From 99e2bcc3fe41adcbd720bb70cb68903974c0b753 Mon Sep 17 00:00:00 2001 From: Villain1nGlasses <85969638+Villain1nGlasses@users.noreply.github.com> Date: Fri, 4 Oct 2024 13:47:09 -0600 Subject: [PATCH 01/21] Version 2.3 start with armor given priority over weapons during import. --- .../2.3/HeroSystem6eHeroic.hde | 3533 ++++++++++++ .../2.3/HeroSystem6eHeroic_HDImporter.js | 4881 +++++++++++++++++ .../2.3/Sample_Character.TXT | 1 + .../2.3/Sample_Character.hdc | Bin 0 -> 127314 bytes .../2.3/Sample_Character_MA.TXT | 1 + .../2.3/Sample_Character_MA.hdc | Bin 0 -> 108564 bytes 6 files changed, 8416 insertions(+) create mode 100644 HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic.hde create mode 100644 HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js create mode 100644 HeroSystem6eHeroic_HDImporter/2.3/Sample_Character.TXT create mode 100644 HeroSystem6eHeroic_HDImporter/2.3/Sample_Character.hdc create mode 100644 HeroSystem6eHeroic_HDImporter/2.3/Sample_Character_MA.TXT create mode 100644 HeroSystem6eHeroic_HDImporter/2.3/Sample_Character_MA.hdc diff --git a/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic.hde b/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic.hde new file mode 100644 index 000000000..60e3a1e55 --- /dev/null +++ b/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic.hde @@ -0,0 +1,3533 @@ +HeroSystem6eHeroic

HeroSystem6eHeroic

Version 2.2

Export format for the Roll20 API script HeroSystem6eHeroic_HDImporter, which imports Hero Designer characters into the HeroSystem6eHeroic character sheet.

For documentation see https://github.com/Roll20/roll20-api-scripts/tree/master/HeroSystem6eHeroic_HDImporter

By Villain In Glasses (Roll20 ID 633423)

+txt +!hero --import { + "character":{ + "character_name":"", + "character_title":"", + "height":"", + "weight":"", + "eyes":"", + "hair":"", + "backgroundText":"", + "historyText":"", + "appearance":"", + "tactics":"", + "campaignUse":"", + "quote":"", + "experience":"", + "experienceBenefit":"", + "strength":"", + "dexterity":"", + "constitution":"", + "intelligence":"", + "ego":"", + "presence":"", + "ocv":"", + "dcv":"", + "omcv":"", + "dmcv":"", + "speed":"", + "pd":"", + "ed":"", + "body":"", + "stun":"", + "endurance":"", + "recovery":"", + "running":"", + "leaping":"", + "swimming":"", + "equipment":{ + "equipment01":{1 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 1}, + "equipment02":{2 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 2}, + "equipment03":{3 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 3}, + "equipment04":{4 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 4}, + "equipment05":{5 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 5}, + "equipment06":{6 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 6}, + "equipment07":{7 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 7}, + "equipment08":{8 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 8}, + "equipment09":{9 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 9}, + "equipment10":{10 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 10}, + "equipment11":{11 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 11}, + "equipment12":{12 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 12}, + "equipment13":{13 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 13}, + "equipment14":{14 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 14}, + "equipment15":{15 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 15}, + "equipment16":{16 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 16} + }, + "maneuvers":{ + "maneuver01":{ + + 1 + "name":"", + "points":"", + "phase":"", + "ocv":"", + "dcv":"", + "effect":"", + "notes":"" + 1 + + }, + "maneuver02":{ + + 2 + "name":"", + "points":"", + "phase":"", + "ocv":"", + "dcv":"", + "effect":"", + "notes":"" + 2 + + }, + "maneuver03":{ + + 3 + "name":"", + "points":"", + "phase":"", + "ocv":"", + "dcv":"", + "effect":"", + "notes":"" + 3 + + }, + "maneuver04":{ + + 4 + "name":"", + "points":"", + "phase":"", + "ocv":"", + "dcv":"", + "effect":"", + "notes":"" + 4 + + }, + "maneuver05":{ + + 5 + "name":"", + "points":"", + "phase":"", + "ocv":"", + "dcv":"", + "effect":"", + "notes":"" + 5 + + }, + "maneuver06":{ + + 6 + "name":"", + "points":"", + "phase":"", + "ocv":"", + "dcv":"", + "effect":"", + "notes":"" + 6 + + }, + "maneuver07":{ + + 7 + "name":"", + "points":"", + "phase":"", + "ocv":"", + "dcv":"", + "effect":"", + "notes":"" + 7 + + }, + "maneuver08":{ + + 8 + "name":"", + "points":"", + "phase":"", + "ocv":"", + "dcv":"", + "effect":"", + "notes":"" + 8 + + }, + "maneuver09":{ + + 9 + "name":"", + "points":"", + "phase":"", + "ocv":"", + "dcv":"", + "effect":"", + "notes":"" + 9 + + }, + "maneuver10":{ + + 10 + "name":"", + "points":"", + "phase":"", + "ocv":"", + "dcv":"", + "effect":"", + "notes":"" + 10 + + }, + "maneuver11":{ + + 11 + "name":"", + "points":"", + "phase":"", + "ocv":"", + "dcv":"", + "effect":"", + "notes":"" + 11 + + }, + "maneuver12":{ + + 12 + "name":"", + "points":"", + "phase":"", + "ocv":"", + "dcv":"", + "effect":"", + "notes":"" + 12 + + }, + "maneuver13":{ + + + + 1 + "name":"", + "points":"", + "phase":"", + "ocv":"", + "dcv":"", + "effect":"", + "notes":"" + 1 + + + + }, + "maneuver14":{ + + + + 2 + "name":"", + "points":"", + "phase":"", + "ocv":"", + "dcv":"", + "effect":"", + "notes":"" + 2 + + + + }, + "maneuver15":{ + + + + 3 + "name":"", + "points":"", + "phase":"", + "ocv":"", + "dcv":"", + "effect":"", + "notes":"" + 3 + + + + }, + "maneuver16":{ + + + + 4 + "name":"", + "points":"", + "phase":"", + "ocv":"", + "dcv":"", + "effect":"", + "notes":"" + 4 + + + + }, + "maneuver17":{ + + + + 5 + "name":"", + "points":"", + "phase":"", + "ocv":"", + "dcv":"", + "effect":"", + "notes":"" + 5 + + + + }, + "maneuver18":{ + + + + 6 + "name":"", + "points":"", + "phase":"", + "ocv":"", + "dcv":"", + "effect":"", + "notes":"" + 6 + + + + }, + "maneuver19":{ + + + + 7 + "name":"", + "points":"", + "phase":"", + "ocv":"", + "dcv":"", + "effect":"", + "notes":"" + 7 + + + + }, + "maneuver20":{ + + + + 8 + "name":"", + "points":"", + "phase":"", + "ocv":"", + "dcv":"", + "effect":"", + "notes":"" + 8 + + + + } + }, + "perks":{ + "perk01":{ + + 1 + "type":"", + "points":"", + "text":" ", + "notes":"" + 1 + }, + "perk02":{ + + 2 + "type":"", + "points":"", + "text":" ", + "notes":"" + 2 + }, + "perk03":{ + + 3 + "type":"", + 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"talent05":{ + + 5 + "type":"", + "points":"", + "text":" + ", + "notes":"" + 5 + }, + "talent06":{ + + 6 + "type":"", + "points":"", + "text":" + ", + "notes":"" + 6 + }, + "talent07":{ + + 7 + "type":"", + "points":"", + "text":" + ", + "notes":"" + 7 + }, + "talent08":{ + + 8 + "type":"", + "points":"", + "text":" + ", + "notes":"" + 8 + }, + "talent09":{ + + 9 + "type":"", + "points":"", + "text":" + ", + "notes":"" + 9 + }, + "talent10":{ + + 10 + "type":"", + "points":"", + "text":" + ", + "notes":"" + 10 + } + }, + "complications":{ + "complication01":{ + + 1 + "type":"", + "points":"", + "text":"", + "notes":"" + 1 + }, + "complication02":{ + + 2 + "type":"", + "points":"", + "text":"", + "notes":"" + 2 + }, + "complication03":{ + + 3 + "type":"", + "points":"", + "text":"", + "notes":"" + 3 + }, + "complication04":{ + + 4 + "type":"", + "points":"", + "text":"", + "notes":"" + 4 + }, + "complication05":{ + 5 + "type":"", + "points":"", + "text":"", + "notes":"" + 5 + }, + 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"notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + "compound":"true" + + + "compound":"false" + + 9 + }, + "power10":{ + 10 + + + "name":"(Multipower) ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + + "name":"(MPSlot ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + + "name":"", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + "name":"(VPP) ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + "compound":"true" + + + "compound":"false" + + 10 + }, + "power11":{ + 11 + + + "name":"(Multipower) ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + + "name":"(MPSlot ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + + "name":"", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + "name":"(VPP) ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + "compound":"true" + + + "compound":"false" + + 11 + }, + "power12":{ + 12 + + + "name":"(Multipower) ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + + "name":"(MPSlot ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + + "name":"", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + "name":"(VPP) ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + "compound":"true" + + + "compound":"false" + + 12 + }, + "power13":{ + 13 + + + "name":"(Multipower) ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + + "name":"(MPSlot ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + + "name":"", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + "name":"(VPP) ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + "compound":"true" + + + "compound":"false" + + 13 + }, + "power14":{ + 14 + + + "name":"(Multipower) ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + + "name":"(MPSlot ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + + "name":"", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + "name":"(VPP) ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + "compound":"true" + + + "compound":"false" + + 14 + }, + "power15":{ + 15 + + + "name":"(Multipower) ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + + "name":"(MPSlot ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + + "name":"", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + "name":"(VPP) ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + "compound":"true" + + + "compound":"false" + + 15 + }, + "power16":{ + 16 + + + "name":"(Multipower) ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + + "name":"(MPSlot ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + + "name":"", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + "name":"(VPP) ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + "compound":"true" + + + "compound":"false" + + 16 + }, + "power17":{ + 17 + + + "name":"(Multipower) ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + + "name":"(MPSlot ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + + "name":"", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + "name":"(VPP) ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + "compound":"true" + + + "compound":"false" + + 17 + }, + "power18":{ + 18 + + + "name":"(Multipower) ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + + "name":"(MPSlot ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + + "name":"", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + "name":"(VPP) ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + "compound":"true" + + + "compound":"false" + + 18 + }, + "power19":{ + 19 + + + "name":"(Multipower) ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + + "name":"(MPSlot ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + + "name":"", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + "name":"(VPP) ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + "compound":"true" + + + "compound":"false" + + 19 + }, + "power20":{ + 20 + + + "name":"(Multipower) ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + + "name":"(MPSlot ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + + "name":"", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + "name":"(VPP) ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + "compound":"true" + + + "compound":"false" + + 20 + }, + "power21":{ + 21 + + + "name":"(Multipower) ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + + "name":"(MPSlot ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + + "name":"", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + "name":"(VPP) ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + "compound":"true" + + + "compound":"false" + + 21 + }, + "power22":{ + 22 + + + "name":"(Multipower) ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + + "name":"(MPSlot ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + + "name":"", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + "name":"(VPP) ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + "compound":"true" + + + "compound":"false" + + 22 + }, + "power23":{ + 23 + + + "name":"(Multipower) ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + + "name":"(MPSlot ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + + "name":"", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + "name":"(VPP) ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + "compound":"true" + + + "compound":"false" + + 23 + }, + "power24":{ + 24 + + + "name":"(Multipower) ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + + "name":"(MPSlot ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + + "name":"", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + "name":"(VPP) ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + "compound":"true" + + + "compound":"false" + + 24 + }, + "power25":{ + 25 + + + "name":"(Multipower) ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + + "name":"(MPSlot ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + + "name":"", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + "name":"(VPP) ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + "compound":"true" + + + "compound":"false" + + 25 + }, + "power26":{ + 26 + + + "name":"(Multipower) ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + + "name":"(MPSlot ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + + "name":"", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + "name":"(VPP) ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + "compound":"true" + + + "compound":"false" + + 26 + }, + "power27":{ + 27 + + + "name":"(Multipower) ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + + "name":"(MPSlot ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + + "name":"", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + "name":"(VPP) ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + "compound":"true" + + + "compound":"false" + + 27 + }, + "power28":{ + 28 + + + "name":"(Multipower) ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + + "name":"(MPSlot ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + + "name":"", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + "name":"(VPP) ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + "compound":"true" + + + "compound":"false" + + 28 + }, + "power29":{ + 29 + + + "name":"(Multipower) ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + + "name":"(MPSlot ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + + "name":"", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + "name":"(VPP) ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + "compound":"true" + + + "compound":"false" + + 29 + }, + "power30":{ + 30 + + + "name":"(Multipower) ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + + "name":"(MPSlot ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + + "name":"", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + + "name":"(VPP) ", + "base":"", + "text":"", + "notes":"", + "cost":"", + "endurance":"", + "damage":"", + + + "compound":"true" + + + "compound":"false" + + 30 + } + }, + "skills": { + "skill01": { + 1 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 1 + }, + "skill02": { + 2 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 2 + }, + "skill03": { + 3 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 3 + }, + "skill04": { + 4 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 4 + }, + "skill05": { + 5 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 5 + }, + "skill06": { + 6 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 6 + }, + "skill07": { + 7 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 7 + }, + "skill08": { + 8 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 8 + }, + "skill09": { + 9 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 9 + }, + "skill10": { + 10 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 10 + }, + "skill11": { + 11 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 11 + }, + "skill12": { + 12 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 12 + }, + "skill13": { + 13 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 13 + }, + "skill14": { + 14 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 14 + }, + "skill15": { + 15 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 15 + }, + "skill16": { + 16 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 16 + }, + "skill17": { + 17 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 17 + }, + "skill18": { + 18 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 18 + }, + "skill19": { + 19 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 19 + }, + "skill20": { + 20 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 20 + }, + "skill21": { + 21 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 21 + }, + "skill22": { + 22 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 22 + }, + "skill23": { + 23 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 23 + }, + "skill24": { + 24 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 24 + }, + "skill25": { + 25 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 25 + }, + "skill26": { + 26 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 26 + }, + "skill27": { + 27 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 27 + }, + "skill28": { + 28 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 28 + }, + "skill29": { + 29 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 29 + }, + "skill30": { + 30 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 30 + }, + "skill31": { + 31 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 31 + }, + "skill32": { + 32 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 32 + }, + "skill33": { + 33 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 33 + }, + "skill34": { + 34 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 34 + }, + "skill35": { + 35 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 35 + }, + "skill36": { + 36 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 36 + }, + "skill37": { + 37 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 37 + }, + "skill38": { + 38 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 38 + }, + "skill39": { + 39 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 39 + }, + "skill40": { + 40 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 40 + }, + "skill41": { + 41 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 41 + }, + "skill42": { + 42 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 42 + }, + "skill43": { + 43 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 43 + }, + "skill44": { + 44 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 44 + }, + "skill45": { + 45 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 45 + }, + "skill46": { + 46 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 46 + }, + "skill47": { + 47 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 47 + }, + "skill48": { + 48 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 48 + }, + "skill49": { + 49 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 49 + }, + "skill50": { + 50 + "name":"", + "enhancer":"true", + "text":"", + "display":"", + "attribute":"getCharacteristicString", + "base":"", + "levels":"", + "cost":"" + 50 + } + }, + "playerName":"", + "gmName":"", + "characterFile":"", + "versionHD":"", + "timeStamp":"", + "genre":"", + "campaign":"", + "version":"2.2", + "HeroSystem6eHeroic":"true" + } +} + +\\/ +Flight (\d*)"Flight $1m +within (\d*)"within $1m +Range \((\d*)"\)Range \($1m\) +(?<=[^\^\t:])(")(?=[^\>\}\]\:\n][^\n])'' +(\n)+ +(\t)+ +(\s)+ \ No newline at end of file diff --git a/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js b/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js new file mode 100644 index 000000000..388e206f0 --- /dev/null +++ b/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js @@ -0,0 +1,4881 @@ +/* HeroSystem6eHeroic_HDImporter.js +* Hero Designer Importer for the Roll20 Hero System 6e Heroic character sheet +* Version: 2.2 +* By Villain in Glasses +* villaininglasses@icloud.com +* Discord: Villain#0604 +* Roll20: https://app.roll20.net/users/633423/villain-in-glasses +* Hero Games Forum Thread: +* https://www.herogames.com/forums/topic/101627-new-roll20-character-sheet-hero-system-6e-heroic/ +* +* Purpose: Imports characters created in Hero Designer into a Roll20 HeroSystem6eHeroic campaign. +* +* Installation: Paste this script into the API setup area of your Roll20 HeroSystem6eHeroic campaign. +* +* Copy "HeroSystem6eHeroic.hde" into your Hero Designer export format folder. +* +* Use: from Hero Designer export a character using HeroSystem6eHeroic.hde found in this repository as the selected format. +* This will produce a text file with the name of the character (e.g., myCharacter.txt). +* +* Open the exported file in your favorite text editor. Select all of the contents and copy it. +* Paste the copied text in the chat window of your Roll20 HeroSystem6eHeroic campaign. Hit enter. +* +* Commands: +* Import character: "!hero --import {character text}" +* Help: "!hero --help" +* Config: "!hero --config" +* +* Based on BeyondImporter Version O.4.0 by +* Robin Kuiper +* Discord: Atheos#1095 +* Roll20: https://app.roll20.net/users/1226016/robin +* +* Matt DeKok +* Discord: Sillvva#2532 +* Roll20: https://app.roll20.net/users/494585/sillvva +* +* Ammo Goettsch +* Discord: ammo#7063 +* Roll20: https://app.roll20.net/users/2990964/ammo +*/ + +(function() { + // Constants + const versionMod = "2.3"; + const versionSheet = "3.41"; // Note that a newer sheet will make upgrades as well as it can. + const needsExportedVersion = new Set(["1.0", "2.0", "2.1", "2.2"]); // HeroSystem6eHeroic.hde versions allowed. + + const defaultAttributes = { + + // Bio + character_title: "hero", + backgroundText: "", + historyText: "", + experience: 0, + money: 0, + + // Tally Bar + characteristicsCost: 0, + + // Primary Attributes. + // We need to define strengthNet for weapons. + strength: 10, + strengthNet: 10, + dexterity: 10, + constitution: 10, + intelligence: 10, + ego: 10, + presence:10, + + // Combat Attributes + ocv: 3, + dcv: 3, + omcv: 3, + dmcv: 3, + speed: 2, + pd: 2, + ed: 2, + body: 10, + stun: 20, + endurance: 20, + recovery: 4, + + // Movement Attributes + running: 12, + leaping: 4, + swimming: 4, + + // Health Status Attributes + CurrentBODY: 10, + CurrentSTUN: 20, + CurrentEND: 20, + gearCurrentBODY: 10, + gearCurrentSTUN: 20, + gearCurrentEND: 20, + + // Make characteristic maximums default to no. + useCharacteristicMaximums: 0, + optionTakesNoSTUN: 0, + + // Skill levels + skillLevels38: 0, + skillLevels39: 0, + skillLevels40: 0, + interactionLevelsCP: 0, + intellectLevelsCP: 0, + agilityLevelsCP: 0, + noncombatLevelsCP: 0, + overallLevelsCP: 0 + } + + let hero_caller = {}; + let object; // This is the character object. + + + // Styling for the chat responses. + const style = "margin-left: 0px; overflow: hidden; background-color: royalblue; border: 2px solid #fff990; padding: 5px; border-radius: 5px; color: white; div#home a:link { color: #70DB93; }"; + const buttonStyle = "background-color: dodgerblue; border: 1px solid #292929; width: 25%; border-radius: 3px; padding: 5px; color: #fff; text-align: center; float: right;"; + const altButtonStyle = "background-color: orange; border: 1px solid #292929; border-radius: 3px; padding: 5px; color: #fff; text-align: center; float: right;"; + const linkStyle = "color: green;" + + const script_name = 'HDImporter'; + const state_name = 'HDIMPORTER'; + var verbose = false; + + + // Start messages + on('ready', function() { + checkInstall(); + log(script_name + ' Ready! Command: !hero'); + //sendChat(script_name, script_name + ' Ready!\n For help enter "!hero --help"', null, {noarchive:true}); + sendChat(script_name, '

' + script_name + ' Ready!

For help enter "!hero --help"

