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roll20_starwars_ffg_api.js
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roll20_starwars_ffg_api.js
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/*
Current Version: 6.3.2
Last updated: 08.29.2016
Character Sheet and Script Maintained by: Samuel T.
Older Verions: https://github.com/dayst/StarWarsEdgeOfTheEmpire_Dice
Credits:
Original creator: Konrad J.
Helped with Dice specs: Alicia G. and Blake the Lake
Dice graphics hosted by Alicia G. at galacticcampaigns.com
Dice graphics borrowed from the awesome google+ hangouts EotE Dice App
Basic Character Sheet and Advanced Dice Roller: Steve Day
GM Sheet Campaign Details design inspiration: www.reddit.com/user/JohnSquiggleton
Sheet Autocreator: www.reddit.com/user/lowdownfool
New Tab Labels: Steve D., GM Knowledge Rhino, and Loki
Skill Description by: Gribble - https://dl.dropboxusercontent.com/u/9077657/SW-EotE-Reference-Sheets.pdf
Critical Descriptions by: Gribble - https://dl.dropboxusercontent.com/u/9077657/SW-EotE-Reference-Sheets.pdf
Debugger: Arron
Basic Roll Templates for basic rolls: Josh A.
Initiative Roller: Andrew H.
Opposed Roller: Tom F.
Method to hide depreciated Vehicle Tabs: Phil B.
Work done by GM Knowledge Rhino:
Group Tab
Companion Tab
GM Resources
Redesign of Vehicle Tab
Riding Beast Display
Roll Template Code Fixes
Roll Templates integrated with all Rolls
Overencumbrance roll notification
Work done by Samuel T.:
Versions 4.0.10.0 - 6.3.0 b5
SuggestionEngine
NPC Sheet
Initiative fix
Label generation fix
Semantic Versioning
Consolidated the Dice Ppol and Destiny Sections
Collapsing sections
Optgroups for dropdowns
API Chat Commands
Settings:
Log
* default: 'on' and 'single'
* Description: Sets the visual output in the chat window for the dice rolls
* Command: !eed log on|off|multi|single
Graphics
* default: 'on' and 'm'
* Description: Sets chat window dice output as graphic, small, medium, or large if "on" or as text if "off"
* Command: !eed graphics on|off|s|m|l
Test
* Description: Output every side of every die to the chat window
* !eed test
Debug
* default: 'off'
* DescriptionL Sets the logging level of the script in the API console. If you are having issues with the
* script rolling incorrect dice, turn on debug logging and post the result in the forums. No need to restart the
* script with this command.
* Command: !eed debug on|off
GM Sheet Settings:
SuggestionDisplay
* Description: Sets the state of the skill_suggestion_setting_display status on the DicePool
* Command: !eed suggestionDisplay none|whisper|always
Fear
* Description: Sets the state of the Fear check status on the DicePool
* Command: !eed fear on|off
Roll:
Label
* default: null
* Description: set the skill name of the roll
* Command: !eed label(Name of Skill)
Initiative
* default: false
* Description: Set NPC/PC initiative true
* Command: !eed npcinit or pcinit and #b #g #y #blk #p #r #w
Skill
* default:
* Description: create the ability and proficiency dice for a skill check
* Command: !eed skill(char_value|skill_value)
Opposed
* default:
* Description: create the difficulty and challenge dice for an opposed skill check
* Command: !eed opposed(char_value|skill_value|[NPC minion group size]|[Is skill a minion skill])
Dice
* default:
* Description: Loop thru the dice and adds or subtracts them from the dice object
* Command: !eed #g #y #b #blk #r #p #w #s #a
Upgrade
* default:
* Description: upgrades ability and difficulty dice
* Command: !eed upgrade(ability|#) or upgrade(difficulty|#)
Downgrade
* default:
* Description: downgrades proficiency and challenge dice
* Command: !eed downgrade(proficiency|#) or downgrade(challenge|#)
Destiny
* default:
* Description: Rolls 1w die and adds the result to the destiny pool
* Command: !eed #w destiny doRoll
Other:
Charsheet
* default:
* Description: Generates a blank character sheet and automatically makes it viewable and editable by the person calling the script.
