"Blessed shield\" that stacks to normal armor. Select the \"stackable armor\" option in the base armor field, then type the added protection value in the bonus field.

\n
\n

Adding weapons and armors to characters

\n

To add an armor or weapon to a character sheet, drag it from the Item's selection to the armor or weapon section of the gear tab of the character sheet. Monsters with the \"Natural weapon\" trait should be given the weapon « Natural weapon » of the compendium, and those with the \"Armored\" trait should be given the \"armored\" Armor.
When a PC or NPC add a weapon or an armor, to its sheet, its damage or protection value is automaticaly recalculated, taking into account the character abilities and traits (Man-at-arms, Robust…). For weapons, the attribute is also evaluated, taking into account the class of the weapon. The weapon/armor then appears on the character sheet with its final value printed. (dice value if it’s a PC sheet (ex: 1d8+1d6), fixed if it’s a monster sheet (ex: 7))
On the gear tab of the sheet, Weapons and armor have 3 states repredented bys a small icon, that you can change by clicking on it:
- stored (house icon): the item is stored out of immediate reach (in the character house, in a pack on a mule...)
- carried (briefcase icon): the item is sheated, or in a backpack
- active (shirt icon): the item is weared (armor) or in hand (weapon), and can be used for combat.

\n   \n

Active weapons, and the active armor, can be seen in the main tab of the character sheet. Click on them to make a roll (cf the combat section). Only one non-stackable armor will be considered active at a time. If there is no active armor, the system will generate a \"no armor\" dummy armor, equipped by the character, with passive bonuses added (robust..). When a stackable armor is activated, it will add its bonus protection to the active armor.

\n   

\n

Making an Attribute Test

\n

Symbaroum often calls for a test to be performed against an attribute. The tests are often denoted within brackets and optionally, where it is a test versus someone else, it contain the attribute that is used as the difficulty of the roll. 

\n
\n

Performing a Simple Attribute Test

\n

To perform a an attribute test, the player clicks on the attribute that is used for the test, for example, if a test for discreet is called, the player clicks on the discreet attribute
   
This will then bring up the attribute test dialogue, see below.

\n
\n

Performing a Versus Attribute Test

\n

If the test is to be performed against a token on the player field, then the player making the test, selects the token as a target.  To select a target, right click on it and tick the \"target icon\". The  selected target will then have arrows pointing at it, to show that it is now a target for the player.
   
Then the player clicks the attribute that the player wants to use. This then presents the attribute test dialogue to the player, where they can select the attribute that the token uses to resist the test. This will automatically then apply any bonus or penalty as normal to the test.

\n
\n

The Attribute Test Dialogue

\n

The roll dialogue is dynamic and shows elements that are relevant for the test. In the majority of the attribute tests, there are three elements. The versus attribute, which is the attribute from the selected target token that is used to resist the attribute that the player is rolling. For example, a player has to make a [Persuasive←Resolute] test against a token on the field. They've selected the token as the target and clicked their Persuasive attribute. In the dialogue, the selected is seen in the title of the window, Persusasive.
   
The player can then select the attribute the test is  against, in the example above, it is the targets Resolute that is the versus attribute. The second field is if this is a normal test, or if the test is made with favour or disfavour. See an explanation for the terms Favour and Disfavour further down in this document.

\nThe last field is any custom modifer that applies to this test, beyond the versus Attribute that was selected. It is important to note that if the versus Attribute is set to Custom then no attribute will be used and any penalties or bonuses will have to be entered in this field.


\n

Abilities, Powers and Traits

\n   \n

All the Abilities, Mystical Powers and Traits are available in the system compendiums. In order to add one of them to a character or monster sheet, simply drag and drop it from the compendium to the sheet. Then you can indicated the levels know by this character by checking the \"learned\" box in the Novice, adept and master tab.
   
You can create your own abilities but in order to use the features of the system, you'll have to use the Abilities, powers and traits included in the compendiums.  This system in unofficial, so we can't include the descriptions of those abilities.

\n

\n

Abilities

\n

Some abilities and traits, when given to a character (PC and NPC), will have effect on her character sheet and / or on dialog windows.

\n

Sixthsense, Tactician, Feint, Knife Play, Dominate

\n

Defense and attack attribute will be changed when the character uses relevant weapons.

\n

Shield fighter, Staff fighting, Steel throw, Natural warrior, Natural weapon

\n

Damage value of the weapon will be increased, and/or defense value. Please note that the extra bonus of Staff fighting when using a wooden staff or a mystic staff isn't included (please add +1 defense in the bonus tab of the relevant weapons).

\n

Man-at-arms, Armored, Robust, Survival instinct

\n

Protection value of the armor will be increased.

\n

Undead, Spirit form, Swarm

\n

Those traits will apply damage reduction when using Enhanced Combat (see Enhanced combat option) Damage value of the weapon will be increased, and defense value. Please note that the extra bonus of Staff fighting when using a wooden staff or a mystic staff isn't included (please add +1 defense in the bonus tab of the relevant weapons).

\n

Robust

\n

Robust will modifed damage value. Please note that is it right now a bug - robust should only apply on 1 attack per round - this bug will be corrected.

\n

Iron Fist, Backstab, Hunter's instinct, Beast Lore, Rapid Fire, Natural Warrior, Knife Play

\n

When using Enhanced Combat option, having those abilities and using the right weapon type will make specific options available in the attack window.

\n

\n

Using Powers

\n

Powers can be activated by clicking on the orange dice of the item sheet.
   
Power activation is a WIP.
For now, only those active powers are supported:
Anathema,  blessed shield, brimstone cascade, bend will, black bolt, confusion, curse, entangling vines, holy aura, inherit wound, larvae boils, lay on hands, levitate, maltransformation, Prios burning glass, tormenting spirits, unnoticeable
the abilities:
Alchemy, acrobatics, berserker, dominate, leader, loremaster, medicus, recovery, witchsight.
the traits:
Regeneration.

When you activate a power, it will take in account the relevant abilities of the character and its target (leader ability, rapid reflexes, steadfast, traditions, impeding armour...). It will open a dialog window for the acting player asking a few questions:
   

\n
    \n
  • manual modifer (any other modifier to the roll...)
  • \n
  • favour / disfavour (see favour section of this guide)
  • \n
  • first casting or maintained. First casting is for the first round the player use the ability, and maintain is for the subsequent rounds or for chain casting (if relevant). The main difference is that \"first cast\" will generate corruption for the caster, while \"maintain\" will not.
  • \n
\n

Most roll should be left by default.
Than the roll is made, and result is announced in the chat.
   
Corruption is calculated taking into account the level in Theurgy, Wizardry, Witchcraft, Blessings, Sorcery.
If the result have effects on a token (damage, healing, corruption, stutus effects...) the gamemaster gets a chat entry with a button
   
Clicking the button will automaticaly affect the results of the power to the tokens: damage will be substracted from toughness, temporary corruption added, etc.
In order to do chain effects, you'll have to cast the power on each target, checking the \"maintained\" box after the first target.

\n

Power and Abilities specifics:

\n

Anathema

\n

Anathema can be used with or without a target. The target should be the opposing caster.

\n

Berserker

\n

When using this abilities, the effects will automaticaly modify the combat values of the character (armor, defense, damage). Use the abality again to revert to normal.

\n

Brimstone cascade

\n

When striking multiple targets, use the power several times, changing the target each time. After the first target, use the \"maintain power\" option so the casting character won't get corruption.

\n

Blessed Shield

\n

When using the power on 1 or 2 other characters (adept and master level), select them as targets before using the power. If successful, the Mystic and the target will automaticaly get an active \"blessed shield\" stackable armor. At the end of the duration of the power, just delete this item from their inventory.

\n

Entangling vines

\n

It's always the caster that should initiate the roll. After the second round, the strenght of the target will be used as a resist value, as in the rules.

\n

Inherit wound

\n

Target will be healed and damage will apply to the caster. If enhanced combat is used, and the level is adept or master, poison and bleeding effects will also be transfered from target to caster.

\n

Levitate

\n

If no target are selected, the spell will be cast on self. If a target is selected and level is adept or master, the power will be cast on the target.

\n

Leader

\n

When using leader, it will trigger the adept level effect: the target will receive a \"targeted\" status effect. When any character attacks this target, damage will receive a +1d4 bonus (or +2 if attack from a NPC). Just delete the status effect on the token to remove the effect.

\n

\n

Combat

\n

There are 2 options for combat:

\n

Default Combat:

\n

As with normal attribute rolls, combat works almost the same. The player has, based on its abilities and traits, selected which attribute is used for its initiative, defense and attack. The attack is set when you add a weapon to a character, as different weapons can use different attributes.

\n

Make an Attack

\n

To make an attack with a weapon, the player clicks the weilded weapon on their character sheet under the main tab.
   
It will then bring up the attribute test dialogue, where an attribute can be selected, or, which is more common in combat, the targets defense is selected.
   
Beside the normal fields in the attribute test dialogue, the player can also choose to make this attack with Advantage as well as any damage bonuses beyond those bestowed by Advantage or the wearpon, for example Backstab. The result of the attack is then displayed in the chat window which then can be applied to the token on the battlefield.
   

\n

Defend against an attack

\n

To make a defense test against an attack, the player clicks on the equipped armor, which then opens the attribute test dialogue. This dialogue has a subtle difference that it also has a checkmark if the people attacking the player have Advantage, i.e. the player is at Disadvantage.
   
If the defense is unsuccessful, then it will automatically roll the armor roll and display it in the chat window.
   
In the example above, Abesina failed her defense test and her robes protects her for 2 points of damage.

\n



\n

Enhanced Combat:

\n

Enhance combat can be activated by selecting the option in the system settings. The purpose of EC is to accelerate combat, limit Players and GM fidgeting with character sheets, and vastly simplify NPC management.

\n

This quick video explains how to use the enhanced combat

\n



it is still a Work in Progress. Not every passive abilities have been integrated.

Armor and weapons have to be equipped by the PCs and NPCs in order to be taken in account.
It automaticaly processes the attributes, traits  and abilities of the attacker and its target, rolls the dice, evaluate damage.

The attribute used for attacking has to be defined on the weapon sheet. The defense attribute has to be selected on the character sheet. PCs and NPCs armors and weapons value have to be entered as 'dice' (for example a sword damage value would be 1d8 - the system will automaticaly transform this value to a fixed 4 when a NPC attacks a PC)

If a player character attacks a NPC, the player has to select its target, then click on a weapon to do the attack. If a NPC attacks a PC, the GM select the target, then clicks on the NPC weapon.

A dialog window will appear, asking which abilities of the attacker to use (iron fist, hunter's instinct...).
   
Then the attack roll is made, and if it's a hit, damage is roll. Result is printed in the chat. If it's an NPC attack against a PC, then the damage is fixed and the armor is rolled, as per the rules - please note the Player don't have to initiate the defense and armor roll.
   