', null, {noarchive:true}); + }); + + + on('chat:message', (msg) => { + if (msg.type != 'api') return; + + // Split the message into command and argument(s) + let args = msg.content.split(/ --(help|reset|config|imports|import) ?/g); + let command = args.shift().substring(1).trim(); + + if (command === "") { + return; + } + + hero_caller = getObj('player', msg.playerid); + + if (command !== 'hero') { + return; + } + + let importData = ""; + if(args.length < 1) { sendHelpMenu(hero_caller); return; } + + let config = state[state_name][hero_caller.id].config; + + for(let i = 0; i < args.length; i+=2) { + let k = args[i].trim(); + let v = args[i+1] != null ? args[i+1].trim() : null; + let check; + + v = cleanQuotes(v, script_name); + + check = Array.from(v.replace(/\s/g, '')); + + switch(k) { + case 'help': + sendHelpMenu(hero_caller); + return; + + case 'reset': + state[state_name][hero_caller] = {}; + setDefaults(true); + sendConfigMenu(hero_caller); + return; + + case 'config': + if(args.length > 0){ + let setting = v.split('|'); + let key = setting.shift(); + let value = (setting[0] === 'true') ? true : (setting[0] === 'false') ? false : (setting[0] === '[NONE]') ? '' : setting[0]; + + if(key === 'prefix' && value.charAt(0) !== '_' && value.length > 0) { value = value + ' ';} + if(key === 'suffix' && value.charAt(0) !== '_' && value.length > 0) { value = ' ' + value} + + state[state_name][hero_caller.id].config[key] = value; + } + + sendConfigMenu(hero_caller); + return; + + case 'imports': + if(args.length > 0){ + let setting = v.split('|'); + let key = setting.shift(); + let value = (setting[0] === 'true') ? true : (setting[0] === 'false') ? false : (setting[0] === '[NONE]') ? '' : setting[0]; + + state[state_name][hero_caller.id].config.imports[key] = value; + } + + sendConfigMenu(hero_caller); + return; + + case 'import': + if (check.length < 2100) { + // Intended character data length is safely less than the minimum character file size if exported with HDE format version 1.0. + // This is likely an error. + sendChat(script_name, '
Hero Importer finished early because the import command does not appear to contain valid character data.
' ); + return; + } else if ( (check[0] !== "{") && (check[check.length - 1] !== "}")) { + // Improper JSON format. + sendChat(script_name, '
Hero Importer finished early because the import command does not appear to contain valid character data.
' ); + return; + } + + importData = v.replace(/[\n\r]/g, ''); + break; + + default: + sendHelpMenu(hero_caller); + return; + } + } + + if ((importData === '') || (typeof importData === "undefined")) { + return; + } + + var json = importData; + var character = null; + + // Try to catch some bad input. Doesn't currently catch no input. + try { + character = JSON.parse(json).character; + } + + catch(error) { + let message = ""; + needsExportedVersion.forEach(function(value) { + message += value + ", "; + }); + + // Drop the last comma. + message = message.slice(0, -2); + + sendChat(script_name, '
Hero Importer ended early due to a source content error.
' ); + sendChat(script_name, "Please verify that the character file was exported using HeroSystem6eHeroic.hde (acceptable versions: "+message+"). For help use the command !hero --help."); + return; + } + + // Verify that the character was exported with the latest version of HeroSystem6eHeroic.hde. If not, report error and abort. + if (needsExportedVersion.has(character.version) === false) { + var last; + needsExportedVersion.forEach(k => { last = k }); + + sendChat(script_name, '
Import of ' + character.character_name + ' ended early due to version mismatch error.
' ); + sendChat(script_name, "Please download and install the latest version of HeroSystem6eHeroic.hde (version: "+last+" recommended) into your Hero Designer export formats folder. Export your character and try HD Importer again. For help use the command !hero --help." ); + + return; + } + + sendChat(script_name, '
Import of ' + character.character_name + ' started.
', null, {noarchive:true}); + + if (character.version === "1.0") { + sendChat(script_name, "Exported from HERO Designer with \n HeroSystem6eHeroic.hde v1.0. \n Version 2.2 supports additional content."); + } else if (character.version === "2.0") { + sendChat(script_name, "Exported from HERO Designer with \n HeroSystem6eHeroic.hde v2.0. \n Version 2.2 supports additional content."); + } else if (character.version === "2.1") { + sendChat(script_name, "Exported from HERO Designer with \n HeroSystem6eHeroic.hde v2.1. \n Version 2.2 is available."); + } + + object = null; + + // Assign a random name if the character doesn't have one. + if ((character.character_name).length === 0) { + character.character_name = createRandomString(7); + } + + // Remove characters with the same name if overwrite is enabled. + if(state[state_name][hero_caller.id].config.overwrite) { + let objects = findObjs({ + _type: "character", + name: state[state_name][hero_caller.id].config.prefix + character.character_name + state[state_name][hero_caller.id].config.suffix + }, {caseInsensitive: true}); + + if(objects.length > 0) { + object = objects[0]; + for(let i = 1; i < objects.length; i++){ + objects[i].remove(); + } + } + } + + if(!object) { + // Create character object + object = createObj("character", { + name: state[state_name][hero_caller.id].config.prefix + character.character_name + state[state_name][hero_caller.id].config.suffix, + inplayerjournals: playerIsGM(msg.playerid) ? state[state_name][hero_caller.id].config.inplayerjournals : msg.playerid, + controlledby: playerIsGM(msg.playerid) ? state[state_name][hero_caller.id].config.controlledby : msg.playerid + }); + } + + // Set base character sheet values. + setAttrs(object.id, defaultAttributes); + + // Import Page 1: Characteristics and Bio + importCharacteristics(object, character, script_name); + + // Import Page 2: Martial Arts Maneuvers + // Maneuvers over the sheet maximum will be prepended to excess perks and talents in the treasures field. + character.overflow = importManeuvers(object, character, script_name); + + // Import Page 2: Equipment + importEquipment(object, character, script_name); + + // Import Page 3: Skills + importAllSkills(object, character, script_name); + + // Import Page 4: Powers + // Powers over the sheet maximum will be prepended to excess perks and talents in a text field. + character.overflow = importPowers(object, character, script_name); + + // Import Page 5: Perks and Talents + importPerksAndTalents(object, character, script_name); + + // Import Page 5: Complications + importComplications(object, character, script_name); + + // Version + applyVersion(object, character, script_name, versionSheet); + + // Finished notification + sendChat(script_name, '
Import of ' + character.character_name + ' finished.
', null, {noarchive:true}); + }); + + // END MAIN + + +/* **************************************** */ +/* *** Begin Import Functions *** */ +/* **************************************** */ + + var importCharacteristics = function(object, character, script_name) { + + /* ************************************************* */ + /* *** Import Function: Characteristics *** */ + /* ************************************************* */ + + // Set sticky note to importer details. + let importInfoString = "HDImporter for Roll20\n"; + importInfoString = importInfoString + "Version: " + versionMod + "\n"; + if (typeof character.playerName !== "undefined") { + importInfoString = importInfoString + "Player: " + character.playerName + "\n"; + } + if (typeof character.gmName !== "undefined") { + importInfoString = importInfoString + "GM: " + character.gmName + "\n"; + } + if (typeof character.genre !== "undefined") { + importInfoString = importInfoString + "Genre: " + character.genre + "\n"; + } + if (typeof character.campaign !== "undefined") { + importInfoString = importInfoString + "Campaign: " + character.campaign + "\n"; + } + if (typeof character.versionHD !== "undefined") { + importInfoString = importInfoString + "Hero Designer version: " + character.versionHD + "\n"; + } + importInfoString = importInfoString + "HeroSystem6eHeroic.hde version: " + character.version + "\n"; + if (typeof character.characterFile !== "undefined") { + importInfoString = importInfoString + "Original file: " + character.characterFile + "\n"; + } + if (typeof character.timeStamp !== "undefined") { + importInfoString = importInfoString + "Export date: \n " + character.timeStamp + "\n"; + } + + setAttrs(object.id, {portraitStickyNote: importInfoString}); + + + // Set sticky window as visible portrait. + setAttrs(object.id, {portraitSelection: 2}); + + // Set bio-type attributes and experience points. + + let description = ""; + let quote = ""; + + if (character.version >= 1.2) { + quote = character.quote; + quote = quote.trim(); + + description += ((character.appearance).length > 0) ? character.appearance : ""; + description += ((character.backgroundText).length > 0) ? '\n' + '\n' + character.backgroundText : ""; + description += ((character.historyText).length > 0) ? '\n' + '\n' + character.historyText : ""; + description += ((character.tactics).length > 0) ? '\n' + '\n' + character.tactics : ""; + description += ((character.campaignUse).length > 0) ? '\n' + '\n' + character.campaignUse : ""; + description = description.trim(); + description += '\n' + '\n' + character.height + " and " + Math.round(Number((character.weight).replace(/[^0-9.]/g,''))) + " kg."; + description = description.trim(); + } else { + quote = ""; + + description += ((character.historyText).length > 0) ? character.historyText : ""; + description = description.trim(); + } + + let bio_attributes = { + character_title: character.character_title, + backgroundText: quote, + historyText: description, + experience: parseInt(character.experience)||0, + experienceBenefit: parseInt(character.experienceBenefit)||0 + } + + setAttrs(object.id, bio_attributes); + + if(verbose) { + sendChat(script_name, "Imported bio and experience."); + } + + // Set primary attributes. + let primary_attributes = { + strength: parseInt(character.strength)||10, + strengthNet: parseInt(character.strength)||10, + dexterity: parseInt(character.dexterity)||10, + constitution: parseInt(character.constitution)||10, + intelligence: parseInt(character.intelligence)||10, + ego: parseInt(character.ego)||10, + presence: parseInt(character.presence)||10 + } + + setAttrs(object.id, primary_attributes); + + if(verbose) { + sendChat(script_name, "Imported core attributes."); + } + + // Set combat attributes. + let combat_attributes = { + ocv: parseInt(character.ocv)||3, + dcv: parseInt(character.dcv)||3, + omcv: parseInt(character.omcv)||3, + dmcv: parseInt(character.dmcv)||3, + speed: parseInt(character.speed)||2, + pd: parseInt(character.pd)||0, + ed: parseInt(character.ed)||0, + body: parseInt(character.body)||10, + stun: parseInt(character.stun)||0, + hiddenSTUN: parseInt(character.stun)||0, + endurance: parseInt(character.endurance)||0, + recovery: parseInt(character.recovery)||0 + } + + if (character.stun !== "") { + combat_attributes.stun = parseInt(character.stun); + } else { + combat_attributes.stun = 0; + } + + setAttrs(object.id, combat_attributes); + + if(verbose) { + sendChat(script_name, "Imported combat attributes."); + } + + // Set movement attributes. + + let movement_attributes = { + running: parseInt(character.running)||0, + leaping: parseInt(character.leaping)||0, + swimming: parseInt(character.swimming)||0 + }; + + setAttrs(object.id, movement_attributes); + + if(verbose) { + sendChat(script_name, "Imported movement."); + } + + // Set status attributes to starting values + let health_attributes = { + CurrentBODY: character.body, + CurrentSTUN: character.stun, + CurrentEND: character.endurance, + gearCurrentBODY: character.body, + gearCurrentSTUN: character.stun, + gearCurrentEND: character.endurance + } + + setAttrs(object.id, health_attributes); + + if(verbose) { + sendChat(script_name, "Configured health status."); + } + + return; + } + + + function createRandomString(length) { + // random character name from https://sentry.io/answers/generate-random-string-characters-in-javascript/ + const chars = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789"; + let result = ""; + for (let i = 0; i < length; i++) { + result += chars.charAt(Math.floor(Math.random() * chars.length)); + } + return result; + } + + + var applyVersion = function(object, character, script_name, version) { + // Set version data to avoid improper sheet auto updates. + let version_attributes = { + version: version, + validateMay23: 1, + + // Show the Treasures slide where equipment will appear. + gearSlideSelection : "gearTreasures" + } + + setAttrs(object.id, version_attributes); + } + + + var importManeuvers = function(object, character, script_name) { + + /* ************************************************* */ + /* *** Import Function: Import Maneuvers *** */ + /* ************************************************* */ + + + // Overall list of maneuvers + let maneuverArray = new Array(); + let maneuverArrayIndex = 0; + let temp = 0; + let tempString = ""; + let diceString = ""; + let tempPosition = 0; + const maxManeuvers = 20; + const maneuverSlots = 10; + let importCount = 0; + let ID = "01"; + + // Imports twenty martial arts maneuvers, skipping empty slots. + // Only the first 10 are imported into sheet slots. + + for (importCount = 1; importCount < maxManeuvers; importCount++) { + + ID = String(importCount).padStart(2,'0'); + + if ((typeof character.maneuvers["maneuver"+ID] !== "undefined") && (typeof character.maneuvers["maneuver"+ID].name !== "undefined")) { + maneuverArray[maneuverArrayIndex] = character.maneuvers["maneuver"+ID]; + + maneuverArrayIndex++; + } + + } + + let importedManeuvers = {}; + importCount = 0; + const nameMax = 16; + + while ( (importCount < maneuverSlots) && (importCount < maneuverArrayIndex) ) { + if (importCount < maneuverArrayIndex) { + ID = String(importCount+1).padStart(2,'0'); + + if ( maneuverArray[importCount].name.length > nameMax) { + importedManeuvers["martialManeuverName"+ID] = maneuverArray[importCount].name.slice(0, nameMax); + importedManeuvers["martialManeuverEffect"+ID] = maneuverArray[importCount].name + '\n' + maneuverArray[importCount].effect; + } else { + importedManeuvers["martialManeuverName"+ID] = maneuverArray[importCount].name; + importedManeuvers["martialManeuverEffect"+ID] = maneuverArray[importCount].effect; + } + + importedManeuvers["martialManeuverCP"+ID] = maneuverArray[importCount].points; + importedManeuvers["martialManeuverPhase"+ID] = maneuverArray[importCount].phase; + temp = Number(maneuverArray[importCount].ocv); + importedManeuvers["martialManeuverOCV"+ID] = isNaN(temp) ? 0 : temp; + temp = Number(maneuverArray[importCount].dcv); + importedManeuvers["martialManeuverDCV"+ID] = isNaN(temp) ? 0 : temp; + + tempString = maneuverArray[importCount].effect.toLowerCase(); + if ( tempString.includes("weapon") ) { + if ( tempString.includes("strike") ) { + importedManeuvers["martialManeuverType"+ID] = "weaponAttack"; + + tempString = maneuverArray[importCount].effect; + + if ( tempString.includes("DC") ) { + tempPosition = tempString.indexOf("DC"); + diceString = tempString.slice(0, tempPosition); + diceString = diceString.slice(-3).replace(/[^0-9.-]/g, ''); + importedManeuvers["martialManeuverDC"+ID] = Math.max(-2, Math.min(2, parseInt(diceString)||0)); + } + } else if ( tempString.includes("block") ) { + importedManeuvers["martialManeuverType"+ID] = "weaponBlock"; + } else { + importedManeuvers["martialManeuverType"+ID] = "weaponContest"; + } + } else { + if ( tempString.includes("strike") ) { + importedManeuvers["martialManeuverType"+ID] = "attack"; + } else if ( tempString.includes("hka") ) { + importedManeuvers["martialManeuverType"+ID] = "attack"; + importedManeuvers["martialManeuverNormal"+ID] = "0"; + } else if ( tempString.includes("block") ) { + importedManeuvers["martialManeuverType"+ID] = "block"; + } else if ( tempString.includes("dodge") ) { + importedManeuvers["martialManeuverType"+ID] = "dodge"; + } else { + importedManeuvers["martialManeuverType"+ID] = "contest"; + } + + // Damage or STR adds. + if ( tempString.includes("d6") ) { + tempPosition = tempString.indexOf("d6"); + diceString = tempString.slice(0, tempPosition); + diceString = diceString.slice(-2).replace(/\D/g,"") + "d6"; + + if (tempString.includes("d3")) { + diceString += "+1d3"; + } else if (tempString.includes("+1")) { + diceString += "+1"; + } else if (tempString.includes("-1")) { + diceString += "-1"; + } + + importedManeuvers["martialManeuverDamage"+ID] = diceString; + } else if ( tempString.includes("str") ) { + tempPosition = tempString.indexOf("str"); + diceString = tempString.slice(0, tempPosition); + diceString = diceString.slice(-3).replace(/\D/g,""); + importedManeuvers["martialManeuverStrMod"+ID] = parseInt(diceString)||0; + } + } + + importCount++; + } + } + + // Import maneuvers. + setAttrs(object.id, importedManeuvers); + + if(verbose) { + if (importCount === 1) { + sendChat(script_name, "Imported 1 maneuver."); + } else { + sendChat(script_name, "Imported " + importCount + " maneuvers."); + } + } + + // Display additional maneuvers in the treasures text box. + if (maneuverArrayIndex > maneuverSlots) { + let extras = 0; + + for (let i = maneuverSlots; i < maneuverArrayIndex; i++) { + tempString = tempString + maneuverArray[i].name + "\n"; + tempString = tempString + "CP: " + maneuverArray[i].points + "\n"; + if (maneuverArray[i].ocv !== "") { + tempString = tempString + "OCV: " + maneuverArray[i].ocv + "\n"; + } + if (maneuverArray[i].dcv !== "") { + tempString = tempString + "DCV: " + maneuverArray[i].dcv + "\n"; + } + if (maneuverArray[i].phase !== "") { + tempString = tempString + "Phase: " + maneuverArray[i].phase + "\n"; + } + tempString = tempString + maneuverArray[i].effect + "\n" + "\n"; + extras++; + } + + if(verbose) { + if (extras === 1) { + sendChat(script_name, extras + " maneuver placed in treasures."); + } else { + sendChat(script_name, extras + " maneuvers placed in treasures."); + } + } + + if ( (typeof character.treasures != "undefined") && (character.treasures !== "")) { + tempString = character.treasures + '\n' + '\n' + tempString.trim(); + } else { + tempString = tempString.trim(); + } + + // Place additional maneuvers in the treasures text box. + setAttrs(object.id, {treasures: tempString}); + } + + // Make the Maneuver window visible. + if (importCount>0) { + setAttrs(object.id, {gearSlideSelection: 2}); + } + + return tempString; + } + + + var importEquipment = function(object, character, script_name) { + + /* ************************************************* */ + /* *** Import Function: Import Equipment *** */ + /* ************************************************* */ + + // Imports equipment and sets carried weight. + // Similar to the way perks and talents are handled, we will parse the imported equipment into temporary arrays. + + const strength = parseInt(character.strength)||10; + let gearTextBox = ""; + + let tempString; + let tempPosition; + let secondPosition; + let subStringA; + let subStringB; + let sampleSize; + + // Needed for adjusted damage. + let advantage = 0; + + // Overall array of equipment. + let equipmentArray = new Array(); + let equipmentArrayIndex = 0; + + // Array of items of equipment that are not weapons, armor, or shields. + let equipmentListArray = new Array(); + let equipmentListArrayIndex = 0; + + // Array of items of equipment that are weapons. + let weaponsArray = new Array(); + let weaponsArrayIndex = 0; + + // Array of items of equipment that are weapons. + let armorArray = new Array(); + let armorArrayIndex = 0; + + // Array for multipowers, which need to be independent from others. + let multipowerArray = new Array(); + let multipowerArrayIndex = 0; + + // Read equipment + const maxEquipment = 16; + let importCount = 0; + let imported = 0; + let ID = "01"; + + // Imports sixteen martial arts maneuvers, skipping empty slots. + + for (importCount = 1; importCount <= maxEquipment; importCount++) { + + ID = String(importCount).padStart(2,'0'); + + if ((typeof character.equipment["equipment"+ID] !== "undefined") && (typeof character.equipment["equipment"+ID].name !== "undefined")) { + + equipmentArray[equipmentArrayIndex]=character.equipment["equipment"+ID]; + + tempString = equipmentArray[equipmentArrayIndex].name; + + if ((tempString !== "") && tempString.length) { + if ((equipmentArray[equipmentArrayIndex].name.includes("Multipower")) || (equipmentArray[equipmentArrayIndex].name.includes("MPSlot"))) { + // Then place in multipower array. + multipowerArray[multipowerArrayIndex]=equipmentArray[equipmentArrayIndex]; + multipowerArrayIndex++; + + } else if ((equipmentArray[equipmentArrayIndex].defense !== "") && (equipmentArray[equipmentArrayIndex].defense === "true")) { + // If the item is a defense add it to the armor list. + // This will need to be updated for shields. + armorArray[armorArrayIndex]=equipmentArray[equipmentArrayIndex]; + armorArrayIndex++; + + } else if ((equipmentArray[equipmentArrayIndex].attack !== "") && (equipmentArray[equipmentArrayIndex].damage !== "") && (equipmentArray[equipmentArrayIndex].attack === "true")) { + // If the item is a damage attack add it to the weapon list. + weaponsArray[weaponsArrayIndex]=equipmentArray[equipmentArrayIndex]; + weaponsArrayIndex++; + + } else { + // If the item is not an attack or defense add it to the equipment list. + equipmentListArray[equipmentListArrayIndex]=equipmentArray[equipmentArrayIndex]; + equipmentListArrayIndex++; + } + } + + equipmentArrayIndex++; + } + } + + // Write raw details of imported equipment to the treasures slide. + if (equipmentArrayIndex > 0) { + + // Get current contents of the treasures text box. + tempString = character.overflow + '\n' + '\n'; + + // Add equipment to treasures. + for (let i = 0; i < equipmentArrayIndex; i++) { + tempString += equipmentArray[i].name + '\n'; + if (equipmentArray[i].damage !== "") { + tempString += "Damage: " + equipmentArray[i].damage + ", "; + } + if (equipmentArray[i].end !== "") { + tempString += "END: " + equipmentArray[i].end + ", "; + } + if (equipmentArray[i].range !== "") { + tempString += "Range: " + equipmentArray[i].range + ", "; + } + if (equipmentArray[i].text !== "") { + tempString += equipmentArray[i].text; + if (equipmentArray[i].notes !== "") { + tempString += ", " + equipmentArray[i].notes; + } + } else if (equipmentArray[i].notes !== "") { + tempString += ", " + equipmentArray[i].notes; + } + if (equipmentArray[i].mass !== "") { + tempString += ", Mass: " + equipmentArray[i].mass; + } + if (i < (equipmentArrayIndex + 2)) { + tempString += '\n' + '\n'; + } + } + + if ( (typeof character.treasures != "undefined") && (character.treasures !== "")) { + tempString = character.treasures + '\n' + '\n' + tempString.trim(); + } else { + tempString = tempString.trim(); + } + + setAttrs(object.id, {treasures: tempString}); + + // Show the Treasures Gear Tab slide where the multipower equipment will appear. + setAttrs(object.id, {gearSlideSelection: 3}); + } + + // Prepare object of items that are not weapons or armor. + // Assign to character sheet Equipment List. + + let importedEquipment = new Array(); + importCount = 0; + imported = 0; + + // Prepare Items + for (importCount = 0; importCount < maxEquipment; importCount++) { + + ID = String(importCount+1).padStart(2,'0'); + + if (importCount < equipmentListArrayIndex) { + imported += 1; + + // Check for charges. + if (equipmentListArray[importCount].end != "") { + tempString = equipmentListArray[importCount].end; + if (tempString.includes("[")) { + tempString = " (" + parseInt(tempString.replace(/[^\d.-]/g, "")) +")"; + } else { + tempString = ""; + }; + } + + importedEquipment["equipText"+ID] = equipmentListArray[importCount].name; + + // Get item mass. + if (equipmentListArray[importCount].mass !== "") { + tempString = equipmentListArray[importCount].mass; + importedEquipment["equipMass"+ID] = getItemMass(tempString, script_name); + } else { + importedEquipment["equipMass"+ID] = 0; + } + } + } + + // Import equipment. + setAttrs(object.id, importedEquipment); + + if(verbose) { + if (imported === 1) { + sendChat(script_name, "Imported 1 piece of equipment."); + } else { + sendChat(script_name, "Imported "+ imported +" pieces of equipment."); + } + } + + // Prepare objects of weapons. Assign to character sheet Weapon List. + + let importedWeapons = new Array(); + const maxAdvantage = 1; + const maxWeapons = 5; + let tempValue = 0; + + importCount = 0; + imported = 0; + + for (importCount = 0; importCount < maxWeapons; importCount++) { + + ID = String(importCount+1).padStart(2,'0'); + + if (importCount < weaponsArrayIndex) { + imported += 1; + + importedWeapons["weaponName"+ID] = weaponsArray[importCount].name; + + // Assign weapon base damage. + importedWeapons["weaponDamage"+ID] = getWeaponDamage(weaponsArray[importCount].damage, script_name); + + tempString = weaponsArray[importCount].text; + if ((typeof tempString !== "undefined") && (tempString !== "")) { + // Look for weapon advantages. + tempValue = findDamageAdvantages(tempString, script_name); + if (tempValue > maxAdvantage) { + importedWeapons["weaponAdvantage"+ID] = maxAdvantage; + } else { + importedWeapons["weaponAdvantage"+ID] = tempValue; + } + + // Check for Killing Attack. + if (tempString.includes("Killing Attack") || tempString.includes("RKA") || tempString.includes("HKA")) { + // importedWeapons.weaponNormalDamage01= "off"; + } else { + importedWeapons["weaponNormalDamage"+ID]= "on"; + } + + // Get OCV bonus or penalty. + importedWeapons["weaponOCV"+ID] = getOCVmodifier(tempString, script_name); + + // Check for range mod adjustment. + if (tempString.includes("vs. Range Modifier")) { + tempPosition=tempString.indexOf("vs. Range Modifier"); + importedWeapons["weaponRangeMod"+ID]= parseInt(tempString.substr(tempPosition-3, 2)); + } else { + importedWeapons["weaponRangeMod"+ID]= 0; + } + + // Check for the thrown weapon advantage. + importedWeapons["rangeBasedOnStr"+ID] = (tempString.includes("Range Based On STR")) ? "on" : 0; + + // Check for modified STUN multiplier. + importedWeapons["weaponStunMod"+ID] = getStunModifier(tempString, script_name); + + // Get STR minimum and apply strength. + importedWeapons["weaponStrengthMin"+ID] = getWeaponStrMin(tempString, script_name); + importedWeapons["weaponEnhancedBySTR"+ID] = ( checkDamageBySTR(tempString, script_name) ? "on" : 0); + importedWeapons["weaponStrength"+ID] = ( importedWeapons["weaponEnhancedBySTR"+ID] === "on" ) ? getWeaponStrength(importedWeapons["weaponStrengthMin"+ID], strength, script_name) : Math.min(getWeaponStrMin(tempString, script_name), character.strength); + + // Check for AoE. + importedWeapons["weaponAreaEffect"+ID] = (tempString.includes("Area Of Effect")) ? "on" : 0; + } + + // Check for charges. + tempString = weaponsArray[importCount].end; + if ((typeof tempString !== "undefined") && (tempString !== "")) { + if (tempString.includes("[")) { + importedWeapons["weaponShots"+ID] = parseInt(tempString.replace(/[^\d.-]/g, "")); + } else { + importedWeapons["weaponShots"+ID] = 0; + } + } + + // Get weapon mass. + if (weaponsArray[importCount].mass !== "") { + tempString = weaponsArray[importCount].mass; + importedWeapons["weaponMass"+ID] = getItemMass(tempString, script_name); + } else { + importedWeapons["weaponMass"+ID] = 0; + } + + // Calculate thrown weapon range or assign range without units. + importedWeapons["weaponRange"+ID] = getWeaponRange(weaponsArray[importCount].range, character.strength, importedWeapons["weaponMass"+ID], script_name); + } + + } + + // Import weapons. + + setAttrs(object.id, importedWeapons); + + if(verbose) { + if (imported === 1) { + sendChat(script_name, "Imported 1 weapon."); + } else { + sendChat(script_name, "Imported "+ imported +" weapons."); + } + } + + // Prepare object of armor defenses. Assign to character sheet Armor List. + + let importedArmor = new Array(); + const maxArmor = 4; // The 4th may be overwritten if the character has resistant protection. + + importCount = 0; + imported = 0; + + for (importCount = 0; importCount < maxArmor; importCount++) { + + ID = String(importCount+1).padStart(2,'0'); + tempString = "none"; + + if (importCount < armorArrayIndex) { + imported += 1; + + importedArmor["armorName"+ID] = armorArray[importCount].name; + + // Find resistant protection values. + // This needs to be adjusted so that it doesn't pick out other PD/ED stats from elsewhere in the text. + if (typeof armorArray[importCount].text !== "undefined") { + tempString = armorArray[importCount].text; + } + + if (tempString.includes("Resistant Protection")) { + tempPosition = tempString.indexOf("Resistant Protection"); + sampleSize = 14; + subStringA = tempString.substr(tempPosition+20, sampleSize); + + if (subStringA.includes("PD")) { + tempPosition = subStringA.indexOf("PD"); + subStringB = subStringA.slice(Math.max(0, tempPosition-3), tempPosition); + importedArmor["armorPD"+ID] = parseInt(subStringB.replace(/[^\d.-]/g, "")); + importedArmor["totalPD"+ID] = importedArmor["armorPD"+ID] + parseInt(character.pd); + } else { + importedArmor["armorPD"+ID] = 0; + importedArmor["totalPD"+ID] = parseInt(character.pd); + }; + + if (subStringA.includes("ED")) { + tempPosition = subStringA.indexOf("ED"); + subStringB = subStringA.slice(Math.max(0, tempPosition-3), tempPosition); + importedArmor["armorED"+ID] = parseInt(subStringB.replace(/[^\d.-]/g, "")); + importedArmor["totalED"+ID] = importedArmor["armorED"+ID] + parseInt(character.ed); + } else { + importedArmor["armorED"+ID] = 0; + importedArmor["totalED"+ID] = parseInt(character.ed); + }; + }; + + // Activation roll + tempString = armorArray[importCount].text; + + if (tempString.includes("Requires A Roll")) { + tempPosition = tempString.indexOf("Requires A Roll"); + + sampleSize = 4; + subStringA = tempString.substr(tempPosition+15, sampleSize); + subStringB = subStringA.replace(/[^\d]/g, ""); + importedArmor["armorActivation"+ID] = parseInt(subStringB); + } + + // Armor locations. Sometimes locations are stored in the notes field. + if (armorArray[importCount].notes !== "") { + tempString += ", " + armorArray[importCount].notes; + } + importedArmor["armorLocations"+ID] = getArmorLocations(tempString, script_name); + importedArmor["armorEND"+ID] = getArmorEND(tempString, script_name); + + // Get armor mass. + if (armorArray[importCount].mass !== "") { + tempString = armorArray[importCount].mass; + importedArmor["armorMass"+ID] = getItemMass(tempString, script_name); + } else { + importedArmor["armorMass"+ID] = 0; + } + } + } + + // Import armor. + + setAttrs(object.id, importedArmor); + + if(verbose) { + if (imported === 1) { + sendChat(script_name, "Imported 1 piece of armor."); + } else { + sendChat(script_name, "Imported " + imported + " pieces of armor."); + } + } + + // Identify independent multipowers. + let equipmentMultipowers = []; + let shieldSearchIndex; + + for (let i=0; i< multipowerArray.length; i++) { + //sendChat(script_name, "Multipower search "+ i +"."); + if (multipowerArray[i].name.includes("Multipower")) { + equipmentMultipowers.push(i); + } + } + + // Find first shield if any. + let shieldFound = false; + let importedShield = new Array(); + let shieldID = "06"; + + for (let i=0; i < equipmentMultipowers.length; i++) { + // Get next multipower index. + shieldSearchIndex=equipmentMultipowers[i]; + tempString = multipowerArray[shieldSearchIndex].name; + tempString = tempString.toLowerCase(); + + if ( (tempString.includes("shield") || tempString.includes("buckler")) && !shieldFound) { + // Shield found + shieldFound = true; + + if(verbose) { + if (equipmentMultipowers !== "undefined") { + sendChat(script_name, "Found shield multipower."); + } + } + + // Get shield name. + importedShield["weaponName"+shieldID] = multipowerArray[shieldSearchIndex].name.replace("(Multipower)",""); + + // Get STR minimum. + tempString = multipowerArray[shieldSearchIndex].text; + importedShield["weaponStrengthMin"+shieldID] = getWeaponStrMin(tempString, script_name); + + // Get weapon mass. + if (multipowerArray[shieldSearchIndex].mass !== "") { + tempString = multipowerArray[shieldSearchIndex].mass; + importedShield.shieldMass = getItemMass(tempString, script_name); + } else { + importedShield.shieldMass = 0; + } + + // Search for multipower slot that grants DCV. + let foundShieldDCV = false; + + if (i+2 > equipmentMultipowers.length) { + // Shield is the last multipower in the list. + for (let j = shieldSearchIndex; j equipmentMultipowers.length) { + // Shield is the last multipower in the list. + for (let j = shieldSearchIndex; j equipmentMultipowers.length) { + // Item is the last multipower in the list. + for (let j = shieldSearchIndex; j 0) { + + for (importCount = 0; importCount < maxImport; importCount++) { + + ID = String(importCount+1).padStart(2,'0'); + + importedTalents["talentName"+ID] = perksAndTalentsArray[importCount].type; + importedTalents["talentText"+ID] = perksAndTalentsArray[importCount].text; + importedTalents["talentCP"+ID] = perksAndTalentsArray[importCount].points; + + if (typeof importedTalents["talentText"+ID] !== "undefined") { + + tempString = importedTalents["talentText"+ID]; + + + // Many of the following roll chances won't be used, but are here for completeness. + + if (tempString.includes("10-")) { + importedTalents["talentRollChance"+ID] = 10; + importedTalents["talentActivate"+ID] = "on"; + } else if (tempString.includes("11-")) { + importedTalents["talentRollChance"+ID] = 11; + importedTalents["talentActivate"+ID] = "on"; + } else if (tempString.includes("12-")) { + importedTalents["talentRollChance"+ID] = 12; + importedTalents["talentActivate"+ID] = "on"; + } else if (tempString.includes("13-")) { + importedTalents["talentRollChance"+ID] = 13; + importedTalents["talentActivate"+ID] = "on"; + } else if (tempString.includes("14-")) { + importedTalents["talentRollChance"+ID] = 14; + importedTalents["talentActivate"+ID] = "on"; + } else if (tempString.includes("15-")) { + importedTalents["talentRollChance"+ID] = 15; + importedTalents["talentActivate"+ID] = "on"; + } else if (tempString.includes("16-")) { + importedTalents["talentRollChance"+ID] = 16; + importedTalents["talentActivate"+ID] = "on"; + } else if (tempString.includes("17-")) { + importedTalents["talentRollChance"+ID] = 17; + importedTalents["talentActivate"+ID] = "on"; + } else if (tempString.includes("18-")) { + importedTalents["talentRollChance"+ID] = 18; + importedTalents["talentActivate"+ID] = "on"; + } else if (tempString.includes("19-")) { + importedTalents["talentRollChance"+ID] = 19; + importedTalents["talentActivate"+ID] = "on"; + } else if (tempString.includes("20-")) { + importedTalents["talentRollChance"+ID] = 20; + importedTalents["talentActivate"+ID] = "on"; + } else if (tempString.includes("21-")) { + importedTalents["talentRollChance"+ID] = 21; + importedTalents["talentActivate"+ID] = "on"; + } else if (tempString.includes("3-")) { + importedTalents["talentRollChance"+ID] = 3; + importedTalents["talentActivate"+ID] = "on"; + } else if (tempString.includes("4-")) { + importedTalents["talentRollChance"+ID] = 4; + importedTalents["talentActivate"+ID] = "on"; + } else if (tempString.includes("5-")) { + importedTalents["talentRollChance"+ID] = 5; + importedTalents["talentActivate"+ID] = "on"; + } else if (tempString.includes("6-")) { + importedTalents["talentRollChance"+ID] = 6; + importedTalents["talentActivate"+ID] = "on"; + } else if (tempString.includes("7-")) { + importedTalents["talentRollChance"+ID] = 7; + importedTalents["talentActivate"+ID] = "on"; + } else if (tempString.includes("8-")) { + importedTalents["talentRollChance"+ID] = 8; + importedTalents["talentActivate"+ID] = "on"; + } else if (tempString.includes("9-")) { + importedTalents["talentRollChance"+ID] = 9; + importedTalents["talentActivate"+ID] = "on"; + } + + if ( tempString.includes("d6") ) { + tempPosition = tempString.indexOf("d6") + diceString = tempString.slice(0, tempPosition); + diceString = diceString.slice(-2).replace(/\D/g,"") + "d6"; + importedTalents["talentDice"+ID] = diceString; + } else { + importedTalents["talentDice"+ID] = "0"; + } + } + } + + // Display additional perks and talents in the complications text box. + if (perksAndTalentsIndex > maxCombinedSheet) { + let i = maxCombinedSheet; + let extras = 0; + + for (let i = maxCombinedSheet; i= 1.2) ? 10 : 0; + + let tempString; + let damageString; + let tempPosition; + let tempValue = 0; + let endPosition; + let subStringA; + let subStringB; + let subStringC; + let theEffect = ""; + let sampleSize; + let control = 0; + let base = 0; + let active = 0; + let cost = 0; + let advantages = 0; + let limitations = 0; + let count = 0; + let ID = ""; + + let testObject = { + testString : "", + testEndurance : 0, + powerReducedEND : "standard" + } + + var tempObject = new Object(); + + // Overall list of powers + var importedPowers = new Object(); + let powerArray = new Array(); + let powerArrayIndex = 0; + + let importCount = 0; + + /* ------------------------- */ + /* Read Powers */ + /* ------------------------- */ + + for (importCount; importCount < maxPowers; importCount++) { + + ID = String(importCount+1).padStart(2,'0'); + + if ((typeof character.powers["power"+ID] !== "undefined") && (typeof character.powers["power"+ID].name !== "undefined")) { + + tempString = character.powers["power"+ID].name; + + if (tempString.includes("(VPP)")) { + // Varriable Power Pool found. + // The pool needs to be split into control and base parts. + tempString = character.powers["power"+ID].text; + subStringA = tempString.toLowerCase(); + + if (subStringA.includes("base")) { + subStringA = subStringA.slice(tempString.indexOf("base")-4, tempString.indexOf("base")); + subStringA = subStringA.replace(/\D/g, ''); + base = Number(subStringA); + } else { + // Error + base = 0; + } + + control = Math.round(base/2); + + character.powers["power"+ID].base = heroRoundDown(control, 2); + + // Create entry for Control Cost + powerArray[powerArrayIndex]={ + name: character.powers["power"+ID].name + "(control)", + base: control.toString(), + text: character.powers["power"+ID].text, + cost: control.toString(), + endurance: character.powers["power"+ID].endurance, + damage: character.powers["power"+ID].damage, + compound: false + } + powerArrayIndex++; + + // Create entry for Pool Cost + powerArray[powerArrayIndex]={ + name: character.powers["power"+ID].name, + base: base.toString(), + text: JSON.stringify(base) + "-point Power Pool.", + cost: base.toString(), + endurance: character.powers["power"+ID].endurance, + damage: character.powers["power"+ID].damage, + compound: false + } + powerArrayIndex++; + + } else if (tempString.includes("(Multipower)") || tempString.includes("(MPSlot")) { + // Import multipower or multipower slot. + powerArray[powerArrayIndex]=character.powers["power"+ID]; + + powerArrayIndex++; + } else if (character.powers["power"+ID].compound === "true") { + // Check for compound power and import sub power part separately if found. + + tempString = character.powers["power"+ID].text; + count = (tempString.match(/plus/g) || []).length+1; + + // Remove total costs. + if (tempString.includes("(Total:")) { + tempString = tempString.substring(tempString.indexOf(" Real Cost)") + 12); + } + + if(verbose) { + sendChat(script_name, "Compound power with " + JSON.stringify(count) + " parts."); + } + + damageString = character.powers["power"+ID].damage + for (let i=0; i 0) { + + for (importCount = 0; importCount < maxImport; importCount++) { + + ID = String(importCount+1).padStart(2,'0'); + + // First fix some known typos. + powerArray[importCount].text = fixKnownSpellingErrors(powerArray[importCount].text, script_name); + + // Assign power effect type. + theEffect = findEffectType(powerArray[importCount].text, script_name); + importedPowers["powerEffect"+ID] = theEffect; + + // If the power does not have a name assign it the effect type. + if (powerArray[importCount].name === "") { + importedPowers["powerName"+ID] = importedPowers["powerEffect"+ID]; + } else { + importedPowers["powerName"+ID] = powerArray[importCount].name; + } + + // Special cases or base cost. + tempCostArray = getPowerBaseCost(character, powerArray[importCount].base, theEffect, powerArray[importCount].text, bonusCP, importedPowers.optionTakesNoSTUN, script_name); + importedPowers["powerBaseCost"+ID] = tempCostArray[0]; + bonusCP = tempCostArray[1]; + + // Determine endurance type, advantages, and limitations. + testObject.testString = powerArray[importCount].text; + testObject.testEndurance = powerArray[importCount].endurance; + + // Get powerReducedEND level and separate endurance limitation or advantage cost. + testObject = findEndurance(testObject); + importedPowers["powerReducedEND"+ID] = testObject.powerReducedEND; + + // Find advantages and limitations values. + importedPowers["powerAdvantages"+ID] = findAdvantages(testObject.testString); + importedPowers["powerLimitations"+ID] = findLimitations(testObject.testString); + importedPowers["powerDamageAdvantage"+ID] = findDamageAdvantages(testObject.testString, script_name); + importedPowers["powerAoE"+ID] = isAoE(testObject.testString) ? "on" : 0; + + // Power descriptions + tempString = powerArray[importCount].text; + if ( (character.version >= 2.1) && (typeof powerArray[importCount].notes !== "undefined") && (powerArray[importCount].notes !== "") ) { + tempString += '\n'+'\n'+powerArray[importCount].notes; + } + importedPowers["powerText"+ID] = (typeof tempString !== "undefined") ? tempString.trim() : ""; + + // Search for skill roll. + tempObject = requiresRoll(testObject.testString); + importedPowers["powerActivate"+ID] = tempObject.hasRoll ? "on" : 0; + importedPowers["powerSkillRoll"+ID] = tempObject.hasRoll ? tempObject.skillRoll : 18; + + // Search for reduced DCV due to the Concentration limitation. + importedPowers["powerDCV"+ID] = reducedDCV(testObject.testString); + + // Search for zero, half, or full range modifiers. + importedPowers["powerRMod"+ID] = reducedRMod(testObject.testString); + + // Search for a STUNx mod. + importedPowers["powerStunMod"+ID] = modifiedSTUNx(testObject.testString); + + // Assign effect dice. + importedPowers["powerDice"+ID] = getPowerDamage(powerArray[importCount].damage, theEffect, character.strength, script_name); + + // Find and assign power type. Remove export notes from names. + tempString = powerArray[importCount].name; + if (tempString.includes("(Multipower)")) { + // Remove note from name. + importedPowers["powerName"+ID] = tempString.replace("(Multipower) ", ""); + importedPowers["powerType"+ID] = "multipower"; + importedPowers["powerEffect"+ID] = "Multipower"; + } else if (tempString.includes("(MPSlot")) { + subStringA = powerArray[importCount].cost; + if (subStringA.includes("v")) { + // Remove note from name. + importedPowers["powerName"+ID] = tempString.replace("(MPSlot", ""); + importedPowers["powerType"+ID] = "variableSlot"; + } else { + // Remove note from name. + importedPowers["powerName"+ID] = tempString.replace("(MPSlot", ""); + importedPowers["powerType"+ID] = "fixedSlot"; + } + } else if (tempString.includes("(VPP)")) { + if (tempString.includes("control")) { + // Remove notes from name. + tempString = tempString.replace("(VPP) ", ""); + importedPowers["powerName"+ID] = tempString.replace("(control)", ""); + importedPowers["powerType"+ID] = "powerPool"; + importedPowers["powerEffect"+ID] = "VPP Control"; + importedPowers["powerAction"+ID] = "false"; + importedPowers["powerBaseCost"+ID] = powerArray[importCount].base; + } else { + // Remove note from name. + importedPowers["powerName"+ID] = tempString.replace("(VPP) ", ""); + importedPowers["powerType"+ID] = "powerPool"; + importedPowers["powerEffect"+ID] = "VPP Pool"; + importedPowers["powerAction"+ID] = "false"; + } + } else if (powerArray[importCount].compound === true) { + importedPowers["powerType"+ID] = "compound"; + } else if ( (typeof powerArray[importCount].text != "undefined") && (powerArray[importCount].text != "") && ((powerArray[importCount].text).includes("Unified Power")) ) { + importedPowers["powerType"+ID] = "unified"; + } else { + importedPowers["powerType"+ID] = "single"; + } + + // Set attack checkbox for attacks. + importedPowers["powerAttack"+ID] = isAttack(theEffect) ? "on" : 0; + + // Set power type. + importedPowers["powerDamageType"+ID] = getPowerDamageType(theEffect); + + // If Power's effect is Resistant Protection create armor in Armor Slot 4 with a combination of ED and PD. + tempString = (powerArray[importCount].text).toLowerCase(); + + if (theEffect === "Resistant Protection") { + if ( (typeof powerArray[importCount].text != "undefined") && (powerArray[importCount].text != "") ) { + if(verbose) { + sendChat(script_name, "Created Resistant Protection armor."); + } + + tempValue = getResistantPD(powerArray[importCount].text, script_name); + if (tempValue > 0) { + charMod.armorPD04 += tempValue; + if ( (specialArray.some(v => tempString.includes(v))) != true) { + // We don't want to add overall modifications for special cases. + charMod.pdMod += tempValue; + } + if (!pdAddedToTotal) { + charMod.totalPD04 = tempValue + parseInt(character.pd); + pdAddedToTotal = true; + } else { + charMod.totalPD04 += tempValue; + } + charMod.armorName04 = importedPowers["powerName"+ID]; + charMod.armorLocations04 = "3-18"; + tempObject = (requiresRoll(powerArray[importCount].text)); + if (tempObject.hasRoll) { + charMod.armorActivation04 = tempObject.skillRoll; + } else { + charMod.armorActivation04 = 18; + } + } + + tempValue = getResistantED(powerArray[importCount].text, script_name); + if (tempValue > 0) { + charMod.armorED04 += tempValue; + if ( (specialArray.some(v => tempString.includes(v))) != true) { + // We don't want to add overall modifications for special cases. + charMod.edMod += tempValue; + } + if (!edAddedToTotal) { + charMod.totalED04 = tempValue + parseInt(character.ed); + edAddedToTotal = true; + } else { + charMod.totalED04 += tempValue; + } + charMod.armorName04 = importedPowers["powerName"+ID]; + charMod.armorLocations04 = "3-18"; + tempObject = (requiresRoll(powerArray[importCount].text)); + if (tempObject.hasRoll) { + charMod.armorActivation04 = tempObject.skillRoll; + } else { + charMod.armorActivation04 = 18; + } + } + } + } else if (theEffect === "Base PD Mod") { + if ( (typeof powerArray[importCount].text != "undefined") && (powerArray[importCount].text != "") ) { + if(verbose) { + sendChat(script_name, "Added Resistant PD to armor."); + } + + if ( (powerArray[importCount].text).includes("Resistant")) { + charMod.armorPD04 += parseInt(character.pd); + if (!pdAddedToTotal) { + charMod.totalPD04 += parseInt(character.pd); + pdAddedToTotal = true; + } + charMod.armorName04 = importedPowers["powerName"+ID]; + charMod.armorLocations04 = "3-18"; + tempObject = (requiresRoll(powerArray[importCount].text)); + if (tempObject.hasRoll) { + charMod.armorActivation04 = tempObject.skillRoll; + } else { + charMod.armorActivation04 = 18; + } + } + } + } else if (theEffect === "Base ED Mod") { + if ( (typeof powerArray[importCount].text != "undefined") && (powerArray[importCount].text != "") ) { + if(verbose) { + sendChat(script_name, "Added Resistant ED to armor."); + } + + if ( (powerArray[importCount].text).includes("Resistant") ) { + charMod.armorED04 += parseInt(character.ed); + if (!edAddedToTotal) { + charMod.totalED04 += parseInt(character.ed); + edAddedToTotal = true; + } + charMod.armorName04 = importedPowers["powerName"+ID]; + charMod.armorLocations04 = "3-18"; + tempObject = (requiresRoll(powerArray[importCount].text)); + if (tempObject.hasRoll) { + charMod.armorActivation04 = tempObject.skillRoll; + } else { + charMod.armorActivation04 = 18; + } + } + } + } + + // Apply characteristic mods granted by enhancement powers or movement. + tempString = powerArray[importCount].text; + + if ( (typeof tempString != "undefined") && (tempString != "") ) { + switch (theEffect) { + case "Base STR Mod": if (tempString.includes("0 END")) { + importedPowers["optionUntiring"] = "on"; + } + break; + case "Running": charMod.runningMod += getCharacteristicMod(tempString, "Running", script_name); + break; + case "Leaping": charMod.leapingMod += getCharacteristicMod(tempString, "Leaping", script_name); + break; + case "Swimming": charMod.swimmingMod += getCharacteristicMod(tempString, "Swimming", script_name); + break; + case "Flight": charMod.flightMod += getCharacteristicMod(tempString, "Flight", script_name); + break; + case "Enhanced STR": charMod.strengthMod += getCharacteristicMod(tempString, "STR", script_name); + break; + case "Enhanced DEX": charMod.dexterityMod += getCharacteristicMod(tempString, "DEX", script_name); + break; + case "Enhanced CON": charMod.constitutionMod += getCharacteristicMod(tempString, "CON", script_name); + break; + case "Enhanced INT": charMod.intelligenceMod += getCharacteristicMod(tempString, "INT", script_name); + break; + case "Enhanced EGO": charMod.egoMod += getCharacteristicMod(tempString, "EGO", script_name); + break; + case "Enhanced PRE": charMod.presenceMod += getCharacteristicMod(tempString, "PRE", script_name); + break; + case "Enhanced OCV": charMod.ocvMod += getCharacteristicMod(tempString, "OCV", script_name); + break; + case "Enhanced DCV": charMod.dcvMod += getCharacteristicMod(tempString, "DCV", script_name); + break; + case "Enhanced OMCV": charMod.omcvMod += getCharacteristicMod(tempString, "OMCV", script_name); + break; + case "Enhanced DMCV": charMod.dmcvMod += getCharacteristicMod(tempString, "DMCV", script_name); + break; + case "Enhanced BODY": charMod.bodyMod += getCharacteristicMod(tempString, "BODY", script_name); + break; + case "Enhanced PD": charMod.pdMod += getCharacteristicMod(tempString, "PD", script_name); + break; + case "Enhanced ED": charMod.edMod += getCharacteristicMod(tempString, "ED", script_name); + break; + case "Enhanced STUN": charMod.stunMod += getCharacteristicMod(tempString, "STUN", script_name); + break; + case "Enhanced END": charMod.endMod += getCharacteristicMod(tempString, "END", script_name); + break; + case "Enhanced REC": charMod.recMod += getCharacteristicMod(tempString, "REC", script_name); + break; + case "Enhanced PER": if ( tempString.includes("all Sense") ) { + charMod.enhancedPerceptionModifier += getCharacteristicMod(tempString, "PER", script_name); + if ( (tempString.includes("except Sight")) || (tempString.includes("but Sight")) ) { + charMod.perceptionModifierVision += -getCharacteristicMod(tempString, "PER", script_name); + } + if ( (tempString.includes("except Hearing")) || (tempString.includes("but Hearing")) ) { + charMod.perceptionModifierHearing += -getCharacteristicMod(tempString, "PER", script_name); + } + if ( (tempString.includes("except Smell")) || (tempString.includes("but Smell")) ) { + charMod.perceptionModifierSmell += -getCharacteristicMod(tempString, "PER", script_name); + } + } else { + charMod.perceptionModifierVision += (tempString.includes("Sight")) ? getCharacteristicMod(tempString, "PER", script_name) : 0; + charMod.perceptionModifierHearing += (tempString.includes("Hearing")) ? getCharacteristicMod(tempString, "PER", script_name) : 0; + charMod.perceptionModifierSmell += (tempString.includes("Smell")) ? getCharacteristicMod(tempString, "PER", script_name) : 0; + if ( !