* Command: !charsheet
*/
/* Define functions that may not always exist */
if(!log) {
log = function(input) {
console.log(input);
}
}
if (!sendChat) {
sendChat = function (sender, msg) {
log(sender + " says " + msg);
}
}
/* End special function definitions*/
/* Begin Sheet Character Sheet Auto Creator */
var Charsheet = Charsheet || {};
on('chat:message', function (msg) {
// Exit if not an api command
if (msg.type != "api") {
return;
}
if (msg.content.indexOf('!charsheet') != -1) {
Charsheet.Generate(msg);
}
});
Charsheet.Generate = function (msg) {
var player = msg.who;
var character_name = msg.who + Date.now();
var character = createObj('character', {
name: character_name,
inplayerjournals: msg.playerid,
controlledby: msg.playerid
});
/* Create attributes */
createObj('attribute', {
name: 'player_name',
current: player,
_characterid: character.id
});
createObj('attribute', {
name: 'name',
current: character_name,
_characterid: character.id
});
sendChat("Dice System", "/w " + msg.who + " a blank character sheet was created for you named \"" + character_name);
sendChat("GM", "/w " + "gm " + "A blank character sheet was created for " + msg.who)
};
if (!Date.now) {
Date.now = function now() {
return new Date().getTime();
};
}
/* End Sheet Character Sheet Auto Creator */
function SuggestionEngine () {
var that = this;
var flags = {
displayOption: null,
generalSuggesting: true,
combatSuggesting: true,
combatType: null,
isFearCheck: false
};
function convertToBoolean (value) {
// will trap the following properly: false, true, "false", "true", 0, 1, "", and undefined
//noinspection RedundantConditionalExpressionJS
return !value || value == 1 || value === 'true'
}
this.suggestions = {
special: {
fear: {
allowedSkills: [
"Cool",
"Discipline"
],
success: [
{
text: "The character avoids any fear effects, except those triggered by threats",
required: 1
}
],
advantage: [
{text: "Gain $BOOST$ on the character's first check.", required: 1},
{
text: "If spending multiple $ADVANTAGE$, grant $BOOST$ to an additional player's first check.",
required: 2
}
],
triumph: [
{
text: "Can be spent to cancel all previous penalties from fear checks, or",
required: 1
},
{
text: "Spent to ensure the character need not make any additional fear checks during the encounter, no matter the source.",
required: 1
}
],
failure: [
{
text: "The character adds $SETBACK$ to each action he takes during the encounter.",
required: 1
}
],
threat: [
{
text: "The character suffers a number of strain equal to the number of $FAILURE$.",
required: 1
},
{
text: "If the check generates $THREAT$$THREAT$$THREAT$+, the character can be staggered for his first turn, instead.",
required: 3
}
],
despair: [
{
text: "The character is incredibly frightened and increases the difficulty of all checks until the end of the encounter by one.",
required: 1
}
]
}
},
general: {
Astrogation: {
success: [
{
text: "Better target for the destination, e.g.: place vessel directly into orbit around target planet.",
required: 1
},
{text: "Reduce time spent calculating.", required: 1}
],
advantage: [
{text: "Reduce travel time.", required: 1},
{text: "Identify convenient stopovers to resupply or conduct additional business.", required: 1}
],
triumph: [
{text: "Complete calculations in minimum time.", required: 1},
{text: "Greatly reduce travel time.", required: 1},
{text: "Reveal highly valuable but previously unknown information.", required: 1}
],
threat: [
{text: "Decrease accuracy of hyperspace jump.", required: 1},
{text: "Increase travel time.", required: 1},
{text: "Miss relevant details when analyzing hyperspace routes or galactic maps.", required: 1}
],
despair: [
{text: "Greatly decrease accuracy of hyperspace jump.", required: 1},
{text: "Greatly increase travel time.", required: 1},
{
text: "Miss large amounts of relevant details when analyzing hyperspace routes or galactic maps.",
required: 1
},
{
