Skip to content

Commit

Permalink
docs(changelog, readme): mention /heroroll command
Browse files Browse the repository at this point in the history
  • Loading branch information
phBalance authored and phBalance committed Mar 30, 2024
1 parent d0b2f23 commit c7d615b
Show file tree
Hide file tree
Showing 4 changed files with 51 additions and 15 deletions.
1 change: 1 addition & 0 deletions CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -6,6 +6,7 @@
- Improve martial maneuvers using `[FLASHDC]` and `[STRDC]` effects. [#850](https://github.com/dmdorman/hero6e-foundryvtt/issues/850)
- Add phase information to martial maneuvers.
- Can now make attack rolls directly from the `MartialArts` tab. [#834](https://github.com/dmdorman/hero6e-foundryvtt/issues/834)
- For odd time you don't want to count the result of a manual dice roll, `/heroroll` in chat is now a command. See [README.md](https://github.com/dmdorman/hero6e-foundryvtt/blob/main/README.md) for details.

## Version 3.0.64

Expand Down
63 changes: 49 additions & 14 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -30,21 +30,21 @@ This system is a work in progress. The following features are supported

- The character sheet in this system supports automation for characteristic and skill rolls.
- .HDC files created in the Hero Designer can be uploaded to it, and currently supports automatically populating information for a character's characteristics, skills, powers, etc.
- Most attack powers are displayed in attacks tab. Most defense powers are displayed in defenses tab.
- Most attack powers are displayed in attacks tab. Most defense powers are displayed in defenses tab.
- Attacks, defense, and skills can be manually added by users.
- Defenses and most powers can be toggled on and off.
- The character sheet can be used to take a Recovery.
- Character image stored in .HDC file is used for token.

#### Maneuvers

Custom maneuvers show under attacks. Basic maneuvers are shown in the maneuver's tab. The ones that are actions (and behave like an attack) have a roll icon and behave like an attack. Set/Brace/Haymaker are toggles and enhance other attacks.
Custom maneuvers show under attacks. Basic maneuvers are shown in the maneuver's tab. The ones that are actions (and behave like an attack) have a roll icon and behave like an attack. Set/Brace/Haymaker are toggles and enhance other attacks.

### Attack Automation

- An attack can be used by clicking on dice icon from the Character Sheet 'Attacks' tab. This will add a card to the chat for the attack.
- The card will show the attack roll and damage roll as well as any additional effects information below.
- Target defense can be applied to damage rolls. Final damage is applied to token's stun/body. If Stun damage exceeds CON then a stunned condition is applied.
- Target defense can be applied to damage rolls. Final damage is applied to token's stun/body. If Stun damage exceeds CON then a stunned condition is applied.
- You can drag attacks (or any power) from character sheet to quick bar.

### Other Automation
Expand All @@ -65,7 +65,7 @@ Custom maneuvers show under attacks. Basic maneuvers are shown in the maneuver'
- Aid/Drain/Transfer effects are calculated, they fade and eventually expire.
- Penetrating/Impenetrable and Armor Piercing/Hardened calculations.
- Drag Ruler (optional module) show color coded full/half moves.
- Velocity estimations for move by and move through based on current movement type. Drag Ruler (optional module) improves velocity estimation.
- Velocity estimations for move by and move through based on current movement type. `Drag Ruler` (optional module with `socketlib` module dependency) improves velocity estimation.
- Range penalties included in calculations.

## System Options
Expand All @@ -82,13 +82,48 @@ Custom maneuvers show under attacks. Basic maneuvers are shown in the maneuver'
PCs(end) and NPCs: same as NPCs only except actors/tokens with a player owner will update end
PCs and NPCs: attack card will update stun, body, and end for all tokens/actors

## Manual Rolling

Sometimes you just need to manually roll the dice and you don't want to count the number of STUN and BODY on a 167d6 atomic bomb that your heroes failed to defuse. For such occasions the system has the `/heroRoll` chat command. It's syntax is similar to the FoundryVTT `/roll` command but with minimal support multiple terms.

`/heroRoll <roll to perform><optional flavour of dice roll>`

### Roll to Perform

The command supports the typical combinations of rolls you might be asked to do in the Hero System such as `7d6`, `7d6-1`, `2d6+1`, or `7.5d6`.

### Optional Flavour of Dice Roll

The command supports rolling all the expected types of rolls as you would expect from the system making a similar roll as a part of the automation:

- `[k]` for killing rolls
- `[n]` for normal rolls
- `[a]` for adjustment rolls
- `[e]` for entangle rolls
- `[s]` for success rolls
- `[f]` for flash rolls
- anything else, or omitted, for basic rolls

### Optional Hit Location

Prefacing the the flavour with an `h` will give you a roll with hit locations. So `[hk]` will give you a killing attack with hit locations being rolled. Hit location side will be rolled if you have it configured. You probably won't want to roll with a hit location if the command shouldn't support it (e.g. success with hit location).