(tempString.includes("Sight")) && !(tempString.includes("Hearing")) && !(tempString.includes("Smell")) ) { + charMod.enhancedPerceptionModifier += getCharacteristicMod(tempString, "PER", script_name); + } + } + break; + default: break; + } + } + } + } + + // Display additional powers in the talents text box. + tempString = ""; + if (powerArrayIndex > maxPowers) { + let extras = 0; + + for (let i = maxPowers; i < powerArrayIndex; i++) { + tempString += powerArray[i].name + "\n"; + if (powerArray[i].damage !== "") { + tempString += " Damage: " + powerArray[i].damage + "\n"; + } + tempString += " END: " + powerArray[i].endurance + "\n"; + tempString += " Base CP: " + powerArray[i].base + ", " + " Real CP: " + powerArray[i].cost + "\n"; + tempString += powerArray[i].text + "\n" + "\n"; + extras++; + } + + if(verbose) { + sendChat(script_name, extras + " powers placed in notes."); + } + + importedPowers.complicationsTextLeft = tempString; + } + + // Import powers and bonus points to sheet. + importedPowers.bonusBenefit = bonusCP; + + const importedPowersAndMods = Object.assign({}, importedPowers, charMod); + setAttrs(object.id, importedPowersAndMods); + + if(verbose) { + if (powerArrayIndex === 1) { + sendChat(script_name, "Imported 1 power."); + } else { + sendChat(script_name, "Imported " + powerArrayIndex + " powers."); + } + } + + return tempString.trim(); + }; + + + var importComplications = function(object, character, script_name) { + + /* ************************************************* */ + /* *** Import Function: Import Complications *** */ + /* ************************************************* */ + + // Imports the first six complications. + let importCount = 0; + let imported = 0; + let ID = ""; + let tempString = ""; + let diceString = ""; + let tempPosition = 0; + const maxComplications = 10; + const maxOverflow = 10; + let overflowString = ""; + var importedComplications = new Object(); + + /* ------------------------- */ + /* Read Complications */ + /* ------------------------- */ + + for (importCount = 0; importCount < maxComplications + maxOverflow; importCount++) { + + ID = String(importCount+1).padStart(2,'0'); + + if (importCount < maxComplications) { + if ((typeof character.complications["complication"+ID] !== "undefined") && (typeof character.complications["complication"+ID].type !== "undefined")) { + importedComplications["complicationName"+ID] = character.complications["complication"+ID].type; + importedComplications["complicationCP"+ID] = character.complications["complication"+ID].points; + + tempString = character.complications["complication"+ID].text; + if (typeof character.complications["complication"+ID].notes !== "undefined") { + tempString += '\n'+'\n'+character.complications["complication"+ID].notes; + } + importedComplications["complicationText"+ID] = (typeof tempString !== "undefined") ? tempString.trim() : ""; + + // Type + tempString = character.complications["complication"+ID].type; + tempString = tempString.toLowerCase(); + + if (tempString.includes("accidental change")) { + importedComplications["complicationType"+ID] = "accidental"; + } else if (tempString.includes("dependence")) { + importedComplications["complicationType"+ID] = "dependence"; + } else if (tempString.includes("dependent")) { + importedComplications["complicationType"+ID] = "dependent"; + } else if (tempString.includes("distinctive")) { + importedComplications["complicationType"+ID] = "distinctive"; + } else if ((tempString.includes("enraged")) || (tempString.includes("berserk"))) { + importedComplications["complicationType"+ID] = "enraged"; + } else if (tempString.includes("hunted")) { + importedComplications["complicationType"+ID] = "hunted"; + } else if (tempString.includes("reputation")) { + importedComplications["complicationType"+ID] = "reputation"; + } else if (tempString.includes("physical")) { + importedComplications["complicationType"+ID] = "physical"; + } else if (tempString.includes("psychological")) { + importedComplications["complicationType"+ID] = "psychological"; + } else if (tempString.includes("rival")) { + importedComplications["complicationType"+ID] = "rival"; + } else if (tempString.includes("social")) { + importedComplications["complicationType"+ID] = "social"; + } else if (tempString.includes("susceptibility")) { + importedComplications["complicationType"+ID] = "susceptibility"; + } else if (tempString.includes("unluck")) { + importedComplications["complicationType"+ID] = "unluck"; + } else if (tempString.includes("vulnerability")) { + importedComplications["complicationType"+ID] = "vulnerability"; + } else { + importedComplications["complicationType"+ID] = "custom"; + } + + // Activation Roll + tempString = character.complications["complication"+ID].text + " " + character.complications["complication"+ID].notes; + tempString = tempString.toLowerCase(); + + // Most of these roll options will never be used, but are here for completeness. + + if (tempString.includes("10-")) { + importedComplications["complicationRollChance"+ID] = 10; + importedComplications["complicationActivate"+ID] = "on"; + } else if (tempString.includes("11-")) { + importedComplications["complicationRollChance"+ID] = 11; + importedComplications["complicationActivate"+ID] = "on"; + } else if (tempString.includes("12-")) { + importedComplications["complicationRollChance"+ID] = 12; + importedComplications["complicationActivate"+ID] = "on"; + } else if (tempString.includes("13-")) { + importedComplications["complicationRollChance"+ID] = 13; + importedComplications["complicationActivate"+ID] = "on"; + } else if (tempString.includes("14-")) { + importedComplications["complicationRollChance"+ID] = 14; + importedComplications["complicationActivate"+ID] = "on"; + } else if (tempString.includes("15-")) { + importedComplications["complicationRollChance"+ID] = 15; + importedComplications["complicationActivate"+ID] = "on"; + } else if (tempString.includes("16-")) { + importedComplications["complicationRollChance"+ID] = 16; + importedComplications["complicationActivate"+ID] = "on"; + } else if (tempString.includes("17-")) { + importedComplications["complicationRollChance"+ID] = 17; + importedComplications["complicationActivate"+ID] = "on"; + } else if (tempString.includes("18-")) { + importedComplications["complicationRollChance"+ID] = 18; + importedComplications["complicationActivate"+ID] = "on"; + } else if (tempString.includes("3-")) { + importedComplications["complicationRollChance"+ID] = 3; + importedComplications["complicationActivate"+ID] = "on"; + } else if (tempString.includes("4-")) { + importedComplications["complicationRollChance"+ID] = 4; + importedComplications["complicationActivate"+ID] = "on"; + } else if (tempString.includes("5-")) { + importedComplications["complicationRollChance"+ID] = 5; + importedComplications["complicationActivate"+ID] = "on"; + } else if (tempString.includes("6-")) { + importedComplications["complicationRollChance"+ID] = 6; + importedComplications["complicationActivate"+ID] = "on"; + } else if (tempString.includes("7-")) { + importedComplications["complicationRollChance"+ID] = 7; + importedComplications["complicationActivate"+ID] = "on"; + } else if (tempString.includes("8-")) { + importedComplications["complicationRollChance"+ID] = 8; + importedComplications["complicationActivate"+ID] = "on"; + } else if (tempString.includes("9-")) { + importedComplications["complicationRollChance"+ID] = 9; + importedComplications["complicationActivate"+ID] = "on"; + } + + // Dice + if ( tempString.includes("d6") ) { + tempPosition = tempString.indexOf("d6") + diceString = tempString.slice(0, tempPosition); + diceString = diceString.slice(-2).replace(/\D/g,"") + "d6"; + importedComplications["complicationDice"+ID] = diceString; + } else { + importedComplications["complicationDice"+ID] = "0"; + } + + imported += 1; + } + } else if (importCount < maxComplications + maxOverflow) { + if ((typeof character.complications["complication"+ID] !== "undefined") && (typeof character.complications["complication"+ID].type !== "undefined")) { + overflowString += character.complications["complication"+ID].type + '\n'; + overflowString += character.complications["complication"+ID].text + '\n' + character.complications["complication"+ID].notes + '\n'; + overflowString += "("+character.complications["complication"+ID].points + " points)\n\n"; + + imported += 1; + } + } + } + + importedComplications["complicationsTextRight"] = overflowString; + + if(verbose) { + if (imported === 1) { + sendChat(script_name, "Imported 1 complication."); + } else { + sendChat(script_name, "Imported " + imported + " complications."); + } + } + + // Import complications to sheet. + setAttrs(object.id, importedComplications); + + return; + }; + + + var importAllSkills = function(object, character, script_name) { + + /* ************************************************* */ + /* *** Import Function: Import Skills *** */ + /* ************************************************* */ + + // Struct for counting processed skills. + + let sheetSkillIndexes={ + skillIndex: 0, + generalSkillIndex: 0, + combatSkillIndex: 0, + languageSkillIndex: 0 + } + + const maxSkills = 50; + + for (let importCount = 0; importCount < maxSkills; importCount++) { + + ID = String(importCount+1).padStart(2,'0'); + + if (typeof character.skills["skill"+ID] !== "undefined") {sheetSkillIndexes = importSkill(object, character, script_name, sheetSkillIndexes, character.skills["skill"+ID]);} + } + + return; + }; + + + /* ------------------------- */ + /* Import Helper Functions */ + /* ------------------------- */ + + var cleanQuotes = function(inputString, script_name) { + // Look for double quotes in text that shouldn't be there. Remove them. + + let detailString; + let cleanString; + let frontMatter; + let backMatter; + let startPosition; + let endPosition; + let count = 0; + let matches = 0; + let engagePosition = inputString.indexOf('\"backgroundText\":\"'); + let exitPosition = inputString.indexOf('\"experience\":') - 10; + + for (let i = engagePosition; i < exitPosition; i+=1) { + startPosition = inputString.indexOf('\":\"', i)+1; + endPosition = inputString.indexOf('\", \"', i); + detailString = inputString.slice(startPosition+2, endPosition); + matches = detailString.match(/["]/g); + count = matches ? matches.length : 0; + + if (matches) { + frontMatter = inputString.slice(0, startPosition+2); + backMatter = inputString.slice(endPosition+1); + cleanString = detailString.replace(/["]+/g, ""); + inputString = frontMatter + cleanString + '\"' + backMatter; + + exitPosition -= count; + } + + i += detailString.length - count; + } + + return inputString; + } + + + var importSkill = function(object, character, script_name, sheetSkillIndexes, theSkill) { + // Assign skill to general, combat, language, enhancer, etc. + + if (Object.keys(theSkill).length === 0) { + // Empty Skill. + return sheetSkillIndexes; + + } else if (theSkill.enhancer === "true") { + // Invoke Skill Enhancer Function + importSkillEnhancer(object, character, script_name, theSkill.text); + + } else if (theSkill.display === "Language") { + // Call import language function. + importLanguage(object, character, script_name, theSkill, sheetSkillIndexes.languageSkillIndex); + sheetSkillIndexes.languageSkillIndex++; + + } else if (theSkill.display === "Combat Skill Levels"){ + // Import weapon levels. The combat skill index may or may not be increased. + // This needs to be decided by the function as more general skill levels + // use prepared slots on the character sheet. + sheetSkillIndexes.combatSkillIndex = importWeaponSkill(object, character, script_name, theSkill, sheetSkillIndexes.combatSkillIndex); + + } else if (theSkill.display === "Mental Combat Skill Levels"){ + // Import mental CSLs. Variation of weapon CSLs. + sheetSkillIndexes.combatSkillIndex = importWeaponSkill(object, character, script_name, theSkill, sheetSkillIndexes.combatSkillIndex); + + } else if (theSkill.display === "Penalty Skill Levels") { + // Import penalty skill levels. + sheetSkillIndexes.combatSkillIndex = importWeaponSkill(object, character, script_name, theSkill, sheetSkillIndexes.combatSkillIndex); + + } else if (theSkill.display === ("Weapon Familiarity")) { + // Weapon familiarity skill line. + // There should be only one line since Hero Designer lumps them together. + // We need to break them up. + let tempString = theSkill.text; + tempString = tempString.replace(/\s\s+/g, " "); + tempString = tempString.replace("WF: ", ""); + let weaponFamArrayLength = (tempString.split(",").length - 1); + let weaponFamArray = new Array(weaponFamArrayLength); + + for (let i = 0; i <= weaponFamArrayLength; i++) { + // Split up string into weapon groups. + if (i < weaponFamArrayLength) { + // Get first weapon group before a comma. + weaponFamArray[i] = tempString.substr(0, tempString.indexOf(",")); + + // Remove that weapon group from the string. + tempString = tempString.replace(weaponFamArray[i] + ", ", ""); + } else { + // There is only one group left to get. + weaponFamArray[i] = tempString; + } + } + + // Process the skills in weaponFamArray as individual skills. + // The combatSkillIndex will advance each time. + for (let i = 0; i <= weaponFamArrayLength; i++) { + let tempSkill = { + name: "", + enhancer: "", + text: weaponFamArray[i], + display:"Weapon Familiarity", + cost: 0 + } + if (tempSkill.text.includes("Common") || tempSkill.text.includes("Small Arms") || tempSkill.text.includes("Emplaced Weapons") || tempSkill.text.includes("Beam Weapons") || tempSkill.text.includes("Energy Weapons") || tempSkill.text.includes("Early Firearms") || tempSkill.text.includes("Siege Engines")) { + tempSkill.cost = 2; + } else { + tempSkill.cost = 1; + } + + sheetSkillIndexes.combatSkillIndex = importWeaponSkill(object, character, script_name, tempSkill, sheetSkillIndexes.combatSkillIndex); + } + } else if (theSkill.display === ("Transport Familiarity")) { + // Transport familiarity skill line. + // There should be only one line since Hero Designer lumps them together. + // We need to break them up. + let tempString = theSkill.text; + tempString = tempString.replace(/\s\s+/g, " "); + tempString = tempString.replace("TF: ", ""); + let transportFamArrayLength = (tempString.split(",").length - 1); + let transportFamArray = new Array(transportFamArrayLength); + + for (let i = 0; i <= transportFamArrayLength; i++) { + // Split up string into transport groups. + if (i < transportFamArrayLength) { + // Get first weapon group before a comma. + transportFamArray[i] = tempString.substr(0, tempString.indexOf(",")); + + // Remove that weapon group from the string. + tempString = tempString.replace(transportFamArray[i]+", ", ""); + } else { + // There is only one group left to get. + transportFamArray[i] = tempString; + } + } + + // Process the skills in transportFamArray as individual skills. + // The generalSkillIndex will advance each time. + for (let i = 0; i <= transportFamArrayLength; i++) { + let tempSkill = { + name: transportFamArray[i], + enhancer: "", + text: "TF: " + transportFamArray[i], + display:"Transport Familiarity", + cost: 1 + } + + // Find 2-point TF groups. + if (tempSkill.text.includes("Common") || tempSkill.text.includes("Riding") || tempSkill.text.includes("Space Vehicles") || tempSkill.text.includes("Mecha")) { + tempSkill.cost = 2; + } + + sheetSkillIndexes.generalSkillIndex = importGeneralSkill(object, character, script_name, tempSkill, sheetSkillIndexes.generalSkillIndex); + } + } else if (theSkill.display === "Skill Levels") { + // Import non-combat skill levels. + // Groups of three skills will be a challenge. + + if (theSkill.text.includes("three pre-defined Skills")) { + // This type of skill level is recorded along with general skills. + sheetSkillIndexes.generalSkillIndex = importGeneralSkill(object, character, script_name, theSkill, sheetSkillIndexes.generalSkillIndex); + } else if (parseInt(theSkill.cost/theSkill.levels) === 3) { + // This type of skill level is recorded along with general skills. + + sheetSkillIndexes.generalSkillIndex = importGeneralSkill(object, character, script_name, theSkill, sheetSkillIndexes.generalSkillIndex); + } else { + importSkillLevels(object, character, script_name, theSkill); + } + } else { + // Import general skill + + sheetSkillIndexes.generalSkillIndex = importGeneralSkill(object, character, script_name, theSkill, sheetSkillIndexes.generalSkillIndex); + } + + sheetSkillIndexes.skillIndex++; + + return sheetSkillIndexes; + } + + + var importSkillEnhancer = function(object, character, script_name, enhancerString) { + // This function is called when a skill is identified as an enhancer. + // The skills' text will determine which enhancer it is. + let enhancer; + + switch(enhancerString) { + case "Jack of All Trades": + enhancer = { + enhancerJack: "on", + enhancerJackCP: 3 + } + break; + case "Linguist": + enhancer = { + enhancerLing: "on", + enhancerLingCP: 3 + } + break; + case "Scholar": + enhancer = { + enhancerSch: "on", + enhancerSchCP: 3 + } + break; + case "Scientist": + enhancer = { + enhancerSci: "on", + enhancerSciCP: 3 + } + break; + case "Traveler": + enhancer = { + enhancerTrav: "on", + enhancerTravCP: 3 + } + break; + default: + // Well-Connected + enhancer = { + enhancerWell: "on", + enhancerWellCP: 3 + } + } + + setAttrs(object.id, enhancer); + + return; + } + + + var importLanguage = function(object, character, script_name, languageObject, languageIndex) { + // This function is called when a skill is identified as an enhancer. + // The skills' text will determine which enhancer it is. + // let languages; + + let language; + let name = languageObject.name; + let tempString = languageObject.text; + if (name === "") { + if (tempString.includes("Language:")) { + name = tempString.replace("Language:", ""); + } + if (name.includes("(") && name.includes(")")) { + let endPosition = name.indexOf("("); + name = name.slice(0, endPosition-1); + } + } + + let fluency; + let literacy; + let cost = languageObject.cost; + + // Determine fluency. + if (tempString.includes("native")) { + fluency = "native"; + } else if (cost == 0) { + fluency = "native"; + } else if ((cost == 1) && (tempString.includes("literate"))) { + fluency = "native"; + } else if (tempString.includes("basic")) { + fluency = "basic"; + } else if (tempString.includes("completely")) { + fluency = "accent"; + } else if (tempString.includes("fluent")) { + fluency = "fluent"; + } else if (tempString.includes("idiomatic")) { + fluency = "idiomatic"; + } else if (tempString.includes("imitate")) { + fluency = "imitate"; + } else { + fluency = "none"; + } + + // Determine literacy. + if (tempString.includes("literate")) { + literacy = "on"; + } + else { + literacy = 0; + } + + // Assign this language to the character sheet. + + switch(languageIndex) { + case 0: + language = { + skillName41: name, + skillFluency41: fluency, + skillLiteracy41: literacy + } + break; + case 1: + language = { + skillName42: name, + skillFluency42: fluency, + skillLiteracy42: literacy + } + break; + case 2: + language = { + skillName43: name, + skillFluency43: fluency, + skillLiteracy43: literacy + } + break; + case 3: + language = { + skillName44: name, + skillFluency44: fluency, + skillLiteracy44: literacy + } + break; + case 4: + language = { + skillName45: name, + skillFluency45: fluency, + skillLiteracy45: literacy + } + break; + case 5: + language = { + skillName46: name, + skillFluency46: fluency, + skillLiteracy46: literacy + } + break; + case 6: + language = { + skillName47: name, + skillFluency47: fluency, + skillLiteracy47: literacy + } + break; + case 7: + language = { + skillName48: name, + skillFluency48: fluency, + skillLiteracy48: literacy + } + break; + default: + // Last language slot available. + language = { + skillName49: name, + skillFluency49: fluency, + skillLiteracy49: literacy + } + } + + setAttrs(object.id, language); + + return; + } + + + var importWeaponSkill = function(object, character, script_name, skillObject, weaponSkillIndex) { + // Identify and assign combat levels + + let weaponSkill; + let name = skillObject.name; + let levels = parseInt(skillObject.levels); + let levelCost; + let type = 'none'; + let cost = parseInt(skillObject.cost); + + if (skillObject.text.includes("HTH Combat")) { + // Find the number of levels from the CP spent. + weaponSkill = { + skillLevels38: skillObject.levels + }; + + } else if (skillObject.text.includes("Ranged Combat")) { + // Find the number of levels from the CP spent. + weaponSkill = { + skillLevels39: skillObject.levels + }; + + } else if (skillObject.text.includes("All Attacks")) { + // Find the number of levels from the CP spent. + weaponSkill = { + skillLevels40: skillObject.levels + }; + + } else if (skillObject.text.includes("group") || skillObject.text.includes("single") || (skillObject.display === "Weapon Familiarity") || (skillObject.display === "Penalty Skill Levels") || (skillObject.display === "Combat Skill Levels") || (skillObject.display === "Mental Combat Skill Levels")) { + // Call import weapon skills function. + + // Determine type + if (skillObject.display === "Weapon Familiarity") { + // Weapon familiarity at the moment can be common or single. + if (cost === 1) { + name = skillObject.text; + type = "Fam1"; + levels = 0; + } else { + name = skillObject.text.replace("Weapons", ""); + type = "Fam2"; + levels = 0; + } + } else if (skillObject.display === "Penalty Skill Levels") { + // Determine penalty skill levels + + // Try to shorten the name text. + name = skillObject.text.replace("versus", "vs"); + name = name.replace("Versus", "vs"); + name = name.replace("Location", "Loc"); + name = name.replace("Range", "Rng"); + name = name.replace("Modifiers ", ""); + name = name.replace("Modifier ", ""); + name = name.replace("with", "w/"); + name = name.replace("the ", ""); + + levelCost = parseInt(cost/levels); + switch (levelCost) { + case 1: type = 'PSL1'; + break; + case 2: type = 'PSL2'; + break; + case 3: type = 'PSL3'; + break; + default: 'none'; + } + } else if (skillObject.display === "Mental Combat Skill Levels") { + // Determine mental combat skill levels + name = skillObject.text; + + name = name.replace("with all", "w/"); + name = name.replace("with a", "w/"); + name = name.replace(" single", ""); + name = name.replace("group of Mental Powers", "Mental Group"); + + levelCost = parseInt(cost/levels); + switch (levelCost) { + case 1: type = 'MCSL1'; + break; + case 3: type = 'MCSL3'; + break; + case 6: type = 'MCSL6'; + break; + default: 'none'; + } + } else { + // Determine combat skill levels + name = skillObject.text; + + name = name.replace("with all", "w/"); + name = name.replace("with any", "w/"); + name = name.replace("with a", "w/"); + name = name.replace("small group of attacks", "small group"); + name = name.replace("large group of attacks", "large group"); + + levelCost = parseInt(cost/levels); + switch (levelCost) { + case 2: type = 'CSL2'; + break; + case 3: type = 'CSL3'; + break; + case 5: type = 'CSL5'; + break; + case 8: type = 'CSL8'; + break; + default: 'none'; + } + } + + // Assign skill parameters to an open weapon skill slot. + switch (weaponSkillIndex) { + case 0: + // Weapon skill slot 1. + weaponSkill = { + skillName31: name, + skillType31: type, + skillLevels31: levels, + skillCP31: cost + } + break; + case 1: + // Weapon skill slot 2. + weaponSkill = { + skillName32: name, + skillType32: type, + skillLevels32: levels, + skillCP32: cost + } + break; + case 2: + // Weapon skill slot 3. + weaponSkill = { + skillName33: name, + skillType33: type, + skillLevels33: levels, + skillCP33: cost + } + break; + case 3: + // Weapon skill slot 4. + weaponSkill = { + skillName34: name, + skillType34: type, + skillLevels34: levels, + skillCP34: cost + } + break; + case 4: + // Weapon skill slot 5. + weaponSkill = { + skillName35: name, + skillType35: type, + skillLevels35: levels, + skillCP35: cost + } + break; + case 5: + // Weapon skill slot 6. + weaponSkill = { + skillName36: name, + skillType36: type, + skillLevels36: levels, + skillCP36: cost + } + break; + case 6: + // Last weapon skill slot available. + weaponSkill = { + skillName37: name, + skillType37: type, + skillLevels37: levels, + skillCP37: cost + } + } + weaponSkillIndex++; + } + + setAttrs(object.id, weaponSkill); + + return weaponSkillIndex; + } + + + var importSkillLevels = function(object, character, script_name, skillObject) { + + if (skillObject.text.includes("all Intellect Skills")) { + // The broad group skill level is ambiguous. + // By default we will guess intellect as the most common. + + if (skillObject.name.includes("nteract")) { + // Look at name to see if player added interaction label. + let skillLevel = { + interactionLevels: skillObject.levels, + interactionLevelsCP: skillObject.levels*4 + } + + if(verbose) { + sendChat(script_name, "Found interaction group levels."); + } + setAttrs(object.id, skillLevel); + } else if (skillObject.name.includes("ntellect")) { + // Look at name to see if player added intellect label. + let skillLevel = { + intellectLevels: skillObject.levels, + intellectLevelsCP: skillObject.levels*4 + } + + if(verbose) { + sendChat(script_name, "Found intellect group levels."); + } + setAttrs(object.id, skillLevel); + } else { + // Assume intellect. + let skillLevel = { + intellectLevels: skillObject.levels, + intellectLevelsCP: skillObject.levels*4 + } + + if(verbose) { + sendChat(script_name, "Found broad group levels. Assuming intellect."); + } + setAttrs(object.id, skillLevel); + } + } else if (skillObject.text.includes("all Agility Skills")) { + let skillLevel = { + agilityLevels: skillObject.levels, + agilityLevelsCP: skillObject.levels*6 + } + setAttrs(object.id, skillLevel); + } else if (skillObject.text.includes("all Non-Combat Skills")) { + let skillLevel = { + noncombatLevels: skillObject.levels, + noncombatLevelsCP: skillObject.levels*10 + } + setAttrs(object.id, skillLevel); + } else if (skillObject.text.includes("Overall")) { + let skillLevel = { + overallLevels: skillObject.levels, + overallLevelsCP: skillObject.levels*12 + } + setAttrs(object.id, skillLevel); + } + + return; + } + + + var importGeneralSkill = function(object, character, script_name, skillObject, generalSkillIndex) { + // Identify and import a general skill. + + var theSkill = new Object(); + let attribute = skillObject.attribute; + let text = skillObject.text; + let type = "none"; + let base = skillObject.base; + let levels = skillObject.levels; + let cost = skillObject.cost; + + if (skillObject.display === ("Skill Levels")) { + // Three-group skill. + type = "group"; + } else if (skillObject.text.includes("three pre-defined Skills")) { + // Three-group skill. + type = "group"; + } else if ((base === "0") && (cost === "0") && skillObject.text.includes("11-")) { + // Everyman professional skill. + type = "everymanPS"; + } else if ((base === "0") && (cost === "0")) { + // Everyman skill. + type = "everyman"; + } else if (text.startsWith("KS") && ((base-levels) === 2)) { + // Knowledge Skill + type = "ks"; + } else if (text.startsWith("KS") && ((base-levels) === 3)) { + // Knowledge Skill based on INT. + type = "intKS"; + } else if (text.startsWith("CK") && ((base-levels) === 2)) { + // City Knowledge Skill + type = "ck"; + } else if (text.startsWith("CK") && ((base-levels) === 3)) { + // City Knowledge Skill based on INT. + type = "intCK"; + } else if (text.startsWith("CuK") && ((base-levels) === 2)) { + // Culture Knowledge Skill + type = "cuk"; + } else if (text.startsWith("CuK") && ((base-levels) === 3)) { + // Culture Knowledge Skill based on INT. + type = "intCuK"; + } else if (text.startsWith("Science Skill") && ((base-levels) === 2)) { + // Science Skill + type = "ss"; + } else if (text.startsWith("Science Skill") && ((base-levels) === 3)) { + // Science Skill based on INT. + type = "intSS"; + } else if (text.startsWith("AK") && ((base-levels) === 2)) { + // Area Knowledge. + type = "ak"; + } else if (text.startsWith("AK") && ((base-levels) === 3)) { + // Area Knowledge Skill based on INT. + type = "intAK"; + } else if (text.startsWith("TF")) { + // Transport familiarity. + type = "tf"; + } else if (text.startsWith("PS")) { + // Professional skill. + type = "ps"; + } else if (attribute === "INT") { + // Intellect skill. + type = "int"; + } else if (attribute === "DEX") { + // Agility skill. + type = "dex"; + } else if (attribute === "PRE") { + // Interact skill. + type = "pre"; + } else if (attribute === "EGO") { + // Ego skill. Probably faith. + type = "ego"; + } else if (attribute === "STR") { + // Strength skill (unusual). + type = "str"; + } else if (attribute === "CON") { + // Constitution skill (unusual). + type = "con"; + } else if ((skillObject.display === "Cramming") || (text.toLowerCase().includes("skill"))) { + // A special skill or group of undetermined skills. + type = "other"; + } else if (cost === "") { + // Empty slot. + type = "none"; + } else { + // Best last guess is combat. + type = "combat"; + } + + // Try to find the best name of the skill. + // It may be in .name, .text, or .display. + + let name = skillObject.name; + if (name === "") { + if ((text !== "") && text.includes("AK: ")) { + name = text.replace("AK: ", ""); + name = name.slice(0, -3); + } else if ((text !== "") && text.includes("KS: ")) { + name = text.replace("KS: ", ""); + name = name.slice(0, -3); + } else if ((text !== "") && text.includes("CK: ")) { + name = text.replace("CK: ", ""); + name = name.slice(0, -3); + } else if ((text !== "") && text.includes("CuK: ")) { + name = text.replace("CuK: ", ""); + name = name.slice(0, -4); + } else if ((text !== "") && text.includes("SS: ")) { + name = text.replace("SS: ", ""); + name = name.slice(0, -3); + } else if ((text !== "") && text.includes("Science Skill: ")) { + name = text.replace("Science Skill: ", ""); + name = name.slice(0, -3); + } else if ((text !== "") && text.includes("PS: ")) { + name = text.replace("PS: ", ""); + name = name.slice(0, -3); + } else if ((text !== "") && text.includes("Defense Maneuver")) { + name = text.replace("Defense Maneuver", "DEF Maneuver"); + } else if ((text !== "") && text.includes("Computer Programming")) { + name = text.replace("Programming", "Prog."); + name = name.slice(0, -3); + } else if (skillObject.display !== "") { + name = skillObject.display; + } + } + + // Import the skill + ID = String(generalSkillIndex+1).padStart(2,'0'); + theSkill["skillName"+ID] = name.trim(); + theSkill["skillType"+ID] = type; + theSkill["skillCP"+ID] = cost; + if (type === "everyman") { + theSkill["skillRollChance"+ID] = "8"; + } + + setAttrs(object.id, theSkill); + + generalSkillIndex++; + + return generalSkillIndex; + } + + + var findEndurance = function(testObject) { + // Determine endurance type, advantages, and limitations. + // Remove advantage or limitation from tempString so that they aren't counted twice. + + // testObject should have three items: + // testString, testEndurance, powerReducedEND + + let tempString = testObject.testString; + let endString = testObject.testEndurance; + + if ( ((tempString.includes("Costs Endurance (-1/4)")) || (tempString.includes("Costs Half Endurance"))) && (endString.includes("["))) { + testObject.powerReducedEND = "costsENDhalf"; + tempString = tempString.replace("Costs Endurance (-1/4)", ""); + } else if ((tempString.includes("Costs Endurance (-1/2)")) && (endString.includes("["))) { + testObject.powerReducedEND = "costsENDfull"; + tempString = tempString.replace("Costs Endurance (-1/2)", ""); + } else if (endString.includes("[")) { + testObject.powerReducedEND = "noEND"; + } else if (tempString.includes("Costs Endurance (-1/4)")) { + testObject.powerReducedEND = "costsENDhalf"; + tempString = tempString.replace("Costs Endurance (-1/4)", ""); + } else if (tempString.includes("Costs Endurance (-1/2)")) { + testObject.powerReducedEND = "costsENDfull"; + tempString = tempString.replace("Costs Endurance (-1/2)", ""); + } else if ((tempString.includes("Reduced Endurance (1/2 END; +1/2)")) && (tempString.includes("Autofire"))) { + testObject.powerReducedEND = "reducedENDAF"; + tempString = tempString.replace("Reduced Endurance (1/2 END; +1/2)", ""); + } else if (tempString.includes("Reduced Endurance (0 END; +1/2)")) { + testObject.powerReducedEND = "zeroEND"; + tempString = tempString.replace("Reduced Endurance (0 END; +1/2)", ""); + } else if (tempString.includes("Reduced Endurance (0 END; +1)")) { + testObject.powerReducedEND = "zeroENDAF"; + tempString = tempString.replace("Reduced Endurance (0 END; +1)", ""); + } else if (tempString.includes("Reduced Endurance (1/2 END; +1/4)")) { + testObject.powerReducedEND = "reducedEND"; + tempString = tempString.replace("Reduced Endurance (1/2 END; +1/4)", ""); + } else if (tempString.includes("Increased Endurance Cost (x2 END; -1/2)")) { + testObject.powerReducedEND = "increasedENDx2"; + tempString = tempString.replace("Increased Endurance Cost (x2 END; -1/2)", ""); + } else if (tempString.includes("Increased Endurance Cost (x3 END; -1)")) { + testObject.powerReducedEND = "increasedENDx3"; + tempString = tempString.replace("Increased Endurance Cost (x3 END; -1)", ""); + } else if (tempString.includes("Increased Endurance Cost (x4 END; -1 1/2)")) { + testObject.powerReducedEND = "increasedENDx4"; + tempString = tempString.replace("Increased Endurance Cost (x4 END; -1 1/2)", ""); + } else if (tempString.includes("Increased Endurance Cost (x5 END; -2)")) { + testObject.powerReducedEND = "increasedENDx5"; + tempString = tempString.replace("Increased Endurance Cost (x5 END; -2)", ""); + } else if (tempString.includes("Increased Endurance Cost (x6 END; -2 1/2)")) { + testObject.powerReducedEND = "increasedENDx6"; + tempString = tempString.replace("Increased Endurance Cost (x6 END; -2 1/2)", ""); + } else if (tempString.includes("Increased Endurance Cost (x7 END; -3)")) { + testObject.powerReducedEND = "increasedENDx7"; + tempString = tempString.replace("Increased Endurance Cost (x7 END; -3)", ""); + } else if (tempString.includes("Increased Endurance Cost (x8 END; -3 1/2)")) { + testObject.powerReducedEND = "increasedENDx8"; + tempString = tempString.replace("Increased Endurance Cost (x8 END; -3 1/2)", ""); + } else if (tempString.includes("Increased Endurance Cost (x9 END; -3 1/2)")) { + testObject.powerReducedEND3 = "increasedENDx9"; + tempString = tempString.replace("Increased Endurance Cost (x9 END; -3 1/2)", ""); + } else if (tempString.includes("Increased Endurance Cost (x10 END; -4)")) { + testObject.powerReducedEND = "increasedENDx10"; + tempString = tempString.replace("Increased Endurance Cost (x10 END; -4)", ""); + } else if (endString == "") { + testObject.powerReducedEND = "noEND"; + } else if (endString == 0) { + testObject.powerReducedEND = "noEND"; + } else { + testObject.powerReducedEND = "standardEND"; + } + + testObject.testString = tempString; + + return testObject; + } + + + var findEffectType = function(tempString, script_name) { + // Search for and return effect keywords. + + const talentArray = ["absolute range sense", "absolute time sense", "ambidexterity", "animal friendship", "bump of direction", "combat luck", "combat sense", "danger sense", "deadly blow", "double jointed", "eidetic memory", "environmental movement", "lightning calculator", "lightning reflexes", "lightsleap", "off-hand defense", "perfect pitch", "resistance", "simulate death", "speed reading", "striking appearance", "universal translator", "weaponmaster"]; + const skillArray = ["overall"]; + const senseModifierArray = ["analyze", "concealed", "adjacent", "dimensional", "discriminatory", "increased arc", "microscopic", "penetrative", "range", "rapid", "telescopic", "tracking", "transmit"]; + + if ( (typeof tempString != "undefined") && (tempString != "") ) { + let lowerCaseString = tempString.toLowerCase(); + + if (lowerCaseString.includes("applied to str")) { + return "Base STR Mod"; + } else if (lowerCaseString.includes("range based on str") && lowerCaseString.includes("of hka")) { + return "HKA Mod"; + } else if (lowerCaseString.includes("applied to running")) { + return "Base Running Mod"; + } else if (lowerCaseString.includes("applied to leaping")) { + return "Base Leaping Mod"; + } else if (lowerCaseString.includes("applied to swimming")) { + return "Base Swimming Mod"; + } else if (lowerCaseString.includes("applied to pd")) { + return "Base PD Mod"; + } else if (lowerCaseString.includes("applied to ed")) { + return "Base ED Mod"; + } else if (tempString.includes("Absorption")) { + return "Absorption"; + } else if (tempString.includes("Aid")) { + return "Aid"; + } else if (tempString.includes("Automaton")) { + return "Automaton"; + } else if (tempString.includes("Barrier")) { + return "Barrier"; + } else if (tempString.includes("Mental Blast")) { + return "Mental Blast"; + } else if (tempString.includes("Blast")) { + return "Blast"; + } else if (tempString.includes("Change Environment")) { + return "Change Environment"; + } else if (tempString.includes("Clairsentience")) { + return "Clairsentience"; + } else if (tempString.includes("Clinging")) { + return "Clinging"; + } else if (tempString.includes("Damage Negation")) { + return "Damage Negation"; + } else if (tempString.includes("Damage Reduction")) { + return "Damage Reduction"; + } else if (tempString.includes("Darkness")) { + return "Darkness"; + } else if (tempString.includes("Deflection")) { + return "Deflection"; + } else if (tempString.includes("Density Increase")) { + return "Density Increase"; + } else if (tempString.includes("Desolidification")) { + return "Desolidification"; + } else if ( (tempString.includes("Dispel")) && !(lowerCaseString.includes("difficult to dispel")) ) { + return "Dispel"; + } else if (tempString.includes("Does Not Bleed")) { + return "Does Not Bleed"; + } else if (tempString.includes("Drain")) { + return "Drain"; + } else if (tempString.includes("Duplication")) { + return "Duplication"; + } else if (tempString.includes("Enhanced Senses")) { + return "Enhanced Senses"; + } else if (tempString.includes("Endurance Reserve")) { + return "Endurance Reserve"; + } else if (tempString.includes("Extra Limb")) { + return "Extra Limb"; + } else if (tempString.includes("Extra-Dimensional Movement")) { + return "Extra-Dimensional Movement"; + } else if (tempString.includes("Faster-Than-Light-Travel")) { + return "Faster-Than-Light-Travel"; + } else if (tempString.includes("Flash")) { + return "Flash"; + } else if (tempString.includes("Flash Defense")) { + return "Flash Defense"; + } else if (tempString.includes("Resistant")) { + return "Resistant Protection"; + } else if (tempString.includes("Flight")) { + return "Flight"; + } else if (tempString.includes("Growth")) { + return "Growth"; + } else if (tempString.includes("Hand-To-Hand Attack")) { + return "HTH Attack"; + } else if (tempString.includes("Healing")) { + return "Healing"; + } else if (tempString.includes("Invisibility")) { + return "Invisibility"; + } else if (tempString.includes("Killing Attack - Hand-To-Hand")) { + return "HTH Killing Attack"; + } else if (tempString.includes("HKA")) { + return "HTH Killing Attack"; + } else if ( (tempString.includes("Images")) && !