The gamemaster then gets a chat entry with a button
   
Clicking the button will automaticaly affect the results of the attack to the tokens: damage will be substracted from toughness, status icons like poison and bleed added, etc. We recommend using the \"Status icons counters\" in order to have the duration of those effects displayed on the token and in the combat tracker.
The \"Undead\", \"Spirit form\" and \"swarm\" traits will apply damage reduction. Remember to check the \"magical\" quality box on artefact weapons, so their damage will be evaluated as such.

\n



\n

Initiative:

\n

The initiative used in the Symbaroum for FVTT system works the same way than stated in the rulebook, but in order to integrate in FVTT it uses the formula:
initiative = quick + vigilant x 0.01.
This simple formula produces the same order than the rulebook. So initiative 15.10 means Quick 15, Vigilant 10. It is possible to change the base attribute used for the formula in the character sheet (for characters with the Tactician ability, for example).

\n

Favour/Disfavour:

\n

The term favour/disfavour used in dialog boxes refers to situation when the acting character either rolls 2 dice and keeps the best (Hunter's instinct ability, steadfast resistance, ...) or in cases where disfavour (cursed, pariah, ...) is used, it keeps the worst. 

\n

Bonuses

\n

All items can have different bonuses configurable. These can be used by the GM for various purposes, ranging from giving boosts or penalties to attributes, to increasing or decreasing toughness, changing corruption values. It can also be used to reduce the experience cost of something or even give a player experience without changing their total experience earned (only their unspent). When viewing any items, it will have a bonus section where an items behaviour can be changed. 
   
It should be noted that Powers & Abilities give bonuses as soon as they are on the character sheet. Bonuses on armor, weapons and items are only given when they are equipped. If an item gives a bonus to an attribute, then it is included in the printed \"total\" value and listed in the corresponding tooltip. For example, here is a character with ability \"Exc Attribute Vigilant\" novice, and a base Vigilant value of 15:
   

\n



\n

Supported Modules

\n

Dice-so-nice

\n

Status icons counters

\n

Token action hud

\n
","folder":null,"sort":0,"permission":{"default":0,"1qImqL9kPxfUOSjY":3,"eT9Fn0zC6QGMvWEk":3},"flags":{"core":{"sourceId":"JournalEntry.WGo6jbcbdCmTy0su"},"symbaroum":{"ver":"1"}}} -{"_id":"GNW4r3flcvsX3uAy","name":"Symbaroum System guide EN","content":"
\n

Symbaroum System
for
Foundry VTT

\n

Introduction

\n

This guide presents the main features of the Symbaroum system for Foundry VTT.
This system is unofficial, so there are no art or text from the rulebooks included. It is assumed that the people using this system for Foundry VTT are in possession of the rulebooks.

\n
\n

Creating Characters

\n

To create a character, go to the Actor and click Create Actor.  It will then prompt you for a name of the actor and what type it is, either player or monster. Once it has been selected, it shows a Character sheet where details of the character can be filled in.  Items such as character name and race can be filled in, as well as the experience it has and how much of it that has been spent on re-rolls or binding to artifacts, how much has been spent on abilities and traits and finally how much is unspent.

Any field that has a blue-ish background can't be edited, this is because they are automatically calculated and the player do not need to change these fields. The portrait can be changed to a picture that the player likes.

\n   \n

Underneath it has a set of tabs, main, gear, bio, etc. which can be used to supply the various information required.
On the main tab, the player can fill in their details of their attributes, how much toughness they have remaining and details of their corruption. In order to modify attributes, click on the \"modify\" button under the attributes label. this will open the attributes windows.

\n   \n

The base attribute is for the base, unmodifed attribute of the character. The \"Modifier\" field is for temporary modifiers, like attribute damage from undead creatures. \"Bonus\" is for bonuses from items. \"Total\" will display the computed attribute.
The corruption fields contains entries for how much Temporary (scene) corruption they've taken, any long term corruption, such as happens when consuming Krusan Berries, or even Permanent corruption they have accumulated.
The combat section allows for selection of the attribute that will be used for initiative or for defense. It also contains information of any worn armor or wielded weapons. See section about combat below.

\n
\n

Adding Abilities, Traits, Boons and Burdens

\n

Please note that this System Module does not contain the details about these abilities, traits, boons and burdens and it is advised that the Game Master sets them up in advance.
There is a Compendium with the names of these in multiple languages that is recommended for use.

To add an ability, trait, boon or burden, the player drags them from the Item's selection to the Abilities & Powers section of the character sheet.
   
Once they are on the character sheet, the player can open it and see more information about it. For abilities and traits, no experience is deducted unless the player has ticked that they have learnt or aquired the ability or trait. For boons and burdens, it deducts experience as per the level, as detailed in APG.
   
The character sheet also shows a summary with a clickable icon, the name of the ability and what actions (Active, Passive, etc) the player can use with the ability or trait.
   

\n

\n

Weapons and Armor

\n

Pre-configured weapons and armors are available in compendiums. We recommand you use them. Just find the compendiums corresponding to your langage in the compendium tab, and select \"import\".
To create an armor or weapon, select the tab GEAR on the character sheet. There is a + at the end of the tables for armor and weapons which when clicked, will create new armor or weapon and details about can be filled in.

\n   \n

Weapons

\n

Weapons have a class : One-handed (default), heavy, unarmed, short, long, ranged, thrown, and shield.
Attributes: The default base attribute is \"Accurate\" but you can select another one. You usually don't have to, since abilities that modify the attribute (Iron fist, Sixth sense...) will automaticaly do it.
There are two fields for the damage :
- Base damage : contains the damage dice of the weapon (1-handed is 1d8, short is 1d6…). You don't need to add passive bonuses from abilities, they will automaticaly added later.
- Bonus damage. This field should be left empty and be used only for exceptional situations, unsupported abilities and house rules.
- A weapon with the quality deep impact, or a weapon masterfully crafted to give it this quality have +1 damage, this damage should not be entered in the bonus field, just check the checkbox « deep impact » in the quality tab and the bonus will be added. The calculated damage is printed in the boxes under the weapon name : as in Symbaroum rules, PC damage is the damage roll formula when it’s a PC that wields it, and the NPC damage is the fixed damage used when it’s a NPC.

\n
\n

Armors

\n

Armors have a fixed base protection value (1d4, 1d6, or 1d8). A reinforced armor should have the \"Reinforced\" quality checkbox scheck in the \"Qualities\" tab. Other bonus to protection can be add in the \"Bonus protection\" field. The \"Impeding\" field should receive the impeding value of the armor. This value will be used in some rolls. Qualities should be checked in the qualities tab. Only those will be used by the system. Any other custom quality can be entered in the \"quality\" field.

\n

Stackable armors can be created, for effects like \"Blessed shield\" that stacks to normal armor. Select the \"stackable armor\" option in the base armor field, then type the added protection value in the bonus field.

\n
\n

Adding weapons and armors to characters

\n

To add an armor or weapon to a character sheet, drag it from the Item's selection to the armor or weapon section of the gear tab of the character sheet. Monsters with the \"Natural weapon\" trait should be given the weapon « Natural weapon » of the compendium, and those with the \"Armored\" trait should be given the \"armored\" Armor.
When a PC or NPC add a weapon or an armor, to its sheet, its damage or protection value is automaticaly recalculated, taking into account the character abilities and traits (Man-at-arms, Robust…). For weapons, the attribute is also evaluated, taking into account the class of the weapon. The weapon/armor then appears on the character sheet with its final value printed. (dice value if it’s a PC sheet (ex: 1d8+1d6), fixed if it’s a monster sheet (ex: 7))
On the gear tab of the sheet, Weapons and armor have 3 states repredented bys a small icon, that you can change by clicking on it:
- stored (house icon): the item is stored out of immediate reach (in the character house, in a pack on a mule...)
- carried (briefcase icon): the item is sheated, or in a backpack
- active (shirt icon): the item is weared (armor) or in hand (weapon), and can be used for combat.

\n   \n

Active weapons, and the active armor, can be seen in the main tab of the character sheet. Click on them to make a roll (cf the combat section). Only one non-stackable armor will be considered active at a time. If there is no active armor, the system will generate a \"no armor\" dummy armor, equipped by the character, with passive bonuses added (robust..). When a stackable armor is activated, it will add its bonus protection to the active armor.

\n

 

\n

Artifacts

\n

To turn an item (weapon, armor or equipment) into an artifact, there is a check-box, where ticking it will turn it to an artifact.  This will open a new tab for artifact Powers. There you can add any number of artifact powers that the item has.

\n   

\n

Making an Attribute Test

\n

Symbaroum often calls for a test to be performed against an attribute. The tests are often denoted within brackets and optionally, where it is a test versus someone else, it contain the attribute that is used as the difficulty of the roll. 

\n
\n

Performing a Simple Attribute Test

\n

To perform a an attribute test, the player clicks on the attribute that is used for the test, for example, if a test for discreet is called, the player clicks on the discreet attribute
   
This will then bring up the attribute test dialogue, see below.

\n
\n

Performing a Versus Attribute Test

\n

If the test is to be performed against a token on the player field, then the player making the test, selects the token as a target.  To select a target, right click on it and tick the \"target icon\". The  selected target will then have arrows pointing at it, to show that it is now a target for the player.
   
Then the player clicks the attribute that the player wants to use. This then presents the attribute test dialogue to the player, where they can select the attribute that the token uses to resist the test. This will automatically then apply any bonus or penalty as normal to the test.

\n
\n

The Attribute Test Dialogue

\n

The roll dialogue is dynamic and shows elements that are relevant for the test. In the majority of the attribute tests, there are three elements. The versus attribute, which is the attribute from the selected target token that is used to resist the attribute that the player is rolling. For example, a player has to make a [Persuasive←Resolute] test against a token on the field. They've selected the token as the target and clicked their Persuasive attribute. In the dialogue, the selected is seen in the title of the window, Persusasive.
   
The player can then select the attribute the test is  against, in the example above, it is the targets Resolute that is the versus attribute. The second field is if this is a normal test, or if the test is made with favour or disfavour. See an explanation for the terms Favour and Disfavour further down in this document.

\nThe last field is any custom modifer that applies to this test, beyond the versus Attribute that was selected. It is important to note that if the versus Attribute is set to Custom then no attribute will be used and any penalties or bonuses will have to be entered in this field.


\n

Abilities, Powers and Traits

\n   \n

All the Abilities, Mystical Powers and Traits are available in the system compendiums. In order to add one of them to a character or monster sheet, simply drag and drop it from the compendium to the sheet. Then you can indicated the levels know by this character by checking the \"learned\" box in the Novice, adept and master tab.
   
You can create your own abilities but in order to use the features of the system, you'll have to use the Abilities, powers and traits included in the compendiums.  This system in unofficial, so we can't include the descriptions of those abilities.

\n

\n

Abilities

\n

Some abilities and traits, when given to a character (PC and NPC), will have effect on her character sheet and / or on dialog windows.

\n

Sixthsense, Tactician, Feint, Knife Play, Dominate

\n

Defense and attack attribute will be changed when the character uses relevant weapons.