text: "Trigger something truly awful happening, such as jumping out of hyperspace in the path of an asteroid.",
required: 1
}
]
},
Athletics: {
success: [
{text: "Reduce time required.", required: 1},
{text: "Increase distance travelled.", required: 1}
],
advantage: [
{
text: "Generate bonus on other physical checks performed later or by allies that turn.",
required: 1
},
{
text: "Spend $ADVANTAGE$$ADVANTAGE$ to grant additional maneuver during turn to move or perform physical activity.",
required: 2
}
],
triumph: [
{text: "Perform the check with truly impressive results.", required: 1}
],
threat: [
{text: "Small amounts cause strain.", required: 1},
{
text: "Larger amounts may cause character to fall prone, or even suffer a wound from sprains and bruises.",
required: 1
}
],
despair: [
{
text: "Inflict a Critical Injury, which the GM can choose to be thematic or roll randomly.",
required: 1
}
]
},
Charm: {
success: [
{
text: "Gain an extra scene in which target is willing to support you for each additional success.",
required: 1
}
],
advantage: [
{text: "Affect unexpected subjects beyond the original target.", required: 1}
],
triumph: [
{text: "Have target NPC become recurring character who remains predisposed to assist.", required: 1}
],
threat: [
{text: "Reduce the number of people able to influence", required: 1},
{text: "Turn those affected negatively against character.", required: 1}
],
despair: [
{text: "Turn NPC against character and make into a minor recurring adversary.", required: 1}
]
},
Coercion: {
success: [
{text: "Spend 2 extra successes to inflict one strain on target. ", required: 2}
],
advantage: [
{text: "Affect unexpected subjects beyond the original target.", required: 1}
],
triumph: [
{text: "Shift allegiance of target.", required: 1}
],
threat: [
{text: "Target has building resentment towards character.", required: 1}
],
despair: [
{text: "Reveal something about goals and motivations to target.", required: 1}
]
},
Computers: {
success: [
{text: "Reduce time required.", required: 1}
],
advantage: [
{text: "Uncover additional information about the system.", required: 1}
],
triumph: [
{
text: "Obfuscate actions taken, add a $CHALLENGE$ to any check to detect or identify the characters actions.",
required: 1
}
],
threat: [
{
text: "The character does a poor job of concealing his presence in the system. Security systems are alerted, and add $BOOST$ to the check of any NPC attempting to discover evidence of his actions.",
required: 1
}
],
despair: [
{
text: "Leave behind trace information of your own system in the system being sliced. Add $BOOST$ to the check of any NPC using the target system to slice the character's system.",
required: 1
}
]
},
Cool: {
advantage: [
{text: "Gain an additional insight into the situation at hand.", required: 1}
],
triumph: [
{text: "Heal 3 strain.", required: 1}
],
threat: [
{text: "Miss a vital detail or event.", required: 1}
],
despair: [
{text: "The character is overwhelmed by the chaos and is stunned for one round.", required: 1}
]
},
Coordination: {
success: [
{text: "Reduce time required.", required: 1},
{text: "Increase distance travelled by 25%, (maximum 100% increase).", required: 1}
],
advantage: [
{text: "Spend $ADVANTAGE$$ADVANTAGE$ to grant additional maneuver during turn.", required: 2}
],
triumph: [
{text: "Perform the check with truly impressive results.", required: 1}
],
threat: [
{text: "Lose free maneuver for one round.", required: 1}
],
despair: [
{text: "Suffer a wound", required: 1},
{text: "Lose a vital piece of equipment.", required: 1}
]
},
Deception: {
success: [
{text: "Extend duration of Deceit action.", required: 1}
],
advantage: [
{text: "Increase the value of any goods or services gained through the action.", required: 1}
],
triumph: [
{
text: "Fool the target into believing the character is trustworthy - future Deceit checks against target do not require an opposed check.",
required: 1
}
],
threat: [