(lowerCaseString.includes("only to perceive images")) ) { + return "Images"; + } else if (tempString.includes("Killing Attack - Ranged")) { + return "Ranged Killing Attack"; + } else if (tempString.includes("RKA")) { + return "Ranged Killing Attack"; + } else if (tempString.includes("Knockback Resistance")) { + return "Knockback Resistance"; + } else if (tempString.includes("Leaping")) { + return "Leaping"; + } else if (tempString.includes("Life Support")) { + return "Life Support"; + } else if (tempString.includes("Luck")) { + return "Luck"; + } else if (tempString.includes("Transform")) { + return "Transform"; + } else if (tempString.includes("Mental Defense")) { + return "Mental Defense"; + } else if (tempString.includes("Mental Illusions")) { + return "Mental Illusions"; + } else if (tempString.includes("Mind Control")) { + return "Mind Control"; + } else if (tempString.includes("Mind Link")) { + return "Mind Link"; + } else if (tempString.includes("Mind Scan")) { + return "Mind Scan"; + } else if (tempString.includes("Multiform")) { + return "Multiform"; + } else if (tempString.includes("No Hit Locations")) { + return "No Hit Locations"; + } else if (tempString.includes("Possession")) { + return "Possession"; + } else if (tempString.includes("Power Defense")) { + return "Power Defense"; + } else if (tempString.includes("Reach")) { + return "Reach"; + } else if (tempString.includes("Reflection")) { + return "Reflection"; + } else if (tempString.includes("Regeneration")) { + return "Regeneration"; + } else if (tempString.includes("Running")) { + return "Running"; + } else if (tempString.includes("Shape Shift")) { + return "Shape Shift"; + } else if (tempString.includes("Shrinking")) { + return "Shrinking"; + } else if (tempString.includes("Stretching")) { + return "Stretching"; + } else if (tempString.includes("Summon")) { + return "Summon"; + } else if (tempString.includes("Swimming")) { + return "Swimming"; + } else if (tempString.includes("Swinging")) { + return "Swinging"; + } else if (tempString.includes("Takes No STUN")) { + return "Takes No STUN"; + } else if (tempString.includes("Telekinesis")) { + return "Telekinesis"; + } else if (tempString.includes("Telepathy")) { + return "Telepathy"; + } else if (tempString.includes("Teleportation")) { + return "Teleportation"; + } else if (tempString.includes("Tunneling")) { + return "Tunneling"; + } else if (tempString.includes("Active Sonar")) { + return "Active Sonar"; + } else if (tempString.includes("Detect")) { + return "Detect"; + } else if (tempString.includes("Enhanced Perception")) { + return "Enhanced PER"; + } else if ( (tempString.includes("High Range Radio")) || (tempString.includes("HRRP")) ) { + return "HR Radio PER"; + } else if (tempString.includes("Infrared Perception")) { + return "IR Perception"; + } else if (tempString.includes("IR Perception")) { + return "IR Perception"; + } else if (tempString.includes("Mental Awareness")) { + return "Mental Awareness"; + } else if (tempString.includes("Nightvision")) { + return "Nightvision"; + } else if (tempString.includes("Radar")) { + return "Radar"; + } else if (tempString.includes("Radio Perception/Transmission")) { + return "Radio PER/Trans"; + } else if (tempString.includes("Radio Perception")) { + return "Radio PER"; + } else if (tempString.includes("Spatial Awareness")) { + return "Spatial Awareness"; + } else if (tempString.includes("Tracking")) { + return "Enhanced Sense"; + } else if (tempString.includes("Ultrasonic Perception")) { + return "Ultrasonic PER"; + } else if (tempString.includes("Ultraviolet Perception")) { + return "UV Perception"; + } else if (skillArray.some(v => lowerCaseString.includes(v))) { + return "Skill"; + } else if (talentArray.some(v => lowerCaseString.includes(v))) { + return "Talent"; + } else if (senseModifierArray.some(v => lowerCaseString.includes(v))) { + return "Sense Modifier"; + } else if (tempString.includes("SPD")) { + return "Enhanced SPD"; + } else if (tempString.includes("PER")) { + return "Enhanced PER"; + } else if (tempString.includes("STR")) { + return "Enhanced STR"; + } else if (tempString.includes("CON")) { + return "Enhanced CON"; + } else if (tempString.includes("INT")) { + return "Enhanced INT"; + } else if (tempString.includes("EGO")) { + return "Enhanced EGO"; + } else if (tempString.includes("PRE")) { + return "Enhanced PRE"; + } else if (tempString.includes("OCV")) { + return "Enhanced OCV"; + } else if (tempString.includes("OMCV")) { + return "Enhanced OMCV"; + } else if (tempString.includes("DMCV")) { + return "Enhanced DMCV"; + } else if (tempString.includes("PD")) { + return "Enhanced PD"; + } else if (tempString.includes("ED")) { + return "Enhanced ED"; + } else if (tempString.includes("BODY")) { + return "Enhanced BODY"; + } else if (tempString.includes("STUN")) { + return "Enhanced STUN"; + } else if (tempString.includes("REC")) { + return "Enhanced REC"; + } else if (tempString.includes("DEX")) { + return "Enhanced DEX"; + } else if (lowerCaseString.includes("sight") || lowerCaseString.includes("hearing") || lowerCaseString.includes("smell") || lowerCaseString.includes("taste") || lowerCaseString.includes("touch") || lowerCaseString.includes("sense")) { + return "Enhanced PER"; + } else if (lowerCaseString.includes("eating") || lowerCaseString.includes("immunity") || lowerCaseString.includes("longevity") || lowerCaseString.includes("safe in") || lowerCaseString.includes("breathing") || lowerCaseString.includes("sleeping")) { + return "Life Support"; + } else if (tempString.includes("Entangle")) { + return "Entangle"; + } else if ( (lowerCaseString.includes("advantage")) || (lowerCaseString.includes("area of effect")) ) { + return "Naked Advantage"; + } else if (lowerCaseString.includes("worth of") || lowerCaseString.includes("powers") || lowerCaseString.includes("spells") || lowerCaseString.includes("abilities")) { + return "To Be Determined"; + } else if (tempString.includes("DCV")) { + return "Enhanced DCV"; + } else if (tempString.includes("END")) { + return "Enhanced END"; + } else { + return "Unknown Effect"; + } + } else { + return "Unknown Effect"; + } + } + + + var fixKnownSpellingErrors = function(theString, script_name) { + // Here we try to catch and correct important typos found in tested commercial sources. + // Add to typoList as needed. + + const typoList = [ + ["Restistant", "Resistant"] + ]; + + const iMax = 1; + let found = false; + let i = 0; + + if ( (typeof theString != "undefined") && (theString != "") ) { + while ( (i < iMax) && !found ) { + if (theString.includes(typoList[i][0])) { + theString = theString.replace(typoList[i][0], typoList[i][1]); + found = true; + } + + i++; + } + } + + return theString; + } + + + var isAttack = function (effect) { + // For setting the attack state. + const attackSet = new Set(["Blast", "Dispel", "Drain", "Entangle", "Flash", "Healing", "HTH Attack", "HTH Killing Attack", "Mental Blast", "Mental Illusions", "Mind Control", "Mind Link", "Mind Scan", "Ranged Killing Attack", "Telekinesis", "Telepathy", "Transform"]); + + return attackSet.has(effect) ? true : false; + } + + + var getResistantPD = function (inputString, script_name) { + // For Armor slot 4. + let protection = 0; + let startPosition = 0; + let endPosition = 0; + let tempString = inputString; + + if (inputString.includes("PD/")) { + endPosition = inputString.indexOf("PD/"); + tempString = inputString.slice(endPosition-Math.min(4,endPosition), endPosition); + tempString = tempString.replace(/[^0-9]/g, ""); + protection = (tempString !== "") ? Number(tempString) : 0; + protection = isNaN(protection) ? 0 : protection; + } else if (inputString.includes("PD")) { + endPosition = inputString.indexOf("PD"); + tempString = inputString.slice(endPosition-Math.min(4,endPosition), endPosition); + tempString = tempString.replace(/[^0-9]/g, ""); + protection = (tempString !== "") ? Number(tempString) : 0; + protection = isNaN(protection) ? 0 : protection; + } else { + protection = 0; + } + + return protection; + } + + + var getResistantED = function (inputString, script_name) { + // For Armor slot 4. + let protection = 0; + let startPosition = 0; + let endPosition = 0; + let tempString = inputString; + + if (inputString.includes("PD/ED")) { + endPosition = inputString.indexOf("PD/ED"); + tempString = inputString.slice(endPosition-Math.min(3, endPosition), endPosition); + tempString = tempString.replace(/[^0-9]/g, ""); + protection = (tempString !== "") ? Number(tempString) : 0; + protection = isNaN(protection) ? 0 : protection; + } else if (inputString.includes("PD/")) { + if (inputString.includes("ED")) { + endPosition = inputString.indexOf("ED"); + tempString = inputString.slice(endPosition-Math.min(4,endPosition), endPosition); + tempString = tempString.replace(/[^0-9]/g, ""); + protection = (tempString !== "") ? Number(tempString) : 0; + protection = isNaN(protection) ? 0 : protection; + } else if (inputString.includes("ED/")) { + endPosition = inputString.indexOf("ED/"); + tempString = inputString.slice(endPosition-Math.min(4,endPosition), endPosition); + tempString = tempString.replace(/[^0-9]/g, ""); + protection = (tempString !== "") ? Number(tempString) : 0; + protection = isNaN(protection) ? 0 : protection; + } + } else if (inputString.includes("ED")) { + endPosition = inputString.indexOf("ED"); + tempString = inputString.slice(endPosition-Math.min(4,endPosition), endPosition); + tempString = tempString.replace(/[^0-9]/g, ""); + protection = (tempString !== "") ? Number(tempString) : 0; + protection = isNaN(protection) ? 0 : protection; + } else { + protection = 0; + } + + return protection; + } + + + var getPowerDamageType = function (effect) { + // For setting the attack state. + const killingSet = new Set(["HTH Killing Attack", "Ranged Killing Attack"]); + const normalSet = new Set(["Blast", "HTH Attack"]); + const mentalSet = new Set(["Mental Blast", "Mental Illusions", "Mind Control", "Mind Link", "Mind Scan", "Telepathy"]); + let damageType = null; + + if (killingSet.has(effect)) { + damageType = "killing"; + } else if (mentalSet.has(effect)) { + damageType = "mental"; + } else if (normalSet.has(effect)) { + damageType = "normal"; + } else { + damageType = "power"; + } + + return damageType; + } + + + var getPowerBaseCost = function(character, base, effect, text, bonus, option, script_name) { + // For ordinary powers, this function simply returns the imported base cost. + // For stat modification powers, this function assigns a base cost determined from the characteristic + // and also awards those points as bonus points so that the character is not charged twice. + // For 'to be determined' powers the function attempts to parse the base cost from the power's text. + + let powerBaseCost = parseInt(base); + let bonusCP = parseInt(bonus); + let slicePosition = 0; + let tempValue = 0; + let tempString = ""; + + if (effect === "Base STR Mod") { + powerBaseCost = parseInt(character.strength); + bonusCP = bonusCP + powerBaseCost; + } else if (effect === "Base Running Mod") { + powerBaseCost = parseInt(character.running); + bonusCP = bonusCP + powerBaseCost; + } else if (effect === "Base Leaping Mod") { + powerBaseCost = parseInt(Math.round(character.leaping/2)); + bonusCP = bonusCP + powerBaseCost; + } else if (effect === "Base Swimming Mod") { + powerBaseCost = parseInt(Math.round(character.swimming/2)); + bonusCP = bonusCP + powerBaseCost; + } else if (effect === "Base Defense Mod") { + if (option === "on") { + // Determine pd cost. If character has takes No STUN triple cost over the base 2. + if ((option === "on") && (character.pd > 1)) { + powerBaseCost = parseInt(1 + (character.pd - 1)*3); + bonusCP = bonusCP + powerBaseCost; + } else { + powerBaseCost = parseInt(character.pd*1); + bonusCP = bonusCP + powerBaseCost; + } + + // Add ed cost. If character has takes No STUN triple cost over the base 2. + if ((option === "on") && (character.ed > 1)) { + powerBaseCost = powerBaseCost + parseInt(1 + (character.ed - 1)*3); + bonusCP = bonusCP + powerBaseCost; + } else { + powerBaseCost = powerBaseCost + parseInt(character.ed*1); + bonusCP = bonusCP + powerBaseCost; + } + } else { + powerBaseCost = parseInt(character.pd*1) + parseInt(character.ed*1); + bonusCP = bonusCP + powerBaseCost; + } + } else if (effect === "Base PD Mod") { + // If character has takes No STUN triple cost over the base 2. + if ((option === "on") && (character.pd > 1)) { + powerBaseCost = parseInt(1 + (character.pd - 1)*3); + bonusCP = bonusCP + powerBaseCost; + } else { + powerBaseCost = parseInt(character.pd*1); + bonusCP = bonusCP + powerBaseCost; + } + } else if (effect === "Base ED Mod") { + // If character has takes No STUN triple cost over the base 2. + if ((option === "on") && (character.ed > 1)) { + powerBaseCost = parseInt(1 + (character.ed - 1)*3); + bonusCP = bonusCP + powerBaseCost; + } else { + powerBaseCost = parseInt(character.ed*1); + bonusCP = bonusCP + powerBaseCost; + } + } else if (effect === "Endurance Reserve") { + // Special cost due to separate END and REC purchases. + slicePosition = text.indexOf("END"); + tempString = text.slice(Math.max(0, slicePosition-7), slicePosition); + + tempValue = tempString.replace(/[^0-9\-]/g, ''); + if (tempValue === "") { + tempValue = 0; + } + powerBaseCost = Math.round(tempValue/4); + + slicePosition = text.indexOf("REC"); + tempString = text.slice(Math.max(0, slicePosition-6), slicePosition); + + tempValue = tempString.replace(/[^0-9\-]/g, ''); + if (tempValue === "") { + tempValue = 0; + } + powerBaseCost += Math.round(2 * tempValue/3); + } else if (effect === "To Be Determined") { + // Workaround for when sometimes points reported as base are incorrect. + if ((text.match(/^\d+|\d+\b|\d+(?=\w)/g) !== null) && (text.match(/^\d+|\d+\b|\d+(?=\w)/g) !== "")) { + powerBaseCost = text.match(/^\d+|\d+\b|\d+(?=\w)/g)[0]; + } else { + // If the array came up empty, default to base cost. + powerBaseCost = parseInt(base); + } + } + + if (bonus != bonusCP) { + if(verbose) { + sendChat(script_name, JSON.stringify(bonusCP - bonus) + " CP added to Bonus."); + } + } + + return [powerBaseCost, bonusCP]; + } + + + var findAdvantages = function(tempString) { + // Determine total limitations. This will take some doing. + + let advantages = 0; + + // Find half-integers. Replace larger ones first. + advantages = advantages + ((tempString.match(/\+5 1\/2\)/g) || []).length)*5.5; + tempString = tempString.replace("+5 1/2)",""); + advantages = advantages + ((tempString.match(/\+4 1\/2\)/g) || []).length)*4.5; + tempString = tempString.replace("+4 1/2)",""); + advantages = advantages + ((tempString.match(/\+3 1\/2\)/g) || []).length)*3.5; + tempString = tempString.replace("+3 1/2)",""); + advantages = advantages + ((tempString.match(/\+2 1\/2\)/g) || []).length)*2.5; + tempString = tempString.replace("+2 1/2)",""); + advantages = advantages + ((tempString.match(/\+1 1\/2\)/g) || []).length)*1.5; + tempString = tempString.replace("+1 1/2)",""); + advantages = advantages + ((tempString.match(/\+1\/2\)/g) || []).length)*0.5; + tempString = tempString.replace("+1/2)",""); + + // Find three-quarter integers. Replace larger ones first. + advantages = advantages + ((tempString.match(/\+5 3\/4\)/g) || []).length)*5.75; + tempString = tempString.replace("+5 3/4)",""); + advantages = advantages + ((tempString.match(/\+4 3\/4\)/g) || []).length)*4.75; + tempString = tempString.replace("+4 3/4)",""); + advantages = advantages + ((tempString.match(/\+3 3\/4\)/g) || []).length)*3.75; + tempString = tempString.replace("+3 3/4)",""); + advantages = advantages + ((tempString.match(/\+2 3\/4\)/g) || []).length)*2.75; + tempString = tempString.replace("+2 3/4)",""); + advantages = advantages + ((tempString.match(/\+1 3\/4\)/g) || []).length)*1.75; + tempString = tempString.replace("+1 3/4)",""); + advantages = advantages + ((tempString.match(/\+3\/4\)/g) || []).length)*0.75; + tempString = tempString.replace("+3/4)",""); + + // Find quarter integers. Replace larger ones first. + advantages = advantages + ((tempString.match(/\+5 1\/4\)/g) || []).length)*5.25; + tempString = tempString.replace("+5 1/4)",""); + advantages = advantages + ((tempString.match(/\+4 1\/4\)/g) || []).length)*4.25; + tempString = tempString.replace("+4 1/4)",""); + advantages = advantages + ((tempString.match(/\+3 1\/4\)/g) || []).length)*3.25; + tempString = tempString.replace("+3 1/4)",""); + advantages = advantages + ((tempString.match(/\+2 1\/4\)/g) || []).length)*2.25; + tempString = tempString.replace("+2 1/4)",""); + advantages = advantages + ((tempString.match(/\+1 1\/4\)/g) || []).length)*1.25; + tempString = tempString.replace("+1 1/4)",""); + advantages = advantages + ((tempString.match(/\+1\/4\)/g) || []).length)*0.25; + tempString = tempString.replace("+1/4)",""); + + // Find whole integers. Replace larger ones first. + advantages = advantages + ((tempString.match(/\+6\)/g) || []).length)*6; + tempString = tempString.replace("+6)",""); + advantages = advantages + ((tempString.match(/\+5\)/g) || []).length)*5; + tempString = tempString.replace("+5)",""); + advantages = advantages + ((tempString.match(/\+4\)/g) || []).length)*4; + tempString = tempString.replace("+4)",""); + advantages = advantages + ((tempString.match(/\+3\)/g) || []).length)*3; + tempString = tempString.replace("+3)",""); + advantages = advantages + ((tempString.match(/\+2\)/g) || []).length)*2; + tempString = tempString.replace("+2)",""); + advantages = advantages + ((tempString.match(/\+1\)/g) || []).length)*1; + tempString = tempString.replace("+1)",""); + + return advantages; + } + + var findLimitations = function(tempString) { + // Determine total limitations. This will take some doing. + + let limitations = 0; + + // Find half-integers. Replace larger ones first. + limitations = limitations + ((tempString.match(/-5 1\/2\)/g) || []).length)*5.5; + tempString = tempString.replace("-5 1/2)",""); + limitations = limitations + ((tempString.match(/-4 1\/2\)/g) || []).length)*4.5; + tempString = tempString.replace("-4 1/2)",""); + limitations = limitations + ((tempString.match(/-3 1\/2\)/g) || []).length)*3.5; + tempString = tempString.replace("-3 1/2)",""); + limitations = limitations + ((tempString.match(/-2 1\/2\)/g) || []).length)*2.5; + tempString = tempString.replace("-2 1/2)",""); + limitations = limitations + ((tempString.match(/-1 1\/2\)/g) || []).length)*1.5; + tempString = tempString.replace("-1 1/2)",""); + limitations = limitations + ((tempString.match(/-1\/2\)/g) || []).length)*0.5; + tempString = tempString.replace("-1/2)",""); + + // Find three-quarter integers. Replace larger ones first. + limitations = limitations + ((tempString.match(/-5 3\/4\)/g) || []).length)*5.75; + tempString = tempString.replace("-5 3/4)",""); + limitations = limitations + ((tempString.match(/-4 3\/4\)/g) || []).length)*4.75; + tempString = tempString.replace("-4 3/4)",""); + limitations = limitations + ((tempString.match(/-3 3\/4\)/g) || []).length)*3.75; + tempString = tempString.replace("-3 3/4)",""); + limitations = limitations + ((tempString.match(/-2 3\/4\)/g) || []).length)*2.75; + tempString = tempString.replace("-2 3/4)",""); + limitations = limitations + ((tempString.match(/-1 3\/4\)/g) || []).length)*1.75; + tempString = tempString.replace("-1 3/4)",""); + limitations = limitations + ((tempString.match(/-3\/4\)/g) || []).length)*0.75; + tempString = tempString.replace("-3/4)",""); + + // Find quarter integers. Replace larger ones first. + limitations = limitations + ((tempString.match(/-5 1\/4\)/g) || []).length)*5.25; + tempString = tempString.replace("-5 1/4)",""); + limitations = limitations + ((tempString.match(/-4 1\/4\)/g) || []).length)*4.25; + tempString = tempString.replace("-4 1/4)",""); + limitations = limitations + ((tempString.match(/-3 1\/4\)/g) || []).length)*3.25; + tempString = tempString.replace("-3 1/4)",""); + limitations = limitations + ((tempString.match(/-2 1\/4\)/g) || []).length)*2.25; + tempString = tempString.replace("-2 1/4)",""); + limitations = limitations + ((tempString.match(/-1 1\/4\)/g) || []).length)*1.25; + tempString = tempString.replace("-1 1/4)",""); + limitations = limitations + ((tempString.match(/-1\/4\)/g) || []).length)*0.25; + tempString = tempString.replace("-1/4)",""); + + // Find whole integers. Replace larger ones first. + limitations = limitations + ((tempString.match(/-6\)/g) || []).length)*6; + tempString = tempString.replace("-6)",""); + limitations = limitations + ((tempString.match(/-5\)/g) || []).length)*5; + tempString = tempString.replace("-5)",""); + limitations = limitations + ((tempString.match(/-4\)/g) || []).length)*4; + tempString = tempString.replace("-4)",""); + limitations = limitations + ((tempString.match(/-3\)/g) || []).length)*3; + tempString = tempString.replace("-3)",""); + limitations = limitations + ((tempString.match(/-2\)/g) || []).length)*2; + tempString = tempString.replace("-2)",""); + limitations = limitations + ((tempString.match(/-1\)/g) || []).length)*1; + tempString = tempString.replace("-1)",""); + + return limitations; + } + + + var isAoE = function(inputString) { + // Search advantages for any that indicate an Area of Effect power. + // Written so as to be able to look for more than just "area" but this may be enough. + inputString = inputString.replace(/\W/g, " "); + inputString = inputString.toLowerCase(); + + const searchSet = new Set(["area"]); + let setOfWords = new Set(inputString.split(" ")); + let intersection = new Set([...setOfWords].filter(x => searchSet.has(x))); + let answer = false; + + if (intersection.size != 0) { + answer = true; + } + + return answer; + } + + + var requiresRoll = function(inputString) { + // Determine if the power as an activation roll and find it if it is simple. + let lowerCaseString = inputString.toLowerCase(); + let detailString; + let startPosition; + let endPosition; + let answer = false; + let value = 18; + let searchSet = new Set(["skill", "characteristic", "ps", "ks", "ss", "attack", "per"]); + let setOfWords; + let intersection; + + if (lowerCaseString.includes("requires a roll")) { + + answer = true; + + // Attempt to obtain the skill roll needed if it is a simple activation roll. The others + // would require guesses, which means we need to leave the decision to the players. + + startPosition = lowerCaseString.indexOf("requires a roll"); + startPosition = lowerCaseString.indexOf("(", startPosition); + endPosition = lowerCaseString.indexOf(")", startPosition); + detailString = lowerCaseString.slice(startPosition, endPosition); + setOfWords = new Set((detailString.replace(/\W/g, " ").split(" "))); + intersection = new Set([...setOfWords].filter(x => searchSet.has(x))); + + if (intersection.size === 0) { + endPosition = detailString.indexOf("-", 0); + value = detailString.slice(0, endPosition); + value = value.replace(/\D/g, ''); + if (value.length !== 0) { + value = Number(value); + } + } + } + + return { + "hasRoll": answer, + "skillRoll": value + } + } + + + var reducedDCV = function(inputString) { + // Search for the Concentration limitation. + inputString = inputString.toLowerCase(); + let answer; + + if (inputString.includes("0 dcv")) { + answer = "zero"; + } else if (inputString.includes("1/2 dcv")) { + answer = "half"; + } else { + answer = "full"; + } + + return answer; + } + + + var reducedRMod = function(inputString) { + // Search for half or zero range modifier advantages. + inputString = inputString.toLowerCase(); + let answer; + + if (inputString.includes("no range modifier")) { + answer = "zero"; + } else if (inputString.includes("half range modifier")) { + answer = "half"; + } else { + answer = "STD"; + } + + return answer; + } + + + var modifiedSTUNx = function(inputString) { + // Search for a STUNx multiplier. + inputString = inputString.toLowerCase(); + let answer; + + if (inputString.includes("-2 decreased stun multiplier")) { + answer = "-2"; + } else if (inputString.includes("-1 decreased stun multiplier")) { + answer = "-1"; + } else if (inputString.includes("+1 increased stun multiplier")) { + answer = "1"; + } else if (inputString.includes("+2 increased stun multiplier")) { + answer = "2"; + } else { + answer = "0"; + } + + return answer; + } + + + var getWeaponStrMin = function (weaponString, script_name) { + // Parse weapon text and look for one of three strings used + // by Hero Designer to record a weapon strength minimum. + let strengthMin = 0; + let strengthString; + let startParenthesis; + let endParenthesis; + let valueString; + let defaultStrength = 0; + + if (weaponString !== "") { + if (weaponString.includes("STR Minimum")) { + tempPosition = weaponString.indexOf("STR Minimum"); + startParenthesis = weaponString.indexOf("(", tempPosition + 11); + endParenthesis = weaponString.indexOf(")", tempPosition + 11); + strengthString = weaponString.slice(tempPosition + 11, startParenthesis); + + // Get the limitation value in case no strength is available. + valueString = weaponString.slice(startParenthesis+1, endParenthesis); + valueString = valueString.replace(/\s/g, ""); + + switch(valueString) { + case "-1/4": + defaultStrength = 4; + break; + case "-1/2": + defaultStrength = 9; + break; + case "-3/4": + defaultStrength = 14; + break; + case "-1": + defaultStrength = 19; + break; + default: + defaultStrength = 1; + } + + // Check to see if a strength range is used: + if (strengthString.includes("-")) { + tempPosition = strengthString.indexOf("-"); + strengthString = strengthString.substring(0, tempPosition); + } + + strengthMin = parseInt(strengthString.replace(/\D/g, ""))||defaultStrength; + + } else if (weaponString.includes("STR Min")) { + tempPosition = weaponString.indexOf("STR Min"); + startParenthesis = weaponString.indexOf("(", tempPosition + 8); + endParenthesis = weaponString.indexOf(")", tempPosition + 8); + strengthString = weaponString.slice(tempPosition + 8, startParenthesis); + + // Get the limitation value in case no strength is available. + valueString = weaponString.slice(startParenthesis+1, endParenthesis); + valueString = valueString.replace(/\s/g, ""); + + switch(valueString) { + case "-1/4": + defaultStrength = 4; + break; + case "-1/2": + defaultStrength = 9; + break; + case "-3/4": + defaultStrength = 14; + break; + case "-1": + defaultStrength = 19; + break; + default: + defaultStrength = 1; + } + + // Check to see if a strength range is used: + if (strengthString.includes("-")) { + tempPosition = strengthString.indexOf("-"); + strengthString = strengthString.substring(0, tempPosition); + } + + strengthMin = parseInt(strengthString.replace(/\D/g, ""))||defaultStrength; + + } else { + strengthMin = 0; + } + } else { + strengthMin = 0; + } + + return strengthMin; + } + + + var getWeaponRange = function (rangeString, strength, mass, script_name) { + // Parses range string for numeric characters. + // If "var" is found, calls the range based strength function "calculateRange". + + let range = 0; + + if (rangeString !== "") { + if (rangeString.includes("var")) { + range = calculateRange(strength, mass); + } else { + range = parseInt(rangeString.replace(/[^\d.-]/g, "")); + } + } else { + range = 0; + } + + return range; + } + + + var getWeaponStrength = function (strengthMin, strengthMax, script_name) { + // Returns STR in increments of 5 above strengthMin up to strengthMax. + + let differenceDC = 0; + let strength = strengthMax; + + if (strengthMax >= strengthMin) { + differenceDC = Math.floor( (strengthMax - strengthMin)/5 ); + strength = strengthMin + 5 * differenceDC; + } + + return strength; + } + + + var getPowerDamage = function (damageString, effect, strength, script_name) { + // Parses damageString for damage dice. + + let damage = "0"; + let DC = 0; + let strDC = Math.floor(strength/5); + let halfDie = (((strength % 5) === 3) || ((strength % 5) === 4)) ? true : false; + let lastIndex = 0; + let detailString; + let startPosition; + let endPosition; + var diceSet = new Set(["Aid", "Blast", "Dispel", "Drain", "Entangle", "Flash", "HTH Attack", "HTH Killing Attack", "Ranged Killing Attack", "Healing", "Luck", "Mental Blast", "Mental Illusions", "Mind Control", "Mind Scan", "Transform", "Telepathy"]); + + if (diceSet.has(effect)) { + if (damageString.includes("standard effect")) { + startPosition = damageString.indexOf("standard effect"); + endPosition = damageString.indexOf(")", startPosition); + detailString = damageString.slice(startPosition+16, endPosition); + damage = detailString; + } else { + if ((damageString.match(/d6/g) || []).length > 1) { + damageString = damageString.replace("d6", "d6+"); + lastIndex = damageString.lastIndexOf("d6+"); + damageString = damageString.substring(0, lastIndex) + "d6" + damageString.substring(lastIndex + 2); + } + + // Sometimes the damage string contains extra bits after a comma. Drop them. + if (damageString.includes(",")) { + damageString = damageString.split(",")[0]; + } + + // Look for (xd6 w/STR) and use that. + if (damageString.includes(" w/STR")) { + damageString = damageString.match(/\(([^)]*)\)/)[1]; + damageString = damageString.replace(" w/STR", ""); + damageString = damageString.trim(); + } else if (effect === "HTH Attack") { + endPosition = damageString.indexOf("d"); + detailString = damageString.substring(0,endPosition); + DC = parseInt(detailString.replace(/[^0-9]/g, ""))||0; + DC += strDC; + damageString = DC.toString() + "d6"; + damageString += halfDie ? "+d3" : ""; + } + + // Make sure the 1/2d6 is a 1d3. + if (damageString.includes(" 1/2d6")) { + damage = damageString.replace(" 1/2d6", "d6+d3"); + } else if (damageString.includes("1/2d6")) { + damage = damageString.replace("1/2d6", "d3"); + } else { + damage = damageString; + } + } + } else { + damage = "0"; + } + + return damage; + } + + + var getCharacteristicMod = function (inputString, searchString, script_name) { + let charMod = 0; + let lastIndex = 0; + let detailString = ""; + let startPosition = 0; + let endPosition = 0; + let lowerCaseString = inputString.toLowerCase(); + + const specialArray = ["real weapon", "only works", "only for", "only to", "only applies", "only when", "attacks", "requires a roll", "for up to"]; + var leadingSet = new Set(["STR", "DEX", "CON", "INT", "EGO", "PRE", "OCV", "DCV", "OMCV", "DMCV", "PD", "ED", "BODY", "STUN", "END", "REC", "PER"]); + var trailingSet = new Set(["Running", "Leaping", "Swimming", "Flight"]); + + if (specialArray.some(v => lowerCaseString.includes(v))) { + // We don't want to add overall modifications for special cases. + charMod = 0; + } else if (leadingSet.has(searchString)) { + endPosition = inputString.indexOf(searchString); + detailString = inputString.slice(0, endPosition); + startPosition = detailString.includes("+") ? detailString.indexOf("+") : 0; + detailString = detailString.slice(startPosition, endPosition); + charMod = detailString.replace(/[^0-9\-]/g, ''); + if (charMod === "") { + charMod = 0; + } + } else if (trailingSet.has(searchString)) { + startPosition = inputString.indexOf(searchString); + detailString = inputString.slice(startPosition + searchString.length); + endPosition = detailString.includes("m") ? detailString.indexOf("m") : detailString.length; + detailString = detailString.slice(startPosition, endPosition); + charMod = detailString.replace(/[^0-9\-]/g, ''); + if (charMod === "") { + charMod = 0; + } + } else { + charMod = 0; + } + + if (verbose) { + sendChat(script_name, "Applied characteristic mod " + searchString + " + " + charMod.toString()); + } + + // Make sure we don't return something nasty. + return isNaN(charMod) ? 0 : Math.max(-99, Math.min( (parseInt(charMod)||0), 99)); + } + + + var getGrowthMod = function (inputString, searchString, script_name) { + let charMod = 0; + let lastIndex = 0; + let detailString = ""; + let startPosition; + let lowerCaseString = inputString.toLowerCase(); + + const specialArray = ["real weapon", "only works", "only for", "only to", "only applies", "only when", "requires a roll", "for up to"]; + var leadingSet = new Set(["STR", "DEX", "CON", "INT", "EGO", "PRE", "OCV", "DCV", "OMCV", "DMCV", "PD", "ED", "BODY", "STUN", "END", "REC", "PER","Running", "Leaping", "Swimming", "Flight"]); + + if (specialArray.some(v => lowerCaseString.includes(v))) { + // We don't want to add overall modifications for special cases. + charMod = 0; + } else if (leadingSet.has(searchString)) { + endPosition = inputString.indexOf(searchString); + detailString = inputString.slice(0, endPosition); + startPosition = detailString.includes("+") ? detailString.indexOf("+") : 0; + detailString = detailString.slice(startPosition, endPosition); + charMod = detailString.replace(/[^0-9\-]/g, ''); + if (charMod === "") { + charMod = 0; + } + } else { + charMod = 0; + } + + return Math.max(-99, Math.min( (parseInt(charMod)||0), 99)); + } + + + var getWeaponDamage = function (damageString, script_name) { + // Parses damageString for damage dice. + + let damage = "0"; + let lastIndex = 0; + let detailString; + let startPosition; + let endPosition; + + if (damageString.includes("standard effect")) { + startPosition = damageString.indexOf("standard effect"); + endPosition = damageString.indexOf(")", startPosition); + detailString = damageString.slice(startPosition+16, endPosition); + damage = detailString; + } else { + // Remove dice in w/STR since we'll calculated it. + if (damageString.includes(" w/STR")) { + damageString = damageString.replace(/\([^()]*\)/g, ""); + } + + // Separate joined dice if present. + if ((damageString.match(/d6/g) || []).length > 1) { + damageString = damageString.replace("d6", "d6+"); + lastIndex = damageString.lastIndexOf("d6+"); + damageString = damageString.substring(0, lastIndex) + "d6" + damageString.substring(lastIndex + 2); + } + + // Make sure the 1/2d6 is a 1d3. + if (damageString.includes(" 1/2d6")) { + damage = damageString.replace(" 1/2d6", "d6+d3"); + } else if (damageString.includes("1/2d6")) { + damage = damageString.replace("1/2d6", "d3"); + } else { + damage = damageString; + } + } + + return damage; + } + + + var checkDamageBySTR = function (damageString, script_name) { + damageBySTR = false; + + if (damageString.includes(" w/STR")) { + damageBySTR = true; + } + + return damageBySTR; + } + + + var getArmorLocations = function (inputString, script_name) { + let locations = ""; + let startPosition = 0; + let endPosition = 0; + + inputString = inputString.toLowerCase(); + + if (inputString.includes("location")) { + startPosition = inputString.indexOf("location"); + locations = inputString.slice(startPosition); + if (locations.includes(';')) { + endPosition = locations.indexOf(';'); + locations = locations.slice(0,endPosition); + } else if (locations.includes(')')) { + endPosition = locations.indexOf(')'); + locations = locations.slice(0,endPosition); + } else { + endPosition = Math.min(28, locations.length); + locations = locations.slice(0,endPosition); + } + locations = locations.replace(/[^\d,-]/g, ""); + if (locations.includes(',')) { + locations = locations.replace(',', ", "); + } + } else if (inputString.includes("loc")) { + startPosition = inputString.indexOf("loc"); + locations = inputString.slice(startPosition); + if (locations.includes(';')) { + endPosition = locations.indexOf(';'); + locations = locations.slice(0,endPosition); + } else if (locations.includes(')')) { + endPosition = locations.indexOf(')'); + locations = locations.slice(0,endPosition); + } else { + endPosition = Math.min(11, locations.length); + locations = locations.slice(0,endPosition); + } + locations = locations.replace(/[^\d,-]/g, ""); + if (locations.includes(',')) { + locations = locations.replace(',', ", "); + } + } + + return locations.trim(); + } + + + var getArmorEND = function (inputString, script_name) { + let tempString = ""; + let endurance = 0; + let startPosition = 0; + let endPosition = 0; + + inputString = inputString.toLowerCase(); + + if (inputString.includes("end/turn:")) { + startPosition = inputString.indexOf("end/turn:") + 9; + endPosition = Math.min(inputString.length, startPosition + 2); + tempString = inputString.slice(startPosition, endPosition); + endurance = parseInt(tempString.replace(/[^\d]/g, ""))||0; + } else if (inputString.includes("end/turn")) { + endPosition = inputString.indexOf("end/turn"); + startPosition = Math.max(0, endPosition - 2); + tempString = inputString.slice(startPosition, endPosition); + endurance = parseInt(tempString.replace(/[^\d]/g, ""))||0; + } else { + endurance = 0; + } + + return endurance; + } + + + var findDamageAdvantages = function (weaponString, script_name) { + // See 6E2 98 for a list of advantages that affect weapon damage. + let advantage = 0; + let temp = 0; + let searchString = ""; + + weaponString = weaponString.toLowerCase(); + + searchString = "area of effect"; + advantage += getSingleAdvantage (weaponString, searchString); + + searchString = "armor piercing"; + advantage += getSingleAdvantage (weaponString, searchString); + + searchString = "autofire"; + advantage += getSingleAdvantage (weaponString, searchString); + + searchString = "attack versus alternate defense"; + advantage += getSingleAdvantage (weaponString, searchString); + + searchString = "boostable"; + advantage += getSingleAdvantage (weaponString, searchString); + + if (weaponString.includes("constant")) { + advantage += 0.5; + } + + searchString = "cumulative"; + advantage += getSingleAdvantage (weaponString, searchString); + + searchString = "damage over time"; + advantage += getSingleAdvantage (weaponString, searchString); + + if (weaponString.includes("does body")) { + advantage += 1; + } + + if (weaponString.includes("does knockback")) { + advantage += 0.25; + } + + if (weaponString.includes("double knockback")) { + advantage += 0.5; + } + + if (weaponString.includes("+1 increased stun multiplier")) { + advantage += 0.25; + } else if (weaponString.includes("+2 increased stun multiplier")) { + advantage += 0.50; + } + + searchString = "penetrating"; + advantage += getSingleAdvantage (weaponString, searchString); + + // Check for the ranged advantage. + if (weaponString.includes("range based on str (+1/4)")) { + advantage += 0.25; + } else if (weaponString.includes("ranged (+1/2)")) { + advantage += 0.50; + } + + if (weaponString.includes("sticky")) { + advantage += 0.5; + } + + searchString = "time limit"; + advantage += getSingleAdvantage (weaponString, searchString); + + searchString = "transdimensional"; + advantage += getSingleAdvantage (weaponString, searchString); + + searchString = "trigger"; + advantage += getSingleAdvantage (weaponString, searchString); + + if (weaponString.includes("uncontrolled")) { + advantage += 0.5; + } + + searchString = "variable advantage"; + advantage += getSingleAdvantage (weaponString, searchString); + + searchString = "variable special effects"; + advantage += getSingleAdvantage (weaponString, searchString); + + return advantage; + } + + var getSingleAdvantage = function(weaponString, searchString) { + let advantage = 0; + + if (weaponString.includes(searchString)) { + searchString = weaponString.slice(weaponString.indexOf(searchString) + searchString.length); + searchString = searchString.match(/\(([^)]+)\)/)[0]; + + advantage = findAdvantages(searchString); + + if (advantage < 0) { + advantage = 0; + } + } + + return advantage; + } + + + var calculateRange = function(strength, mass) { + // Determines range based on strength. + let liftCapability; + let freeCapability; + let effectiveStrength; + let range; + + // First calculate carrying capacity. + switch (strength) { + case 0: liftCapability = 0; + break; + case 1: liftCapability = 8; + break; + case 2: liftCapability = 16; + break; + case 3: liftCapability = 25; + break; + case 4: liftCapability = 38; + break; + default: liftCapability=Math.round(25*Math.pow(2,(strength/5))); + } + + // Subtract the thrown weight from capacity. + freeCapability = liftCapability-mass; + + // Determine unused strength and calculate range. + if (freeCapability <= 0) { + range = 0; + } else { + if (freeCapability <= 8) { + effectiveStrength = 1; + range = 2; + } else if (freeCapability <= 16) { + effectiveStrength = 2; + range = 3; + } else if (freeCapability <= 25) { + effectiveStrength = 3; + range = 4; + } else if (freeCapability <= 38) { + effectiveStrength = 4; + range = 6; + } else { + effectiveStrength = 5 * Math.log2(freeCapability/25); + range = Math.round(8 * effectiveStrength/5); + } + } + + return parseInt(Math.round(range)); + } + + + var getItemMass = function(massString, script_name) { + // Remove units from mass and round to one decimal. + let mass = 0; + + if (massString !== "") { + massString = parseFloat(massString.replace(/[^\d.-]/g, "")); + mass = Math.round(10*massString)/10; + } + + return mass; + } + + + var getStunModifier = function(itemString, script_name) { + // Parse string for STUN multiple. + let stunModifier = 0; + let tempPosition; + + if ((typeof itemString !== "undefined") && (itemString.length !== 0)) { + if (itemString.includes("Increased STUN Multiplier")) { + tempPosition = itemString.indexOf("Increased STUN Multiplier"); + stunModifier = parseInt(itemString.substr(tempPosition-3, 2)); + } else if (itemString.includes("Decreased STUN Multiplier")) { + tempPosition = itemString.indexOf("Decreased STUN Multiplier"); + stunModifier = parseInt(itemString.substr(tempPosition-3, 2)); + } + } + + return stunModifier; + } + + + var getOCVmodifier = function(weaponString, script_name) { + // Parse weapon string for OCV modifier or penalty. + let ocvModifier = 0; + let tempPosition; + let subString; + + // First, remove Range Modifier OCV if present. + weaponString = weaponString.replace("OCV modifier",""); + + // Then search for OCV bonus. + if ((weaponString !== "") && (weaponString.includes("OCV"))) { + tempPosition = weaponString.indexOf("OCV"); + subString = weaponString.slice(0, tempPosition); + + // If there is a modifier before the OCV entry, drop characters up to that point. + if (subString.includes(")")) { + tempPosition = subString.lastIndexOf(")"); + subString = subString.substr(tempPosition); + } + + subString = subString.replace(/[^\d-]/g, ""); + ocvModifier = parseInt(subString); + } + + return ocvModifier; + } + + + var heroRoundUp = function(numerator, denominator) { + + if (denominator > 0) { + const intermediate = numerator/denominator; + const remainder = Math.floor((numerator % denominator)*10)/10; + + if (remainder < 0.5) { + return Math.floor(intermediate); + } else { + return Math.ceil(intermediate); + } + } + + // Error. Return unmodified value. + return numerator; + } + + + var heroRoundDown = function(numerator, denominator) { + + if (denominator > 0) { + const intermediate = numerator/denominator; + const remainder = Math.floor((numerator % denominator)*10)/10; + + if (remainder < 0.6) { + return Math.floor(intermediate); + } else { + return Math.ceil(intermediate); + } + } + + // Error. Return unmodified value. + return numerator; + } + + +/* **************************************** */ +/* *** END Importing Functions *** */ +/* **************************************** */ + + // TEST + const createSingleWriteQueue = (attributes) => { + // this is the list of trigger attributes that will trigger class recalculation, as of 5e OGL 2.5 October 2018 + // (see on... handler that calls update_class in sheet html) + // these are written first and individually, since they trigger a lot of changes + let class_update_triggers = [ + 'strength']; + + // set class first, everything else is alphabetical + let classAttribute = class_update_triggers.shift(); + class_update_triggers.sort(); + class_update_triggers.unshift(classAttribute); + + // write in deterministic order (class first, then alphabetical) + + let items = []; + + for (trigger of class_update_triggers) { + let value = attributes[trigger]; + if ((value === undefined) || (value === null)) { + continue; + } + items.push([trigger, value]); + log('hero: trigger attribute ' + trigger); + delete attributes[trigger]; + } + + return items; + } + + + const reportReady = (character) => { + // From Beyond. Left as-is. + // + // TODO this is nonsense. we aren't actually done importing, because notifications in the character sheet are firing for quite a while + // after we finish changing things (especially on first import) and we have no way (?) to wait for it to be done. These are not sheet workers + // on which we can wait. + // sendChat(script_name, '
Import of ' + character.character_name + ' is ready at https://journal.roll20.net/character/' + object.id +'
', null, {noarchive:true}); + return; + } + + + const blankIfNull = (input) => { + return (input === null)?"":input; + } + + + const ucFirst = (string) => { + if(string == null) return string; + return string.charAt(0).toUpperCase() + string.slice(1); + }; + + + const sendConfigMenu = (player, first) => { + let playerid = player.id; + let prefix = (state[state_name][playerid].config.prefix !== '') ? state[state_name][playerid].config.prefix : '[NONE]'; + let prefixButton = makeButton(prefix, '!hero --config prefix|?{Prefix}', buttonStyle); + let suffix = (state[state_name][playerid].config.suffix !== '') ? state[state_name][playerid].config.suffix : '[NONE]'; + let suffixButton = makeButton(suffix, '!hero --config suffix|?{Suffix}', buttonStyle); + let overwriteButton = makeButton(state[state_name][playerid].config.overwrite, '!hero --config overwrite|'+!state[state_name][playerid].config.overwrite, buttonStyle); + let debugButton = makeButton(state[state_name][playerid].config.debug, '!hero --config debug|'+!state[state_name][playerid].config.debug, buttonStyle); + let optionMaximumsButton = makeButton(state[state_name][playerid].config.maximums, '!hero --config maximums|'+!state[state_name][playerid].config.maximums, buttonStyle); + let optionLiteracyButton = makeButton(state[state_name][playerid].config.literacy, '!hero --config literacy|'+!state[state_name][playerid].config.literacy, buttonStyle); + let optionSuperENDButton = makeButton(state[state_name][playerid].config.superEND, '!hero --config superEND|'+!state[state_name][playerid].config.superEND, buttonStyle); + let optionLocationsButton = makeButton(state[state_name][playerid].config.locations, '!hero --config locations|'+!state[state_name][playerid].config.locations, buttonStyle); + + let listItems = [ + 'Overwrite: '+overwriteButton+'
CAUTION: overwrites an existing character sheet that has a matching character name.', + 'Prefix: '+prefixButton, + 'Suffix: '+suffixButton, + 'Verbose Report: '+debugButton, + ] + + let list = 'Importer'+makeList(listItems, 'overflow: hidden; list-style: none; padding: 0; margin: 0;', 'overflow: hidden; margin-top: 5px;'); + + let inPlayerJournalsButton = makeButton(player.get('displayname'), "", buttonStyle); + let controlledByButton = makeButton(player.get('displayname'), "", buttonStyle); + if(playerIsGM(playerid)) { + let players = ""; + let playerObjects = findObjs({ + _type: "player", + }); + for(let i = 0; i < playerObjects.length; i++) { + players += '|'+playerObjects[i]['attributes']['_displayname']+','+playerObjects[i].id; + } + + let ipj = state[state_name][playerid].config.inplayerjournals == "" ? '[NONE]' : state[state_name][playerid].config.inplayerjournals; + if(ipj != '[NONE]' && ipj != 'all') ipj = getObj('player', ipj).get('displayname'); + inPlayerJournalsButton = makeButton(ipj, '!hero --config inplayerjournals|?{Player|None,[NONE]|All Players,all'+players+'}', buttonStyle); + let cb = state[state_name][playerid].config.controlledby == "" ? '[NONE]' : state[state_name][playerid].config.controlledby; + if(cb != '[NONE]' && cb != 'all') cb = getObj('player', cb).get('displayname'); + controlledByButton = makeButton(cb, '!hero --config controlledby|?{Player|None,[NONE]|All Players,all'+players+'}', buttonStyle); + } + + let sheetListItems = [ + 'In Player Journal: ' + inPlayerJournalsButton, + 'Player Control: ' + controlledByButton, + 'Use Char Maximums: ' + optionMaximumsButton, + 'Literacy Costs CP: ' + optionLiteracyButton, + 'Super-Heroic END: ' + optionSuperENDButton, + 'Use Hit Locations: ' + optionLocationsButton + ] + + let sheetList = '
Character Sheet'+makeList(sheetListItems, 'overflow: hidden; list-style: none; padding: 0; margin: 0;', 'overflow: hidden; margin-top: 5px;'); + + // Set verbose (debug) option + let debug = ""; + if(state[state_name][playerid].config.debug){ + // The original version here would generate debug option buttons. For now, we will only change the verbose reporting state. + verbose = true; + } else { + verbose = false; + } + + // Set characteristic maximums option + if(state[state_name][playerid].config.maximums){ + defaultAttributes.useCharacteristicMaximums = "on"; + } else { + defaultAttributes.useCharacteristicMaximums = 0; + } + + // Set literacy cost option + if(state[state_name][playerid].config.literacy){ + defaultAttributes.optionLiteracyCostsPoints = "on"; + } else { + defaultAttributes.optionLiteracyCostsPoints = 0; + } + + // Set super-heroic END option + if(state[state_name][playerid].config.superEND){ + defaultAttributes.optionSuperHeroicEndurance = "on"; + } else { + defaultAttributes.optionSuperHeroicEndurance = 0; + } + + // Set hit location system option + if(state[state_name][playerid].config.locations){ + defaultAttributes.optionHitLocationSystem = "on"; + } else { + defaultAttributes.optionHitLocationSystem = 0; + } + + let resetButton = makeButton('Reset', '!hero --reset', altButtonStyle + ' margin: auto; width: 90%; display: block; float: none;'); + + //let title_text = (first) ? script_name + ' First Time Setup' : script_name + ' Config'; + let title_text = (first) ? 'HD Importer First Time Setup' : 'HD Importer Configuration'; + let text = '
'+makeTitle(title_text)+list+sheetList+debug+'
'+resetButton+'
'; + + sendChat(script_name, '/w "' + player.get('displayname') + '" ' + text, null, {noarchive:true}); + }; + + + const sendHelpMenu = (player, first) => { + let configButton = makeButton('Config', '!hero --config', altButtonStyle+' margin: auto; width: 90%; display: block; float: none;'); + + let listItems = [ + '!hero --help
Shows this menu.', + '!hero --config
Shows the configuration menu. (GM only)', + '!hero --import [CHARACTER JSON]
Imports a character from Hero Designer.', + ]; + + let command_list = makeList(listItems, 'list-style: none; padding: 0; margin: 0;'); + + let text = '
'; + //text += makeTitle(script_name + ' Help'); + text += makeTitle('HD Importer Help'); + text += '