\n

Shield fighter, Staff fighting, Steel throw, Natural warrior, Natural weapon

\n

Damage value of the weapon will be increased, and/or defense value. Please note that the extra bonus of Staff fighting when using a wooden staff or a mystic staff isn't included (please add +1 defense in the bonus tab of the relevant weapons).

\n

Man-at-arms, Armored, Robust, Survival instinct

\n

Protection value of the armor will be increased.

\n

Undead, Spirit form, Swarm

\n

Those traits will apply damage reduction when using Enhanced Combat (see Enhanced combat option) Damage value of the weapon will be increased, and defense value. Please note that the extra bonus of Staff fighting when using a wooden staff or a mystic staff isn't included (please add +1 defense in the bonus tab of the relevant weapons).

\n

Robust

\n

Robust will modifed damage value. Please note that is it right now a bug - robust should only apply on 1 attack per round - this bug will be corrected.

\n

Iron Fist, Backstab, Hunter's instinct, Beast Lore, Rapid Fire, Natural Warrior, Knife Play

\n

When using Enhanced Combat option, having those abilities and using the right weapon type will make specific options available in the attack window.

\n

\n

Using Powers

\n

Powers can be activated by clicking on the orange dice of the item sheet.
   
Power activation is a WIP.
For now, only those active powers are supported:
Anathema,  blessed shield, brimstone cascade, bend will, black bolt, confusion, curse, entangling vines, holy aura, inherit wound, larvae boils, lay on hands, levitate, maltransformation, Prios burning glass, tormenting spirits, unnoticeable
the abilities:
Alchemy, acrobatics, berserker, dominate, leader, loremaster, medicus, recovery, witchsight.
the traits:
Regeneration.

When you activate a power, it will take in account the relevant abilities of the character and its target (leader ability, rapid reflexes, steadfast, traditions, impeding armour...). It will open a dialog window for the acting player asking a few questions:
   

\n
    \n
  • manual modifer (any other modifier to the roll...)
  • \n
  • favour / disfavour (see favour section of this guide)
  • \n
  • first casting or maintained. First casting is for the first round the player use the ability, and maintain is for the subsequent rounds or for chain casting (if relevant). The main difference is that \"first cast\" will generate corruption for the caster, while \"maintain\" will not.
  • \n
\n

Most roll should be left by default.
Than the roll is made, and result is announced in the chat.
   
Corruption is calculated taking into account the level in Theurgy, Wizardry, Witchcraft, Blessings, Sorcery.
If the result have effects on a token (damage, healing, corruption, stutus effects...) the gamemaster gets a chat entry with a button
   
Clicking the button will automaticaly affect the results of the power to the tokens: damage will be substracted from toughness, temporary corruption added, etc.
In order to do chain effects, you'll have to cast the power on each target, checking the \"maintained\" box after the first target.

\n

Power and Abilities specifics:

\n

Anathema

\n

Anathema can be used with or without a target. The target should be the opposing caster.

\n

Berserker

\n

When using this abilities, the effects will automaticaly modify the combat values of the character (armor, defense, damage). Use the abality again to revert to normal.

\n

Brimstone cascade

\n

When striking multiple targets, use the power several times, changing the target each time. After the first target, use the \"maintain power\" option so the casting character won't get corruption.

\n

Blessed Shield

\n

When using the power on 1 or 2 other characters (adept and master level), select them as targets before using the power. If successful, the Mystic and the target will automaticaly get an active \"blessed shield\" stackable armor. At the end of the duration of the power, just delete this item from their inventory.

\n

Entangling vines

\n

It's always the caster that should initiate the roll. After the second round, the strenght of the target will be used as a resist value, as in the rules.

\n

Inherit wound

\n

Target will be healed and damage will apply to the caster. If enhanced combat is used, and the level is adept or master, poison and bleeding effects will also be transfered from target to caster.

\n

Levitate

\n

If no target are selected, the spell will be cast on self. If a target is selected and level is adept or master, the power will be cast on the target.

\n

Leader

\n

When using leader, it will trigger the adept level effect: the target will receive a \"targeted\" status effect. When any character attacks this target, damage will receive a +1d4 bonus (or +2 if attack from a NPC). Just delete the status effect on the token to remove the effect.

\n

\n

Combat

\n

There are 2 options for combat:

\n

Default Combat:

\n

As with normal attribute rolls, combat works almost the same. The player has, based on its abilities and traits, selected which attribute is used for its initiative, defense and attack. The attack is set when you add a weapon to a character, as different weapons can use different attributes.

\n

Make an Attack

\n

To make an attack with a weapon, the player clicks the weilded weapon on their character sheet under the main tab.
   
It will then bring up the attribute test dialogue, where an attribute can be selected, or, which is more common in combat, the targets defense is selected.
   
Beside the normal fields in the attribute test dialogue, the player can also choose to make this attack with Advantage as well as any damage bonuses beyond those bestowed by Advantage or the wearpon, for example Backstab. The result of the attack is then displayed in the chat window which then can be applied to the token on the battlefield.
   

\n

Defend against an attack

\n

To make a defense test against an attack, the player clicks on the equipped armor, which then opens the attribute test dialogue. This dialogue has a subtle difference that it also has a checkmark if the people attacking the player have Advantage, i.e. the player is at Disadvantage.
   
If the defense is unsuccessful, then it will automatically roll the armor roll and display it in the chat window.
   
In the example above, Abesina failed her defense test and her robes protects her for 2 points of damage.

\n



\n

Enhanced Combat:

\n

Enhance combat can be activated by selecting the option in the system settings. The purpose of EC is to accelerate combat, limit Players and GM fidgeting with character sheets, and vastly simplify NPC management.

\n

This quick video explains how to use the enhanced combat

\n



it is still a Work in Progress. Not every passive abilities have been integrated.

Armor and weapons have to be equipped by the PCs and NPCs in order to be taken in account.
It automaticaly processes the attributes, traits  and abilities of the attacker and its target, rolls the dice, evaluate damage.

The attribute used for attacking has to be defined on the weapon sheet. The defense attribute has to be selected on the character sheet. PCs and NPCs armors and weapons value have to be entered as 'dice' (for example a sword damage value would be 1d8 - the system will automaticaly transform this value to a fixed 4 when a NPC attacks a PC)

If a player character attacks a NPC, the player has to select its target, then click on a weapon to do the attack. If a NPC attacks a PC, the GM select the target, then clicks on the NPC weapon.

A dialog window will appear, asking which abilities of the attacker to use (iron fist, hunter's instinct...).
   
Then the attack roll is made, and if it's a hit, damage is roll. Result is printed in the chat. If it's an NPC attack against a PC, then the damage is fixed and the armor is rolled, as per the rules - please note the Player don't have to initiate the defense and armor roll.
   
The gamemaster then gets a chat entry with a button
   
Clicking the button will automaticaly affect the results of the attack to the tokens: damage will be substracted from toughness, status icons like poison and bleed added, etc. We recommend using the \"Status icons counters\" in order to have the duration of those effects displayed on the token and in the combat tracker.
The \"Undead\", \"Spirit form\" and \"swarm\" traits will apply damage reduction. Remember to check the \"magical\" quality box on artefact weapons, so their damage will be evaluated as such.

\n



\n

Initiative:

\n

The initiative used in the Symbaroum for FVTT system works the same way than stated in the rulebook, but in order to integrate in FVTT it uses the formula:
initiative = quick + vigilant x 0.01.
This simple formula produces the same order than the rulebook. So initiative 15.10 means Quick 15, Vigilant 10. It is possible to change the base attribute used for the formula in the character sheet (for characters with the Tactician ability, for example).

\n

Favour/Disfavour:

\n

The term favour/disfavour used in dialog boxes refers to situation when the acting character either rolls 2 dice and keeps the best (Hunter's instinct ability, steadfast resistance, ...) or in cases where disfavour (cursed, pariah, ...) is used, it keeps the worst. 

\n

Bonuses

\n

All items can have different bonuses configurable. These can be used by the GM for various purposes, ranging from giving boosts or penalties to attributes, to increasing or decreasing toughness, changing corruption values. It can also be used to reduce the experience cost of something or even give a player experience without changing their total experience earned (only their unspent). When viewing any items, it will have a bonus section where an items behaviour can be changed. 
   
It should be noted that Powers & Abilities give bonuses as soon as they are on the character sheet. Bonuses on armor, weapons and items are only given when they are equipped. If an item gives a bonus to an attribute, then it is included in the printed \"total\" value and listed in the corresponding tooltip. For example, here is a character with ability \"Exc Attribute Vigilant\" novice, and a base Vigilant value of 15:
   

\n



\n

Supported Modules

\n

Dice-so-nice

\n

Status icons counters

\n

Token action hud

\n
","folder":null,"sort":0,"permission":{"default":0,"1qImqL9kPxfUOSjY":3,"eT9Fn0zC6QGMvWEk":3},"flags":{"core":{"sourceId":"JournalEntry.WGo6jbcbdCmTy0su"},"symbaroum":{"ver":"1"}}} -{"_id":"GNW4r3flcvsX3uAy","name":"Symbaroum System guide EN","content":"
\n

Symbaroum System
for
Foundry VTT

\n

Introduction

\n

This guide presents the main features of the Symbaroum system for Foundry VTT.
This system is unofficial, so there are no art or text from the rulebooks included. It is assumed that the people using this system for Foundry VTT are in possession of the rulebooks.

\n
\n

Creating Characters

\n

To create a character, go to the Actor and click Create Actor.  It will then prompt you for a name of the actor and what type it is, either player or monster. Once it has been selected, it shows a Character sheet where details of the character can be filled in.  Items such as character name and race can be filled in, as well as the experience it has and how much of it that has been spent on re-rolls or binding to artifacts, how much has been spent on abilities and traits and finally how much is unspent.

Any field that has a blue-ish background can't be edited, this is because they are automatically calculated and the player do not need to change these fields. The portrait can be changed to a picture that the player likes.

\n   \n

Underneath it has a set of tabs, main, gear, bio, etc. which can be used to supply the various information required.
On the main tab, the player can fill in their details of their attributes, how much toughness they have remaining and details of their corruption. In order to modify attributes, click on the \"modify\" button under the attributes label. this will open the attributes windows.

\n   \n

The base attribute is for the base, unmodifed attribute of the character. The \"Modifier\" field is for temporary modifiers, like attribute damage from undead creatures. \"Bonus\" is for bonuses from items. \"Total\" will display the computed attribute.
The corruption fields contains entries for how much Temporary (scene) corruption they've taken, any long term corruption, such as happens when consuming Krusan Berries, or even Permanent corruption they have accumulated.
The combat section allows for selection of the attribute that will be used for initiative or for defense. It also contains information of any worn armor or wielded weapons. See section about combat below.

\n
\n

Adding Abilities, Traits, Boons and Burdens

\n

Please note that this System Module does not contain the details about these abilities, traits, boons and burdens and it is advised that the Game Master sets them up in advance.
There is a Compendium with the names of these in multiple languages that is recommended for use.