### Examples

- `/heroRoll 7d6-1[n]` performs a 6d6 + 1d6-1 normal roll
- `/heroroll 3d6[s]` performs a 3d6 success roll
- `/heroroll 5d6+1[hk]` performs a 5d6 + 1 pip killing attack with hit location roll
- `/heroRoll 167d6[n]` to drops an atomic bomb on the PCs

![A nasty roll you don't want to be hit with](./media/big-bomb-roll.png)

## Known Limitations

- The upload of a .HDC file from Hero Designer is practically a requirement. You can't create powers, skills, or equipment from scratch. Character editing is limited within the system. Some power modifiers are supported, some are not, character sheets do not clearly show power modifiers. You can click the chat icon next to a power to see the full description.
- The upload of a .HDC file from Hero Designer is a requirement. You can't create powers, skills, or equipment from scratch. Character editing is limited within the system. Some power modifiers are supported, some are not, character sheets do not clearly show power modifiers. You can click the chat icon next to a power to see the full description.
- Untested/limited support for vehicles, automations, computers, etc.
- Power frameworks are partially supported.
- The following are largely not implemented
- Attack powers that do not do stun/body damage (Change Environment, Darkness, Dispel, Entangle, Flash, Images, Mental Illusions, Mind Control, Reflection, Transform).
- Attack powers that do not do stun/body damage (Change Environment, Darkness, Dispel, Entangle, Flash, Images, Mental Illusions, Mind Control, Reflection, Transform).
- Attack powers with NND & AVAD
- Automation powers (Cannot Be Stunned, Does Not Bleed, No Hit Locations, Takes No STUN).
- Body-Affecting powers (Desolidification, Duplication, Extra Limbs, Growth, Multiform, Shape Shift, Shrinking, Stretching)
Expand All @@ -101,17 +136,17 @@ Custom maneuvers show under attacks. Basic maneuvers are shown in the maneuver'

## Modules

The following modules have been successfully tested for compatibility. They are also recommended.
The following modules have been successfully tested for compatibility. They are also recommended.

- [Dice so nice!](https://gitlab.com/riccisi/foundryvtt-dice-so-nice)
- [Drag Ruler](https://foundryvtt.com/packages/drag-ruler)
- [Dice So Nice!](https://gitlab.com/riccisi/foundryvtt-dice-so-nice)
- [Drag Ruler](https://foundryvtt.com/packages/drag-ruler). NOTE: This module requires [socketlib](https://foundryvtt.com/packages/socketlib).
- [Simple Calendar](https://github.com/vigoren/foundryvtt-simple-calendar)
- [About Face](https://foundryvtt.com/packages/about-face)
- [Bar Brawl](https://foundryvtt.com/packages/barbrawl)

## 5th Edition Support

This is a 6E framework, however 5E is very similar to 6E and with a few minor changes you may be able to play a 5E game. A 5E character is detected when you upload a HDC file using one of the 5E Hero Designer character templates.
This is a 6E framework, however 5E is very similar to 6E and with a few minor changes you may be able to play a 5E game. A 5E character is detected when you upload a HDC file using one of the 5E Hero Designer character templates.

## Frequently Asked Questions and GM suggestions

Expand All @@ -120,16 +155,16 @@ This is a 6E framework, however 5E is very similar to 6E and with a few minor ch
2. How do you set a toggle power to default to off after HDC upload?
- In HD set "Totaling Options" to "Do not add to Totals".
3. How do you get automation to determine hit or miss?
- Click the target of your attack. Press 't' to select target. Open attacker's character sheet. Click dice icon next to attack. The chat cards should show a hit/miss. If it is a hit then the damage card will have a button to apply damage to your target.
- Click the target of your attack. Press 't' to select target. Open attacker's character sheet. Click dice icon next to attack. The chat cards should show a hit/miss. If it is a hit then the damage card will have a button to apply damage to your target.
- You can select multiple targets with shift-t.
4. I'm unable to change a Characteristics Max number.
- You likely have a power that is modifying the Max number. Turn that power off, make the change to Max, then turn power back on.
- You likely have a power that is modifying the Max number. Turn that power off, make the change to Max, then turn power back on.
5. Is there a way to change measuring distance to 1" for 5e campaigns?
- You can change it scene by scene by opening the scene settings -> grid then edit 'Grid Scale'
6. Marking a token as dead marks all identical tokens as dead. [#247](https://github.com/dmdorman/hero6e-foundryvtt/issues/153)
- You need to turn off *Link Actor Data* in the actor Prototype Token or Token screen.
- Named actors can have tokens on several scenes, and by default their properties are linked to the master actor. So as you move from scene to scene their STUN/BODY/Statuses and all other properties remain the same.
- Generic actors should have their link actor data unchecked, which allows you to make distinct changes to the tokens, those changes do not affect the master actor. There are also options on the Prototype token to add a number or adjective to the token name.
- Named actors can have tokens on several scenes, and by default their properties are linked to the master actor. So as you move from scene to scene their STUN/BODY/Statuses and all other properties remain the same.
- Generic actors should have their link actor data unchecked, which allows you to make distinct changes to the tokens, those changes do not affect the master actor. There are also options on the Prototype token to add a number or adjective to the token name.

## Screenshots

Expand Down
Binary file added media/big-bomb-roll.png
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
2 changes: 1 addition & 1 deletion module/utility/chat-dice.mjs
Original file line number Diff line number Diff line change
Expand Up @@ -103,7 +103,7 @@ async function doRollAndGenerateChatMessage(chatMessageCmd) {
await roller.roll();

if (useHitLocations) {
flavour += ` against ${roller.getHitLocation().fullName}`;
flavour += ` to ${roller.getHitLocation().fullName}`;
}
const cardHtml = await roller.render(flavour);

Expand Down

0 comments on commit c7d615b

Please sign in to comment.