Export a character in Hero Designer using the HeroSystem6eHeroic.hde format.

'; + text += '

Locate and open the exported .txt file in a text editor. Copy its entire contents and paste them into the Roll20 chat window. Hit enter.

'; + text += '

For more information see the documentation page in the HDImporter Github repository.

'; + text += '
'; + text += 'Commands:'+command_list; + text += '
'; + text += configButton; + text += '
'; + + sendChat(script_name, '/w "'+ player.get('displayname') + '" ' + text, null, {noarchive:true}); + }; + + + const makeTitle = (title) => { + return '

'+title+'

'; + }; + + + const makeButton = (title, href, style) => { + return ''+title+''; + }; + + + const makeList = (items, listStyle, itemStyle) => { + let list = '
    '; + items.forEach((item) => { + list += '
  • '+item+'
  • '; + }); + list += '
'; + return list; + }; + + + const replaceChars = (text) => { + text = text.replace('\&rsquo\;', '\'').replace('\&mdash\;','—').replace('\ \;',' ').replace('\&hellip\;','…'); + text = text.replace('\ \;', ' '); + text = text.replace('\û\;','û').replace('’', '\'').replace(' ', ' '); + text = text.replace(/]+>/gi,'• ').replace(/<\/li>/gi,''); + text = text.replace(/\r\n(\r\n)+/gm,'\r\n'); + return text; + }; + + + const getRepeatingRowIds = (section, attribute, matchValue, index) => { + let ids = []; + if(state[state_name][hero_caller.id].config.overwrite) { + let matches = findObjs({ type: 'attribute', characterid: object.id }) + .filter((attr) => { + return attr.get('name').indexOf('repeating_'+section) !== -1 && attr.get('name').indexOf(attribute) !== -1 && attr.get('current') == matchValue; + }); + for(let i in matches) { + let row = matches[i].get('name').replace('repeating_'+section+'_','').replace('_'+attribute,''); + ids.push(row); + } + if(ids.length == 0) ids.push(generateRowID()); + } + else ids.push(generateRowID()); + + if(index == null) return ids; + else return ids[index] == null && index >= 0 ? generateRowID() : ids[index]; + } + + + // Return an array of objects according to key, value, or key and value matching, optionally ignoring objects in array of names + const getObjects = (obj, key, val, except) => { + except = except || []; + let objects = []; + for (let i in obj) { + if (!obj.hasOwnProperty(i)) continue; + if (typeof obj[i] == 'object') { + if (except.indexOf(i) != -1) { + continue; + } + objects = objects.concat(getObjects(obj[i], key, val)); + } else + //if key matches and value matches or if key matches and value is not passed (eliminating the case where key matches but passed value does not) + if (i == key && obj[i] == val || i == key && val == "") { // + objects.push(obj); + } else if (obj[i] == val && key == ""){ + //only add if the object is not already in the array + if (objects.lastIndexOf(obj) == -1){ + objects.push(obj); + } + } + } + return objects; + }; + + // This section from Beyond is not used in HS6eH_HDImporter, but may be useful in future. + // + // Find an existing repeatable item with the same name, or generate new row ID + // const getOrMakeRowID = (character,repeatPrefix,name) => { + // // Get list of all of the character's attributes + // let attrObjs = findObjs({ _type: "attribute", _characterid: character.get("_id") }); + // + // let i = 0; + // while (i < attrObjs.length) + // { + // // If this is a feat taken multiple times, strip the number of times it was taken from the name + // let attrName = attrObjs[i].get("current").toString(); + // if (regexIndexOf(attrName, / x[0-9]+$/) !== -1) + // attrName = attrName.replace(/ x[0-9]+/,""); + // + // if (attrObjs[i].get("name").indexOf(repeatPrefix) !== -1 && attrObjs[i].get("name").indexOf("_name") !== -1 && attrName === name) + // return attrObjs[i].get("name").substring(repeatPrefix.length,(attrObjs[i].get("name").indexOf("_name"))); + // i++; + // i++; + // } + // return generateRowID(); + // }; + + + const generateUUID = (function() { + let a = 0, b = []; + return function() { + let c = (new Date()).getTime() + 0, d = c === a; + a = c; + for (var e = new Array(8), f = 7; 0 <= f; f--) { + e[f] = "-0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ_abcdefghijklmnopqrstuvwxyz".charAt(c % 64); + c = Math.floor(c / 64); + } + c = e.join(""); + if (d) { + for (f = 11; 0 <= f && 63 === b[f]; f--) { + b[f] = 0; + } + b[f]++; + } else { + for (f = 0; 12 > f; f++) { + b[f] = Math.floor(64 * Math.random()); + } + } + for (f = 0; 12 > f; f++){ + c += "-0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ_abcdefghijklmnopqrstuvwxyz".charAt(b[f]); + } + return c; + }; + }()); + + + const generateRowID = function() { + "use strict"; + return generateUUID().replace(/_/g, "Z"); + }; + + + const regexIndexOf = (str, regex, startpos) => { + let indexOf = str.substring(startpos || 0).search(regex); + return (indexOf >= 0) ? (indexOf + (startpos || 0)) : indexOf; + }; + + + const pre_log = (message) => { + log('---------------------------------------------------------------------------------------------'); + log(message); + log('---------------------------------------------------------------------------------------------'); + }; + + + const checkInstall = function() { + if(!_.has(state, state_name)){ + state[state_name] = state[state_name] || {}; + } + setDefaults(); + }; + + + const setDefaults = (reset) => { + const defaults = { + overwrite: false, + debug: false, + prefix: '', + suffix: '', + inplayerjournals: '', + controlledby: '', + maximums: false, + literacy: false, + superEND: false, + locations: false + }; + + let playerObjects = findObjs({ + _type: "player", + }); + playerObjects.forEach((player) => { + if(!state[state_name][player.id]) { + state[state_name][player.id] = {}; + } + + if(!state[state_name][player.id].config) { + state[state_name][player.id].config = defaults; + } + + for(let item in defaults) { + if(!state[state_name][player.id].config.hasOwnProperty(item)) { + state[state_name][player.id].config[item] = defaults[item]; + } + } + + if(!state[state_name][player.id].config.hasOwnProperty('firsttime')){ + if(!reset){ + sendConfigMenu(player, true); + } + state[state_name][player.id].config.firsttime = false; + } + }); + }; + + +})(); \ No newline at end of file diff --git a/HeroSystem6eHeroic_HDImporter/2.3/Sample_Character.TXT b/HeroSystem6eHeroic_HDImporter/2.3/Sample_Character.TXT new file mode 100644 index 000000000..e427167b5 --- /dev/null +++ b/HeroSystem6eHeroic_HDImporter/2.3/Sample_Character.TXT @@ -0,0 +1 @@ + !hero --import { "character":{ "character_name":"Darci", "character_title":"Fae-Cursed", "height":"1.66 m", "weight":"60.00 kg", "eyes":"Brown", "hair":"Brown", "backgroundText":"Darci grew up in a small highland village, the daughter of a village healer, with no ambition save to learn her mother's trade. Her life was turned upside down when she encountered a trol while out collection herbs in the woods. The troll promised to tell her secrets of Fae magic in return for her friendship. Darci has regretted her kindness ever since. Exiled and feard by common folk and given little help by the Fae, Darci has found safety in the service of a mercenary company.", "historyText":"", "appearance":"", "tactics":"", "campaignUse":"", "quote":"Village Herbalist", "experience":"0", "experienceBenefit":"0", "strength":"17", "dexterity":"13", "constitution":"18", "intelligence":"18", "ego":"13", "presence":"10", "ocv":"4", "dcv":"4", "omcv":"3", "dmcv":"3", "speed":"4", "pd":"4", "ed":"3", "body":"14", "stun":"28", "endurance":"40", "recovery":"9", "running":"12", "leaping":"4", "swimming":"6", "equipment":{ "equipment01":{ "name":"Bronze Maille", "text":"Resistant Protection (4 PD/4 ED) (12 Active Points); Normal Mass (-1), OIF (-1/2), Requires A Roll (11- roll; Locations 7-14; -1/2), Real Armor (-1/4)", "damage":"", "end":"0", "range":"", "mass":"11.40kg", "attack":"", "defense":"true", "notes":"(2 END/turn)" }, "equipment02":{ "name":"Bronze Cap", "text":"Resistant Protection (5 PD/5 ED) (15 Active Points); Normal Mass (-1), OIF (-1/2), Real Armor (-1/4)", "damage":"", "end":"0", "range":"", "mass":"0.83kg", "attack":"", "defense":"true", "notes":"(Locations 5)" }, "equipment03":{ "name":"High Boots, Gloves", "text":"Resistant Protection (2 PD/2 ED) (6 Active Points); Normal Mass (-1), OIF (-1/2), Real Armor (-1/4)", "damage":"", "end":"0", "range":"", "mass":"1.20kg", "attack":"", "defense":"true", "notes":"(Locations 16-18, 6-7)" }, "equipment04":{ "name":"Bronze Battle Axe", "text":"(Total: 46 Active Cost, 16 Real Cost) Killing Attack - Hand-To-Hand 2d6 (3d6 w/STR), Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1), STR Min: 13 (-1/2), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 15) plus (1 Active Points) (Real Cost: 1)", "damage":"2d6 (3d6 w/STR)", "end":"0", "range":"", "mass":"1.60kg", "attack":"true", "defense":"", "notes":"" }, "equipment05":{ "name":"Bronze Dagger", "text":"Killing Attack - Hand-To-Hand 1d6-1 (1d6 w/STR), Range Based On STR (+1/4), Reduced Endurance (0 END; +1/2) (17 Active Points); OAF (-1), Real Weapon (-1/4), STR Minimum 6 (-1/4)", "damage":"1d6-1 (1d6 w/STR)", "end":"0", "range":"var.", "mass":"0.80kg", "attack":"true", "defense":"", "notes":"" }, "equipment06":{ "name":"Winter Coat", "text":"Life Support (Safe in Intense Cold) (2 Active Points); OIF (-1/2)", "damage":"", "end":"0", "range":"", "mass":"3.30kg", "attack":"", "defense":"", "notes":"" }, "equipment07":{ "name":"(Multipower) Small Shield", "text":"Multipower, 5-point reserve, (5 Active Points); all slots OAF (-1), STR Min 6 (-1/4)", "damage":"", "end":"", "range":"", "mass":"3.00kg", "attack":"", "defense":"", "notes":"" }, "equipment08":{ "name":"(MPSlot1) ", "text":"+1 DCV (5 Active Points); OAF (-1), Real Armor (-1/4), STR Min 6 (-1/4)", "damage":"", "end":"", "range":"", "mass":"", "attack":"", "defense":"", "notes":"" }, "equipment09":{ "name":"(MPSlot2) Bash", "text":"Hand-To-Hand Attack +1d6 (5 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), Side Effects -1 OCV, Side Effect occurs automatically whenever Power is used (-1/2), Real Weapon (-1/4), STR Min 6 (-1/4)", "damage":"1d6", "end":"1", "range":"", "mass":"", "attack":"true", "defense":"", "notes":"" }, "equipment10":{ "name":"Healing Potion", "text":"Healing BODY 4d6 (40 Active Points); 3 Charges which Never Recover (-3 1/4), OAF Fragile (-1 1/4), Extra Time (Full Phase, -1/2), Gestures (-1/4)", "damage":"4d6", "end":"[3 nr]", "range":"", "mass":"1.30kg", "attack":"", "defense":"", "notes":"" }, "equipment11":{}, "equipment12":{}, "equipment13":{}, "equipment14":{}, "equipment15":{}, "equipment16":{} }, "maneuvers":{ "maneuver01":{ }, "maneuver02":{ }, "maneuver03":{ }, "maneuver04":{ }, "maneuver05":{ }, "maneuver06":{ }, "maneuver07":{ }, "maneuver08":{ }, "maneuver09":{ }, "maneuver10":{ }, "maneuver11":{ }, "maneuver12":{ }, "maneuver13":{ }, "maneuver14":{ }, "maneuver15":{ }, "maneuver16":{ }, "maneuver17":{ }, "maneuver18":{ }, "maneuver19":{ }, "maneuver20":{ } }, "perks":{ "perk01":{ "type":"Fringe Benefit", "points":"1", "text":"Member of a Mercenary Company Fringe Benefit (0 Active Points)", "notes":"Some Perks Notes." }, "perk02":{ "type":"Fringe Benefit", "points":"1", "text":"Low-ranking member of Fae Society Fringe Benefit (0 Active Points)", "notes":"" }, "perk03":{ }, "perk04":{ }, "perk05":{ }, "perk06":{ }, "perk07":{ }, "perk08":{ }, "perk09":{ }, "perk10":{ } }, "talents":{}, "complications":{ "complication01":{ "type":"Social Complication", "points":"10", "text":"Social Complication: Regarded as fae-touched and cursed. Frequently, Minor", "notes":"The mortal world tends to distrust anyone or anything touched by Fae." }, "complication02":{ "type":"Hunted", "points":"15", "text":"Hunted: Hunted by agents of Summer. Frequently (Mo Pow; Mildly Punish)", "notes":"While Darci hasn't reached the notoriety that would attract more dangerous agents, Summer won't hesitate to torment her and her companions." }, "complication03":{ "type":"Distinctive Features", "points":"5", "text":"Distinctive Features: Peculiar smell and hard-to-pin-down appearance. Not quite human. Trollish, to those who know of fae. (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)", "notes":"" }, "complication04":{ "type":"Psychological Complication", "points":"20", "text":"Psychological Complication: Finds the touch of iron uncomfortable and won't wear iron armor or jewelry or use iron tools. (Very Common; Strong)", "notes":"" }, "complication05":{}, "complication06":{}, "complication07":{}, "complication08":{}, "complication09":{}, "complication10":{}, "complication11":{}, "complication12":{}, "complication13":{}, "complication14":{}, "complication15":{}, "complication16":{}, "complication17":{}, "complication18":{}, "complication19":{}, "complication20":{} }, "powers":{ "power01":{ "name":"Bile and Acid", "base":"15", "text":"Killing Attack - Ranged 1d6, Area Of Effect (4 2m Areas; +1/2), Damage Over Time, Target's defenses only apply once (3 damage increments, damage occurs every four Segments, can be negated by Water; +2 1/2) (60 Active Points); 3 Recoverable Charges (-3/4), Extra Time (Full Phase, -1/2), No Range (-1/2), Gestures (Requires both hands; -1/2), Side Effects (1d6+1d3 drain STUN; -1/4), Concentration (1/2 DCV; -1/4), Limited Power Power loses about a fourth of its effectiveness (Does not work in water; -1/4), Requires A Roll (Skill roll, -1 per 20 Active Points modifier; Magic Roll; -1/4)", "notes":"The effects of this spell aren't pretty, but they get the job done.", "cost":"14", "endurance":"[3 rc]", "damage":"1d6", "compound":"false" }, "power02":{ "name":"Pneuma", "base":"30", "text":"Killing Attack - Ranged 2d6, Invisible Power Effects (Inobvious to [one Sense Group]; +1/4) (37 Active Points); Requires A Roll (Skill roll; -1/2), Gestures (-1/4), Incantations (-1/4), Beam (-1/4), Limited Power Power loses about a fourth of its effectiveness (Does not work under water; -1/4)", "notes":"A pneuma is an invisible dart, which Darci draws from her breath with an exaggerated motion and throws at her target.", "cost":"15", "endurance":"4", "damage":"2d6", "compound":"false" }, "power03":{ "name":"Self Renewal", "base":"55", "text":"Healing BODY 5d6, Can Heal Limbs (55 Active Points); Increased Endurance Cost (x6 END; -2 1/2), Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 1/2), OAF (Eat a sprig of evergreen; -1), Gestures (Requires both hands; -1/2), Life Energy Modifier Power loses about a third of its effectiveness (-1/2), Self Only Power loses about a third of its effectiveness (-1/2), Incantations (-1/4), Requires A Roll (Characteristic roll, -1 per 20 Active Points modifier; -1/4)", "notes":"Darci can draw from the regenerative powers of trolls after an intense and painful bout of concentration.", "cost":"6", "endurance":"30", "damage":"5d6", "compound":"false" }, "power04":{ "name":"Underdark Eyes", "base":"5", "text":"Nightvision (5 Active Points); Gestures (Requires both hands; -1/2), Requires A Roll (11- roll; -1/2), Incantations (-1/4)", "notes":"Trolls may be unpleasant creatures, but they can see in the dark.", "cost":"2", "endurance":"0", "damage":"", "compound":"false" }, "power05":{ "name":"Winter's Shawl", "base":"12", "text":"Life Support (Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Safe in Intense Cold) (12 Active Points); Costs Endurance (-1/2), Requires A Roll (11- roll; -1/2), Incantations (-1/4)", "notes":"The trolls of the Winter Court can survive most any natural storm or plague.", "cost":"5", "endurance":"1", "damage":"", "compound":"false" }, "power06":{ "name":"Fae Sense", "base":"10", "text":"Detect Magic A Class Of Things 13- (no Sense Group), Range (10 Active Points); Increased Endurance Cost (x4 END; -3/4), Gestures (Requires both hands; -1/2), Requires A Roll (11- roll; -1/2), Incantations (-1/4), Costs Endurance (Only Costs END to Activate; -1/4)", "notes":"The Fae have a knack for spotting ley lines and other magics in their enviornment.", "cost":"3", "endurance":"4", "damage":"13-", "compound":"false" }, "power07":{ }, "power08":{ }, "power09":{ }, "power10":{ }, "power11":{ }, "power12":{ }, "power13":{ }, "power14":{ }, "power15":{ }, "power16":{ }, "power17":{ }, "power18":{ }, "power19":{ }, "power20":{ }, "power21":{ }, "power22":{ }, "power23":{ }, "power24":{ }, "power25":{ }, "power26":{ }, "power27":{ }, "power28":{ }, "power29":{ }, "power30":{ } }, "skills": { "skill01": { "name":"", "enhancer":"", "text":"PS: Soldier 11-", "display":"Professional Skill", "attribute":"GENERAL", "base":"2", "levels":"0", "cost":"2" }, "skill02": { "name":"", "enhancer":"", "text":"PS: Herbalist 11-", "display":"Professional Skill", "attribute":"GENERAL", "base":"0", "levels":"0", "cost":"0" }, "skill03": { "name":"", "enhancer":"", "text":"Language: Clan's Tongue (basic conversation; literate) (2 Active Points)", "display":"Language", "attribute":"GENERAL", "base":"2", "levels":"0", "cost":"0" }, "skill04": { "name":"", "enhancer":"", "text":"Language: King's Tongue (fluent conversation)", "display":"Language", "attribute":"GENERAL", "base":"2", "levels":"0", "cost":"2" }, "skill05": { "name":"", "enhancer":"", "text":"Language: Fae (completely fluent; literate)", "display":"Language", "attribute":"GENERAL", "base":"4", "levels":"0", "cost":"4" }, "skill06": { "name":"", "enhancer":"", "text":"+3 Battleaxe", "display":"Combat Skill Levels", "attribute":"GENERAL", "base":"6", "levels":"3", "cost":"6" }, "skill07": { "name":"Fae Society", "enhancer":"", "text":"KS 11-", "display":"KS", "attribute":"GENERAL", "base":"2", "levels":"0", "cost":"2" }, "skill08": { "name":"Clan Lands", "enhancer":"", "text":"AK 11-", "display":"Knowledge Skill", "attribute":"GENERAL", "base":"2", "levels":"0", "cost":"2" }, "skill09": { "name":"Common Melee", "enhancer":"", "text":"WF: Common Melee Weapons", "display":"Weapon Familiarity", "attribute":"GENERAL", "base":"2", "levels":"0", "cost":"2" }, "skill10": { "name":"Power Skill Fae Magic", "enhancer":"", "text":"Power 15-", "display":"Power", "attribute":"INT", "base":"7", "levels":"2", "cost":"7" }, "skill11": { "name":"", "enhancer":"", "text":"Stealth 12-", "display":"Stealth", "attribute":"DEX", "base":"3", "levels":"0", "cost":"3" }, "skill12": { "name":"", "enhancer":"", "text":"Teamwork 12-", "display":"Teamwork", "attribute":"DEX", "base":"3", "levels":"0", "cost":"3" }, "skill13": { "name":"", "enhancer":"", "text":"Concealment 13-", "display":"Concealment", "attribute":"INT", "base":"3", "levels":"0", "cost":"3" }, "skill14": { "name":"", "enhancer":"", "text":"Science Skill: Herbal Medicine 11-", "display":"Science Skill", "attribute":"GENERAL", "base":"2", "levels":"0", "cost":"2" }, "skill15": { "name":"", "enhancer":"", "text":"Paramedics 13-", "display":"Paramedics", "attribute":"INT", "base":"3", "levels":"0", "cost":"3" }, "skill16": { "name":"Survival", "enhancer":"", "text":"Survival 13-", "display":"Survival", "attribute":"INT", "base":"3", "levels":"0", "cost":"3" }, "skill17": { }, "skill18": { }, "skill19": { }, "skill20": { }, "skill21": { }, "skill22": { }, "skill23": { }, "skill24": { }, "skill25": { }, "skill26": { }, "skill27": { }, "skill28": { }, "skill29": { }, "skill30": { }, "skill31": { }, "skill32": { }, "skill33": { }, "skill34": { }, "skill35": { }, "skill36": { }, "skill37": { }, "skill38": { }, "skill39": { }, "skill40": { }, "skill41": { }, "skill42": { }, "skill43": { }, "skill44": { }, "skill45": { }, "skill46": { }, "skill47": { }, "skill48": { }, "skill49": { }, "skill50": { } }, "playerName":"Test PC", "gmName":"Villain In Glasses", "characterFile":"Sample_Character.hdc", "versionHD":"20220801", "timeStamp":"Sat, 14 Sep 2024 09:56:43", "genre":"Fantasy Hero", "campaign":"Coryn's Company", "version":"2.2", "HeroSystem6eHeroic":"true" } } \ No newline at end of file diff --git a/HeroSystem6eHeroic_HDImporter/2.3/Sample_Character.hdc b/HeroSystem6eHeroic_HDImporter/2.3/Sample_Character.hdc new file mode 100644 index 0000000000000000000000000000000000000000..165ad6c71153946202343844ff628a18c0be79b7 GIT binary patch literal 127314 zcmeI5X>%M$cCP#LM9hCc=*!6AE0F|u2k$sQEF?{Uz(qr%XvYl(cX7l;<}w`l$J;(n 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He once had a promising future serving clan royalty. It all fell to pieces when he misinterpreted a joke and subsequently dug himself into a ever deepening hole. Lucky to be alive, he found himself banished. The Company scooped him up after a particularly self destructive drinking binge.", "historyText":"", "appearance":"Like many a clansman, Henkle is not small and his lack of social awareness makes for an intimidating block of a man.", "tactics":"", "campaignUse":"As part of his education, Henkle dabbled in Wizardy and can cast a couple of spells, including a minor healing spell and a light spell.", "quote":"Banished aristocrat", "experience":"0", "experienceBenefit":"0", "strength":"18", "dexterity":"15", "constitution":"13", "intelligence":"15", "ego":"14", "presence":"15", "ocv":"5", "dcv":"4", "omcv":"3", "dmcv":"4", "speed":"3", "pd":"4", "ed":"4", "body":"15", "stun":"36", "endurance":"40", "recovery":"7", "running":"12", "leaping":"2", "swimming":"0", "equipment":{ "equipment01":{ "name":"Light Maille", "text":"Resistant Protection (5 PD/5 ED) (15 Active Points); Normal Mass (-1), OIF (-1/2), Real Armor (-1/4), Requires A Roll (12- roll; Locations 9-14; -1/4)", "damage":"", "end":"0", "range":"", "mass":"10.20kg", "attack":"", "defense":"true", "notes":"(1 END/turn)" }, "equipment02":{ "name":"Open-face Helm", "text":"Resistant Protection (6 PD/6 ED) (18 Active Points); Normal Mass (-1), OIF (-1/2), Real Armor (-1/4)", "damage":"", "end":"0", "range":"", "mass":"0.83kg", "attack":"", "defense":"true", "notes":"(Locations 4-5)" }, "equipment03":{ "name":"High Boots, Gloves", "text":"Resistant Protection (2 PD/2 ED) (6 Active Points); Normal Mass (-1), OIF (-1/2), Real Armor (-1/4)", "damage":"", "end":"0", "range":"", "mass":"1.20kg", "attack":"", "defense":"true", "notes":"(Locations 16-18, 6-7)" }, "equipment04":{ "name":"Arming Sword", "text":"(Total: 31 Active Cost, 12 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (1 1/2d6 w/STR), Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), STR Minimum 12 (-1/2), Real Weapon (-1/4) (Real Cost: 11) plus (1 Active Points) (Real Cost: 1)", "damage":"1d6+1 (1 1/2d6 w/STR)", "end":"0", "range":"", "mass":"1.20kg", "attack":"true", "defense":"", "notes":"" }, "equipment05":{ "name":"Long Sword", "text":"(Total: 38 Active Cost, 13 Real Cost) Killing Attack - Hand-To-Hand 1 1/2d6 (2d6 w/STR), Reduced Endurance (0 END; +1/2) (37 Active Points); OAF (-1), STR Minimum 13 (-1/2), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 12) plus (1 Active Points) (Real Cost: 1)", "damage":"1 1/2d6 (2d6 w/STR)", "end":"0", "range":"", "mass":"1.70kg", "attack":"true", "defense":"", "notes":"" }, "equipment06":{ "name":"Knife", "text":"(Total: 18 Active Cost, 8 Real Cost) Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR), Range Based On STR (+1/4), Reduced Endurance (0 END; +1/2) (17 Active Points); OAF (-1), Real Weapon (-1/4), STR Minimum 4 (-1/4) (Real Cost: 7) plus (1 Active Points) (Real Cost: 1)", "damage":"1/2d6 (1d6+1 w/STR)", "end":"0", "range":"", "mass":"0.40kg", "attack":"true", "defense":"", "notes":"" }, "equipment07":{}, "equipment08":{}, "equipment09":{}, "equipment10":{}, "equipment11":{}, "equipment12":{}, "equipment13":{}, "equipment14":{}, "equipment15":{}, "equipment16":{} }, "maneuvers":{ "maneuver01":{ "name":"Slash", "points":"4", "phase":"1/2", "ocv":"+0", "dcv":"+2", "effect":"Weapon +2 DC Strike", "notes":"" }, "maneuver02":{ "name":"Parry", "points":"4", "phase":"1/2", "ocv":"+2", "dcv":"+2", "effect":"Block, Abort", "notes":"" }, "maneuver03":{ "name":"Counterstrike", "points":"4", "phase":"1/2", "ocv":"+2", "dcv":"+2", "effect":"Weapon +2 DC Strike, Must Follow Block", "notes":"" }, "maneuver04":{ "name":"Half-Sword Disarm", "points":"4", "phase":"1/2", "ocv":"-1", "dcv":"+1", "effect":"Disarm, 28 STR to Disarm roll, Requires Both Hands", "notes":"" }, "maneuver05":{ "name":"Half-Sword Trip", "points":"3", "phase":"1/2", "ocv":"+2", "dcv":"+0", "effect":"Weapon Strike, Target Falls, Requires Both Hands", "notes":"" }, "maneuver06":{ }, "maneuver07":{ }, "maneuver08":{ }, "maneuver09":{ }, "maneuver10":{ }, "maneuver11":{ }, "maneuver12":{ }, "maneuver13":{ }, "maneuver14":{ }, "maneuver15":{ }, "maneuver16":{ }, "maneuver17":{ }, "maneuver18":{ "name":"Weapon Element: Blades", "points":"0", "phase":"", "ocv":"", "dcv":"", "effect":"", "notes":"" }, "maneuver19":{ }, "maneuver20":{ } }, "perks":{ "perk01":{ "type":"Fringe Benefit", "points":"2", "text":"Fringe Benefit: Sergeant", "notes":"" }, "perk02":{ "type":"Positive Reputation", "points":"3", "text":"Positive Reputation: Brillaint Doctor (A medium-sized group) 11-, +3/+3d6", "notes":"" }, "perk03":{ "type":"Fringe Benefit", "points":"1", "text":"Company Soldier Fringe Benefit: Membership", "notes":"" }, "perk04":{ }, "perk05":{ }, "perk06":{ }, "perk07":{ }, "perk08":{ }, "perk09":{ }, "perk10":{ } }, "talents":{}, "complications":{ "complication01":{ "type":"Hunted", "points":"15", "text":"Hunted: King's Church Frequently (Mo Pow; NCI; Watching)", "notes":"Henkle's overt interest in science and medicine as well as magic as it relates to the healing arts makes the Church unhappy." }, "complication02":{ "type":"Psychological Complication", "points":"10", "text":"Psychological Complication: Airhead (Common; Moderate)", "notes":"Everything seems to go over Henkle's head. He has trouble understanding jokes, ruins the punchlines of his own jokes, and is generally the last to catch on. He is far from stupid, but sometimes you wonder." }, "complication03":{ "type":"Psychological Complication", "points":"10", "text":"Psychological Complication: Aristocratic Attitude (Common; Moderate)", "notes":"Henkle is your classic snob. He was educated by elite teachers to respect every rule of court society. He knows how to behave and how to address each person according to their rank. Obviously, this doesn't work well with commoners and he frequently turns people off." }, "complication04":{ "type":"Physical Complication", "points":"15", "text":"Physical Complication: Horrible Hangovers (Infrequently; Greatly Impairing)", "notes":"After a night of drinking, Henkle is a mess. He suffers a -4 to all rolls on the following morning." }, "complication05":{}, "complication06":{}, "complication07":{}, "complication08":{}, "complication09":{}, "complication10":{}, "complication11":{}, "complication12":{}, "complication13":{}, "complication14":{}, "complication15":{}, "complication16":{}, "complication17":{}, "complication18":{}, "complication19":{}, "complication20":{} }, "powers":{ "power01":{ "name":"Reknit Flesh", "base":"20", "text":"Healing BODY 2d6 (20 Active Points); Increased Endurance Cost (x5 END; -2), Extra Time (1 Turn (Post-Segment 12), -1 1/4), Gestures (Requires both hands; -1/2), Requires A Roll (Wizardry; -1/2), Incantations (-1/4), IIF Expendable (Herbal Ointment; Easy to obtain new Focus; -1/4)", "notes":"Magical energies, if one understands them well enough, can be set to stitching a wound or coaxing the body to more rapidly repair a hematoma or other moderate trauma.", "cost":"3", "endurance":"10", "damage":"2d6", "compound":"false" }, "power02":{ "name":"Light", "base":"22", "text":"Sight Group Images, +/-4 to PER Rolls, Area Of Effect (4m Radius; +1/4) (27 Active Points); Only To Create Light (-1), Gestures (Requires both hands; -1/2), Requires A Roll (Wizardry; -1/2), IIF Expendable (Difficult to obtain new Focus; Charcoal coated in saltpeter; -1/2), Incantations (-1/4), Extra Time (Full Phase, Only to Activate, -1/4), 2 Continuing Charges lasting 1 Hour each (-0)", "notes":"If magic ever had a use it would be to enable one continue study late into the night.", "cost":"7", "endurance":"[2 cc]", "damage":"", "compound":"false" }, "power03":{ }, "power04":{ }, "power05":{ }, "power06":{ }, "power07":{ }, "power08":{ }, "power09":{ }, "power10":{ }, "power11":{ }, "power12":{ }, "power13":{ }, "power14":{ }, "power15":{ }, "power16":{ }, "power17":{ }, "power18":{ }, "power19":{ }, "power20":{ }, "power21":{ }, "power22":{ }, "power23":{ }, "power24":{ }, "power25":{ }, "power26":{ }, "power27":{ }, "power28":{ }, "power29":{ }, "power30":{ } }, "skills": { "skill01": { "name":"", "enhancer":"", "text":"PS: Soldier 11-", "display":"Professional Skill", "attribute":"GENERAL", "base":"2", "levels":"0", "cost":"2" }, "skill02": { "name":"", "enhancer":"", "text":"PS: Doctor 11-", "display":"Professional Skill", "attribute":"GENERAL", "base":"0", "levels":"0", "cost":"0" }, "skill03": { "name":"Power Skill Wizardry", "enhancer":"", "text":": Wizardry 12-", "display":"Power", "attribute":"INT", "base":"3", "levels":"0", "cost":"3" }, "skill04": { "name":"", "enhancer":"", "text":"Paramedics 13-", "display":"Paramedics", "attribute":"INT", "base":"5", "levels":"1", "cost":"5" }, "skill05": { "name":"", "enhancer":"", "text":"Science Skill: Medicine 13-", "display":"Science Skill", "attribute":"GENERAL", "base":"4", "levels":"2", "cost":"4" }, "skill06": { "name":"", "enhancer":"", "text":"Science Skill: Anatomy 11-", "display":"Science Skill", "attribute":"GENERAL", "base":"2", "levels":"0", "cost":"2" }, "skill07": { "name":"", "enhancer":"", "text":"KS: Herbalism 11-", "display":"KS", "attribute":"GENERAL", "base":"2", "levels":"0", "cost":"2" }, "skill08": { "name":"", "enhancer":"", "text":"High Society 12-", "display":"High Society", "attribute":"PRE", "base":"3", "levels":"0", "cost":"3" }, "skill09": { "name":"", "enhancer":"", "text":"KS: Popular Literature 11-", "display":"KS", "attribute":"GENERAL", "base":"2", "levels":"0", "cost":"2" }, "skill10": { "name":"", "enhancer":"", "text":"CuK: Popular Entertainment 11-", "display":"Knowledge Skill", "attribute":"GENERAL", "base":"2", "levels":"0", "cost":"2" }, "skill11": { "name":"", "enhancer":"", "text":"Conversation 12-", "display":"Conversation", "attribute":"PRE", "base":"3", "levels":"0", "cost":"3" }, "skill12": { "name":"", "enhancer":"", "text":"Tactics 12-", "display":"Tactics", "attribute":"INT", "base":"3", "levels":"0", "cost":"3" }, "skill13": { "name":"", "enhancer":"", "text":"Teamwork 12-", "display":"Teamwork", "attribute":"DEX", "base":"3", "levels":"0", "cost":"3" }, "skill14": { "name":"", "enhancer":"true", "text":"Linguist", "display":"Linguist", "attribute":"", "base":"3", "levels":"0", "cost":"3" }, "skill15": { "name":"", "enhancer":"", "text":"Language: Ancient Elven (basic conversation; literate) (2 Active Points)", "display":"Language", "attribute":"GENERAL", "base":"2", "levels":"0", "cost":"1" }, "skill16": { "name":"", "enhancer":"", "text":"Language: Clans' Tongue (idiomatic; literate) (5 Active Points)", "display":"Language", "attribute":"GENERAL", "base":"5", "levels":"0", "cost":"0" }, "skill17": { "name":"", "enhancer":"", "text":"Language: King's Tongue (fluent conversation; literate) (3 Active Points)", "display":"Language", "attribute":"GENERAL", "base":"3", "levels":"0", "cost":"2" }, "skill18": { "name":"", "enhancer":"", "text":"Language: Southern Tongue (fluent conversation; literate) (3 Active Points)", "display":"Language", "attribute":"GENERAL", "base":"3", "levels":"0", "cost":"2" }, "skill19": { "name":"", "enhancer":"", "text":"WF: Common Melee Weapons", "display":"Weapon Familiarity", "attribute":"GENERAL", "base":"2", "levels":"0", "cost":"2" }, "skill20": { "name":"", "enhancer":"", "text":"+3 Long Sword", "display":"Combat Skill Levels", "attribute":"GENERAL", "base":"6", "levels":"3", "cost":"6" }, "skill21": { "name":"", "enhancer":"", "text":"Defense Maneuver I-II ", "display":"Defense Maneuver", "attribute":"GENERAL", "base":"5", "levels":"0", "cost":"5" }, "skill22": { }, "skill23": { }, "skill24": { }, "skill25": { }, "skill26": { }, "skill27": { }, "skill28": { }, "skill29": { }, "skill30": { }, "skill31": { }, "skill32": { }, "skill33": { }, "skill34": { }, "skill35": { }, "skill36": { }, "skill37": { }, "skill38": { }, "skill39": { }, "skill40": { }, "skill41": { }, "skill42": { }, "skill43": { }, "skill44": { }, "skill45": { }, "skill46": { }, "skill47": { }, "skill48": { }, "skill49": { 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zydV4)-3U9E%r(D6#Dul;xpW@<7BvgbJbci^Y2b5wczXeB#Ca%Tb9{KVrbhI}N`^g) zHFq&NovN&`Z%T}k`w*Vxq+#`(7i@8i@oP~}0`WCl#u=Hfbir_#6c!@x4s zF~cwA74)b)fOkWr(~C)z-_gY@O!Lb;nWiZcCXbhyouh=0)xK78^gt*jjjJDh4>?N7 z&#-Jghx-kFzjlsN)Msb={fH`{X7(lhw@Zk45m(^ZvYDFn8Z+aat zZkosHHm_f#$rInEUcivgF~8=->U+{XcJum0nv_}h*bRP>!7mauZSpjC#Xn@R5sORw zc+$kn(sVve)UD>(;bT4t-JMaIsDFsecqHr7JP~%ew zvpH8-dm3oo^nUJ$yn9$Ly>m8Pfy9q;uo*8hWcMvE*Lv{oC7puILh3*b*?n=Pi~r~G iSkz@iE%T4#G4em(>6dfsAp-<-gI1g}i~ni#r~d;TcP|bA literal 0 HcmV?d00001 From fee535835072e93cc2ffb1ab4643f7e6bcc3de33 Mon Sep 17 00:00:00 2001 From: Villain1nGlasses <85969638+Villain1nGlasses@users.noreply.github.com> Date: Sun, 6 Oct 2024 14:56:27 -0600 Subject: [PATCH 02/21] Fixed STR Mod showing total instead of adds for custom martial maneuvers. --- .../2.3/HeroSystem6eHeroic_HDImporter.js | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js b/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js index 388e206f0..212bc5687 100644 --- a/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js +++ b/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js @@ -628,7 +628,7 @@ tempPosition = tempString.indexOf("str"); diceString = tempString.slice(0, tempPosition); diceString = diceString.slice(-3).replace(/\D/g,""); - importedManeuvers["martialManeuverStrMod"+ID] = parseInt(diceString)||0; + importedManeuvers["martialManeuverStrMod"+ID] = (parseInt(diceString)||0) - (parseInt(character.strength)||0); } } From dd361b5e48870eb8eaed1c8cfbbe2ff7cb20f9e6 Mon Sep 17 00:00:00 2001 From: Villain1nGlasses <85969638+Villain1nGlasses@users.noreply.github.com> Date: Sun, 6 Oct 2024 15:52:17 -0600 Subject: [PATCH 03/21] Non-standard weapons set permanently to weaponType overide now at least temporary. --- .../2.3/HeroSystem6eHeroic_HDImporter.js | 20 +++++++++++++++---- 1 file changed, 16 insertions(+), 4 deletions(-) diff --git a/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js b/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js index 212bc5687..fb556d3ee 100644 --- a/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js +++ b/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js @@ -1,6 +1,6 @@ /* HeroSystem6eHeroic_HDImporter.js * Hero Designer Importer for the Roll20 Hero System 6e Heroic character sheet -* Version: 2.2 +* Version: 2.3 * By Villain in Glasses * villaininglasses@icloud.com * Discord: Villain#0604 @@ -736,6 +736,9 @@ let multipowerArray = new Array(); let multipowerArrayIndex = 0; + // Weapon States + let weaponStates = "KKKKKNOOOOOO"; + // Read equipment const maxEquipment = 16; let importCount = 0; @@ -910,9 +913,11 @@ // Check for Killing Attack. if (tempString.includes("Killing Attack") || tempString.includes("RKA") || tempString.includes("HKA")) { - // importedWeapons.weaponNormalDamage01= "off"; + // importedWeapons["weaponNormalDamage"+ID] = "off"; } else { importedWeapons["weaponNormalDamage"+ID]= "on"; + weaponStates = setCharAt(weaponStates, importCount, 'N'); + importedWeapons["weaponType"+ID]= "normal"; } // Get OCV bonus or penalty. @@ -966,7 +971,8 @@ } // Import weapons. - + importedWeapons.weaponStates = weaponStates; + setAttrs(object.id, importedWeapons); if(verbose) { @@ -4499,11 +4505,17 @@ } + function setCharAt(str,index,chr) { + // Replace a single character in a string. + if(index > str.length-1) return str; + return str.substring(0,index) + chr + str.substring(index+1); + } + + /* **************************************** */ /* *** END Importing Functions *** */ /* **************************************** */ - // TEST const createSingleWriteQueue = (attributes) => { // this is the list of trigger attributes that will trigger class recalculation, as of 5e OGL 2.5 October 2018 // (see on... handler that calls update_class in sheet html) From 7a68c8f55cab4a5dd1eb79c2a639b3d8cbb99493 Mon Sep 17 00:00:00 2001 From: Villain1nGlasses <85969638+Villain1nGlasses@users.noreply.github.com> Date: Tue, 29 Oct 2024 17:47:54 -0600 Subject: [PATCH 04/21] Looks for Max Weapon Range in weapon notes. --- .../2.3/HeroSystem6eHeroic_HDImporter.js | 98 +++++++++++++------ HeroSystem6eHeroic_HDImporter/README.MD | 14 ++- 2 files changed, 81 insertions(+), 31 deletions(-) diff --git a/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js b/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js index fb556d3ee..eec08b969 100644 --- a/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js +++ b/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js @@ -42,7 +42,7 @@ (function() { // Constants const versionMod = "2.3"; - const versionSheet = "3.41"; // Note that a newer sheet will make upgrades as well as it can. + const versionSheet = "3.51"; // Note that a newer sheet will make upgrades as well as it can. const needsExportedVersion = new Set(["1.0", "2.0", "2.1", "2.2"]); // HeroSystem6eHeroic.hde versions allowed. const defaultAttributes = { @@ -956,6 +956,17 @@ } } + // Calculate thrown weapon range or assign range without units. + importedWeapons["weaponRange"+ID] = getWeaponRange(weaponsArray[importCount].range, character.strength, importedWeapons["weaponMass"+ID], script_name); + + // Check for max range in notes. + if (weaponsArray[importCount].notes !== "") { + tempString = weaponsArray[importCount].notes; + importedWeapons["weaponRange"+ID] = getWeaponMaxRange(tempString, script_name); + } else { + importedWeapons["weaponRange"+ID] = 0; + } + // Get weapon mass. if (weaponsArray[importCount].mass !== "") { tempString = weaponsArray[importCount].mass; @@ -963,9 +974,6 @@ } else { importedWeapons["weaponMass"+ID] = 0; } - - // Calculate thrown weapon range or assign range without units. - importedWeapons["weaponRange"+ID] = getWeaponRange(weaponsArray[importCount].range, character.strength, importedWeapons["weaponMass"+ID], script_name); } } @@ -4180,8 +4188,38 @@ } + var getWeaponMaxRange = function (inputString, script_name) { + let outcome = ""; + let startPosition = 0; + let endPosition = 0; + + inputString = inputString.toLowerCase(); + + if (inputString.includes("max range")) { + startPosition = inputString.indexOf("max range"); + outcome = inputString.slice(startPosition); + if (outcome.includes(';')) { + endPosition = outcome.indexOf(';'); + outcome = outcome.slice(0, endPosition); + } else if (outcome.includes(')')) { + endPosition = outcome.indexOf(')'); + outcome = outcome.slice(0, endPosition); + } else { + endPosition = Math.min(16, outcome.length); + outcome = outcome.slice(0, endPosition); + } + outcome = outcome.replace(/[^\d,-]/g, ""); + if (outcome.includes(',')) { + outcome = outcome.replace(',', ", "); + } + } + + return outcome.trim(); + } + + var getArmorLocations = function (inputString, script_name) { - let locations = ""; + let outcome = ""; let startPosition = 0; let endPosition = 0; @@ -4189,41 +4227,41 @@ if (inputString.includes("location")) { startPosition = inputString.indexOf("location"); - locations = inputString.slice(startPosition); - if (locations.includes(';')) { - endPosition = locations.indexOf(';'); - locations = locations.slice(0,endPosition); - } else if (locations.includes(')')) { - endPosition = locations.indexOf(')'); - locations = locations.slice(0,endPosition); + outcome = inputString.slice(startPosition); + if (outcome.includes(';')) { + endPosition = outcome.indexOf(';'); + outcome = outcome.slice(0, endPosition); + } else if (outcome.includes(')')) { + endPosition = outcome.indexOf(')'); + outcome = outcome.slice(0, endPosition); } else { - endPosition = Math.min(28, locations.length); - locations = locations.slice(0,endPosition); + endPosition = Math.min(28, outcome.length); + outcome = outcome.slice(0, endPosition); } - locations = locations.replace(/[^\d,-]/g, ""); - if (locations.includes(',')) { - locations = locations.replace(',', ", "); + outcome = outcome.replace(/[^\d,-]/g, ""); + if (outcome.includes(',')) { + outcome = outcome.replace(',', ", "); } } else if (inputString.includes("loc")) { startPosition = inputString.indexOf("loc"); - locations = inputString.slice(startPosition); - if (locations.includes(';')) { - endPosition = locations.indexOf(';'); - locations = locations.slice(0,endPosition); - } else if (locations.includes(')')) { - endPosition = locations.indexOf(')'); - locations = locations.slice(0,endPosition); + outcome = inputString.slice(startPosition); + if (outcome.includes(';')) { + endPosition = outcome.indexOf(';'); + outcome = outcome.slice(0, endPosition); + } else if (outcome.includes(')')) { + endPosition = outcome.indexOf(')'); + outcome = outcome.slice(0, endPosition); } else { - endPosition = Math.min(11, locations.length); - locations = locations.slice(0,endPosition); + endPosition = Math.min(11, outcome.length); + outcome = outcome.slice(0, endPosition); } - locations = locations.replace(/[^\d,-]/g, ""); - if (locations.includes(',')) { - locations = locations.replace(',', ", "); + outcome = outcome.replace(/[^\d,-]/g, ""); + if (outcome.includes(',')) { + outcome = outcome.replace(',', ", "); } } - return locations.trim(); + return outcome.trim(); } diff --git a/HeroSystem6eHeroic_HDImporter/README.MD b/HeroSystem6eHeroic_HDImporter/README.MD index 9e20d00e8..a450cbdf3 100644 --- a/HeroSystem6eHeroic_HDImporter/README.MD +++ b/HeroSystem6eHeroic_HDImporter/README.MD @@ -65,7 +65,17 @@ At present, the character sheet has twenty power, ten talent, and ten complicati Powers that add (or subtract) characteristics, movement, and perception abilities should be applied in the appropriate modifier fields. -If your campaign uses the optional rule of applying END costs to armor, HD Importer will recognize (X END/Turn) or (END/Turn: X) in equipment notes. +> [!TIP] +> HD Importer will recognize the following key phrases if added to a piece of equipment's notes and attempt to automatically apply the value given. + +### (Max Range: X) +A weapon's maximum range. + +### (locations: U-V, X-Y, Z) or (loc U-V) +Armor locations + +### (X END/Turn) or (END/Turn: X) +If your campaign uses the optional rule of applying END costs to armor, HD Importer will automatically apply the value X. # Help @@ -114,3 +124,5 @@ Version 2.0 -- Updated to support additional character sheet features as of shee Version 2.1 -- Updated to support additional character sheet features as of sheet version 3.16. Updated version of Hero Designer export format (HeroSystem6eHeroic.hde to version 2.1). Expands support for martial arts maneuvers. Recognizes power notes and scans powers for damage advantages. Adds the everyman PS skill. Added a second sample character with martial arts skills. Bug fixes (August 9, 2024). Version 2.2 -- Fix for compound power import failure. Recognizes Mental Combat Skill Levels and assigns levels and costs. Minor update to HeroSystem6eHeroic.hde (version 2.2). Improved formatting of text in powers, talents, and complications (September 14, 2024). + +Version 2.3 -- From 65317f6a7b1f4cbc1bd56213a88130f56edc6e09 Mon Sep 17 00:00:00 2001 From: Villain1nGlasses <85969638+Villain1nGlasses@users.noreply.github.com> Date: Tue, 5 Nov 2024 00:09:00 -0700 Subject: [PATCH 05/21] Recognizes extra copies of equipment and weapons. --- .../2.3/HeroSystem6eHeroic_HDImporter.js | 116 ++++++++++++++++-- HeroSystem6eHeroic_HDImporter/README.MD | 7 +- 2 files changed, 109 insertions(+), 14 deletions(-) diff --git a/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js b/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js index eec08b969..a96766e00 100644 --- a/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js +++ b/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js @@ -712,6 +712,7 @@ let subStringA; let subStringB; let sampleSize; + let itemNumber; // Needed for adjusted damage. let advantage = 0; @@ -745,7 +746,7 @@ let imported = 0; let ID = "01"; - // Imports sixteen martial arts maneuvers, skipping empty slots. + // Imports sixteen piece of equipment, skipping empty slots. for (importCount = 1; importCount <= maxEquipment; importCount++) { @@ -860,8 +861,25 @@ // Get item mass. if (equipmentListArray[importCount].mass !