{text: "Give away a portion of the lie, making target suspicious.", required: 1}
],
despair: [
{
text: "Target realises he has been lied to and spreads word of his deceit to harm his reputation or uses the situation to his advantage.",
required: 1
}
]
},
Discipline: {
success: [
{text: "Downgrade difficulty of the dice pool for next action (max. 1).", required: 1}
],
advantage: [
{text: "Gain an additional insight into the situation at hand.", required: 1}
],
triumph: [
{
text: "Add $BOOST$ to any Discipline checks made by allies during the following round.",
required: 1
}
],
threat: [
{
text: "Undermine the characters resolve, perhaps inflicting a penalty on further actions in distressing circumstances.",
required: 1
}
],
despair: [
{
text: "The character is overwhelmed entirely and is unable to perform more than one maneuver next round.",
required: 1
}
]
},
Leadership: {
success: [
{text: "Extend target's support for additional scenes.", required: 1},
{text: "Increase efficiency or effectiveness of target during ordered actions.", required: 1}
],
advantage: [
{text: "Affect bystanders in addition to target.", required: 1}
],
triumph: [
{
text: "Have target NPC become recurring character who decides to faithfully follow the acting character.",
required: 1
}
],
threat: [
{
text: "Decrease the efficiency of ordered actions, causing them to take longer or be done poorly.",
required: 1
}
],
despair: [
{
text: "Undermine the character's authority, damaging the characters ability to command target or those who witnessed the attempt.",
required: 1
},
{
text: "With multiple $DESPAIR$ the target may become a recurring thorn in the character's side,refusing future orders or turning others against the character.",
required: 2
}
]
},
Mechanics: {
success: [
{text: "Reduce time required by 10-20%", required: 1}
],
advantage: [
{
text: "Grant $BOOST$ on checks when using repaired item, or even the Superior quality, for a session.",
required: 1
}
],
triumph: [
{text: "Give device additional single use function.", required: 1}
],
threat: [
{
text: "Particularly shoddy repairs or temporary measures, the GM may spend $THREAT$ to cause the target object or system to malfunction shortly after check completed.",
required: 1
}
],
despair: [
{text: "Cause further harm to target object or system.", required: 1},
{text: "Cause other components of target to malfunction.", required: 1}
]
},
Medicine: {
success: [
{text: "Target recovers one additional wound.", required: 1},
{text: "Reduce healing time by one hour.", required: 1}
],
advantage: [
{text: "Eliminate one strain from target.", required: 1}
],
triumph: [
{
text: "Heal additional wounds while attempting to heal Critical Injury, or vice versa.",
required: 1
}
],
threat: [
{text: "Inflict strain on the target due to shock of procedure.", required: 1},
{text: "Increase time procedure takes.", required: 1}
],
despair: [
{text: "A truly terrible accident, perhaps inflicting further wounds on target.", required: 1}
]
},
Negotiation: {
success: [
{text: "Increase acting character's profit by 5%.", required: 1},
{text: "Modify scope of agreement.", required: 1}
],
advantage: [
{
text: "Earn unrelated boons from target, concessions if failed or extra perks if passed.",
required: 1
}
],
triumph: [
{text: "Have target NPC become regular client or specialist vendor.", required: 1}
],
threat: [
{text: "Increase cost of goods purchased.", required: 1},
{text: "Decrease value of goods sold.", required: 1},
{text: "Shorten contracts negotiated.", required: 1}
],
despair: [
{
text: "Seriously sabotage goals during the interaction, perhaps receive counterfeit goods or payment, or agree to terms entirely beyond scope of negotiation.",
required: 1
}
]
},
Perception: {
success: [
{text: "Reveal additional details.", required: 1}
],
advantage: [
{text: "Recall additional information associated with object noticed.", required: 1}
],
triumph: [
{