To add an ability, trait, boon or burden, the player drags them from the Item's selection to the Abilities & Powers section of the character sheet.
   
Once they are on the character sheet, the player can open it and see more information about it. For abilities and traits, no experience is deducted unless the player has ticked that they have learnt or aquired the ability or trait. For boons and burdens, it deducts experience as per the level, as detailed in APG.
   
The character sheet also shows a summary with a clickable icon, the name of the ability and what actions (Active, Passive, etc) the player can use with the ability or trait.
   

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\n

Weapons and Armor

\n

Pre-configured weapons and armors are available in compendiums. We recommand you use them. Just find the compendiums corresponding to your langage in the compendium tab, and select \"import\".
To create an armor or weapon, select the tab GEAR on the character sheet. There is a + at the end of the tables for armor and weapons which when clicked, will create new armor or weapon and details about can be filled in.

\n   \n

Weapons

\n

Weapons have a class : One-handed (default), heavy, unarmed, short, long, ranged, thrown, and shield.
Attributes: The default base attribute is \"Accurate\" but you can select another one. You usually don't have to, since abilities that modify the attribute (Iron fist, Sixth sense...) will automaticaly do it.
There are two fields for the damage :
- Base damage : contains the damage dice of the weapon (1-handed is 1d8, short is 1d6…). You don't need to add passive bonuses from abilities, they will automaticaly added later.
- Bonus damage. This field should be left empty and be used only for exceptional situations, unsupported abilities and house rules.
- A weapon with the quality deep impact, or a weapon masterfully crafted to give it this quality have +1 damage, this damage should not be entered in the bonus field, just check the checkbox « deep impact » in the quality tab and the bonus will be added. The calculated damage is printed in the boxes under the weapon name : as in Symbaroum rules, PC damage is the damage roll formula when it’s a PC that wields it, and the NPC damage is the fixed damage used when it’s a NPC.

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\n

Armors

\n

Armors have a fixed base protection value (1d4, 1d6, or 1d8). A reinforced armor should have the \"Reinforced\" quality checkbox scheck in the \"Qualities\" tab. Other bonus to protection can be add in the \"Bonus protection\" field. The \"Impeding\" field should receive the impeding value of the armor. This value will be used in some rolls. Qualities should be checked in the qualities tab. Only those will be used by the system. Any other custom quality can be entered in the \"quality\" field.

\n

Stackable armors can be created, for effects like \"Blessed shield\" that stacks to normal armor. Select the \"stackable armor\" option in the base armor field, then type the added protection value in the bonus field.

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\n

Adding weapons and armors to characters

\n

To add an armor or weapon to a character sheet, drag it from the Item's selection to the armor or weapon section of the gear tab of the character sheet. Monsters with the \"Natural weapon\" trait should be given the weapon « Natural weapon » of the compendium, and those with the \"Armored\" trait should be given the \"armored\" Armor.
When a PC or NPC add a weapon or an armor, to its sheet, its damage or protection value is automaticaly recalculated, taking into account the character abilities and traits (Man-at-arms, Robust…). For weapons, the attribute is also evaluated, taking into account the class of the weapon. The weapon/armor then appears on the character sheet with its final value printed. (dice value if it’s a PC sheet (ex: 1d8+1d6), fixed if it’s a monster sheet (ex: 7))
On the gear tab of the sheet, Weapons and armor have 3 states repredented bys a small icon, that you can change by clicking on it:
- stored (house icon): the item is stored out of immediate reach (in the character house, in a pack on a mule...)
- carried (briefcase icon): the item is sheated, or in a backpack
- active (shirt icon): the item is weared (armor) or in hand (weapon), and can be used for combat.

\n   \n

Active weapons, and the active armor, can be seen in the main tab of the character sheet. Click on them to make a roll (cf the combat section). Only one non-stackable armor will be considered active at a time. If there is no active armor, the system will generate a \"no armor\" dummy armor, equipped by the character, with passive bonuses added (robust..). When a stackable armor is activated, it will add its bonus protection to the active armor.

\n

 

\n   

\n

Artifacts

\n

To turn an item (weapon, armor or equipment) into an artifact, there is a check-box, where ticking it will turn it to an artifact.  This will open a new tab for artifact Powers. There you can add any number of artifact powers that the item has.

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Making an Attribute Test

\n

Symbaroum often calls for a test to be performed against an attribute. The tests are often denoted within brackets and optionally, where it is a test versus someone else, it contain the attribute that is used as the difficulty of the roll. 

\n
\n

Performing a Simple Attribute Test

\n

To perform a an attribute test, the player clicks on the attribute that is used for the test, for example, if a test for discreet is called, the player clicks on the discreet attribute
   
This will then bring up the attribute test dialogue, see below.

\n
\n

Performing a Versus Attribute Test

\n

If the test is to be performed against a token on the player field, then the player making the test, selects the token as a target.  To select a target, right click on it and tick the \"target icon\". The  selected target will then have arrows pointing at it, to show that it is now a target for the player.
   
Then the player clicks the attribute that the player wants to use. This then presents the attribute test dialogue to the player, where they can select the attribute that the token uses to resist the test. This will automatically then apply any bonus or penalty as normal to the test.

\n
\n

The Attribute Test Dialogue

\n

The roll dialogue is dynamic and shows elements that are relevant for the test. In the majority of the attribute tests, there are three elements. The versus attribute, which is the attribute from the selected target token that is used to resist the attribute that the player is rolling. For example, a player has to make a [Persuasive←Resolute] test against a token on the field. They've selected the token as the target and clicked their Persuasive attribute. In the dialogue, the selected is seen in the title of the window, Persusasive.
   
The player can then select the attribute the test is  against, in the example above, it is the targets Resolute that is the versus attribute. The second field is if this is a normal test, or if the test is made with favour or disfavour. See an explanation for the terms Favour and Disfavour further down in this document.

\nThe last field is any custom modifer that applies to this test, beyond the versus Attribute that was selected. It is important to note that if the versus Attribute is set to Custom then no attribute will be used and any penalties or bonuses will have to be entered in this field.


\n

Abilities, Powers and Traits

\n   \n

All the Abilities, Mystical Powers and Traits are available in the system compendiums. In order to add one of them to a character or monster sheet, simply drag and drop it from the compendium to the sheet. Then you can indicated the levels know by this character by checking the \"learned\" box in the Novice, adept and master tab.
   
You can create your own abilities but in order to use the features of the system, you'll have to use the Abilities, powers and traits included in the compendiums.  This system in unofficial, so we can't include the descriptions of those abilities.

\n

\n

Abilities

\n

Some abilities and traits, when given to a character (PC and NPC), will have effect on her character sheet and / or on dialog windows.

\n

Sixthsense, Tactician, Feint, Knife Play, Dominate

\n

Defense and attack attribute will be changed when the character uses relevant weapons.

\n

Shield fighter, Staff fighting, Steel throw, Natural warrior, Natural weapon

\n

Damage value of the weapon will be increased, and/or defense value. Please note that the extra bonus of Staff fighting when using a wooden staff or a mystic staff isn't included (please add +1 defense in the bonus tab of the relevant weapons).

\n

Man-at-arms, Armored, Robust, Survival instinct

\n

Protection value of the armor will be increased.

\n

Undead, Spirit form, Swarm

\n

Those traits will apply damage reduction when using Enhanced Combat (see Enhanced combat option) Damage value of the weapon will be increased, and defense value. Please note that the extra bonus of Staff fighting when using a wooden staff or a mystic staff isn't included (please add +1 defense in the bonus tab of the relevant weapons).

\n

Robust

\n

Robust will modifed damage value. Please note that is it right now a bug - robust should only apply on 1 attack per round - this bug will be corrected.

\n

Iron Fist, Backstab, Hunter's instinct, Beast Lore, Rapid Fire, Natural Warrior, Knife Play

\n

When using Enhanced Combat option, having those abilities and using the right weapon type will make specific options available in the attack window.

\n

\n

Using Powers

\n

Powers can be activated by clicking on the orange dice of the item sheet.
   
Power activation is a WIP.
For now, only those active powers are supported:
Anathema,  blessed shield, brimstone cascade, bend will, black bolt, confusion, curse, entangling vines, holy aura, inherit wound, larvae boils, lay on hands, levitate, maltransformation, Prios burning glass, tormenting spirits, unnoticeable
the abilities:
Alchemy, acrobatics, berserker, dominate, leader, loremaster, medicus, recovery, witchsight.
the traits:
Regeneration.

When you activate a power, it will take in account the relevant abilities of the character and its target (leader ability, rapid reflexes, steadfast, traditions, impeding armour...). It will open a dialog window for the acting player asking a few questions:
   

\n
    \n
  • manual modifer (any other modifier to the roll...)
  • \n
  • favour / disfavour (see favour section of this guide)
  • \n
  • first casting or maintained. First casting is for the first round the player use the ability, and maintain is for the subsequent rounds or for chain casting (if relevant). The main difference is that \"first cast\" will generate corruption for the caster, while \"maintain\" will not.
  • \n
\n

Most roll should be left by default.
Than the roll is made, and result is announced in the chat.
   
Corruption is calculated taking into account the level in Theurgy, Wizardry, Witchcraft, Blessings, Sorcery.
If the result have effects on a token (damage, healing, corruption, stutus effects...) the gamemaster gets a chat entry with a button
   
Clicking the button will automaticaly affect the results of the power to the tokens: damage will be substracted from toughness, temporary corruption added, etc.
In order to do chain effects, you'll have to cast the power on each target, checking the \"maintained\" box after the first target.

\n

Power and Abilities specifics:

\n

Anathema

\n

Anathema can be used with or without a target. The target should be the opposing caster.

\n

Berserker

\n

When using this abilities, the effects will automaticaly modify the combat values of the character (armor, defense, damage). Use the abality again to revert to normal.

\n

Brimstone cascade

\n

When striking multiple targets, use the power several times, changing the target each time. After the first target, use the \"maintain power\" option so the casting character won't get corruption.

\n

Blessed Shield

\n

When using the power on 1 or 2 other characters (adept and master level), select them as targets before using the power. If successful, the Mystic and the target will automaticaly get an active \"blessed shield\" stackable armor. At the end of the duration of the power, just delete this item from their inventory.

\n

Entangling vines

\n

It's always the caster that should initiate the roll. After the second round, the strenght of the target will be used as a resist value, as in the rules.

\n

Inherit wound

\n

Target will be healed and damage will apply to the caster. If enhanced combat is used, and the level is adept or master, poison and bleeding effects will also be transfered from target to caster.

\n

Levitate

\n

If no target are selected, the spell will be cast on self. If a target is selected and level is adept or master, the power will be cast on the target.

\n

Leader

\n

When using leader, it will trigger the adept level effect: the target will receive a \"targeted\" status effect. When any character attacks this target, damage will receive a +1d4 bonus (or +2 if attack from a NPC). Just delete the status effect on the token to remove the effect.