== "") { + + // Check for additional copies in notes. + if (equipmentListArray[importCount].notes !== "") { + tempString = equipmentListArray[importCount].notes; + + if (tempString.includes("number of items")) { + // Get the number of copies and amend the equipment text. + itemNumber = getItemNumber(tempString); + importedEquipment["equipText"+ID] += " (" + (itemNumber).toString() + ")"; + } else { + itemNumber = 1; + } + } else { + itemNumber = 1; + } + + // Multiply the base mass by the number of copies. tempString = equipmentListArray[importCount].mass; - importedEquipment["equipMass"+ID] = getItemMass(tempString, script_name); + importedEquipment["equipMass"+ID] = itemNumber * getItemMass(tempString, script_name); } else { importedEquipment["equipMass"+ID] = 0; } @@ -970,14 +988,40 @@ // Get weapon mass. if (weaponsArray[importCount].mass !== "") { tempString = weaponsArray[importCount].mass; - importedWeapons["weaponMass"+ID] = getItemMass(tempString, script_name); + tempValue = getItemMass(tempString, script_name); + importedWeapons["weaponMass"+ID] = tempValue; + + // Check for a note on additional copies. + if (weaponsArray[importCount].notes !== "") { + tempString = weaponsArray[importCount].notes; + + if (tempString.includes("number of items")) { + if (equipmentListArrayIndex < maxEquipment) { + itemNumber = getItemNumber(tempString); + + // Fill in ammunition quantity if it hasn't already been assigned. + if (importedWeapons["weaponShots"+ID] === 0) { + importedWeapons["weaponShots"+ID] = itemNumber; + } + + // Assign copies to an open equipment slot. ID changes to the equipment slot. + equipmentListArrayIndex++; + ID = String(equipmentListArrayIndex).padStart(2,'0'); + + tempString = weaponsArray[importCount].name; + tempString += " (" + (itemNumber-1).toString() + ")"; + + importedWeapons["equipText"+ID] = tempString; + importedWeapons["equipMass"+ID] = (itemNumber-1) * tempValue; + } + } + } } else { importedWeapons["weaponMass"+ID] = 0; } - } - + } } - + // Import weapons. importedWeapons.weaponStates = weaponStates; @@ -2402,11 +2446,19 @@ } else if (theSkill.display === ("Weapon Familiarity")) { // Weapon familiarity skill line. - // There should be only one line since Hero Designer lumps them together. + // There will probably be only one line since Hero Designer lumps them together. // We need to break them up. let tempString = theSkill.text; tempString = tempString.replace(/\s\s+/g, " "); + + // Special skillsets to rename. + tempString = tempString.replace("Thrown Knives, Axes, and Darts", "Thrown Weapons"); + tempString = tempString.replace("Javelins and Thrown Spears", "Thrown Spears"); + tempString = tempString.replace("Axes, Maces, Hammers, and Picks", "Hafted Weapons"); + + // Drop WF: tempString = tempString.replace("WF: ", ""); + let weaponFamArrayLength = (tempString.split(",").length - 1); let weaponFamArray = new Array(weaponFamArrayLength); @@ -2939,8 +2991,8 @@ let attribute = skillObject.attribute; let text = skillObject.text; let type = "none"; - let base = skillObject.base; - let levels = skillObject.levels; + let base = parseInt(skillObject.base); + let levels = parseInt(skillObject.levels); let cost = skillObject.cost; if (skillObject.display === ("Skill Levels")) { @@ -2991,6 +3043,33 @@ } else if (text.startsWith("PS")) { // Professional skill. type = "ps"; + } else if (text.includes("Survival") || text.includes("Gambling")) { + // Special skills. + if (text.includes("8-")) { + // It is not clear if a familiarity skill should be odd or even from the costs. + if (base === 1) { + type = "sp2"; + } else if (base === 2) { + type = "sp4"; + } else { + type = "sp6"; + } + } else { + if ((base-levels*2) === 1) { + type = "sp1"; + } else if ((base-levels*2) === 2) { + type = "sp2"; + } else if ((base-levels*2) === 3) { + type = "sp3"; + } else if ((base-levels*2) === 4) { + type = "sp4"; + } else if ((base-levels*2) === 5) { + type = "sp5"; + } else { + // Default of six-point skills unless there is call for higher. + type = "sp6"; + } + } } else if (attribute === "INT") { // Intellect skill. type = "int"; @@ -4218,6 +4297,25 @@ } + var getItemNumber = function (inputString, script_name) { + let outcome = ""; + let startPosition = 0; + let endPosition = 0; + + inputString = inputString.toLowerCase(); + + if (inputString.includes("number of items")) { + endPosition = inputString.indexOf("number of items"); + startPosition = Math.max(endPosition - 3, 1); + outcome = inputString.slice(startPosition, endPosition); + outcome = outcome.replace(/[^\d,-]/g, ""); + outcome = parseInt(outcome)||0; + } + + return outcome; + } + + var getArmorLocations = function (inputString, script_name) { let outcome = ""; let startPosition = 0; diff --git a/HeroSystem6eHeroic_HDImporter/README.MD b/HeroSystem6eHeroic_HDImporter/README.MD index a450cbdf3..e5a0a0287 100644 --- a/HeroSystem6eHeroic_HDImporter/README.MD +++ b/HeroSystem6eHeroic_HDImporter/README.MD @@ -66,14 +66,11 @@ At present, the character sheet has twenty power, ten talent, and ten complicati Powers that add (or subtract) characteristics, movement, and perception abilities should be applied in the appropriate modifier fields. > [!TIP] -> HD Importer will recognize the following key phrases if added to a piece of equipment's notes and attempt to automatically apply the value given. +> HD Importer will recognize the following key phrases if added to a piece of equipment's notes and attempts to automatically apply the value given (parentheses are not strictly required). -### (Max Range: X) +### (Max Range: Xm) or (max range X) A weapon's maximum range. -### (locations: U-V, X-Y, Z) or (loc U-V) -Armor locations - ### (X END/Turn) or (END/Turn: X) If your campaign uses the optional rule of applying END costs to armor, HD Importer will automatically apply the value X. From 0cee75db112a53c28abafcb7a83c2d7c5a67f3f9 Mon Sep 17 00:00:00 2001 From: Villain1nGlasses <85969638+Villain1nGlasses@users.noreply.github.com> Date: Tue, 5 Nov 2024 00:40:47 -0700 Subject: [PATCH 06/21] Fixed knowledge skill type assignment at familiarity level. --- .../2.3/HeroSystem6eHeroic_HDImporter.js | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js b/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js index a96766e00..3b0b04943 100644 --- a/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js +++ b/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js @@ -3007,31 +3007,31 @@ } else if ((base === "0") && (cost === "0")) { // Everyman skill. type = "everyman"; - } else if (text.startsWith("KS") && ((base-levels) === 2)) { + } else if (text.startsWith("KS") && ((base-levels) <= 2)) { // Knowledge Skill type = "ks"; } else if (text.startsWith("KS") && ((base-levels) === 3)) { // Knowledge Skill based on INT. type = "intKS"; - } else if (text.startsWith("CK") && ((base-levels) === 2)) { + } else if (text.startsWith("CK") && ((base-levels) <= 2)) { // City Knowledge Skill type = "ck"; } else if (text.startsWith("CK") && ((base-levels) === 3)) { // City Knowledge Skill based on INT. type = "intCK"; - } else if (text.startsWith("CuK") && ((base-levels) === 2)) { + } else if (text.startsWith("CuK") && ((base-levels) <= 2)) { // Culture Knowledge Skill type = "cuk"; } else if (text.startsWith("CuK") && ((base-levels) === 3)) { // Culture Knowledge Skill based on INT. type = "intCuK"; - } else if (text.startsWith("Science Skill") && ((base-levels) === 2)) { + } else if (text.startsWith("Science Skill") && ((base-levels) <= 2)) { // Science Skill type = "ss"; } else if (text.startsWith("Science Skill") && ((base-levels) === 3)) { // Science Skill based on INT. type = "intSS"; - } else if (text.startsWith("AK") && ((base-levels) === 2)) { + } else if (text.startsWith("AK") && ((base-levels) <= 2)) { // Area Knowledge. type = "ak"; } else if (text.startsWith("AK") && ((base-levels) === 3)) { From 348cafdafaac6c622ed551719ed99ba01c4f3b42 Mon Sep 17 00:00:00 2001 From: Villain1nGlasses <85969638+Villain1nGlasses@users.noreply.github.com> Date: Tue, 5 Nov 2024 22:30:16 -0700 Subject: [PATCH 07/21] Removes Active Points in skill names due to skill enhancers. --- .../2.3/HeroSystem6eHeroic_HDImporter.js | 49 +++++++++++++++++-- 1 file changed, 45 insertions(+), 4 deletions(-) diff --git a/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js b/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js index 3b0b04943..46c76481d 100644 --- a/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js +++ b/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js @@ -42,7 +42,7 @@ (function() { // Constants const versionMod = "2.3"; - const versionSheet = "3.51"; // Note that a newer sheet will make upgrades as well as it can. + const versionSheet = "3.71"; // Note that a newer sheet will make upgrades as well as it can. const needsExportedVersion = new Set(["1.0", "2.0", "2.1", "2.2"]); // HeroSystem6eHeroic.hde versions allowed. const defaultAttributes = { @@ -561,12 +561,18 @@ while ( (importCount < maneuverSlots) && (importCount < maneuverArrayIndex) ) { if (importCount < maneuverArrayIndex) { ID = String(importCount+1).padStart(2,'0'); + tempString = maneuverArray[importCount].name; - if ( maneuverArray[importCount].name.length > nameMax) { - importedManeuvers["martialManeuverName"+ID] = maneuverArray[importCount].name.slice(0, nameMax); + if ( tempString.includes("Weapon Element") ) { + tempString = tempString.replace("Weapon Element", "Element"); + } + + if ( tempString.length > nameMax) { + tempString = tempString.slice(0, nameMax); + importedManeuvers["martialManeuverName"+ID] = tempString; importedManeuvers["martialManeuverEffect"+ID] = maneuverArray[importCount].name + '\n' + maneuverArray[importCount].effect; } else { - importedManeuvers["martialManeuverName"+ID] = maneuverArray[importCount].name; + importedManeuvers["martialManeuverName"+ID] = tempString; importedManeuvers["martialManeuverEffect"+ID] = maneuverArray[importCount].effect; } @@ -3099,10 +3105,16 @@ type = "combat"; } + // Remove unwanted text from skills influenced by enhancers. + if (text.includes("Active Points")) { + text = removeEnhancerText(text); + } + // Try to find the best name of the skill. // It may be in .name, .text, or .display. let name = skillObject.name; + if (name === "") { if ((text !== "") && text.includes("AK: ")) { name = text.replace("AK: ", ""); @@ -3152,6 +3164,35 @@ } + var removeEnhancerText = function(name) { + let startPosition; + let endPosition; + let subStringA; + let subStringB; + + if (name.includes("Active Points")) { + // Split the name into two parts on each side of Active Points. + startPosition = name.indexOf("Active Points"); + endPosition = startPosition+13; + subStringA = name.slice(0, startPosition); + subStringB = name.slice(endPosition); + + // Remove text "XY- (Z " at the end of subStringA. + endPosition = subStringA.lastIndexOf('(') - 3; + subStringA = subStringA.slice(0,endPosition); + + // Remove the first ')' in subStringB. + startPosition = subStringB.indexOf(')'); + subStringB = subStringB.slice(startPosition); + + // Join the subStrings to make a new name. + name = subStringA + subStringB; + } + + return name; + } + + var findEndurance = function(testObject) { // Determine endurance type, advantages, and limitations. // Remove advantage or limitation from tempString so that they aren't counted twice. From b1d00934ce6bc4081c32e8c70f20f28ad7962038 Mon Sep 17 00:00:00 2001 From: Villain1nGlasses <85969638+Villain1nGlasses@users.noreply.github.com> Date: Wed, 6 Nov 2024 14:15:46 -0700 Subject: [PATCH 08/21] Limited mass of additional equipment copies to one decimal place. --- .../2.3/HeroSystem6eHeroic_HDImporter.js | 19 +++++++++++-------- 1 file changed, 11 insertions(+), 8 deletions(-) diff --git a/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js b/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js index 46c76481d..330dfe9c0 100644 --- a/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js +++ b/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js @@ -533,6 +533,7 @@ let temp = 0; let tempString = ""; let diceString = ""; + let tempValue = 0; let tempPosition = 0; const maxManeuvers = 20; const maneuverSlots = 10; @@ -884,8 +885,9 @@ } // Multiply the base mass by the number of copies. - tempString = equipmentListArray[importCount].mass; - importedEquipment["equipMass"+ID] = itemNumber * getItemMass(tempString, script_name); + tempValue = itemNumber * getItemMass(equipmentListArray[importCount].mass, script_name); + tempValue = Math.round(10*tempValue)/10; + importedEquipment["equipMass"+ID] = tempValue; } else { importedEquipment["equipMass"+ID] = 0; } @@ -908,7 +910,6 @@ let importedWeapons = new Array(); const maxAdvantage = 1; const maxWeapons = 5; - let tempValue = 0; importCount = 0; imported = 0; @@ -1016,9 +1017,10 @@ tempString = weaponsArray[importCount].name; tempString += " (" + (itemNumber-1).toString() + ")"; - importedWeapons["equipText"+ID] = tempString; - importedWeapons["equipMass"+ID] = (itemNumber-1) * tempValue; + tempValue = (itemNumber-1) * tempValue; + tempValue = Math.round(10*tempValue)/10; + importedWeapons["equipMass"+ID] = tempValue; } } } @@ -3165,6 +3167,8 @@ var removeEnhancerText = function(name) { + // Here a .replace() function doesn't work because the text to be removed is + // of the form "xx- (x Active Points)." let startPosition; let endPosition; let subStringA; @@ -4339,7 +4343,7 @@ var getItemNumber = function (inputString, script_name) { - let outcome = ""; + let outcome = "1"; let startPosition = 0; let endPosition = 0; @@ -4350,10 +4354,9 @@ startPosition = Math.max(endPosition - 3, 1); outcome = inputString.slice(startPosition, endPosition); outcome = outcome.replace(/[^\d,-]/g, ""); - outcome = parseInt(outcome)||0; } - return outcome; + return parseInt(outcome)||1; } From 23e2e71a72cc0b8678dbf0aea08651342d10e9cb Mon Sep 17 00:00:00 2001 From: Villain1nGlasses <85969638+Villain1nGlasses@users.noreply.github.com> Date: Wed, 6 Nov 2024 22:26:12 -0700 Subject: [PATCH 09/21] Display quantity only for multiple extra weapons in equipment. --- .../2.3/HeroSystem6eHeroic_HDImporter.js | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js b/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js index 330dfe9c0..5eb6e2239 100644 --- a/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js +++ b/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js @@ -1016,7 +1016,11 @@ ID = String(equipmentListArrayIndex).padStart(2,'0'); tempString = weaponsArray[importCount].name; - tempString += " (" + (itemNumber-1).toString() + ")"; + + if (itemNumber > 2) { + tempString += " (" + (itemNumber-1).toString() + ")"; + } + importedWeapons["equipText"+ID] = tempString; tempValue = (itemNumber-1) * tempValue; tempValue = Math.round(10*tempValue)/10; From ee1171d4140a179416119f360b3998d3d632463f Mon Sep 17 00:00:00 2001 From: Villain1nGlasses <85969638+Villain1nGlasses@users.noreply.github.com> Date: Wed, 6 Nov 2024 22:51:16 -0700 Subject: [PATCH 10/21] Fixed basic fluency being mislabeled as native fluency for linguists. --- .../2.3/HeroSystem6eHeroic_HDImporter.js | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js b/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js index 5eb6e2239..b72926f42 100644 --- a/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js +++ b/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js @@ -2649,9 +2649,7 @@ // Determine fluency. if (tempString.includes("native")) { fluency = "native"; - } else if (cost == 0) { - fluency = "native"; - } else if ((cost == 1) && (tempString.includes("literate"))) { + } else if (cost === 0) { fluency = "native"; } else if (tempString.includes("basic")) { fluency = "basic"; @@ -2663,6 +2661,8 @@ fluency = "idiomatic"; } else if (tempString.includes("imitate")) { fluency = "imitate"; + } else if ((cost === 1) && (tempString.includes("literate"))) { + fluency = "native"; } else { fluency = "none"; } From 0d8e86b72420e68671a98f98c8e1a273b798a641 Mon Sep 17 00:00:00 2001 From: Villain1nGlasses <85969638+Villain1nGlasses@users.noreply.github.com> Date: Sun, 10 Nov 2024 00:51:31 -0700 Subject: [PATCH 11/21] Added cost to language skill import. --- .../2.3/HeroSystem6eHeroic_HDImporter.js | 180 ++++++------------ 1 file changed, 61 insertions(+), 119 deletions(-) diff --git a/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js b/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js index b72926f42..ce039d072 100644 --- a/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js +++ b/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js @@ -43,7 +43,7 @@ // Constants const versionMod = "2.3"; const versionSheet = "3.71"; // Note that a newer sheet will make upgrades as well as it can. - const needsExportedVersion = new Set(["1.0", "2.0", "2.1", "2.2"]); // HeroSystem6eHeroic.hde versions allowed. + const needsExportedVersion = new Set(["1.0", "2.0", "2.1", "2.2", "2.3"]); // HeroSystem6eHeroic.hde versions allowed. const defaultAttributes = { @@ -262,11 +262,13 @@ sendChat(script_name, '
Import of ' + character.character_name + ' started.
', null, {noarchive:true}); if (character.version === "1.0") { - sendChat(script_name, "Exported from HERO Designer with \n HeroSystem6eHeroic.hde v1.0. \n Version 2.2 supports additional content."); + sendChat(script_name, "Exported from HERO Designer with \n HeroSystem6eHeroic.hde v1.0. \n Version 2.3 supports additional content."); } else if (character.version === "2.0") { - sendChat(script_name, "Exported from HERO Designer with \n HeroSystem6eHeroic.hde v2.0. \n Version 2.2 supports additional content."); + sendChat(script_name, "Exported from HERO Designer with \n HeroSystem6eHeroic.hde v2.0. \n Version 2.3 supports additional content."); } else if (character.version === "2.1") { - sendChat(script_name, "Exported from HERO Designer with \n HeroSystem6eHeroic.hde v2.1. \n Version 2.2 is available."); + sendChat(script_name, "Exported from HERO Designer with \n HeroSystem6eHeroic.hde v2.1. \n Version 2.3 supports additional content."); + } else if (character.version === "2.2") { + sendChat(script_name, "Exported from HERO Designer with \n HeroSystem6eHeroic.hde v2.2. \n Version 2.3 supports additional content."); } object = null; @@ -565,7 +567,7 @@ tempString = maneuverArray[importCount].name; if ( tempString.includes("Weapon Element") ) { - tempString = tempString.replace("Weapon Element", "Element"); + tempString = tempString.replace("Weapon Element", "WE"); } if ( tempString.length > nameMax) { @@ -748,14 +750,14 @@ let weaponStates = "KKKKKNOOOOOO"; // Read equipment - const maxEquipment = 16; + const maxGear = (character.version >= parseFloat("2.3")||0) ? 42 : 16; let importCount = 0; let imported = 0; let ID = "01"; - // Imports sixteen piece of equipment, skipping empty slots. + // Imports either 42 or 16 pieces of equipment (for version < 2.3), skipping empty slots. - for (importCount = 1; importCount <= maxEquipment; importCount++) { + for (importCount = 1; importCount <= maxGear; importCount++) { ID = String(importCount).padStart(2,'0'); @@ -835,7 +837,7 @@ setAttrs(object.id, {treasures: tempString}); - // Show the Treasures Gear Tab slide where the multipower equipment will appear. + // Show the Treasures Gear Tab slide where details of equipment will appear. setAttrs(object.id, {gearSlideSelection: 3}); } @@ -843,6 +845,7 @@ // Assign to character sheet Equipment List. let importedEquipment = new Array(); + const maxEquipment = 16; importCount = 0; imported = 0; @@ -909,14 +912,15 @@ let importedWeapons = new Array(); const maxAdvantage = 1; - const maxWeapons = 5; + const maxWeapons = 10; importCount = 0; imported = 0; for (importCount = 0; importCount < maxWeapons; importCount++) { - - ID = String(importCount+1).padStart(2,'0'); + + // Weapons 6-10 are numbered 11-15 within the Set A/B framework of the sheet. + ID = (importCount < 5) ? String(importCount+1).padStart(2,'0') : String(importCount+6).padStart(2,'0'); if (importCount < weaponsArrayIndex) { imported += 1; @@ -1003,7 +1007,7 @@ tempString = weaponsArray[importCount].notes; if (tempString.includes("number of items")) { - if (equipmentListArrayIndex < maxEquipment) { + if (equipmentListArrayIndex < maxGear) { itemNumber = getItemNumber(tempString); // Fill in ammunition quantity if it hasn't already been assigned. @@ -1048,16 +1052,17 @@ } // Prepare object of armor defenses. Assign to character sheet Armor List. - + let importedArmor = new Array(); - const maxArmor = 4; // The 4th may be overwritten if the character has resistant protection. + const maxArmor = 8; // The 8th piece will be overwritten if the character has resistant protection. importCount = 0; imported = 0; for (importCount = 0; importCount < maxArmor; importCount++) { - - ID = String(importCount+1).padStart(2,'0'); + + // Armor pieces 5-8 are numbered 11-14 within the Set A/B framework of the sheet. + ID = (importCount < 4) ? String(importCount+1).padStart(2,'0') : String(importCount+7).padStart(2,'0'); tempString = "none"; if (importCount < armorArrayIndex) { @@ -1156,7 +1161,7 @@ for (let i=0; i < equipmentMultipowers.length; i++) { // Get next multipower index. - shieldSearchIndex=equipmentMultipowers[i]; + shieldSearchIndex = equipmentMultipowers[i]; tempString = multipowerArray[shieldSearchIndex].name; tempString = tempString.toLowerCase(); @@ -1235,9 +1240,6 @@ if (i+2 > equipmentMultipowers.length) { // Shield is the last multipower in the list. for (let j = shieldSearchIndex; j 0) { - charMod.armorPD04 += tempValue; + charMod.armorPD14 += tempValue; if ( (specialArray.some(v => tempString.includes(v))) != true) { // We don't want to add overall modifications for special cases. charMod.pdMod += tempValue; } if (!pdAddedToTotal) { - charMod.totalPD04 = tempValue + parseInt(character.pd); + charMod.totalPD14 = tempValue + parseInt(character.pd); pdAddedToTotal = true; } else { - charMod.totalPD04 += tempValue; + charMod.totalPD14 += tempValue; } - charMod.armorName04 = importedPowers["powerName"+ID]; - charMod.armorLocations04 = "3-18"; + charMod.armorName14 = importedPowers["powerName"+ID]; + charMod.armorLocations14 = "3-18"; tempObject = (requiresRoll(powerArray[importCount].text)); if (tempObject.hasRoll) { - charMod.armorActivation04 = tempObject.skillRoll; + charMod.armorActivation14 = tempObject.skillRoll; } else { - charMod.armorActivation04 = 18; + charMod.armorActivation14 = 18; } } tempValue = getResistantED(powerArray[importCount].text, script_name); if (tempValue > 0) { - charMod.armorED04 += tempValue; + charMod.armorED14 += tempValue; if ( (specialArray.some(v => tempString.includes(v))) != true) { // We don't want to add overall modifications for special cases. charMod.edMod += tempValue; } if (!edAddedToTotal) { - charMod.totalED04 = tempValue + parseInt(character.ed); + charMod.totalED14 = tempValue + parseInt(character.ed); edAddedToTotal = true; } else { - charMod.totalED04 += tempValue; + charMod.totalED14 += tempValue; } - charMod.armorName04 = importedPowers["powerName"+ID]; - charMod.armorLocations04 = "3-18"; + charMod.armorName14 = importedPowers["powerName"+ID]; + charMod.armorLocations14 = "3-18"; tempObject = (requiresRoll(powerArray[importCount].text)); if (tempObject.hasRoll) { - charMod.armorActivation04 = tempObject.skillRoll; + charMod.armorActivation14 = tempObject.skillRoll; } else { - charMod.armorActivation04 = 18; + charMod.armorActivation14 = 18; } } } @@ -2033,18 +2035,18 @@ } if ( (powerArray[importCount].text).includes("Resistant")) { - charMod.armorPD04 += parseInt(character.pd); + charMod.armorPD14 += parseInt(character.pd); if (!pdAddedToTotal) { - charMod.totalPD04 += parseInt(character.pd); + charMod.totalPD14 += parseInt(character.pd); pdAddedToTotal = true; } - charMod.armorName04 = importedPowers["powerName"+ID]; - charMod.armorLocations04 = "3-18"; + charMod.armorName14 = importedPowers["powerName"+ID]; + charMod.armorLocations14 = "3-18"; tempObject = (requiresRoll(powerArray[importCount].text)); if (tempObject.hasRoll) { - charMod.armorActivation04 = tempObject.skillRoll; + charMod.armorActivation14 = tempObject.skillRoll; } else { - charMod.armorActivation04 = 18; + charMod.armorActivation14 = 18; } } } @@ -2055,18 +2057,18 @@ } if ( (powerArray[importCount].text).includes("Resistant") ) { - charMod.armorED04 += parseInt(character.ed); + charMod.armorED14 += parseInt(character.ed); if (!edAddedToTotal) { - charMod.totalED04 += parseInt(character.ed); + charMod.totalED14 += parseInt(character.ed); edAddedToTotal = true; } - charMod.armorName04 = importedPowers["powerName"+ID]; - charMod.armorLocations04 = "3-18"; + charMod.armorName14 = importedPowers["powerName"+ID]; + charMod.armorLocations14 = "3-18"; tempObject = (requiresRoll(powerArray[importCount].text)); if (tempObject.hasRoll) { - charMod.armorActivation04 = tempObject.skillRoll; + charMod.armorActivation14 = tempObject.skillRoll; } else { - charMod.armorActivation04 = 18; + charMod.armorActivation14 = 18; } } } @@ -2628,8 +2630,10 @@ // This function is called when a skill is identified as an enhancer. // The skills' text will determine which enhancer it is. // let languages; - - let language; + + var ID = String(languageIndex+41).padStart(2,'0'); + var language = new Object(); + let name = languageObject.name; let tempString = languageObject.text; if (name === "") { @@ -2649,8 +2653,10 @@ // Determine fluency. if (tempString.includes("native")) { fluency = "native"; - } else if (cost === 0) { + } else if ( tempString.includes("idiomatic") && (cost < 2)) { fluency = "native"; + } else if ( tempString.includes("imitate") && (cost < 3)) { + fluency = "nativePlus"; } else if (tempString.includes("basic")) { fluency = "basic"; } else if (tempString.includes("completely")) { @@ -2661,8 +2667,6 @@ fluency = "idiomatic"; } else if (tempString.includes("imitate")) { fluency = "imitate"; - } else if ((cost === 1) && (tempString.includes("literate"))) { - fluency = "native"; } else { fluency = "none"; } @@ -2676,72 +2680,10 @@ } // Assign this language to the character sheet. - - switch(languageIndex) { - case 0: - language = { - skillName41: name, - skillFluency41: fluency, - skillLiteracy41: literacy - } - break; - case 1: - language = { - skillName42: name, - skillFluency42: fluency, - skillLiteracy42: literacy - } - break; - case 2: - language = { - skillName43: name, - skillFluency43: fluency, - skillLiteracy43: literacy - } - break; - case 3: - language = { - skillName44: name, - skillFluency44: fluency, - skillLiteracy44: literacy - } - break; - case 4: - language = { - skillName45: name, - skillFluency45: fluency, - skillLiteracy45: literacy - } - break; - case 5: - language = { - skillName46: name, - skillFluency46: fluency, - skillLiteracy46: literacy - } - break; - case 6: - language = { - skillName47: name, - skillFluency47: fluency, - skillLiteracy47: literacy - } - break; - case 7: - language = { - skillName48: name, - skillFluency48: fluency, - skillLiteracy48: literacy - } - break; - default: - // Last language slot available. - language = { - skillName49: name, - skillFluency49: fluency, - skillLiteracy49: literacy - } - } + language["skillName"+ID] = name; + language["skillFluency"+ID] = fluency; + language["skillLiteracy"+ID] = literacy; + language["skillCP"+ID] = cost; setAttrs(object.id, language); From d5d1a16fc614550b4df803297e34517f4716874f Mon Sep 17 00:00:00 2001 From: Villain1nGlasses <85969638+Villain1nGlasses@users.noreply.github.com> Date: Sun, 10 Nov 2024 01:05:08 -0700 Subject: [PATCH 12/21] Added Forgery to Special Cost skills. --- .../2.3/HeroSystem6eHeroic_HDImporter.js | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js b/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js index ce039d072..22414bf78 100644 --- a/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js +++ b/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js @@ -2997,7 +2997,7 @@ } else if (text.startsWith("PS")) { // Professional skill. type = "ps"; - } else if (text.includes("Survival") || text.includes("Gambling")) { + } else if (text.includes("Survival") || text.includes("Gambling") || text.includes("Forgery")) { // Special skills. if (text.includes("8-")) { // It is not clear if a familiarity skill should be odd or even from the costs. From 7f7229bbcee02d93f5ff8c53a6bbd45c9ba00737 Mon Sep 17 00:00:00 2001 From: Villain1nGlasses <85969638+Villain1nGlasses@users.noreply.github.com> Date: Mon, 11 Nov 2024 01:34:02 -0700 Subject: [PATCH 13/21] Added equipment keyword and fixed everyman PS. --- .../2.3/HeroSystem6eHeroic_HDImporter.js | 13 +++++-------- 1 file changed, 5 insertions(+), 8 deletions(-) diff --git a/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js b/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js index 22414bf78..bb02e2421 100644 --- a/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js +++ b/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js @@ -773,13 +773,13 @@ multipowerArray[multipowerArrayIndex]=equipmentArray[equipmentArrayIndex]; multipowerArrayIndex++; - } else if ((equipmentArray[equipmentArrayIndex].defense !== "") && (equipmentArray[equipmentArrayIndex].defense === "true")) { + } else if ((equipmentArray[equipmentArrayIndex].defense !== "") && (equipmentArray[equipmentArrayIndex].defense === "true") && (equipmentArray[equipmentArrayIndex].notes.toLowerCase().includes("equipment") !== true)) { // If the item is a defense add it to the armor list. // This will need to be updated for shields. armorArray[armorArrayIndex]=equipmentArray[equipmentArrayIndex]; armorArrayIndex++; - } else if ((equipmentArray[equipmentArrayIndex].attack !== "") && (equipmentArray[equipmentArrayIndex].damage !== "") && (equipmentArray[equipmentArrayIndex].attack === "true")) { + } else if ((equipmentArray[equipmentArrayIndex].attack !== "") && (equipmentArray[equipmentArrayIndex].damage !== "") && (equipmentArray[equipmentArrayIndex].attack === "true") && (equipmentArray[equipmentArrayIndex].notes.toLowerCase().includes("equipment") !== true) ) { // If the item is a damage attack add it to the weapon list. weaponsArray[weaponsArrayIndex]=equipmentArray[equipmentArrayIndex]; weaponsArrayIndex++; @@ -2955,9 +2955,9 @@ } else if (skillObject.text.includes("three pre-defined Skills")) { // Three-group skill. type = "group"; - } else if ((base === "0") && (cost === "0") && skillObject.text.includes("11-")) { - // Everyman professional skill. - type = "everymanPS"; + } else if (text.startsWith("PS")) { + // Professional skill. + type = (cost === "0") ? "everymanPS" : "ps"; } else if ((base === "0") && (cost === "0")) { // Everyman skill. type = "everyman"; @@ -2994,9 +2994,6 @@ } else if (text.startsWith("TF")) { // Transport familiarity. type = "tf"; - } else if (text.startsWith("PS")) { - // Professional skill. - type = "ps"; } else if (text.includes("Survival") || text.includes("Gambling") || text.includes("Forgery")) { // Special skills. if (text.includes("8-")) { From b2e0dd07a77f71229b55f615b3c38fbe8ede74b3 Mon Sep 17 00:00:00 2001 From: Villain1nGlasses <85969638+Villain1nGlasses@users.noreply.github.com> Date: Tue, 12 Nov 2024 16:09:22 -0700 Subject: [PATCH 14/21] Cleanup to appearane of additional maneuvers in treasures. --- .../2.3/HeroSystem6eHeroic_HDImporter.js | 74 ++++++++++--------- 1 file changed, 39 insertions(+), 35 deletions(-) diff --git a/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js b/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js index bb02e2421..2000fb176 100644 --- a/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js +++ b/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic_HDImporter.js @@ -42,7 +42,7 @@ (function() { // Constants const versionMod = "2.3"; - const versionSheet = "3.71"; // Note that a newer sheet will make upgrades as well as it can. + const versionSheet = "3.8"; // Note that a newer sheet will make upgrades as well as it can. const needsExportedVersion = new Set(["1.0", "2.0", "2.1", "2.2", "2.3"]); // HeroSystem6eHeroic.hde versions allowed. const defaultAttributes = { @@ -660,19 +660,22 @@ if (maneuverArrayIndex > maneuverSlots) { let extras = 0; + tempString = "Additional Maneuvers \n"; + for (let i = maneuverSlots; i < maneuverArrayIndex; i++) { - tempString = tempString + maneuverArray[i].name + "\n"; - tempString = tempString + "CP: " + maneuverArray[i].points + "\n"; + tempString += maneuverArray[i].name + '\n'; + tempString += '\t' + "CP: " + maneuverArray[i].points + " "; if (maneuverArray[i].ocv !== "") { - tempString = tempString + "OCV: " + maneuverArray[i].ocv + "\n"; + tempString += "OCV: " + maneuverArray[i].ocv + " "; } if (maneuverArray[i].dcv !== "") { - tempString = tempString + "DCV: " + maneuverArray[i].dcv + "\n"; + tempString += "DCV: " + maneuverArray[i].dcv + " "; } if (maneuverArray[i].phase !== "") { - tempString = tempString + "Phase: " + maneuverArray[i].phase + "\n"; + tempString += "Phase: " + maneuverArray[i].phase + '\n'; } - tempString = tempString + maneuverArray[i].effect + "\n" + "\n"; + tempString += '\t' + maneuverArray[i].effect; + tempString += "\n \n"; extras++; } @@ -684,8 +687,8 @@ } } - if ( (typeof character.treasures != "undefined") && (character.treasures !== "")) { - tempString = character.treasures + '\n' + '\n' + tempString.trim(); + if ( (typeof character.treasures !== "undefined") && (character.treasures !== "")) { + tempString = character.treasures + "\n \n" + tempString.trim(); } else { tempString = tempString.trim(); } @@ -750,7 +753,7 @@ let weaponStates = "KKKKKNOOOOOO"; // Read equipment - const maxGear = (character.version >= parseFloat("2.3")||0) ? 42 : 16; + const maxGear = (character.version >= parseFloat("2.3")||0) ? 50 : 16; let importCount = 0; let imported = 0; let ID = "01"; @@ -835,17 +838,17 @@ tempString = tempString.trim(); } - setAttrs(object.id, {treasures: tempString}); - - // Show the Treasures Gear Tab slide where details of equipment will appear. - setAttrs(object.id, {gearSlideSelection: 3}); + setAttrs(object.id, { + treasures: tempString, + gearSlideSelection: 3 + }); } // Prepare object of items that are not weapons or armor. // Assign to character sheet Equipment List. let importedEquipment = new Array(); - const maxEquipment = 16; + const maxEquipment = 32; importCount = 0; imported = 0; @@ -888,7 +891,7 @@ } // Multiply the base mass by the number of copies. - tempValue = itemNumber * getItemMass(equipmentListArray[importCount].mass, script_name); + tempValue = itemNumber * getItemMass(equipmentListArray[importCount].mass, script_name, 2); tempValue = Math.round(10*tempValue)/10; importedEquipment["equipMass"+ID] = tempValue; } else { @@ -999,7 +1002,7 @@ // Get weapon mass. if (weaponsArray[importCount].mass !== "") { tempString = weaponsArray[importCount].mass; - tempValue = getItemMass(tempString, script_name); + tempValue = getItemMass(tempString, script_name, 1); importedWeapons["weaponMass"+ID] = tempValue; // Check for a note on additional copies. @@ -1124,7 +1127,7 @@ // Get armor mass. if (armorArray[importCount].mass !== "") { tempString = armorArray[importCount].mass; - importedArmor["armorMass"+ID] = getItemMass(tempString, script_name); + importedArmor["armorMass"+ID] = getItemMass(tempString, script_name, 1); } else { importedArmor["armorMass"+ID] = 0; } @@ -1185,7 +1188,7 @@ // Get weapon mass. if (multipowerArray[shieldSearchIndex].mass !== "") { tempString = multipowerArray[shieldSearchIndex].mass; - importedShield.shieldMass = getItemMass(tempString, script_name); + importedShield.shieldMass = getItemMass(tempString, script_name, 1); } else { importedShield.shieldMass = 0; } @@ -1977,15 +1980,15 @@ tempString = (powerArray[importCount].text).toLowerCase(); if (theEffect === "Resistant Protection") { - if ( (typeof powerArray[importCount].text != "undefined") && (powerArray[importCount].text != "") ) { + if ( (typeof powerArray[importCount].text !== "undefined") && (powerArray[importCount].text !== "") ) { if(verbose) { sendChat(script_name, "Created Resistant Protection armor."); } tempValue = getResistantPD(powerArray[importCount].text, script_name); if (tempValue > 0) { - charMod.armorPD14 += tempValue; - if ( (specialArray.some(v => tempString.includes(v))) != true) { + charMod.armorPD14 = tempValue; + if ( (specialArray.some(v => tempString.includes(v))) !== true) { // We don't want to add overall modifications for special cases. charMod.pdMod += tempValue; } @@ -1993,7 +1996,7 @@ charMod.totalPD14 = tempValue + parseInt(character.pd); pdAddedToTotal = true; } else { - charMod.totalPD14 += tempValue; + charMod.totalPD14 = tempValue; } charMod.armorName14 = importedPowers["powerName"+ID]; charMod.armorLocations14 = "3-18"; @@ -2007,8 +2010,8 @@ tempValue = getResistantED(powerArray[importCount].text, script_name); if (tempValue > 0) { - charMod.armorED14 += tempValue; - if ( (specialArray.some(v => tempString.includes(v))) != true) { + charMod.armorED14 = tempValue; + if ( (specialArray.some(v => tempString.includes(v))) !== true) { // We don't want to add overall modifications for special cases. charMod.edMod += tempValue; } @@ -2016,7 +2019,7 @@ charMod.totalED14 = tempValue + parseInt(character.ed); edAddedToTotal = true; } else { - charMod.totalED14 += tempValue; + charMod.totalED14 = tempValue; } charMod.armorName14 = importedPowers["powerName"+ID]; charMod.armorLocations14 = "3-18"; @@ -2029,15 +2032,15 @@ } } } else if (theEffect === "Base PD Mod") { - if ( (typeof powerArray[importCount].text != "undefined") && (powerArray[importCount].text != "") ) { + if ( (typeof powerArray[importCount].text !== "undefined") && (powerArray[importCount].text !== "") ) { if(verbose) { sendChat(script_name, "Added Resistant PD to armor."); } if ( (powerArray[importCount].text).includes("Resistant")) { - charMod.armorPD14 += parseInt(character.pd); + charMod.armorPD14 = parseInt(character.pd); if (!pdAddedToTotal) { - charMod.totalPD14 += parseInt(character.pd); + charMod.totalPD14 = parseInt(character.pd); pdAddedToTotal = true; } charMod.armorName14 = importedPowers["powerName"+ID]; @@ -2051,15 +2054,15 @@ } } } else if (theEffect === "Base ED Mod") { - if ( (typeof powerArray[importCount].text != "undefined") && (powerArray[importCount].text != "") ) { + if ( (typeof powerArray[importCount].text !== "undefined") && (powerArray[importCount].text !== "") ) { if(verbose) { sendChat(script_name, "Added Resistant ED to armor."); } if ( (powerArray[importCount].text).includes("Resistant") ) { - charMod.armorED14 += parseInt(character.ed); + charMod.armorED14 = parseInt(character.ed); if (!edAddedToTotal) { - charMod.totalED14 += parseInt(character.ed); + charMod.totalED14 = parseInt(character.ed); edAddedToTotal = true; } charMod.armorName14 = importedPowers["powerName"+ID]; @@ -4532,13 +4535,14 @@ } - var getItemMass = function(massString, script_name) { - // Remove units from mass and round to one decimal. + var getItemMass = function(massString, script_name, decimalPlaces) { + // Remove units from mass and round to one or two decimal places. let mass = 0; + let roundingFactor = (decimalPlaces === 1) ? 10 : 100; if (massString !== "") { massString = parseFloat(massString.replace(/[^\d.-]/g, "")); - mass = Math.round(10*massString)/10; + mass = Math.round(roundingFactor*massString)/roundingFactor; } return mass; From db14b5559c3e59c2bc41729d5e273111a2e73631 Mon Sep 17 00:00:00 2001 From: Villain1nGlasses <85969638+Villain1nGlasses@users.noreply.github.com> Date: Wed, 13 Nov 2024 13:46:32 -0700 Subject: [PATCH 15/21] Updated sample characters, README. --- .../2.3/HeroSystem6eHeroic.hde | 1400 ++++++++++++++++- .../2.3/Sample_Character.TXT | 2 +- .../2.3/Sample_Character.hdc | Bin 127314 -> 166000 bytes .../2.3/Sample_Character_MA.TXT | 2 +- .../2.3/Sample_Character_MA.hdc | Bin 108564 -> 148104 bytes HeroSystem6eHeroic_HDImporter/README.MD | 18 +- HeroSystem6eHeroic_HDImporter/script.json | 4 +- 7 files changed, 1413 insertions(+), 13 deletions(-) diff --git a/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic.hde b/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic.hde index 60e3a1e55..808d52151 100644 --- a/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic.hde +++ b/HeroSystem6eHeroic_HDImporter/2.3/HeroSystem6eHeroic.hde @@ -1,4 +1,4 @@ -HeroSystem6eHeroic