text: "Notice details that can be useful later to gain $BOOST$ on future interactions with noticed object.",
required: 1
}
],
threat: [
{text: "Conceal a vital detail about situation or environment.", required: 1}
],
despair: [
{text: "Obtain false information about surroundings or target.", required: 1}
]
},
PilotingPlanetary: {
success: [
{text: "Gain insights into situation.", required: 1},
{text: "Deduce way to modify vehicle to make it more effective in future.", required: 1}
],
advantage: [
{
text: "Reveal vulnerability in opponent's piloting style or vehicle, giving benefit in later rounds.",
required: 1
}
],
triumph: [
{text: "Grant additional maneuver while continuing to pilot vehicle.", required: 1}
],
threat: [
{
text: "Spend $THREAT$$THREAT$ to give opponents $BOOST$ on checks against character and vehicle due to momentary malfunction in system.",
required: 2
}
],
despair: [
{
text: "Deal damage to vehicle as character strains systems throughout vehicle during check.",
required: 1
}
]
},
PilotingSpace: {
success: [
{text: "Gain insights into situation.", required: 1},
{text: "Deduce way to modify vehicle to make it more effective in future.", required: 1}
],
advantage: [
{
text: "Reveal vulnerability in opponent's piloting style or vehicle, giving benefit in later rounds.",
required: 1
}
],
triumph: [
{text: "Grant additional maneuver while continuing to pilot vehicle.", required: 1}
],
threat: [
{
text: "Spend $THREAT$$THREAT$ to give opponents $BOOST$ on checks against character and vehicle due to momentary malfunction in system.",
required: 2
}
],
despair: [
{
text: "Deal damage to vehicle as character strains systems throughout vehicle during check.",
required: 1
}
]
},
Resilience: {
success: [
{text: "Extend effects of the success to increase time between checks.", required: 1}
],
advantage: [
{text: "Identify way to reduce difficulty of future checks against same threat.", required: 1}
],
triumph: [
{text: "Recover 3 strain.", required: 1}
],
threat: [
{text: "Overburden the character, inflicting penalties on subsequent checks.", required: 1}
],
despair: [
{
text: "Inflict a wound or minor Critical Injury on character, as they succumb to harsh conditions.",
required: 1
}
]
},
Skulduggery: {
success: [
{text: "Gain additional insights about nature of opposition.", required: 1}
],
advantage: [
{text: "Identify additional potential target.", required: 1}
],
triumph: [
{text: "Earn an unexpected boon.", required: 1}
],
threat: [
{
text: "Opportunity to catch character immediately after act, number of $THREAT$ determine immediacy of discovery and ensuing danger.",
required: 1
}
],
despair: [
{text: "Leave behind evidence of larceny.", required: 1}
]
},
Stealth: {
success: [
{text: "Assist allied character infiltrating at same time.", required: 1}
],
advantage: [
{text: "Decrease time taken to perform action while hidden.", required: 1}
],
triumph: [
{text: "Identify way to completely distract opponent for duration of scene.", required: 1}
],
threat: [
{text: "Increase time taken to perform action while hidden by 20%.", required: 1}
],
despair: [
{text: "Leave behind evidence of passing, concerning identity and possibly motive.", required: 1}
]
},
Streetwise: {
success: [
{text: "Reduce time or funds required to obtain item, information or service.", required: 1}
],
advantage: [
{text: "Reveal additional rumours or alternative sources.", required: 1}
],
triumph: [
{text: "Gain semi-permanent contact on street.", required: 1}
],
threat: [
{text: "Seed gathered information with minor falsehoods.", required: 1}
],
despair: [
{text: "Character lets slip details about self or information sought.", required: 1}
]
},
Survival: {
success: [
{text: "Assist other character in surviving.", required: 1},
{text: "Stockpile goods to increase time between checks.", required: 1}
],
advantage: [
{text: "Gain insight into environment to make future checks simpler.", required: 1},
{