\n

\n

Combat

\n

There are 2 options for combat:

\n

Default Combat:

\n

As with normal attribute rolls, combat works almost the same. The player has, based on its abilities and traits, selected which attribute is used for its initiative, defense and attack. The attack is set when you add a weapon to a character, as different weapons can use different attributes.

\n

Make an Attack

\n

To make an attack with a weapon, the player clicks the weilded weapon on their character sheet under the main tab.
   
It will then bring up the attribute test dialogue, where an attribute can be selected, or, which is more common in combat, the targets defense is selected.
   
Beside the normal fields in the attribute test dialogue, the player can also choose to make this attack with Advantage as well as any damage bonuses beyond those bestowed by Advantage or the wearpon, for example Backstab. The result of the attack is then displayed in the chat window which then can be applied to the token on the battlefield.
   

\n

Defend against an attack

\n

To make a defense test against an attack, the player clicks on the equipped armor, which then opens the attribute test dialogue. This dialogue has a subtle difference that it also has a checkmark if the people attacking the player have Advantage, i.e. the player is at Disadvantage.
   
If the defense is unsuccessful, then it will automatically roll the armor roll and display it in the chat window.
   
In the example above, Abesina failed her defense test and her robes protects her for 2 points of damage.

\n



\n

Enhanced Combat:

\n

Enhance combat can be activated by selecting the option in the system settings. The purpose of EC is to accelerate combat, limit Players and GM fidgeting with character sheets, and vastly simplify NPC management.

\n

This quick video explains how to use the enhanced combat

\n



it is still a Work in Progress. Not every passive abilities have been integrated.

Armor and weapons have to be equipped by the PCs and NPCs in order to be taken in account.
It automaticaly processes the attributes, traits  and abilities of the attacker and its target, rolls the dice, evaluate damage.

The attribute used for attacking has to be defined on the weapon sheet. The defense attribute has to be selected on the character sheet. PCs and NPCs armors and weapons value have to be entered as 'dice' (for example a sword damage value would be 1d8 - the system will automaticaly transform this value to a fixed 4 when a NPC attacks a PC)

If a player character attacks a NPC, the player has to select its target, then click on a weapon to do the attack. If a NPC attacks a PC, the GM select the target, then clicks on the NPC weapon.

A dialog window will appear, asking which abilities of the attacker to use (iron fist, hunter's instinct...).
   
Then the attack roll is made, and if it's a hit, damage is roll. Result is printed in the chat. If it's an NPC attack against a PC, then the damage is fixed and the armor is rolled, as per the rules - please note the Player don't have to initiate the defense and armor roll.
   
The gamemaster then gets a chat entry with a button
   
Clicking the button will automaticaly affect the results of the attack to the tokens: damage will be substracted from toughness, status icons like poison and bleed added, etc. We recommend using the \"Status icons counters\" in order to have the duration of those effects displayed on the token and in the combat tracker.
The \"Undead\", \"Spirit form\" and \"swarm\" traits will apply damage reduction. Remember to check the \"magical\" quality box on artefact weapons, so their damage will be evaluated as such.

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\n

Initiative:

\n

The initiative used in the Symbaroum for FVTT system works the same way than stated in the rulebook, but in order to integrate in FVTT it uses the formula:
initiative = quick + vigilant x 0.01.
This simple formula produces the same order than the rulebook. So initiative 15.10 means Quick 15, Vigilant 10. It is possible to change the base attribute used for the formula in the character sheet (for characters with the Tactician ability, for example).

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Favour/Disfavour:

\n

The term favour/disfavour used in dialog boxes refers to situation when the acting character either rolls 2 dice and keeps the best (Hunter's instinct ability, steadfast resistance, ...) or in cases where disfavour (cursed, pariah, ...) is used, it keeps the worst. 

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Bonuses

\n

All items can have different bonuses configurable. These can be used by the GM for various purposes, ranging from giving boosts or penalties to attributes, to increasing or decreasing toughness, changing corruption values. It can also be used to reduce the experience cost of something or even give a player experience without changing their total experience earned (only their unspent). When viewing any items, it will have a bonus section where an items behaviour can be changed. 
   
It should be noted that Powers & Abilities give bonuses as soon as they are on the character sheet. Bonuses on armor, weapons and items are only given when they are equipped. If an item gives a bonus to an attribute, then it is included in the printed \"total\" value and listed in the corresponding tooltip. For example, here is a character with ability \"Exc Attribute Vigilant\" novice, and a base Vigilant value of 15:
   

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\n

Supported Modules

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Dice-so-nice

\n

Status icons counters

\n

Token action hud

\n
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\n

Symbaroum System
for
Foundry VTT

\n

Introduction

\n

This guide presents the main features of the Symbaroum system for Foundry VTT.
This system is unofficial, so there are no art or text from the rulebooks included. It is assumed that the people using this system for Foundry VTT are in possession of the rulebooks.

\n
\n

Creating Characters

\n

To create a character, go to the Actor and click Create Actor.  It will then prompt you for a name of the actor and what type it is, either player or monster. Once it has been selected, it shows a Character sheet where details of the character can be filled in.  Items such as character name and race can be filled in, as well as the experience it has and how much of it that has been spent on re-rolls or binding to artifacts, how much has been spent on abilities and traits and finally how much is unspent.

Any field that has a blue-ish background can't be edited, this is because they are automatically calculated and the player do not need to change these fields. The portrait can be changed to a picture that the player likes.

\n   \n

Underneath it has a set of tabs, main, gear, bio, etc. which can be used to supply the various information required.
On the main tab, the player can fill in their details of their attributes, how much toughness they have remaining and details of their corruption. In order to modify attributes, click on the \"modify\" button under the attributes label. this will open the attributes windows.

\n   \n

The base attribute is for the base, unmodifed attribute of the character. The \"Modifier\" field is for temporary modifiers, like attribute damage from undead creatures. \"Bonus\" is for bonuses from items. \"Total\" will display the computed attribute.
The corruption fields contains entries for how much Temporary (scene) corruption they've taken, any long term corruption, such as happens when consuming Krusan Berries, or even Permanent corruption they have accumulated.
The combat section allows for selection of the attribute that will be used for initiative or for defense. It also contains information of any worn armor or wielded weapons. See section about combat below.

\n
\n

Adding Abilities, Traits, Boons and Burdens

\n

Please note that this System Module does not contain the details about these abilities, traits, boons and burdens and it is advised that the Game Master sets them up in advance.
There is a Compendium with the names of these in multiple languages that is recommended for use.

To add an ability, trait, boon or burden, the player drags them from the Item's selection to the Abilities & Powers section of the character sheet.
   
Once they are on the character sheet, the player can open it and see more information about it. For abilities and traits, no experience is deducted unless the player has ticked that they have learnt or aquired the ability or trait. For boons and burdens, it deducts experience as per the level, as detailed in APG.
   
The character sheet also shows a summary with a clickable icon, the name of the ability and what actions (Active, Passive, etc) the player can use with the ability or trait.
   

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\n

Weapons and Armor

\n

Pre-configured weapons and armors are available in compendiums. We recommand you use them. Just find the compendiums corresponding to your langage in the compendium tab, and select \"import\".
To create an armor or weapon, select the tab GEAR on the character sheet. There is a + at the end of the tables for armor and weapons which when clicked, will create new armor or weapon and details about can be filled in.

\n   \n

Weapons

\n

Weapons have a class : One-handed (default), heavy, unarmed, short, long, ranged, thrown, and shield.
Attributes: The default base attribute is \"Accurate\" but you can select another one. You usually don't have to, since abilities that modify the attribute (Iron fist, Sixth sense...) will automaticaly do it.
There are two fields for the damage :
- Base damage : contains the damage dice of the weapon (1-handed is 1d8, short is 1d6…). You don't need to add passive bonuses from abilities, they will automaticaly added later.
- Bonus damage. This field should be left empty and be used only for exceptional situations, unsupported abilities and house rules.
- A weapon with the quality deep impact, or a weapon masterfully crafted to give it this quality have +1 damage, this damage should not be entered in the bonus field, just check the checkbox « deep impact » in the quality tab and the bonus will be added. The calculated damage is printed in the boxes under the weapon name : as in Symbaroum rules, PC damage is the damage roll formula when it’s a PC that wields it, and the NPC damage is the fixed damage used when it’s a NPC.

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\n

Armors

\n

Armors have a fixed base protection value (1d4, 1d6, or 1d8). A reinforced armor should have the \"Reinforced\" quality checkbox scheck in the \"Qualities\" tab. Other bonus to protection can be add in the \"Bonus protection\" field. The \"Impeding\" field should receive the impeding value of the armor. This value will be used in some rolls. Qualities should be checked in the qualities tab. Only those will be used by the system. Any other custom quality can be entered in the \"quality\" field.

\n

Stackable armors can be created, for effects like \"Blessed shield\" that stacks to normal armor. Select the \"stackable armor\" option in the base armor field, then type the added protection value in the bonus field.

\n
\n

Adding weapons and armors to characters

\n

To add an armor or weapon to a character sheet, drag it from the Item's selection to the armor or weapon section of the gear tab of the character sheet. Monsters with the \"Natural weapon\" trait should be given the weapon « Natural weapon » of the compendium, and those with the \"Armored\" trait should be given the \"armored\" Armor.
When a PC or NPC add a weapon or an armor, to its sheet, its damage or protection value is automaticaly recalculated, taking into account the character abilities and traits (Man-at-arms, Robust…). For weapons, the attribute is also evaluated, taking into account the class of the weapon. The weapon/armor then appears on the character sheet with its final value printed. (dice value if it’s a PC sheet (ex: 1d8+1d6), fixed if it’s a monster sheet (ex: 7))
On the gear tab of the sheet, Weapons and armor have 3 states repredented bys a small icon, that you can change by clicking on it:
- stored (house icon): the item is stored out of immediate reach (in the character house, in a pack on a mule...)
- carried (briefcase icon): the item is sheated, or in a backpack
- active (shirt icon): the item is weared (armor) or in hand (weapon), and can be used for combat.

\n   \n

Active weapons, and the active armor, can be seen in the main tab of the character sheet. Click on them to make a roll (cf the combat section). Only one non-stackable armor will be considered active at a time. If there is no active armor, the system will generate a \"no armor\" dummy armor, equipped by the character, with passive bonuses added (robust..). When a stackable armor is activated, it will add its bonus protection to the active armor.

\n

 

\n   

\n

Artifacts

\n

To turn an item (weapon, armor or equipment) into an artifact, there is a check-box, where ticking it will turn it to an artifact.  This will open a new tab for artifact Powers. There you can add any number of artifact powers that the item has.

\n

Making an Attribute Test

\n

Symbaroum often calls for a test to be performed against an attribute. The tests are often denoted within brackets and optionally, where it is a test versus someone else, it contain the attribute that is used as the difficulty of the roll. 