HeroSystem6eHeroic

Version 2.2

Export format for the Roll20 API script HeroSystem6eHeroic_HDImporter, which imports Hero Designer characters into the HeroSystem6eHeroic character sheet.

For documentation see https://github.com/Roll20/roll20-api-scripts/tree/master/HeroSystem6eHeroic_HDImporter

By Villain In Glasses (Roll20 ID 633423)

+HeroSystem6eHeroic

HeroSystem6eHeroic

Version 2.3

Export format for the Roll20 API script HeroSystem6eHeroic_HDImporter, which imports Hero Designer characters into the HeroSystem6eHeroic character sheet.

For documentation see https://github.com/Roll20/roll20-api-scripts/tree/master/HeroSystem6eHeroic_HDImporter

By Villain In Glasses (Roll20 ID 633423)

txt !hero --import { "character":{ @@ -692,7 +692,1401 @@ "notes":"" - 16} + 16}, + "equipment17":{17 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 17}, + "equipment18":{18 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 18}, + "equipment19":{19 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 19}, + "equipment20":{20 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 20}, + "equipment21":{21 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 21}, + "equipment22":{22 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 22}, + "equipment23":{23 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 23}, + "equipment24":{24 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 24}, + "equipment25":{25 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 25}, + "equipment26":{26 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 26}, + "equipment27":{27 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 27}, + "equipment28":{28 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 28}, + "equipment29":{29 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 29}, + "equipment30":{30 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 30}, + "equipment31":{31 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 31}, + "equipment32":{32 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 32}, + "equipment33":{33 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 33}, + "equipment34":{34 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 34}, + "equipment35":{35 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 35}, + "equipment36":{36 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 36}, + "equipment37":{37 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 37}, + "equipment38":{38 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 38}, + "equipment39":{39 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 39}, + "equipment40":{40 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 40}, + "equipment41":{41 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 41}, + "equipment42":{42 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 42}, + "equipment43":{43 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 43}, + "equipment44":{44 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 44}, + "equipment45":{45 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 45}, + "equipment46":{46 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 46}, + "equipment47":{47 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 47}, + "equipment48":{48 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 48}, + "equipment49":{49 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 49}, + "equipment50":{50 + + + "name":"(Multipower) ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"(MPSlot ", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + + + "name":"", + "text":"", + "damage":"", + "end":"", + "range":"", + "mass":"", + "attack":"true", + "defense":"true", + "notes":"" + + + 50} }, "maneuvers":{ "maneuver01":{ @@ -3518,7 +4912,7 @@ "timeStamp":"", "genre":"", "campaign":"", - "version":"2.2", + "version":"2.3", "HeroSystem6eHeroic":"true" } } diff --git a/HeroSystem6eHeroic_HDImporter/2.3/Sample_Character.TXT b/HeroSystem6eHeroic_HDImporter/2.3/Sample_Character.TXT index e427167b5..ec1d57c33 100644 --- a/HeroSystem6eHeroic_HDImporter/2.3/Sample_Character.TXT +++ b/HeroSystem6eHeroic_HDImporter/2.3/Sample_Character.TXT @@ -1 +1 @@ - !hero --import { "character":{ "character_name":"Darci", "character_title":"Fae-Cursed", "height":"1.66 m", "weight":"60.00 kg", "eyes":"Brown", "hair":"Brown", "backgroundText":"Darci grew up in a small highland village, the daughter of a village healer, with no ambition save to learn her mother's trade. Her life was turned upside down when she encountered a trol while out collection herbs in the woods. The troll promised to tell her secrets of Fae magic in return for her friendship. Darci has regretted her kindness ever since. Exiled and feard by common folk and given little help by the Fae, Darci has found safety in the service of a mercenary company.", "historyText":"", "appearance":"", "tactics":"", "campaignUse":"", "quote":"Village Herbalist", "experience":"0", "experienceBenefit":"0", "strength":"17", "dexterity":"13", "constitution":"18", "intelligence":"18", "ego":"13", "presence":"10", "ocv":"4", "dcv":"4", "omcv":"3", "dmcv":"3", "speed":"4", "pd":"4", "ed":"3", "body":"14", "stun":"28", "endurance":"40", "recovery":"9", "running":"12", "leaping":"4", "swimming":"6", "equipment":{ "equipment01":{ "name":"Bronze Maille", "text":"Resistant Protection (4 PD/4 ED) (12 Active Points); Normal Mass (-1), OIF (-1/2), Requires A Roll (11- roll; Locations 7-14; -1/2), Real Armor (-1/4)", "damage":"", "end":"0", "range":"", "mass":"11.40kg", "attack":"", "defense":"true", "notes":"(2 END/turn)" }, "equipment02":{ "name":"Bronze Cap", "text":"Resistant Protection (5 PD/5 ED) (15 Active Points); Normal Mass (-1), OIF (-1/2), Real Armor (-1/4)", "damage":"", "end":"0", "range":"", "mass":"0.83kg", "attack":"", "defense":"true", "notes":"(Locations 5)" }, "equipment03":{ "name":"High Boots, Gloves", "text":"Resistant Protection (2 PD/2 ED) (6 Active Points); Normal Mass (-1), OIF (-1/2), Real Armor (-1/4)", "damage":"", "end":"0", "range":"", "mass":"1.20kg", "attack":"", "defense":"true", "notes":"(Locations 16-18, 6-7)" }, "equipment04":{ "name":"Bronze Battle Axe", "text":"(Total: 46 Active Cost, 16 Real Cost) Killing Attack - Hand-To-Hand 2d6 (3d6 w/STR), Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1), STR Min: 13 (-1/2), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 15) plus (1 Active Points) (Real Cost: 1)", "damage":"2d6 (3d6 w/STR)", "end":"0", "range":"", "mass":"1.60kg", "attack":"true", "defense":"", "notes":"" }, "equipment05":{ "name":"Bronze Dagger", "text":"Killing Attack - Hand-To-Hand 1d6-1 (1d6 w/STR), Range Based On STR (+1/4), Reduced Endurance (0 END; +1/2) (17 Active Points); OAF (-1), Real Weapon (-1/4), STR Minimum 6 (-1/4)", "damage":"1d6-1 (1d6 w/STR)", "end":"0", "range":"var.", "mass":"0.80kg", "attack":"true", "defense":"", "notes":"" }, "equipment06":{ "name":"Winter Coat", "text":"Life Support (Safe in Intense Cold) (2 Active Points); OIF (-1/2)", "damage":"", "end":"0", "range":"", "mass":"3.30kg", "attack":"", "defense":"", "notes":"" }, "equipment07":{ "name":"(Multipower) Small Shield", "text":"Multipower, 5-point reserve, (5 Active Points); all slots OAF (-1), STR Min 6 (-1/4)", "damage":"", "end":"", "range":"", "mass":"3.00kg", "attack":"", "defense":"", "notes":"" }, "equipment08":{ "name":"(MPSlot1) ", "text":"+1 DCV (5 Active Points); OAF (-1), Real Armor (-1/4), STR Min 6 (-1/4)", "damage":"", "end":"", "range":"", "mass":"", "attack":"", "defense":"", "notes":"" }, "equipment09":{ "name":"(MPSlot2) Bash", "text":"Hand-To-Hand Attack +1d6 (5 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), Side Effects -1 OCV, Side Effect occurs automatically whenever Power is used (-1/2), Real Weapon (-1/4), STR Min 6 (-1/4)", "damage":"1d6", "end":"1", "range":"", "mass":"", "attack":"true", "defense":"", "notes":"" }, "equipment10":{ "name":"Healing Potion", "text":"Healing BODY 4d6 (40 Active Points); 3 Charges which Never Recover (-3 1/4), OAF Fragile (-1 1/4), Extra Time (Full Phase, -1/2), Gestures (-1/4)", "damage":"4d6", "end":"[3 nr]", "range":"", "mass":"1.30kg", "attack":"", "defense":"", "notes":"" }, "equipment11":{}, "equipment12":{}, "equipment13":{}, "equipment14":{}, "equipment15":{}, "equipment16":{} }, "maneuvers":{ "maneuver01":{ }, "maneuver02":{ }, "maneuver03":{ }, "maneuver04":{ }, "maneuver05":{ }, "maneuver06":{ }, "maneuver07":{ }, "maneuver08":{ }, "maneuver09":{ }, "maneuver10":{ }, "maneuver11":{ }, "maneuver12":{ }, "maneuver13":{ }, "maneuver14":{ }, "maneuver15":{ }, "maneuver16":{ }, "maneuver17":{ }, "maneuver18":{ }, "maneuver19":{ }, "maneuver20":{ } }, "perks":{ "perk01":{ "type":"Fringe Benefit", "points":"1", "text":"Member of a Mercenary Company Fringe Benefit (0 Active Points)", "notes":"Some Perks Notes." }, "perk02":{ "type":"Fringe Benefit", "points":"1", "text":"Low-ranking member of Fae Society Fringe Benefit (0 Active Points)", "notes":"" }, "perk03":{ }, "perk04":{ }, "perk05":{ }, "perk06":{ }, "perk07":{ }, "perk08":{ }, "perk09":{ }, "perk10":{ } }, "talents":{}, "complications":{ "complication01":{ "type":"Social Complication", "points":"10", "text":"Social Complication: Regarded as fae-touched and cursed. Frequently, Minor", "notes":"The mortal world tends to distrust anyone or anything touched by Fae." }, "complication02":{ "type":"Hunted", "points":"15", "text":"Hunted: Hunted by agents of Summer. Frequently (Mo Pow; Mildly Punish)", "notes":"While Darci hasn't reached the notoriety that would attract more dangerous agents, Summer won't hesitate to torment her and her companions." }, "complication03":{ "type":"Distinctive Features", "points":"5", "text":"Distinctive Features: Peculiar smell and hard-to-pin-down appearance. Not quite human. Trollish, to those who know of fae. (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)", "notes":"" }, "complication04":{ "type":"Psychological Complication", "points":"20", "text":"Psychological Complication: Finds the touch of iron uncomfortable and won't wear iron armor or jewelry or use iron tools. (Very Common; Strong)", "notes":"" }, "complication05":{}, "complication06":{}, "complication07":{}, "complication08":{}, "complication09":{}, "complication10":{}, "complication11":{}, "complication12":{}, "complication13":{}, "complication14":{}, "complication15":{}, "complication16":{}, "complication17":{}, "complication18":{}, "complication19":{}, "complication20":{} }, "powers":{ "power01":{ "name":"Bile and Acid", "base":"15", "text":"Killing Attack - Ranged 1d6, Area Of Effect (4 2m Areas; +1/2), Damage Over Time, Target's defenses only apply once (3 damage increments, damage occurs every four Segments, can be negated by Water; +2 1/2) (60 Active Points); 3 Recoverable Charges (-3/4), Extra Time (Full Phase, -1/2), No Range (-1/2), Gestures (Requires both hands; -1/2), Side Effects (1d6+1d3 drain STUN; -1/4), Concentration (1/2 DCV; -1/4), Limited Power Power loses about a fourth of its effectiveness (Does not work in water; -1/4), Requires A Roll (Skill roll, -1 per 20 Active Points modifier; Magic Roll; -1/4)", "notes":"The effects of this spell aren't pretty, but they get the job done.", "cost":"14", "endurance":"[3 rc]", "damage":"1d6", "compound":"false" }, "power02":{ "name":"Pneuma", "base":"30", "text":"Killing Attack - Ranged 2d6, Invisible Power Effects (Inobvious to [one Sense Group]; +1/4) (37 Active Points); Requires A Roll (Skill roll; -1/2), Gestures (-1/4), Incantations (-1/4), Beam (-1/4), Limited Power Power loses about a fourth of its effectiveness (Does not work under water; -1/4)", "notes":"A pneuma is an invisible dart, which Darci draws from her breath with an exaggerated motion and throws at her target.", "cost":"15", "endurance":"4", "damage":"2d6", "compound":"false" }, "power03":{ "name":"Self Renewal", "base":"55", "text":"Healing BODY 5d6, Can Heal Limbs (55 Active Points); Increased Endurance Cost (x6 END; -2 1/2), Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 1/2), OAF (Eat a sprig of evergreen; -1), Gestures (Requires both hands; -1/2), Life Energy Modifier Power loses about a third of its effectiveness (-1/2), Self Only Power loses about a third of its effectiveness (-1/2), Incantations (-1/4), Requires A Roll (Characteristic roll, -1 per 20 Active Points modifier; -1/4)", "notes":"Darci can draw from the regenerative powers of trolls after an intense and painful bout of concentration.", "cost":"6", "endurance":"30", "damage":"5d6", "compound":"false" }, "power04":{ "name":"Underdark Eyes", "base":"5", "text":"Nightvision (5 Active Points); Gestures (Requires both hands; -1/2), Requires A Roll (11- roll; -1/2), Incantations (-1/4)", "notes":"Trolls may be unpleasant creatures, but they can see in the dark.", "cost":"2", "endurance":"0", "damage":"", "compound":"false" }, "power05":{ "name":"Winter's Shawl", "base":"12", "text":"Life Support (Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Safe in Intense Cold) (12 Active Points); Costs Endurance (-1/2), Requires A Roll (11- roll; -1/2), Incantations (-1/4)", "notes":"The trolls of the Winter Court can survive most any natural storm or plague.", "cost":"5", "endurance":"1", "damage":"", "compound":"false" }, "power06":{ "name":"Fae Sense", "base":"10", "text":"Detect Magic A Class Of Things 13- (no Sense Group), Range (10 Active Points); Increased Endurance Cost (x4 END; -3/4), Gestures (Requires both hands; -1/2), Requires A Roll (11- roll; -1/2), Incantations (-1/4), Costs Endurance (Only Costs END to Activate; -1/4)", "notes":"The Fae have a knack for spotting ley lines and other magics in their enviornment.", "cost":"3", "endurance":"4", "damage":"13-", "compound":"false" }, "power07":{ }, "power08":{ }, "power09":{ }, "power10":{ }, "power11":{ }, "power12":{ }, "power13":{ }, "power14":{ }, "power15":{ }, "power16":{ }, "power17":{ }, "power18":{ }, "power19":{ }, "power20":{ }, "power21":{ }, "power22":{ }, "power23":{ }, "power24":{ }, "power25":{ }, "power26":{ }, "power27":{ }, "power28":{ }, "power29":{ }, "power30":{ } }, "skills": { "skill01": { "name":"", "enhancer":"", "text":"PS: Soldier 11-", "display":"Professional Skill", "attribute":"GENERAL", "base":"2", "levels":"0", "cost":"2" }, "skill02": { "name":"", "enhancer":"", "text":"PS: Herbalist 11-", "display":"Professional Skill", "attribute":"GENERAL", "base":"0", "levels":"0", "cost":"0" }, "skill03": { "name":"", "enhancer":"", "text":"Language: Clan's Tongue (basic conversation; literate) (2 Active Points)", "display":"Language", "attribute":"GENERAL", "base":"2", "levels":"0", "cost":"0" }, "skill04": { "name":"", "enhancer":"", "text":"Language: King's Tongue (fluent conversation)", "display":"Language", "attribute":"GENERAL", "base":"2", "levels":"0", "cost":"2" }, "skill05": { "name":"", "enhancer":"", "text":"Language: Fae (completely fluent; literate)", "display":"Language", "attribute":"GENERAL", "base":"4", "levels":"0", "cost":"4" }, "skill06": { "name":"", "enhancer":"", "text":"+3 Battleaxe", "display":"Combat Skill Levels", "attribute":"GENERAL", "base":"6", "levels":"3", "cost":"6" }, "skill07": { "name":"Fae Society", "enhancer":"", "text":"KS 11-", "display":"KS", "attribute":"GENERAL", "base":"2", "levels":"0", "cost":"2" }, "skill08": { "name":"Clan Lands", "enhancer":"", "text":"AK 11-", "display":"Knowledge Skill", "attribute":"GENERAL", "base":"2", "levels":"0", "cost":"2" }, "skill09": { "name":"Common Melee", "enhancer":"", "text":"WF: Common Melee Weapons", "display":"Weapon Familiarity", "attribute":"GENERAL", "base":"2", "levels":"0", "cost":"2" }, "skill10": { "name":"Power Skill Fae Magic", "enhancer":"", "text":"Power 15-", "display":"Power", "attribute":"INT", "base":"7", "levels":"2", "cost":"7" }, "skill11": { "name":"", "enhancer":"", "text":"Stealth 12-", "display":"Stealth", "attribute":"DEX", "base":"3", "levels":"0", "cost":"3" }, "skill12": { "name":"", "enhancer":"", "text":"Teamwork 12-", "display":"Teamwork", "attribute":"DEX", "base":"3", "levels":"0", "cost":"3" }, "skill13": { "name":"", "enhancer":"", "text":"Concealment 13-", "display":"Concealment", "attribute":"INT", "base":"3", "levels":"0", "cost":"3" }, "skill14": { "name":"", "enhancer":"", "text":"Science Skill: Herbal Medicine 11-", "display":"Science Skill", "attribute":"GENERAL", "base":"2", "levels":"0", "cost":"2" }, "skill15": { "name":"", "enhancer":"", "text":"Paramedics 13-", "display":"Paramedics", "attribute":"INT", "base":"3", "levels":"0", "cost":"3" }, "skill16": { "name":"Survival", "enhancer":"", "text":"Survival 13-", "display":"Survival", "attribute":"INT", "base":"3", "levels":"0", "cost":"3" }, "skill17": { }, "skill18": { }, "skill19": { }, "skill20": { }, "skill21": { }, "skill22": { }, "skill23": { }, "skill24": { }, "skill25": { }, "skill26": { }, "skill27": { }, "skill28": { }, "skill29": { }, "skill30": { }, "skill31": { }, "skill32": { }, "skill33": { }, "skill34": { }, "skill35": { }, "skill36": { }, "skill37": { }, "skill38": { }, "skill39": { }, "skill40": { }, "skill41": { }, "skill42": { }, "skill43": { }, "skill44": { }, "skill45": { }, "skill46": { }, "skill47": { }, "skill48": { }, "skill49": { }, "skill50": { } }, "playerName":"Test PC", "gmName":"Villain In Glasses", "characterFile":"Sample_Character.hdc", "versionHD":"20220801", "timeStamp":"Sat, 14 Sep 2024 09:56:43", "genre":"Fantasy Hero", "campaign":"Coryn's Company", "version":"2.2", "HeroSystem6eHeroic":"true" } } \ No newline at end of file + !hero --import { "character":{ "character_name":"Darci", "character_title":"Fae-Cursed", "height":"1.66 m", "weight":"60.00 kg", "eyes":"Brown", "hair":"Brown", "backgroundText":"Darci grew up in a small highland village, the daughter of a village healer, with no ambition save to learn her mother's trade. Her life was turned upside down when she encountered a trol while out collection herbs in the woods. The troll promised to tell her secrets of Fae magic in return for her friendship. Darci has regretted her kindness ever since. Exiled and feard by common folk and given little help by the Fae, Darci has found safety in the service of a mercenary company.", "historyText":"", "appearance":"", "tactics":"", "campaignUse":"", "quote":"Village Herbalist", "experience":"0", "experienceBenefit":"0", "strength":"17", "dexterity":"13", "constitution":"18", "intelligence":"18", "ego":"13", "presence":"10", "ocv":"4", "dcv":"4", "omcv":"3", "dmcv":"3", "speed":"4", "pd":"4", "ed":"3", "body":"15", "stun":"26", "endurance":"40", "recovery":"9", "running":"12", "leaping":"6", "swimming":"6", "equipment":{ "equipment01":{ "name":"Bronze Maille", "text":"Resistant Protection (5 PD/5 ED) (15 Active Points); Normal Mass (-1), OIF (-1/2), Real Armor (-1/4), Requires A Roll (12- roll; Locations 7-14; -1/4)", "damage":"", "end":"0", "range":"", "mass":"11.40kg", "attack":"", "defense":"true", "notes":"(1 END/turn)" }, "equipment02":{ "name":"Bronze Cap", "text":"Resistant Protection (6 PD/6 ED) (18 Active Points); Normal Mass (-1), OIF (-1/2), Real Armor (-1/4)", "damage":"", "end":"0", "range":"", "mass":"0.56kg", "attack":"", "defense":"true", "notes":"(Locations 5)" }, "equipment03":{ "name":"High Boots, Gloves", "text":"Resistant Protection (2 PD/2 ED) (6 Active Points); Normal Mass (-1), OIF (-1/2), Real Armor (-1/4)", "damage":"", "end":"0", "range":"", "mass":"0.42kg", "attack":"", "defense":"true", "notes":"(Locations 16-18, 6-7)" }, "equipment04":{ "name":"(Multipower) Small Shield", "text":"Multipower, 5-point reserve, (5 Active Points); all slots OAF (-1), STR Min 5 (-1/4)", "damage":"", "end":"", "range":"", "mass":"2.00kg", "attack":"", "defense":"", "notes":"" }, "equipment05":{ "name":"(MPSlot1) ", "text":"+1 DCV (5 Active Points); OAF (-1), Real Armor (-1/4), STR Min 5 (-1/4)", "damage":"", "end":"", "range":"", "mass":"", "attack":"", "defense":"", "notes":"" }, "equipment06":{ "name":"(MPSlot2) Bash", "text":"Hand-To-Hand Attack +1d6 (5 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), Side Effects -1 OCV, Side Effect occurs automatically whenever Power is used (-1/2), Real Weapon (-1/4), STR Min 5 (-1/4)", "damage":"1d6", "end":"1", "range":"", "mass":"", "attack":"true", "defense":"", "notes":"" }, "equipment07":{ "name":"Bronze Battle Axe", "text":"(Total: 38 Active Cost, 13 Real Cost) Killing Attack - Hand-To-Hand 1 1/2d6 (2 1/2d6 w/STR), Reduced Endurance (0 END; +1/2) (37 Active Points); OAF (-1), STR Min: 13 (-1/2), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 12) plus (1 Active Points) (Real Cost: 1)", "damage":"1 1/2d6 (2 1/2d6 w/STR)", "end":"0", "range":"", "mass":"1.60kg", "attack":"true", "defense":"", "notes":"" }, "equipment08":{ "name":"Bronze Dagger", "text":"Killing Attack - Hand-To-Hand 1d6-1 (1d6 w/STR), Range Based On STR (+1/4), Reduced Endurance (0 END; +1/2) (17 Active Points); OAF (-1), Real Weapon (-1/4), STR Minimum 6 (-1/4)", "damage":"1d6-1 (1d6 w/STR)", "end":"0", "range":"var.", "mass":"0.80kg", "attack":"true", "defense":"", "notes":"" }, "equipment09":{ "name":"Small Pack", "text":"+2 STR, Reduced Endurance (0 END; +1/2) (3 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only for determining pack capacity; -1 1/2), OAF (-1), Real Weapon (-1/4)", "damage":"", "end":"", "range":"", "mass":"1.00kg", "attack":"true", "defense":"", "notes":"Holds up to 16 kg." }, "equipment10":{ "name":"Candle", "text":"Sight Group Images, +/-4 to PER Rolls, Reduced Endurance (0 END; +1/2), Area Of Effect (2m Radius; +3/4), Mobile (1m per Phase; +1/2) (49 Active Points); Only To Create Light (-1), OAF (-1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), No Range (-1/2), Real Weapon (-1/4), 1 Continuing Fuel Charge lasting 1 Hour (-0)", "damage":"", "end":"[1 cc]", "range":"", "mass":"0.10kg", "attack":"true", "defense":"", "notes":"(x6 number of items)" }, "equipment11":{ "name":"Hat", "text":"Resistant Protection (1 PD/1 ED) (3 Active Points); Normal Mass (-1), OIF (-1/2), Real Armor (-1/4)", "damage":"", "end":"0", "range":"", "mass":"0.25kg", "attack":"", "defense":"true", "notes":"(Locations 5)" }, "equipment12":{ "name":"Great Coat", "text":"Change Environment (+2 Temperature Level Adjustment), Reduced Endurance (0 END; +1/2) (9 Active Points); No Range (-1/2), Self Only (-1/2), OIF (-1/2)", "damage":"", "end":"0", "range":"", "mass":"2.00kg", "attack":"true", "defense":"", "notes":"" }, "equipment13":{ "name":"Herbalism Kit", "text":"+1 with Herbalism (2 Active Points); OAF (-1)", "damage":"", "end":"", "range":"", "mass":"1.00kg", "attack":"", "defense":"", "notes":"" }, "equipment14":{ "name":"Survival Kit", "text":"+2 with Survival (4 Active Points); OAF (-1)", "damage":"", "end":"", "range":"", "mass":"1.00kg", "attack":"", "defense":"", "notes":"" }, "equipment15":{ "name":"Traveling Clothes", "text":"Change Environment (+1 Temperature Level Adjustment), Reduced Endurance (0 END; +1/2) (4 Active Points); OAF (-1), No Range (-1/2), Self Only (-1/2)", "damage":"", "end":"0", "range":"", "mass":"2.00kg", "attack":"true", "defense":"", "notes":"" }, "equipment16":{ "name":"Warm Blanket", "text":"Change Environment (+2 Temperature Level Adjustment), Reduced Endurance (0 END; +1/2) (9 Active Points); OAF (-1), No Range (-1/2), Self Only (-1/2)", "damage":"", "end":"0", "range":"", "mass":"0.50kg", "attack":"true", "defense":"", "notes":"" }, "equipment17":{ "name":"Healing Potion", "text":"Healing BODY 4d6 (40 Active Points); 2 Charges which Never Recover (-3 1/2), OAF Fragile (-1 1/4), Extra Time (Full Phase, -1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the recipient of the benefits of the Power; -1/2), Gestures (Drink; -1/4)", "damage":"4d6", "end":"[2 nr]", "range":"", "mass":"0.25kg", "attack":"", "defense":"", "notes":"" }, "equipment18":{}, "equipment19":{}, "equipment20":{}, "equipment21":{}, "equipment22":{}, "equipment23":{}, "equipment24":{}, "equipment25":{}, "equipment26":{}, "equipment27":{}, "equipment28":{}, "equipment29":{}, "equipment30":{}, "equipment31":{}, "equipment32":{}, "equipment33":{}, "equipment34":{}, "equipment35":{}, "equipment36":{}, "equipment37":{}, "equipment38":{}, "equipment39":{}, "equipment40":{}, "equipment41":{}, "equipment42":{}, "equipment43":{}, "equipment44":{}, "equipment45":{}, "equipment46":{}, "equipment47":{}, "equipment48":{}, "equipment49":{}, "equipment50":{} }, "maneuvers":{ "maneuver01":{ }, "maneuver02":{ }, "maneuver03":{ }, "maneuver04":{ }, "maneuver05":{ }, "maneuver06":{ }, "maneuver07":{ }, "maneuver08":{ }, "maneuver09":{ }, "maneuver10":{ }, "maneuver11":{ }, "maneuver12":{ }, "maneuver13":{ }, "maneuver14":{ }, "maneuver15":{ }, "maneuver16":{ }, "maneuver17":{ }, "maneuver18":{ }, "maneuver19":{ }, "maneuver20":{ } }, "perks":{ "perk01":{ "type":"Fringe Benefit", "points":"1", "text":"Member of the Company Fringe Benefit: Membership", "notes":"" }, "perk02":{ "type":"Fringe Benefit", "points":"1", "text":"Low-ranking member of Fae Society Fringe Benefit (0 Active Points)", "notes":"" }, "perk03":{ }, "perk04":{ }, "perk05":{ }, "perk06":{ }, "perk07":{ }, "perk08":{ }, "perk09":{ }, "perk10":{ } }, "talents":{}, "complications":{ "complication01":{ "type":"Social Complication", "points":"10", "text":"Social Complication: Regarded as fae-touched and cursed. Frequently, Minor", "notes":"" }, "complication02":{ "type":"Hunted", "points":"15", "text":"Hunted: Hunted by agents of Summer. Frequently (Mo Pow; Mildly Punish)", "notes":"" }, "complication03":{ "type":"Distinctive Features", "points":"5", "text":"Distinctive Features: Peculiar smell and hard-to-pin-down appearance. Not quite human. Trollish, to those who know of fae. (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)", "notes":"" }, "complication04":{ "type":"Psychological Complication", "points":"20", "text":"Psychological Complication: Finds the touch of iron uncomfortable and won't wear iron armor or jewelry or use iron tools. (Very Common; Strong)", "notes":"" }, "complication05":{}, "complication06":{}, "complication07":{}, "complication08":{}, "complication09":{}, "complication10":{}, "complication11":{}, "complication12":{}, "complication13":{}, "complication14":{}, "complication15":{}, "complication16":{}, "complication17":{}, "complication18":{}, "complication19":{}, "complication20":{} }, "powers":{ "power01":{ "name":"Bile and Acid", "base":"15", "text":"Killing Attack - Ranged 1d6, Area Of Effect (4 2m Areas; +1/2), Damage Over Time, Target's defenses only apply once (3 damage increments, damage occurs every four Segments, can be negated by Water; +2 1/2) (60 Active Points); 3 Recoverable Charges (-3/4), Extra Time (Full Phase, -1/2), No Range (-1/2), Gestures (Requires both hands; -1/2), Side Effects (1d6+1d3 drain STUN; -1/4), Concentration (1/2 DCV; -1/4), Limited Power Power loses about a fourth of its effectiveness (Does not work in water; -1/4), Requires A Roll (Skill roll, -1 per 20 Active Points modifier; Magic Roll; -1/4)", "notes":"", "cost":"14", "endurance":"[3 rc]", "damage":"1d6", "compound":"false" }, "power02":{ "name":"Pneuma", "base":"30", "text":"Killing Attack - Ranged 2d6, Invisible Power Effects (Inobvious to [one Sense Group]; +1/4) (37 Active Points); Requires A Roll (Skill roll; -1/2), Gestures (-1/4), Incantations (-1/4), Beam (-1/4), Limited Power Power loses about a fourth of its effectiveness (Does not work under water; -1/4)", "notes":"", "cost":"15", "endurance":"4", "damage":"2d6", "compound":"false" }, "power03":{ "name":"Self Renewal", "base":"55", "text":"Healing BODY 5d6, Can Heal Limbs (55 Active Points); Increased Endurance Cost (x6 END; -2 1/2), Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 1/2), OAF (Eat a sprig of evergreen; -1), Gestures (Requires both hands; -1/2), Life Energy Modifier Power loses about a third of its effectiveness (-1/2), Self Only Power loses about a third of its effectiveness (-1/2), Incantations (-1/4), Requires A Roll (Characteristic roll, -1 per 20 Active Points modifier; -1/4)", "notes":"", "cost":"6", "endurance":"30", "damage":"5d6", "compound":"false" }, "power04":{ "name":"Underdark Eyes", "base":"5", "text":"Nightvision (5 Active Points); Gestures (Requires both hands; -1/2), Requires A Roll (11- roll; -1/2), Incantations (-1/4)", "notes":"", "cost":"2", "endurance":"0", "damage":"", "compound":"false" }, "power05":{ "name":"Winter's Shawl", "base":"12", "text":"Life Support (Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Safe in Intense Cold) (12 Active Points); Costs Endurance (-1/2), Requires A Roll (11- roll; -1/2), Incantations (-1/4)", "notes":"", "cost":"5", "endurance":"1", "damage":"", "compound":"false" }, "power06":{ "name":"Fae Sense", "base":"10", "text":"Detect Magic A Class Of Things 13- (no Sense Group), Range (10 Active Points); Increased Endurance Cost (x4 END; -3/4), Gestures (Requires both hands; -1/2), Requires A Roll (11- roll; -1/2), Incantations (-1/4), Costs Endurance (Only Costs END to Activate; -1/4)", "notes":"", "cost":"3", "endurance":"4", "damage":"13-", "compound":"false" }, "power07":{ }, "power08":{ }, "power09":{ }, "power10":{ }, "power11":{ }, "power12":{ }, "power13":{ }, "power14":{ }, "power15":{ }, "power16":{ }, "power17":{ }, "power18":{ }, "power19":{ }, "power20":{ }, "power21":{ }, "power22":{ }, "power23":{ }, "power24":{ }, "power25":{ }, "power26":{ }, "power27":{ }, "power28":{ }, "power29":{ }, "power30":{ } }, "skills": { "skill01": { "name":"Mercenary", "enhancer":"", "text":"PS 11-", "display":"Professional Skill", "attribute":"GENERAL", "base":"2", "levels":"0", "cost":"2" }, "skill02": { "name":"Herbalist", "enhancer":"", "text":"PS 11-", "display":"Professional Skill", "attribute":"GENERAL", "base":"0", "levels":"0", "cost":"0" }, "skill03": { "name":"", "enhancer":"", "text":"Language: Clan's Tongue (idiomatic; literate) (5 Active Points)", "display":"Language", "attribute":"GENERAL", "base":"5", "levels":"0", "cost":"1" }, "skill04": { "name":"", "enhancer":"", "text":"Language: King's Tongue (fluent conversation)", "display":"Language", "attribute":"GENERAL", "base":"2", "levels":"0", "cost":"2" }, "skill05": { "name":"", "enhancer":"", "text":"Language: Fae (completely fluent; literate)", "display":"Language", "attribute":"GENERAL", "base":"4", "levels":"0", "cost":"4" }, "skill06": { "name":"", "enhancer":"", "text":"+3 Battle Axe", "display":"Combat Skill Levels", "attribute":"GENERAL", "base":"6", "levels":"3", "cost":"6" }, "skill07": { "name":"Fae Society", "enhancer":"", "text":"KS 11-", "display":"KS", "attribute":"GENERAL", "base":"2", "levels":"0", "cost":"2" }, "skill08": { "name":"Clan Lands", "enhancer":"", "text":"AK 11-", "display":"Knowledge Skill", "attribute":"GENERAL", "base":"2", "levels":"0", "cost":"2" }, "skill09": { "name":"Common Melee", "enhancer":"", "text":"WF: Common Melee Weapons", "display":"Weapon Familiarity", "attribute":"GENERAL", "base":"2", "levels":"0", "cost":"2" }, "skill10": { "name":"Power Skill Fae Magic", "enhancer":"", "text":"Power 15-", "display":"Power", "attribute":"INT", "base":"7", "levels":"2", "cost":"7" }, "skill11": { "name":"", "enhancer":"", "text":"Stealth 12-", "display":"Stealth", "attribute":"DEX", "base":"3", "levels":"0", "cost":"3" }, "skill12": { "name":"", "enhancer":"", "text":"Teamwork 12-", "display":"Teamwork", "attribute":"DEX", "base":"3", "levels":"0", "cost":"3" }, "skill13": { "name":"", "enhancer":"", "text":"Concealment 13-", "display":"Concealment", "attribute":"INT", "base":"3", "levels":"0", "cost":"3" }, "skill14": { "name":"", "enhancer":"", "text":"Science Skill: Herbal Medicine 11-", "display":"Science Skill", "attribute":"GENERAL", "base":"2", "levels":"0", "cost":"2" }, "skill15": { "name":"", "enhancer":"", "text":"Paramedics 13-", "display":"Paramedics", "attribute":"INT", "base":"3", "levels":"0", "cost":"3" }, "skill16": { "name":"", "enhancer":"", "text":"Survival (Temperate/Subtropical) 13-", "display":"Survival", "attribute":"INT", "base":"2", "levels":"0", "cost":"2" }, "skill17": { }, "skill18": { }, "skill19": { }, "skill20": { }, "skill21": { }, "skill22": { }, "skill23": { }, "skill24": { }, "skill25": { }, "skill26": { }, "skill27": { }, "skill28": { }, "skill29": { }, "skill30": { }, "skill31": { }, "skill32": { }, "skill33": { }, "skill34": { }, "skill35": { }, "skill36": { }, "skill37": { }, "skill38": { }, "skill39": { }, "skill40": { }, "skill41": { }, "skill42": { }, "skill43": { }, "skill44": { }, "skill45": { }, "skill46": { }, "skill47": { }, "skill48": { }, "skill49": { }, "skill50": { } }, "playerName":"PC", "gmName":"Villain In Glasses", "characterFile":"Sample_Character.hdc", "versionHD":"20220801", "timeStamp":"Wed, 13 Nov 2024 13:14:50", "genre":"Fantasy Hero", "campaign":"Coryn's Company", "version":"2.3", "HeroSystem6eHeroic":"true" } } \ No newline at end of file diff --git a/HeroSystem6eHeroic_HDImporter/2.3/Sample_Character.hdc b/HeroSystem6eHeroic_HDImporter/2.3/Sample_Character.hdc index 165ad6c71153946202343844ff628a18c0be79b7..93ee772548bb55683af82c54698f08f8c5266d2d 100644 GIT binary patch delta 12500 zcmc&)dvui5wg2|S5P3)fAs|U6Gf5CJLYPcu@~{Yb0x?fW5NT_9MnnjS0cyEghFWFy ziUs8;XZb*==q;98QNMNX*ZKl#Z7md&b-8M(52#v{rQT@osxI3rxxanReDlhekhXtx zWhFED&N=(+_x|lY^Iz|#e0t9)SO58^leUo9L)qd4`Gni`GxM~ora=7smlMp=8C5PS z+5HerGVh&Pm?E3+rU~ZBl8vsEfKhDtj8eI8BV~!