text: "When tracking, learn significant detail about target, such as number, species or how recently tracks were made.",
required: 1
}
],
triumph: [
{
text: "When handling domesticated animal, predispose animal towards character earning loyal companion.",
required: 1
},
{text: "When tracking, learn vital clue about target.", required: 1}
],
threat: [
{text: "Spend vital resources (food, fuel, etc.) during check.", required: 1}
],
despair: [
{text: "Inflict wounds, Critical Injuries or large amounts of strain on character.", required: 1}
]
},
Vigilance: {
success: [
{text: "Character is particularly well prepared.", required: 1}
],
advantage: [
{text: "Notice key environmental factor.", required: 1}
],
triumph: [
{text: "Gain extra maneuver during first round of combat.", required: 1}
],
threat: [
{text: "Miss key piece of information about situation or environment.", required: 1}
],
despair: [
{
text: "The character is unable to perform more than one maneuver during first round of combat.",
required: 1
}
]
}
},
combat: {
/*TODO continue working on the combat skill suggestions*/
personal: {
AllowedSkills: [
"RangedLight",
"RangedHeavy",
"Melee",
"Brawl",
"Lightsaber",
"Gunnery"
],
'1advantage1triumph': [
{text: "Recover 1 strain", advantage: 1, triumph: 1},
{text: "Add $BOOST$ to the next allied active character's next check.", advantage: 1, triumph: 1},
{text: "Notice a single important point in the ongoing conflict.", advantage: 1, triumph: 1},
{
text: "Inflict a Critical Injury with a successful attack that deals damage past soak. ($ADVANTAGE$ cost may vary)",
advantage: 1,
triumph: 1,
crit: true
}
],
'2advantage1triumph': [
{text: "Activate a weapon quality ($ADVANTAGE$ cost may vary)", advantage: 2, triumph: 1},
{
text: "Perform an immediate free maneuver that does not exceed the two maneuver per turn limit",
advantage: 2,
triumph: 1
},
{text: "Add $SETBACK$ to the targeted character's next check.", advantage: 2, triumph: 1},
{
text: "Add $BOOST$ to any allied character's next check, including that of the active character.",
advantage: 2,
triumph: 1
}
],
'3advantage1triumph': [
{
text: "Negate the targeted enemy's defensive bonuses until the end of turn",
advantage: 3,
triumph: 1
},
{
text: "Ignore penalizing environmental effects until the end of the active character's next turn.",
advantage: 3,
triumph: 1
},
{
text: "When dealing damage to a target, have the attack disable the opponent or one piece of gear rather than dealing wounds or strain.",
advantage: 3,
triumph: 1
},
{
text: "Gain +1 melee or ranged defense until the end of the active character's next turn",
advantage: 3,
triumph: 1
},
{
text: "Force the target to drop a melee or ranged weapon they are wielding.",
advantage: 3,
triumph: 1
}
],
'1triumph': [
{text: "Upgrade the difficulty of the targeted character's next check.", triumph: 1},
{
text: "Upgrade any allied character's next check, including that of the current active character.",
triumph: 1
},
{text: "Do something vital, such as shooting the controls to the nearby blast doors.", triumph: 1}
],
'2triumph': [
{
text: "When dealing damage to a target, had the attack destroyed a piece of equipment the target is using.",
triumph: 2
}
],
'1threat1despair': [
{text: "The active character suffers 1 strain", threat: 1, despair: 1},
{text: "The active character looses the benefits of a prior maneuver", threat: 1, despair: 1}
],
'2threat1despair': [
{text: "An opponent may immediately perform one free maneuver.", threat: 2, despair: 1},
{text: "Add $BOOST$ to the targeted character's next check", threat: 2, despair: 1},
{
text: "The active character or an allied character suffers a $SETBACK$ on their next action.",
threat: 2,
despair: 1
}
],
'3threat1despair': [
{text: "The active character falls prone.", threat: 3, despair: 1},
{
text: "The active character grants the enemy a significant advantage in the ongoing encounter.",
threat: 3,
despair: 1
}
],
'1despair': [