\n
\n

Performing a Simple Attribute Test

\n

To perform a an attribute test, the player clicks on the attribute that is used for the test, for example, if a test for discreet is called, the player clicks on the discreet attribute
   
This will then bring up the attribute test dialogue, see below.

\n
\n

Performing a Versus Attribute Test

\n

If the test is to be performed against a token on the player field, then the player making the test, selects the token as a target.  To select a target, right click on it and tick the \"target icon\". The  selected target will then have arrows pointing at it, to show that it is now a target for the player.
   
Then the player clicks the attribute that the player wants to use. This then presents the attribute test dialogue to the player, where they can select the attribute that the token uses to resist the test. This will automatically then apply any bonus or penalty as normal to the test.

\n
\n

The Attribute Test Dialogue

\n

The roll dialogue is dynamic and shows elements that are relevant for the test. In the majority of the attribute tests, there are three elements. The versus attribute, which is the attribute from the selected target token that is used to resist the attribute that the player is rolling. For example, a player has to make a [Persuasive←Resolute] test against a token on the field. They've selected the token as the target and clicked their Persuasive attribute. In the dialogue, the selected is seen in the title of the window, Persusasive.
   
The player can then select the attribute the test is  against, in the example above, it is the targets Resolute that is the versus attribute. The second field is if this is a normal test, or if the test is made with favour or disfavour. See an explanation for the terms Favour and Disfavour further down in this document.

\nThe last field is any custom modifer that applies to this test, beyond the versus Attribute that was selected. It is important to note that if the versus Attribute is set to Custom then no attribute will be used and any penalties or bonuses will have to be entered in this field.


\n

Abilities, Powers and Traits

\n   \n

All the Abilities, Mystical Powers and Traits are available in the system compendiums. In order to add one of them to a character or monster sheet, simply drag and drop it from the compendium to the sheet. Then you can indicated the levels know by this character by checking the \"learned\" box in the Novice, adept and master tab.
   
You can create your own abilities but in order to use the features of the system, you'll have to use the Abilities, powers and traits included in the compendiums.  This system in unofficial, so we can't include the descriptions of those abilities.

\n

\n

Abilities

\n

Some abilities and traits, when given to a character (PC and NPC), will have effect on her character sheet and / or on dialog windows.

\n

Sixthsense, Tactician, Feint, Knife Play, Dominate

\n

Defense and attack attribute will be changed when the character uses relevant weapons.

\n

Shield fighter, Staff fighting, Steel throw, Natural warrior, Natural weapon

\n

Damage value of the weapon will be increased, and/or defense value. Please note that the extra bonus of Staff fighting when using a wooden staff or a mystic staff isn't included (please add +1 defense in the bonus tab of the relevant weapons).

\n

Man-at-arms, Armored, Robust, Survival instinct

\n

Protection value of the armor will be increased.

\n

Undead, Spirit form, Swarm

\n

Those traits will apply damage reduction when using Enhanced Combat (see Enhanced combat option) Damage value of the weapon will be increased, and defense value. Please note that the extra bonus of Staff fighting when using a wooden staff or a mystic staff isn't included (please add +1 defense in the bonus tab of the relevant weapons).

\n

Robust

\n

Robust will modifed damage value. Please note that is it right now a bug - robust should only apply on 1 attack per round - this bug will be corrected.

\n

Iron Fist, Backstab, Hunter's instinct, Beast Lore, Rapid Fire, Natural Warrior, Knife Play

\n

When using Enhanced Combat option, having those abilities and using the right weapon type will make specific options available in the attack window.

\n

\n

Using Powers

\n

Powers can be activated by clicking on the orange dice of the item sheet.
   
Power activation is a WIP.
For now, only those active powers are supported:
Anathema,  blessed shield, brimstone cascade, bend will, black bolt, confusion, curse, entangling vines, holy aura, inherit wound, larvae boils, lay on hands, levitate, maltransformation, Prios burning glass, tormenting spirits, unnoticeable
the abilities:
Alchemy, acrobatics, berserker, dominate, leader, loremaster, medicus, recovery, witchsight.
the traits:
Regeneration.

When you activate a power, it will take in account the relevant abilities of the character and its target (leader ability, rapid reflexes, steadfast, traditions, impeding armour...). It will open a dialog window for the acting player asking a few questions:
   

\n
    \n
  • manual modifer (any other modifier to the roll...)
  • \n
  • favour / disfavour (see favour section of this guide)
  • \n
  • first casting or maintained. First casting is for the first round the player use the ability, and maintain is for the subsequent rounds or for chain casting (if relevant). The main difference is that \"first cast\" will generate corruption for the caster, while \"maintain\" will not.
  • \n
\n

Most roll should be left by default.
Than the roll is made, and result is announced in the chat.
   
Corruption is calculated taking into account the level in Theurgy, Wizardry, Witchcraft, Blessings, Sorcery.
If the result have effects on a token (damage, healing, corruption, stutus effects...) the gamemaster gets a chat entry with a button
   
Clicking the button will automaticaly affect the results of the power to the tokens: damage will be substracted from toughness, temporary corruption added, etc.
In order to do chain effects, you'll have to cast the power on each target, checking the \"maintained\" box after the first target.

\n

Power and Abilities specifics:

\n

Anathema

\n

Anathema can be used with or without a target. The target should be the opposing caster.

\n

Berserker

\n

When using this abilities, the effects will automaticaly modify the combat values of the character (armor, defense, damage). Use the abality again to revert to normal.

\n

Brimstone cascade

\n

When striking multiple targets, use the power several times, changing the target each time. After the first target, use the \"maintain power\" option so the casting character won't get corruption.

\n

Blessed Shield

\n

When using the power on 1 or 2 other characters (adept and master level), select them as targets before using the power. If successful, the Mystic and the target will automaticaly get an active \"blessed shield\" stackable armor. At the end of the duration of the power, just delete this item from their inventory.

\n

Entangling vines

\n

It's always the caster that should initiate the roll. After the second round, the strenght of the target will be used as a resist value, as in the rules.

\n

Inherit wound

\n

Target will be healed and damage will apply to the caster. If enhanced combat is used, and the level is adept or master, poison and bleeding effects will also be transfered from target to caster.

\n

Levitate

\n

If no target are selected, the spell will be cast on self. If a target is selected and level is adept or master, the power will be cast on the target.

\n

Leader

\n

When using leader, it will trigger the adept level effect: the target will receive a \"targeted\" status effect. When any character attacks this target, damage will receive a +1d4 bonus (or +2 if attack from a NPC). Just delete the status effect on the token to remove the effect.

\n

\n

Combat

\n

There are 2 options for combat:

\n

Default Combat:

\n

As with normal attribute rolls, combat works almost the same. The player has, based on its abilities and traits, selected which attribute is used for its initiative, defense and attack. The attack is set when you add a weapon to a character, as different weapons can use different attributes.

\n

Make an Attack

\n

To make an attack with a weapon, the player clicks the weilded weapon on their character sheet under the main tab.
   
It will then bring up the attribute test dialogue, where an attribute can be selected, or, which is more common in combat, the targets defense is selected.
   
Beside the normal fields in the attribute test dialogue, the player can also choose to make this attack with Advantage as well as any damage bonuses beyond those bestowed by Advantage or the wearpon, for example Backstab. The result of the attack is then displayed in the chat window which then can be applied to the token on the battlefield.
   

\n

Defend against an attack

\n

To make a defense test against an attack, the player clicks on the equipped armor, which then opens the attribute test dialogue. This dialogue has a subtle difference that it also has a checkmark if the people attacking the player have Advantage, i.e. the player is at Disadvantage.
   
If the defense is unsuccessful, then it will automatically roll the armor roll and display it in the chat window.
   
In the example above, Abesina failed her defense test and her robes protects her for 2 points of damage.

\n



\n

Enhanced Combat:

\n

Enhance combat can be activated by selecting the option in the system settings. The purpose of EC is to accelerate combat, limit Players and GM fidgeting with character sheets, and vastly simplify NPC management.

\n

This quick video explains how to use the enhanced combat

\n



it is still a Work in Progress. Not every passive abilities have been integrated.

Armor and weapons have to be equipped by the PCs and NPCs in order to be taken in account.
It automaticaly processes the attributes, traits  and abilities of the attacker and its target, rolls the dice, evaluate damage.

The attribute used for attacking has to be defined on the weapon sheet. The defense attribute has to be selected on the character sheet. PCs and NPCs armors and weapons value have to be entered as 'dice' (for example a sword damage value would be 1d8 - the system will automaticaly transform this value to a fixed 4 when a NPC attacks a PC)

If a player character attacks a NPC, the player has to select its target, then click on a weapon to do the attack. If a NPC attacks a PC, the GM select the target, then clicks on the NPC weapon.

A dialog window will appear, asking which abilities of the attacker to use (iron fist, hunter's instinct...).
   
Then the attack roll is made, and if it's a hit, damage is roll. Result is printed in the chat. If it's an NPC attack against a PC, then the damage is fixed and the armor is rolled, as per the rules - please note the Player don't have to initiate the defense and armor roll.
   
The gamemaster then gets a chat entry with a button
   
Clicking the button will automaticaly affect the results of the attack to the tokens: damage will be substracted from toughness, status icons like poison and bleed added, etc. We recommend using the \"Status icons counters\" in order to have the duration of those effects displayed on the token and in the combat tracker.
The \"Undead\", \"Spirit form\" and \"swarm\" traits will apply damage reduction. Remember to check the \"magical\" quality box on artefact weapons, so their damage will be evaluated as such.

\n



\n

Initiative:

\n

The initiative used in the Symbaroum for FVTT system works the same way than stated in the rulebook, but in order to integrate in FVTT it uses the formula:
initiative = quick + vigilant x 0.01.
This simple formula produces the same order than the rulebook. So initiative 15.10 means Quick 15, Vigilant 10. It is possible to change the base attribute used for the formula in the character sheet (for characters with the Tactician ability, for example).

\n

Favour/Disfavour:

\n

The term favour/disfavour used in dialog boxes refers to situation when the acting character either rolls 2 dice and keeps the best (Hunter's instinct ability, steadfast resistance, ...) or in cases where disfavour (cursed, pariah, ...) is used, it keeps the worst. 

\n

Bonuses

\n

All items can have different bonuses configurable. These can be used by the GM for various purposes, ranging from giving boosts or penalties to attributes, to increasing or decreasing toughness, changing corruption values. It can also be used to reduce the experience cost of something or even give a player experience without changing their total experience earned (only their unspent). When viewing any items, it will have a bonus section where an items behaviour can be changed. 
   