{text: "The character's ranged weapon immediately runs out of ammunition.", despair: 1},
{
text: "Upgrade the difficulty of an allied character's next check, including the active character.",
despair: 1
},
{text: "The tool or melee weapon the character is using becomes damaged.", despair: 1}
]
},
vehicle: {
AllowedSkills: [
"RangedHeavy",
"Gunnery",
"PilotingSpace",
"PilotingPlanetary"
],
'1advantage1triumph': [
{
text: "Add $BOOST$ to the next allied active character's Piloting, Gunnery, Computers, or Mechanics check.",
advantage: 1,
triumph: 1
},
{text: "Notice a single important point in the ongoing conflict.", advantage: 1, triumph: 1},
{
text: "Inflict a Critical Hit with successful attack that deals damage past armor ($ADVANTAGE$ cost may vary)",
advantage: 1,
triumph: 1,
crit: true
}
],
'2advantage1triumph': [
{text: "Activate a weapon quality ($ADVANTAGE$ cost may vary", advantage: 2, triumph: 1},
{
text: "Perform an immediate free maneuver, provided the active character has not already performed two maneuvers in that turn.",
advantage: 2,
triumph: 1
},
{
text: "Add $SETBACK$ to the targeted character's next Piloting or Gunnery check.",
advantage: 2,
triumph: 1
},
{
text: "Add $BOOST$ to any allied character's next Piloting, Gunnery, Computers or Mechanics check, including the active character,",
advantage: 2,
triumph: 1
}
],
'3advantage1triumph': [
{
text: "When dealing damage to an opposing vehicle or ship, have the shot temporarily damage a component of the attacker's choice rather than deal hull damage or system strain.",
advantage: 3,
triumph: 1
},
{
text: "Ignore penalizing terrain or stellar phenomena until the end of the active character's next turn.",
advantage: 3,
triumph: 1
},
{
text: "If piloting the ship, perform one free Pilot Only maneuver (provided it does not break the limit of maximum number of Pilot Only maneuvers in a turn).",
advantage: 3,
triumph: 1
},
{
text: "Force the target ship or vehicle to veer off, breaking any Aim or Stay on Target maneuvers.",
advantage: 3,
triumph: 1
}
],
'1triumph': [
{
text: "Upgrade the difficulty of the targeted character's next Piloting or Gunnery check.",
triumph: 1
},
{
text: "Upgrade any allied character's next Piloting, Gunnery, Computers or Mechanics check.",
triumph: 1
}
],
'2triumph': [
{text: "Destroy an important component when dealing damage.", triumph: 2}
],
'1threat1despair': [
{
text: "If piloting a ship, sudden maneuvers force the ship to slow down by 1 point of speed.",
threat: 1,
despair: 1
},
{text: "The active character looses the benefits of a prior maneuver.", threat: 1, despair: 1},
{
text: "The character's active ship suffers 1 system strain. (This option may be selected multiple times)",
threat: 1,
despair: 1
}
],
'2threat1despair': [
{text: "An opponent may immediately perform one free maneuver.", threat: 2, despair: 1},
{
text: "Add $BOOST$ to the targeted character's next Piloting or Gunnery Check",
threat: 2,
despair: 1
},
{
text: "The active character or allied character suffers $SETBACK$ on their next action.",
threat: 2,
despair: 1
}
],
'3threat1despair': [
{
text: "The initiative currently being used drops below the last slot in the round.",
threat: 3,
despair: 1
},
{text: "The enemy gains a significant advantage in the ongoing encounter.", threat: 3, despair: 1},
{
text: "The primary weapon system of the active character's ship (or weapon the character is manning if acting as a gunner) suffers a Component Critical Hit.",
despair: 1
}
],
'1despair': [
{
text: "Upgrade the difficulty of an allied character's next Gunnery, Piloting, computers or Mechanics check.",
despair: 1
},
{
text: "The active character's ship suffers a minor collision either with one of their opponents within close range or with the terrain around them.",
despair: 1
},
{
text: "The active character's ship suffers a major collision either with one of their opponents within close range or with the terrain around them.",
despair: 1,
failed: true
}
]