It should be noted that Powers & Abilities give bonuses as soon as they are on the character sheet. Bonuses on armor, weapons and items are only given when they are equipped. If an item gives a bonus to an attribute, then it is included in the printed \"total\" value and listed in the corresponding tooltip. For example, here is a character with ability \"Exc Attribute Vigilant\" novice, and a base Vigilant value of 15:
   

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\n

Supported Modules

\n

Dice-so-nice

\n

Status icons counters

\n

Token action hud

\n
","folder":null,"sort":0,"permission":{"default":0,"1qImqL9kPxfUOSjY":3,"eT9Fn0zC6QGMvWEk":3},"flags":{"core":{"sourceId":"JournalEntry.WGo6jbcbdCmTy0su"},"symbaroum":{"ver":"1"}}} +{"name":"Symbaroum System guide EN","content":"
\n

Symbaroum System
for
Foundry VTT

\n

Introduction

\n

This guide presents the main features of the Symbaroum system for Foundry VTT.
This system is unofficial, so there are no art or text from the rulebooks included. It is assumed that the people using this system for Foundry VTT are in possession of the rulebooks.

\n
\n

Creating Characters

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To create a character, go to the Actor and click Create Actor.  It will then prompt you for a name of the actor and what type it is, either player or monster. Once it has been selected, it shows a Character sheet where details of the character can be filled in.  Items such as character name and race can be filled in, as well as the experience it has and how much of it that has been spent on re-rolls or binding to artifacts, how much has been spent on abilities and traits and finally how much is unspent.

Any field that has a blue-ish background can't be edited, this is because they are automatically calculated and the player do not need to change these fields. The portrait can be changed to a picture that the player likes.

\n   \n

Underneath it has a set of tabs, main, gear, bio, etc. which can be used to supply the various information required.
On the main tab, the player can fill in their details of their attributes, how much toughness they have remaining and details of their corruption. In order to modify attributes, click on the \"modify\" button under the attributes label. this will open the attributes windows.

\n   \n

The base attribute is for the base, unmodifed attribute of the character. The \"Modifier\" field is for temporary modifiers, like attribute damage from undead creatures. \"Bonus\" is for bonuses from items. \"Total\" will display the computed attribute.
The corruption fields contains entries for how much Temporary (scene) corruption they've taken, any long term corruption, such as happens when consuming Krusan Berries, or even Permanent corruption they have accumulated.
The combat section allows for selection of the attribute that will be used for initiative or for defense. It also contains information of any worn armor or wielded weapons. See section about combat below.

\n
\n

Adding Abilities, Traits, Boons and Burdens

\n

Please note that this System Module does not contain the details about these abilities, traits, boons and burdens and it is advised that the Game Master sets them up in advance.
There is a Compendium with the names of these in multiple languages that is recommended for use.

To add an ability, trait, boon or burden, the player drags them from the Item's selection to the Abilities & Powers section of the character sheet.
   
Once they are on the character sheet, the player can open it and see more information about it. For abilities and traits, no experience is deducted unless the player has ticked that they have learnt or aquired the ability or trait. For boons and burdens, it deducts experience as per the level, as detailed in APG.
   
The character sheet also shows a summary with a clickable icon, the name of the ability and what actions (Active, Passive, etc) the player can use with the ability or trait.
   

\n

\n

Weapons and Armor

\n

Pre-configured weapons and armors are available in compendiums. We recommand you use them. Just find the compendiums corresponding to your langage in the compendium tab, and select \"import\".
To create an armor or weapon, select the tab GEAR on the character sheet. There is a + at the end of the tables for armor and weapons which when clicked, will create new armor or weapon and details about can be filled in.

\n   \n

Weapons

\n

Weapons have a class : One-handed (default), heavy, unarmed, short, long, ranged, thrown, and shield.
Attributes: The default base attribute is \"Accurate\" but you can select another one. You usually don't have to, since abilities that modify the attribute (Iron fist, Sixth sense...) will automaticaly do it.
There are two fields for the damage :
- Base damage : contains the damage dice of the weapon (1-handed is 1d8, short is 1d6…). You don't need to add passive bonuses from abilities, they will automaticaly added later.
- Bonus damage. This field should be left empty and be used only for exceptional situations, unsupported abilities and house rules.
- A weapon with the quality deep impact, or a weapon masterfully crafted to give it this quality have +1 damage, this damage should not be entered in the bonus field, just check the checkbox « deep impact » in the quality tab and the bonus will be added. The \"massive\" quality will also modify damage (when used by a PC), or armor rolls (when used by a NPC) The calculated damage is printed in the boxes under the weapon name : as in Symbaroum rules, PC damage is the damage roll formula when it’s a PC that wields it, and the NPC damage is the fixed damage used when it’s a NPC.
The \"Alternative damage\" field is used for weapons that do damage on attributes (usually Resolute or Strong). Normal weapons are set on \"none\". When creating a monster that do alternative damage, use the \"wraith claws\" or \"freezing touch\" weapon, and give the \"alternative damage\" ability to the creature. The damage of the weapon will automaticaly upgrade depending of its level in the ability.

\n
\n

Armors

\n

Armors have a fixed base protection value (1d4, 1d6, or 1d8). A reinforced armor should have the \"Reinforced\" quality checkbox scheck in the \"Qualities\" tab. Other bonus to protection can be add in the \"Bonus protection\" field. The \"Impeding\" field should receive the impeding value of the armor. This value will be used in some rolls. Qualities should be checked in the qualities tab. Only those will be used by the system. Any other custom quality can be entered in the \"quality\" field.

\n

Stackable armors can be created, for effects like \"Blessed shield\" that stacks to normal armor. Select the \"stackable armor\" option in the base armor field, then type the added protection value in the bonus field.

\n
\n

Adding weapons and armors to characters

\n

To add an armor or weapon to a character sheet, drag it from the Item's selection to the armor or weapon section of the gear tab of the character sheet. Monsters with the \"Natural weapon\" trait should be given the weapon « Natural weapon » of the compendium, and those with the \"Armored\" trait should be given the \"armored\" Armor.
When a PC or NPC add a weapon or an armor, to its sheet, its damage or protection value is automaticaly recalculated, taking into account the character abilities and traits (Man-at-arms, Robust…). For weapons, the attribute is also evaluated, taking into account the class of the weapon. The weapon/armor then appears on the character sheet with its final value printed. (dice value if it’s a PC sheet (ex: 1d8+1d6), fixed if it’s a monster sheet (ex: 7))
On the gear tab of the sheet, Weapons and armor have 3 states repredented bys a small icon, that you can change by clicking on it:
- stored (house icon): the item is stored out of immediate reach (in the character house, in a pack on a mule...)
- carried (briefcase icon): the item is sheated, or in a backpack
- active (shirt icon): the item is weared (armor) or in hand (weapon), and can be used for combat.

\n   \n

Active weapons, and the active armor, can be seen in the main tab of the character sheet. Click on them to make a roll (cf the combat section). Only one non-stackable armor will be considered active at a time. If there is no active armor, the system will generate a \"no armor\" dummy armor, equipped by the character, with passive bonuses added (robust..). When a stackable armor is activated, it will add its bonus protection to the active armor.

\n   

\n

Making an Attribute Test

\n

Symbaroum often calls for a test to be performed against an attribute. The tests are often denoted within brackets and optionally, where it is a test versus someone else, it contain the attribute that is used as the difficulty of the roll. 

\n
\n

Performing a Simple Attribute Test

\n

To perform a an attribute test, the player clicks on the attribute that is used for the test, for example, if a test for discreet is called, the player clicks on the discreet attribute
   
This will then bring up the attribute test dialogue, see below.

\n
\n

Performing a Versus Attribute Test

\n

If the test is to be performed against a token on the player field, then the player making the test, selects the token as a target.  To select a target, right click on it and tick the \"target icon\". The  selected target will then have arrows pointing at it, to show that it is now a target for the player.
   
Then the player clicks the attribute that the player wants to use. This then presents the attribute test dialogue to the player, where they can select the attribute that the token uses to resist the test. This will automatically then apply any bonus or penalty as normal to the test.

\n
\n

The Attribute Test Dialogue

\n

The roll dialogue is dynamic and shows elements that are relevant for the test. In the majority of the attribute tests, there are three elements. The versus attribute, which is the attribute from the selected target token that is used to resist the attribute that the player is rolling. For example, a player has to make a [Persuasive←Resolute] test against a token on the field. They've selected the token as the target and clicked their Persuasive attribute. In the dialogue, the selected is seen in the title of the window, Persusasive.
   
The player can then select the attribute the test is  against, in the example above, it is the targets Resolute that is the versus attribute. The second field is if this is a normal test, or if the test is made with favour or disfavour. See an explanation for the terms Favour and Disfavour further down in this document.

\nThe last field is any custom modifer that applies to this test, beyond the versus Attribute that was selected. It is important to note that if the versus Attribute is set to Custom then no attribute will be used and any penalties or bonuses will have to be entered in this field.


\n

Abilities, Powers and Traits

\n   \n

All the Abilities, Mystical Powers and Traits are available in the system compendiums. In order to add one of them to a character or monster sheet, simply drag and drop it from the compendium to the sheet. Then you can indicated the levels know by this character by checking the \"learned\" box in the Novice, adept and master tab.
   
You can create your own abilities but in order to use the features of the system, you'll have to use the Abilities, powers and traits included in the compendiums.  This system in unofficial, so we can't include the descriptions of those abilities.

\n

\n

Abilities

\n

Some abilities and traits, when given to a character (PC and NPC), will have effect on her character sheet and / or on dialog windows.

\n

Dominate, Feat of strength, Feint, Knife Play, Sixthsense, Strong gift, Tactician

\n

Defense and attack attribute will be changed when the character uses relevant weapons.

\n

Shield fighter, Staff fighting, Steel throw, Natural warrior, Natural weapon

\n

Damage value of the weapon will be increased, and/or defense value. Please note that the extra bonus of Staff fighting when using a wooden staff or a mystic staff isn't included (please add +1 defense in the bonus tab of the relevant weapons).

\n

Man-at-arms, Armored, Robust, Survival instinct

\n

Protection value of the armor will be increased.

\n

Colossal, Undead, Spirit form, Swarm

\n

Those traits will apply damage reduction when using Enhanced Combat (see Enhanced combat option) Damage value of the weapon will be increased, and defense value. Please note that the extra bonus of Staff fighting when using a wooden staff or a mystic staff isn't included (please add +1 defense in the bonus tab of the relevant weapons).

\n

Beast Lore, Backstab, Colossal, Corrupting attack, Feat of strength, Hunter's instinct, Iron Fist, Knife Play, Natural Warrior, Rapid Fire, Robust

\n

When using Enhanced Combat option, having those abilities or traits and using the right weapon type will make specific options available in the attack window.

\n

\n

Using Powers

\n

Powers can be activated by clicking on the orange dice of the item sheet.
   
Power activation is a WIP.
For now, only those active powers are supported:
Anathema, blessed shield, brimstone cascade, bend will, black bolt, confusion, curse, entangling vines, holy aura, inherit wound, larvae boils, lay on hands, levitate, maltransformation, Prios burning glass, tormenting spirits, unnoticeable
the abilities:
Alchemy, acrobatics, berserker, dominate, leader, loremaster, medicus, quickdraw, recovery, witchsight.
the traits:
Regeneration, Shapeshifter, Wisdom of the ages.

When you activate a power, it will take in account the relevant abilities of the character and its target (leader ability, rapid reflexes, steadfast, traditions, impeding armour...). It will open a dialog window for the acting player asking a few questions:
   

\n
    \n
  • manual modifer (any other modifier to the roll...)
  • \n
  • favour / disfavour (see favour section of this guide)
  • \n
  • first casting or maintained. First casting is for the first round the player use the ability, and maintain is for the subsequent rounds or for chain casting (if relevant). The main difference is that \"first cast\" will generate corruption for the caster, while \"maintain\" will not.
  • \n
\n

Most roll should be left by default.
Than the roll is made, and result is announced in the chat.
   
Corruption is calculated taking into account the level in Theurgy, Wizardry, Witchcraft, Blessings, Sorcery.
If the result have effects on a token (damage, healing, corruption, stutus effects...) the gamemaster gets a chat entry with a button
   
Clicking the button will automaticaly affect the results of the power to the tokens: damage will be substracted from toughness, temporary corruption added, etc.
In order to do chain effects, you'll have to cast the power on each target, checking the \"maintained\" box after the first target.

\n

Power and Abilities specifics:

\n

Anathema

\n

Anathema can be used with or without a target. The target should be the opposing caster.

\n

Berserker

\n

When using this abilities, the effects will automaticaly modify the combat values of the character (armor, defense, damage). Use the abality again to revert to normal.

\n

Brimstone cascade

\n

When striking multiple targets, use the power several times, changing the target each time. After the first target, use the \"maintain power\" option so the casting character won't get corruption.

\n

Blessed Shield

\n

When using the power on 1 or 2 other characters (adept and master level), select them as targets before using the power. If successful, the Mystic and the target will automaticaly get an active \"blessed shield\" stackable armor. At the end of the duration of the power, just delete this item from their inventory.

\n

Entangling vines

\n

It's always the caster that should initiate the roll. After the second round, the strenght of the target will be used as a resist value, as in the rules.

\n

Inherit wound

\n

Target will be healed and damage will apply to the caster. If enhanced combat is used, and the level is adept or master, poison and bleeding effects will also be transfered from target to caster.

\n

Levitate

\n

If no target are selected, the spell will be cast on self. If a target is selected and level is adept or master, the power will be cast on the target.

\n

Leader

\n

When using leader, it will trigger the adept level effect: the target will receive a \"targeted\" status effect. When any character attacks this target, damage will receive a +1d4 bonus (or +2 if attack from a NPC). Just delete the status effect on the token to remove the effect.

\n

\n

Combat

\n

There are 2 options for combat:

\n

Default Combat:

\n

As with normal attribute rolls, combat works almost the same. The player has, based on its abilities and traits, selected which attribute is used for its initiative, defense and attack. The attack is set when you add a weapon to a character, as different weapons can use different attributes.

\n

Make an Attack

\n

To make an attack with a weapon, the player clicks the weilded weapon on their character sheet under the main tab.
   
It will then bring up the attribute test dialogue, where an attribute can be selected, or, which is more common in combat, the targets defense is selected.
   
Beside the normal fields in the attribute test dialogue, the player can also choose to make this attack with Advantage as well as any damage bonuses beyond those bestowed by Advantage or the wearpon, for example Backstab. The result of the attack is then displayed in the chat window which then can be applied to the token on the battlefield.
   

\n

Defend against an attack

\n

To make a defense test against an attack, the player clicks on the equipped armor, which then opens the attribute test dialogue. This dialogue has a subtle difference that it also has a checkmark if the people attacking the player have Advantage, i.e. the player is at Disadvantage.
   
If the defense is unsuccessful, then it will automatically roll the armor roll and display it in the chat window.
   
In the example above, Abesina failed her defense test and her robes protects her for 2 points of damage.

\n



\n

Enhanced Combat:

\n

Enhance combat can be activated by selecting the option in the system settings. The purpose of EC is to accelerate combat, limit Players and GM fidgeting with character sheets, and vastly simplify NPC management.

\n

This quick video explains how to use the enhanced combat

\n



it is still a Work in Progress. Not every passive abilities have been integrated.

Armor and weapons have to be equipped by the PCs and NPCs in order to be taken in account.
It automaticaly processes the attributes, traits  and abilities of the attacker and its target, rolls the dice, evaluate damage.

The attribute used for attacking has to be defined on the weapon sheet. The defense attribute has to be selected on the character sheet. PCs and NPCs armors and weapons value have to be entered as 'dice' (for example a sword damage value would be 1d8 - the system will automaticaly transform this value to a fixed 4 when a NPC attacks a PC)

If a player character attacks a NPC, the player has to select its target, then click on a weapon to do the attack. If a NPC attacks a PC, the GM select the target, then clicks on the NPC weapon.

A dialog window will appear, asking which abilities of the attacker to use (iron fist, hunter's instinct...).
   
Then the attack roll is made, and if it's a hit, damage is roll. Result is printed in the chat. If it's an NPC attack against a PC, then the damage is fixed and the armor is rolled, as per the rules - please note the Player don't have to initiate the defense and armor roll.
   
The gamemaster then gets a chat entry with a button
   
Clicking the button will automaticaly affect the results of the attack to the tokens: damage will be substracted from toughness, status icons like poison and bleed added, etc. We recommend using the \"Status icons counters\" in order to have the duration of those effects displayed on the token and in the combat tracker.
The \"Undead\", \"Spirit form\" and \"swarm\" traits will apply damage reduction. Remember to check the \"magical\" quality box on artifact weapons, so their damage will be evaluated as such.
Alternative damage will reduce the relevant attribute (it will use the \"modifier\" field of the attribute sheet.)

\n



\n

Initiative:

\n

The initiative used in the Symbaroum for FVTT system works the same way than stated in the rulebook, but in order to integrate in FVTT it uses the formula:
initiative = quick + vigilant x 0.01.
This simple formula produces the same order than the rulebook. So initiative 15.10 means Quick 15, Vigilant 10. It is possible to change the base attribute used for the formula in the character sheet (for characters with the Tactician ability, for example).

\n

Favour/Disfavour:

\n

The term favour/disfavour used in dialog boxes refers to situation when the acting character either rolls 2 dice and keeps the best (Hunter's instinct ability, steadfast resistance, ...) or in cases where disfavour (cursed, pariah, ...) is used, it keeps the worst. 

\n

Bonuses

\n

All items can have different bonuses configurable. These can be used by the GM for various purposes, ranging from giving boosts or penalties to attributes, to increasing or decreasing toughness, changing corruption values. It can also be used to reduce the experience cost of something or even give a player experience without changing their total experience earned (only their unspent). When viewing any items, it will have a bonus section where an items behaviour can be changed. 
   
It should be noted that Powers & Abilities give bonuses as soon as they are on the character sheet. Bonuses on armor, weapons and items are only given when they are equipped. If an item gives a bonus to an attribute, then it is included in the printed \"total\" value and listed in the corresponding tooltip. For example, here is a character with ability \"Exc Attribute Vigilant\" novice, and a base Vigilant value of 15:
   

\n



\n

Supported Modules

\n

Dice-so-nice

\n

Status icons counters

\n

Token action hud

\n
","folder":null,"sort":0,"permission":{"default":0,"1qImqL9kPxfUOSjY":3,"eT9Fn0zC6QGMvWEk":3},"flags":{"core":{"sourceId":"JournalEntry.WGo6jbcbdCmTy0su"},"symbaroum":{"ver":"3.0.8"}},"_id":"xzssjKaHcJH0CMaw"} diff --git a/template/user-guide-en.html b/template/user-guide-en.html index 016295b7..2705cfbc 100644 --- a/template/user-guide-en.html +++ b/template/user-guide-en.html @@ -92,6 +92,8 @@

Weapons

- A weapon with the quality deep impact, or a weapon masterfully crafted to give it this quality have +1 damage, this damage should not be entered in the bonus field, just check the checkbox « deep impact » in the quality tab and the bonus will be added. The "massive" quality will also modify damage (when used by a PC), or armor rolls (when used by a NPC) The calculated damage is printed in the boxes under the weapon name : as in Symbaroum rules, PC damage is the damage roll formula when it’s a PC that wields it, and the NPC damage is the fixed damage used when it’s a NPC. +
+ The "Alternative damage" field is used for weapons that do damage on attributes (usually Resolute or Strong). Normal weapons are set on "none". When creating a monster that do alternative damage, use the "wraith claws" or "freezing touch" weapon, and give the "alternative damage" ability to the creature. The damage of the weapon will automaticaly upgrade depending of its level in the ability.


Armors

@@ -357,6 +359,8 @@

Enhanced Combat:

We recommend using the "Status icons counters" in order to have the duration of those effects displayed on the token and in the combat tracker.
The "Undead", "Spirit form" and "swarm" traits will apply damage reduction. Remember to check the "magical" quality box on artifact weapons, so their damage will be evaluated as such. +
+ Alternative damage will reduce the relevant attribute (it will use the "modifier" field of the attribute sheet.)



From e3701cbd7e1f705d9b4d24299019f3b12d930cce Mon Sep 17 00:00:00 2001 From: khaali-dev Date: Sun, 5 Sep 2021 23:37:14 +0200 Subject: [PATCH 11/11] debug --- Release_Notes.txt | 5 +++-- script/common/actor.js | 2 +- 2 files changed, 4 insertions(+), 3 deletions(-) diff --git a/Release_Notes.txt b/Release_Notes.txt index 62c8be5c..9c744061 100644 --- a/Release_Notes.txt +++ b/Release_Notes.txt @@ -160,9 +160,10 @@ Version 3.0.7 Version 3.0.8 - Weapons can now be configured to do alternative Damage. -- 2 -- Alternative Damage trait will upgrade +- 2 alternative damage unarmed weapons in EN and FR weapons conpendiums +- Alternative Damage trait will upgrade alternative damage unarmed weapons - In Enhanced Combat, alternate damage will apply directly to relevant attribute. - getting close to, or reaching corruption thresholds creates warning in chat (public chat if PC, GM-only chat if NPC) - Traits integrated in Enhanced combat: corrupting attack, colossal. - Steadfast Adept now works on entangling vines and Anathema +- Damage of Massive weapons wielded by NPCs is now correctly calculated in Enhanced combat. diff --git a/script/common/actor.js b/script/common/actor.js index 684ce26d..0e07c976 100644 --- a/script/common/actor.js +++ b/script/common/actor.js @@ -322,7 +322,7 @@ export class SymbaroumActor extends Actor { } if(doAlternativeDamage){ let alternativeDamageLvl = 0; - let alternativeDamage = this.data.items.filter(element => element.data.data.reference === "alternativeDamage"); + let alternativeDamage = this.data.items.filter(element => element.data.data.reference === "alternativedamage"); if(alternativeDamage.length > 0){ alternativeDamageLvl = getPowerLevel(alternativeDamage[0]).level; let newdamage = upgradeDice(baseDamage, alternativeDamageLvl-1);