^+Cs5rR<`*;*C-m@ZLBofjrGQI zqg(h|9}*v3;}c)aD-)-_<`;X%j1jfvQ$&A;&s;mpOXi-dZzl?v-Z>r`S7+21bw;z% zXjB?)cvmf+s+;WawBoMZachiK#u}s3=)g4_@ouH)y=0NtdG%N^uJZGYQlrQS;5UfB z0iz6z;zzUUnNw(5^$)tt{+d~%<(1oMjJ#zWEfk|y<%qAYYO}dDZ(i_uR(h!tl4E}m?=Wcjbre>2j*k;s%_ZIwJs3fR0@(eHJs4=d_yCNe> zEeL8Qpa~TU?<}Ri%i5r{4x{sqj4K6-k>Xh`!mQMwfw+5=dKW zlXs%k0_m&7|-#z2Z0g!t3#v 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z7&{DIODI;*$xJM8#BUsY9{d=9EY43pFy-TsYK)6NyZ}`ev_ZZ%OL0Hh4<-D;o&PU) zLEMdjBe2p^1X<_`+S3^N2rdI%#x1wvul!}Gf0J=}01lyDrO{1CmDd}1i_D|_i;eF6 zYzGtV2f!_^=m_80hYwP>xzmWg3=5f9@es?3(NK`3wx6zouv&df-It2Nhu8{!DQoJ~ z88SX+5;%gWbp>fkx#SX*-!Td-V0(??hgnJd(d=-HmF$n72;xrD_3tUYFI5A%Q7)E8UCsOBGLB ajIK*nE>`8&KvZnTgfM!5Wr>PIEa!h`-q{KO diff --git a/HeroSystem6eHeroic_HDImporter/2.3/Sample_Character_MA.TXT b/HeroSystem6eHeroic_HDImporter/2.3/Sample_Character_MA.TXT index ea2ecdf40..6c1c4380e 100644 --- a/HeroSystem6eHeroic_HDImporter/2.3/Sample_Character_MA.TXT +++ b/HeroSystem6eHeroic_HDImporter/2.3/Sample_Character_MA.TXT @@ -1 +1 @@ - !hero --import { "character":{ "character_name":"Henkle", "character_title":"Clan Doctor", "height":"1.76 m", "weight":"87.00 kg", "eyes":"Green", "hair":"Sandy", "backgroundText":"Henkle is a learned man, trained as a physician by the best court instructors and an expert swordsman. He once had a promising future serving clan royalty. It all fell to pieces when he misinterpreted a joke and subsequently dug himself into a ever deepening hole. Lucky to be alive, he found himself banished. The Company scooped him up after a particularly self destructive drinking binge.", "historyText":"", "appearance":"Like many a clansman, Henkle is not small and his lack of social awareness makes for an intimidating block of a man.", "tactics":"", "campaignUse":"As part of his education, Henkle dabbled in Wizardy and can cast a couple of spells, including a minor healing spell and a light spell.", "quote":"Banished aristocrat", "experience":"0", "experienceBenefit":"0", "strength":"18", "dexterity":"15", "constitution":"13", "intelligence":"15", "ego":"14", "presence":"15", "ocv":"5", "dcv":"4", "omcv":"3", "dmcv":"4", "speed":"3", "pd":"4", "ed":"4", "body":"15", "stun":"36", "endurance":"40", "recovery":"7", "running":"12", "leaping":"2", "swimming":"0", "equipment":{ "equipment01":{ "name":"Light Maille", "text":"Resistant Protection (5 PD/5 ED) (15 Active Points); Normal Mass (-1), OIF (-1/2), Real Armor (-1/4), Requires A Roll (12- roll; Locations 9-14; -1/4)", "damage":"", "end":"0", "range":"", "mass":"10.20kg", "attack":"", "defense":"true", "notes":"(1 END/turn)" }, "equipment02":{ "name":"Open-face Helm", "text":"Resistant Protection (6 PD/6 ED) (18 Active Points); Normal Mass (-1), OIF (-1/2), Real Armor (-1/4)", "damage":"", "end":"0", "range":"", "mass":"0.83kg", "attack":"", "defense":"true", "notes":"(Locations 4-5)" }, "equipment03":{ "name":"High Boots, Gloves", "text":"Resistant Protection (2 PD/2 ED) (6 Active Points); Normal Mass (-1), OIF (-1/2), Real Armor (-1/4)", "damage":"", "end":"0", "range":"", "mass":"1.20kg", "attack":"", "defense":"true", "notes":"(Locations 16-18, 6-7)" }, "equipment04":{ "name":"Arming Sword", "text":"(Total: 31 Active Cost, 12 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (1 1/2d6 w/STR), Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), STR Minimum 12 (-1/2), Real Weapon (-1/4) (Real Cost: 11) plus (1 Active Points) (Real Cost: 1)", "damage":"1d6+1 (1 1/2d6 w/STR)", "end":"0", "range":"", "mass":"1.20kg", "attack":"true", "defense":"", "notes":"" }, "equipment05":{ "name":"Long Sword", "text":"(Total: 38 Active Cost, 13 Real Cost) Killing Attack - Hand-To-Hand 1 1/2d6 (2d6 w/STR), Reduced Endurance (0 END; +1/2) (37 Active Points); OAF (-1), STR Minimum 13 (-1/2), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 12) plus (1 Active Points) (Real Cost: 1)", "damage":"1 1/2d6 (2d6 w/STR)", "end":"0", "range":"", "mass":"1.70kg", "attack":"true", "defense":"", "notes":"" }, "equipment06":{ "name":"Knife", "text":"(Total: 18 Active Cost, 8 Real Cost) Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR), Range Based On STR (+1/4), Reduced Endurance (0 END; +1/2) (17 Active Points); OAF (-1), Real Weapon (-1/4), STR Minimum 4 (-1/4) (Real Cost: 7) plus (1 Active Points) (Real Cost: 1)", "damage":"1/2d6 (1d6+1 w/STR)", "end":"0", "range":"", "mass":"0.40kg", "attack":"true", "defense":"", "notes":"" }, "equipment07":{}, "equipment08":{}, "equipment09":{}, "equipment10":{}, "equipment11":{}, "equipment12":{}, "equipment13":{}, "equipment14":{}, "equipment15":{}, "equipment16":{} }, "maneuvers":{ "maneuver01":{ "name":"Slash", "points":"4", "phase":"1/2", "ocv":"+0", "dcv":"+2", "effect":"Weapon +2 DC Strike", "notes":"" }, "maneuver02":{ "name":"Parry", "points":"4", "phase":"1/2", "ocv":"+2", "dcv":"+2", "effect":"Block, Abort", "notes":"" }, "maneuver03":{ "name":"Counterstrike", "points":"4", "phase":"1/2", "ocv":"+2", "dcv":"+2", "effect":"Weapon +2 DC Strike, Must Follow Block", "notes":"" }, "maneuver04":{ "name":"Half-Sword Disarm", "points":"4", "phase":"1/2", "ocv":"-1", "dcv":"+1", "effect":"Disarm, 28 STR to Disarm roll, Requires Both Hands", "notes":"" }, "maneuver05":{ "name":"Half-Sword Trip", "points":"3", "phase":"1/2", "ocv":"+2", "dcv":"+0", "effect":"Weapon Strike, Target Falls, Requires Both Hands", "notes":"" }, "maneuver06":{ }, "maneuver07":{ }, "maneuver08":{ }, "maneuver09":{ }, "maneuver10":{ }, "maneuver11":{ }, "maneuver12":{ }, "maneuver13":{ }, "maneuver14":{ }, "maneuver15":{ }, "maneuver16":{ }, "maneuver17":{ }, "maneuver18":{ "name":"Weapon Element: Blades", "points":"0", "phase":"", "ocv":"", "dcv":"", "effect":"", "notes":"" }, "maneuver19":{ }, "maneuver20":{ } }, "perks":{ "perk01":{ "type":"Fringe Benefit", "points":"2", "text":"Fringe Benefit: Sergeant", "notes":"" }, "perk02":{ "type":"Positive Reputation", "points":"3", "text":"Positive Reputation: Brillaint Doctor (A medium-sized group) 11-, +3/+3d6", "notes":"" }, "perk03":{ "type":"Fringe Benefit", "points":"1", "text":"Company Soldier Fringe Benefit: Membership", "notes":"" }, "perk04":{ }, "perk05":{ }, "perk06":{ }, "perk07":{ }, "perk08":{ }, "perk09":{ }, "perk10":{ } }, "talents":{}, "complications":{ "complication01":{ "type":"Hunted", "points":"15", "text":"Hunted: King's Church Frequently (Mo Pow; NCI; Watching)", "notes":"Henkle's overt interest in science and medicine as well as magic as it relates to the healing arts makes the Church unhappy." }, "complication02":{ "type":"Psychological Complication", "points":"10", "text":"Psychological Complication: Airhead (Common; Moderate)", "notes":"Everything seems to go over Henkle's head. He has trouble understanding jokes, ruins the punchlines of his own jokes, and is generally the last to catch on. He is far from stupid, but sometimes you wonder." }, "complication03":{ "type":"Psychological Complication", "points":"10", "text":"Psychological Complication: Aristocratic Attitude (Common; Moderate)", "notes":"Henkle is your classic snob. He was educated by elite teachers to respect every rule of court society. He knows how to behave and how to address each person according to their rank. Obviously, this doesn't work well with commoners and he frequently turns people off." }, "complication04":{ "type":"Physical Complication", "points":"15", "text":"Physical Complication: Horrible Hangovers (Infrequently; Greatly Impairing)", "notes":"After a night of drinking, Henkle is a mess. He suffers a -4 to all rolls on the following morning." }, "complication05":{}, "complication06":{}, "complication07":{}, "complication08":{}, "complication09":{}, "complication10":{}, "complication11":{}, "complication12":{}, "complication13":{}, "complication14":{}, "complication15":{}, "complication16":{}, "complication17":{}, "complication18":{}, "complication19":{}, "complication20":{} }, "powers":{ "power01":{ "name":"Reknit Flesh", "base":"20", "text":"Healing BODY 2d6 (20 Active Points); Increased Endurance Cost (x5 END; -2), Extra Time (1 Turn (Post-Segment 12), -1 1/4), Gestures (Requires both hands; -1/2), Requires A Roll (Wizardry; -1/2), Incantations (-1/4), IIF Expendable (Herbal Ointment; Easy to obtain new Focus; -1/4)", "notes":"Magical energies, if one understands them well enough, can be set to stitching a wound or coaxing the body to more rapidly repair a hematoma or other moderate trauma.", "cost":"3", "endurance":"10", "damage":"2d6", "compound":"false" }, "power02":{ "name":"Light", "base":"22", "text":"Sight Group Images, +/-4 to PER Rolls, Area Of Effect (4m Radius; +1/4) (27 Active Points); Only To Create Light (-1), Gestures (Requires both hands; -1/2), Requires A Roll (Wizardry; -1/2), IIF Expendable (Difficult to obtain new Focus; Charcoal coated in saltpeter; -1/2), Incantations (-1/4), Extra Time (Full Phase, Only to Activate, -1/4), 2 Continuing Charges lasting 1 Hour each (-0)", "notes":"If magic ever had a use it would be to enable one continue study late into the night.", "cost":"7", "endurance":"[2 cc]", "damage":"", "compound":"false" }, "power03":{ }, "power04":{ }, "power05":{ }, "power06":{ }, "power07":{ }, "power08":{ }, "power09":{ }, "power10":{ }, "power11":{ }, "power12":{ }, "power13":{ }, "power14":{ }, "power15":{ }, "power16":{ }, "power17":{ }, "power18":{ }, "power19":{ }, "power20":{ }, "power21":{ }, "power22":{ }, "power23":{ }, "power24":{ }, "power25":{ }, "power26":{ }, "power27":{ }, "power28":{ }, "power29":{ }, "power30":{ } }, "skills": { "skill01": { "name":"", "enhancer":"", "text":"PS: Soldier 11-", "display":"Professional Skill", "attribute":"GENERAL", "base":"2", "levels":"0", "cost":"2" }, "skill02": { "name":"", "enhancer":"", "text":"PS: Doctor 11-", "display":"Professional Skill", "attribute":"GENERAL", "base":"0", "levels":"0", "cost":"0" }, "skill03": { "name":"Power Skill Wizardry", "enhancer":"", "text":": Wizardry 12-", "display":"Power", "attribute":"INT", "base":"3", "levels":"0", "cost":"3" }, "skill04": { "name":"", "enhancer":"", "text":"Paramedics 13-", "display":"Paramedics", "attribute":"INT", "base":"5", "levels":"1", "cost":"5" }, "skill05": { "name":"", "enhancer":"", "text":"Science Skill: Medicine 13-", "display":"Science Skill", "attribute":"GENERAL", "base":"4", "levels":"2", "cost":"4" }, "skill06": { "name":"", "enhancer":"", "text":"Science Skill: Anatomy 11-", "display":"Science Skill", "attribute":"GENERAL", "base":"2", "levels":"0", "cost":"2" }, "skill07": { "name":"", "enhancer":"", "text":"KS: Herbalism 11-", "display":"KS", "attribute":"GENERAL", "base":"2", "levels":"0", "cost":"2" }, "skill08": { "name":"", "enhancer":"", "text":"High Society 12-", "display":"High Society", "attribute":"PRE", "base":"3", "levels":"0", "cost":"3" }, "skill09": { "name":"", "enhancer":"", "text":"KS: Popular Literature 11-", "display":"KS", "attribute":"GENERAL", "base":"2", "levels":"0", "cost":"2" }, "skill10": { "name":"", "enhancer":"", "text":"CuK: Popular Entertainment 11-", "display":"Knowledge Skill", "attribute":"GENERAL", "base":"2", "levels":"0", "cost":"2" }, "skill11": { "name":"", "enhancer":"", "text":"Conversation 12-", "display":"Conversation", "attribute":"PRE", "base":"3", "levels":"0", "cost":"3" }, "skill12": { "name":"", "enhancer":"", "text":"Tactics 12-", "display":"Tactics", "attribute":"INT", "base":"3", "levels":"0", "cost":"3" }, "skill13": { "name":"", "enhancer":"", "text":"Teamwork 12-", "display":"Teamwork", "attribute":"DEX", "base":"3", "levels":"0", "cost":"3" }, "skill14": { "name":"", "enhancer":"true", "text":"Linguist", "display":"Linguist", "attribute":"", "base":"3", "levels":"0", "cost":"3" }, "skill15": { "name":"", "enhancer":"", "text":"Language: Ancient Elven (basic conversation; literate) (2 Active Points)", "display":"Language", "attribute":"GENERAL", "base":"2", "levels":"0", "cost":"1" }, "skill16": { "name":"", "enhancer":"", "text":"Language: Clans' Tongue (idiomatic; literate) (5 Active Points)", "display":"Language", "attribute":"GENERAL", "base":"5", "levels":"0", "cost":"0" }, "skill17": { "name":"", "enhancer":"", "text":"Language: King's Tongue (fluent conversation; literate) (3 Active Points)", "display":"Language", "attribute":"GENERAL", "base":"3", "levels":"0", "cost":"2" }, "skill18": { "name":"", "enhancer":"", "text":"Language: Southern Tongue (fluent conversation; literate) (3 Active Points)", "display":"Language", "attribute":"GENERAL", "base":"3", "levels":"0", "cost":"2" }, "skill19": { "name":"", "enhancer":"", "text":"WF: Common Melee Weapons", "display":"Weapon Familiarity", "attribute":"GENERAL", "base":"2", "levels":"0", "cost":"2" }, "skill20": { "name":"", "enhancer":"", "text":"+3 Long Sword", "display":"Combat Skill Levels", "attribute":"GENERAL", "base":"6", "levels":"3", "cost":"6" }, "skill21": { "name":"", "enhancer":"", "text":"Defense Maneuver I-II ", "display":"Defense Maneuver", "attribute":"GENERAL", "base":"5", "levels":"0", "cost":"5" }, "skill22": { }, "skill23": { }, "skill24": { }, "skill25": { }, "skill26": { }, "skill27": { }, "skill28": { }, "skill29": { }, "skill30": { }, "skill31": { }, "skill32": { }, "skill33": { }, "skill34": { }, "skill35": { }, "skill36": { }, "skill37": { }, "skill38": { }, "skill39": { }, "skill40": { }, "skill41": { }, "skill42": { }, "skill43": { }, "skill44": { }, "skill45": { }, "skill46": { }, "skill47": { }, "skill48": { }, "skill49": { }, "skill50": { } }, "playerName":"Test PC #2", "gmName":"Villain in Glasses", "characterFile":"Sample_Character_MA.hdc", "versionHD":"20220801", "timeStamp":"Sat, 14 Sep 2024 09:56:01", "genre":"Fantasy HERO", "campaign":"Coryn's Company", "version":"2.2", "HeroSystem6eHeroic":"true" } } \ No newline at end of file + !hero --import { "character":{ "character_name":"Henkle", "character_title":"Clan Doctor", "height":"1.76 m", "weight":"87.00 kg", "eyes":"Green", "hair":"Sandy", "backgroundText":"Henkle is a learned man, trained as a physician by the best court instructors and an expert swordsman. He once had a promising future serving clan royalty. It all fell to pieces when he misinterpreted a joke and subsequently dug himself into a ever deepening hole. Lucky to be alive, he found himself banished. The Company scooped him up after a particularly self destructive drinking binge.", "historyText":"", "appearance":"Like many a clansman, Henkle is not small and his lack of social awareness makes for an intimidating block of a man.", "tactics":"", "campaignUse":"As part of his education, Henkle dabbled in Wizardy and can cast a couple of spells, including a minor healing spell and a light spell.", "quote":"Banished aristocrat", "experience":"0", "experienceBenefit":"0", "strength":"18", "dexterity":"15", "constitution":"13", "intelligence":"15", "ego":"14", "presence":"15", "ocv":"5", "dcv":"4", "omcv":"3", "dmcv":"4", "speed":"3", "pd":"4", "ed":"4", "body":"15", "stun":"36", "endurance":"40", "recovery":"7", "running":"12", "leaping":"4", "swimming":"0", "equipment":{ "equipment01":{ "name":"Light Maille", "text":"Resistant Protection (5 PD/5 ED) (15 Active Points); Normal Mass (-1), OIF (-1/2), Real Armor (-1/4), Requires A Roll (12- roll; Locations 7-14; -1/4)", "damage":"", "end":"0", "range":"", "mass":"11.40kg", "attack":"", "defense":"true", "notes":"(1 END/turn)" }, "equipment02":{ "name":"Open-face Helm", "text":"Resistant Protection (7 PD/7 ED) (21 Active Points); Normal Mass (-1), OIF (-1/2), Real Armor (-1/4)", "damage":"", "end":"0", "range":"", "mass":"1.17kg", "attack":"", "defense":"true", "notes":"(Locations 4-5)" }, "equipment03":{ "name":"High Boots, Gloves", "text":"Resistant Protection (2 PD/2 ED) (6 Active Points); Normal Mass (-1), OIF (-1/2), Real Armor (-1/4)", "damage":"", "end":"0", "range":"", "mass":"2.60kg", "attack":"", "defense":"true", "notes":"(Locations 16-18, 6-7)" }, "equipment04":{ "name":"Arming Sword", "text":"(Total: 31 Active Cost, 12 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (1 1/2d6 w/STR), Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), STR Minimum 12 (-1/2), Real Weapon (-1/4) (Real Cost: 11) plus (1 Active Points) (Real Cost: 1)", "damage":"1d6+1 (1 1/2d6 w/STR)", "end":"0", "range":"", "mass":"1.20kg", "attack":"true", "defense":"", "notes":"" }, "equipment05":{ "name":"Long Sword", "text":"(Total: 38 Active Cost, 13 Real Cost) Killing Attack - Hand-To-Hand 1 1/2d6 (2d6 w/STR), Reduced Endurance (0 END; +1/2) (37 Active Points); OAF (-1), STR Minimum 13 (-1/2), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 12) plus (1 Active Points) (Real Cost: 1)", "damage":"1 1/2d6 (2d6 w/STR)", "end":"0", "range":"", "mass":"1.70kg", "attack":"true", "defense":"", "notes":"" }, "equipment06":{ "name":"Knife", "text":"Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR), Range Based On STR (+1/4), Reduced Endurance (0 END; +1/2) (17 Active Points); OAF (-1), Real Weapon (-1/4), STR Minimum 4 (-1/4)", "damage":"1/2d6 (1d6+1 w/STR)", "end":"0", "range":"var.", "mass":"0.40kg", "attack":"true", "defense":"", "notes":"(x2 number of items)" }, "equipment07":{ "name":"Small Pack", "text":"+2 STR, Reduced Endurance (0 END; +1/2) (3 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only for determining pack capacity; -1 1/2), OAF (-1), Real Weapon (-1/4)", "damage":"", "end":"", "range":"", "mass":"1.00kg", "attack":"true", "defense":"", "notes":"Holds up to 16 kg." }, "equipment08":{ "name":"Cook Set", "text":"+1 with PS Cook (2 Active Points); OAF (-1)", "damage":"", "end":"", "range":"", "mass":"1.00kg", "attack":"", "defense":"", "notes":"" }, "equipment09":{ "name":"Healer's Bag", "text":"+1 Paramedics (2 Active Points); OAF (-1)", "damage":"", "end":"", "range":"", "mass":"0.50kg", "attack":"", "defense":"", "notes":"" }, "equipment10":{ "name":"Magnifying Glass", "text":"Microscopic ( x10) with Sight Group (5 Active Points); OAF (-1)", "damage":" x10", "end":"0", "range":"", "mass":"0.25kg", "attack":"", "defense":"", "notes":"" }, "equipment11":{ "name":"Lantern", "text":"Sight Group Images, +/-4 to PER Rolls, Reduced Endurance (0 END; +1/2), Area Of Effect (8m Radius; +1), Mobile (1m per Phase; +1/2) (55 Active Points); Only To Create Light (-1), OAF (-1), Extra Time (1 Minute, Only to Activate, -3/4), No Range (-1/2), Real Weapon (-1/4), 1 Continuing Fuel Charge lasting 6 Hours (-0), Required Hands One-Handed (-0)", "damage":"", "end":"[1 cc]", "range":"", "mass":"1.00kg", "attack":"true", "defense":"", "notes":"" }, "equipment12":{ "name":"Tinder Box", "text":"Major Transform 1d6 (Dry kindling into kindling on fire, Dowse with water or smother), Sticky (Can spread to flammables; +1/2) (15 Active Points); OAF (-1), 8 Charges (Recovers Under Limited Circumstances; -1/2), No Range (-1/2), Gestures (Requires both hands; -1/2), Requires A Roll (Characteristic roll; INT or DEX; -1/2), Real Weapon (-1/4)", "damage":"1d6", "end":"[8]", "range":"", "mass":"0.20kg", "attack":"true", "defense":"", "notes":"Equipment" }, "equipment13":{ "name":"Warm Blanket", "text":"Change Environment (+2 Temperature Level Adjustment), Reduced Endurance (0 END; +1/2) (9 Active Points); OAF (-1), No Range (-1/2), Self Only (-1/2)", "damage":"", "end":"0", "range":"", "mass":"0.50kg", "attack":"true", "defense":"", "notes":"" }, "equipment14":{ "name":"Water Flask", "text":"+1 with Survival (2 Active Points); OAF (-1), 1 Continuing Fuel Charge lasting 1 Day (-0)", "damage":"", "end":"", "range":"", "mass":"1.00kg", "attack":"", "defense":"", "notes":"" }, "equipment15":{}, "equipment16":{}, "equipment17":{}, "equipment18":{}, "equipment19":{}, "equipment20":{}, "equipment21":{}, "equipment22":{}, "equipment23":{}, "equipment24":{}, "equipment25":{}, "equipment26":{}, "equipment27":{}, "equipment28":{}, "equipment29":{}, "equipment30":{}, "equipment31":{}, "equipment32":{}, "equipment33":{}, "equipment34":{}, "equipment35":{}, "equipment36":{}, "equipment37":{}, "equipment38":{}, "equipment39":{}, "equipment40":{}, "equipment41":{}, "equipment42":{}, "equipment43":{}, "equipment44":{}, "equipment45":{}, "equipment46":{}, "equipment47":{}, "equipment48":{}, "equipment49":{}, "equipment50":{} }, "maneuvers":{ "maneuver01":{ "name":"Slash", "points":"4", "phase":"1/2", "ocv":"+0", "dcv":"+2", "effect":"Weapon +2 DC Strike", "notes":"" }, "maneuver02":{ "name":"Parry", "points":"4", "phase":"1/2", "ocv":"+2", "dcv":"+2", "effect":"Block, Abort", "notes":"" }, "maneuver03":{ "name":"Counterstrike", "points":"4", "phase":"1/2", "ocv":"+2", "dcv":"+2", "effect":"Weapon +2 DC Strike, Must Follow Block", "notes":"" }, "maneuver04":{ "name":"Half-Sword Disarm", "points":"4", "phase":"1/2", "ocv":"-1", "dcv":"+1", "effect":"Disarm, 28 STR to Disarm roll, Requires Both Hands", "notes":"" }, "maneuver05":{ "name":"Half-Sword Trip", "points":"3", "phase":"1/2", "ocv":"+2", "dcv":"+0", "effect":"Weapon Strike, Target Falls, Requires Both Hands", "notes":"" }, "maneuver06":{ }, "maneuver07":{ }, "maneuver08":{ }, "maneuver09":{ }, "maneuver10":{ }, "maneuver11":{ }, "maneuver12":{ }, "maneuver13":{ }, "maneuver14":{ }, "maneuver15":{ }, "maneuver16":{ }, "maneuver17":{ }, "maneuver18":{ "name":"Weapon Element: Blades", "points":"0", "phase":"", "ocv":"", "dcv":"", "effect":"", "notes":"" }, "maneuver19":{ }, "maneuver20":{ } }, "perks":{ "perk01":{ "type":"Fringe Benefit", "points":"2", "text":"Fringe Benefit: Sergeant", "notes":"" }, "perk02":{ "type":"Positive Reputation", "points":"3", "text":"Positive Reputation: Brillaint Doctor (A medium-sized group) 11-, +3/+3d6", "notes":"" }, "perk03":{ "type":"Fringe Benefit", "points":"1", "text":"Company Soldier Fringe Benefit: Membership", "notes":"" }, "perk04":{ }, "perk05":{ }, "perk06":{ }, "perk07":{ }, "perk08":{ }, "perk09":{ }, "perk10":{ } }, "talents":{}, "complications":{ "complication01":{ "type":"Hunted", "points":"15", "text":"Hunted: King's Church Frequently (Mo Pow; NCI; Watching)", "notes":"" }, "complication02":{ "type":"Psychological Complication", "points":"10", "text":"Psychological Complication: Airhead (Common; Moderate)", "notes":"This character is not truly stupid, but rather a bit slower on the uptake than the average person. The character needs to have jokes explained, doesn't understand situations that call for subtlety and wit, and tends to take sarcasm literally. While this condition is hardly debilitating, it does frequently cause the character to be the target of jokes, and causes a certain skepticism regarding the character's intelligence." }, "complication03":{ "type":"Psychological Complication", "points":"10", "text":"Psychological Complication: Aristocratic Attitude (Common; Moderate)", "notes":"This character speaks and acts as if he were royalty. He is stand-offish but polite, proper at all times, speaks impeccably, and expects his commands to be followed. To other characters, he is obviously stuck up and feels is 'too good' for other people." }, "complication04":{ "type":"Physical Complication", "points":"15", "text":"Physical Complication: Horrible Hangovers (Infrequently; Greatly Impairing)", "notes":"Pounding headaches, nausea, and light sensitivity. After waking up from a night of drinking the character suffers a -4 penalty to all rolls for 6 hours." }, "complication05":{}, "complication06":{}, "complication07":{}, "complication08":{}, "complication09":{}, "complication10":{}, "complication11":{}, "complication12":{}, "complication13":{}, "complication14":{}, "complication15":{}, "complication16":{}, "complication17":{}, "complication18":{}, "complication19":{}, "complication20":{} }, "powers":{ "power01":{ "name":"Reknit Flesh", "base":"20", "text":"Healing BODY 2d6 (20 Active Points); Increased Endurance Cost (x5 END; -2), Extra Time (1 Turn (Post-Segment 12), -1 1/4), Gestures (Requires both hands; -1/2), Requires A Roll (Wizardry; -1/2), Incantations (-1/4), IIF Expendable (Herbal Ointment; Easy to obtain new Focus; -1/4)", "notes":"Magical energies, if one understands them well enough, can be set to stitching a wound or coaxing the body to more rapidly repair the trauma of a hematoma.", "cost":"3", "endurance":"10", "damage":"2d6", "compound":"false" }, "power02":{ "name":"Light", "base":"22", "text":"Sight Group Images, +/-4 to PER Rolls, Area Of Effect (4m Radius; +1/4) (27 Active Points); Only To Create Light (-1), Gestures (Requires both hands; -1/2), Requires A Roll (Wizardry; -1/2), IIF Expendable (Difficult to obtain new Focus; Charcoal coated in saltpeter; -1/2), Incantations (-1/4), Extra Time (Full Phase, Only to Activate, -1/4), 2 Continuing Charges lasting 1 Hour each (-0)", "notes":"If magic ever had a use it would be to enable one continue study late into the night.", "cost":"7", "endurance":"[2 cc]", "damage":"", "compound":"false" }, "power03":{ }, "power04":{ }, "power05":{ }, "power06":{ }, "power07":{ }, "power08":{ }, "power09":{ }, "power10":{ }, "power11":{ }, "power12":{ }, "power13":{ }, "power14":{ }, "power15":{ }, "power16":{ }, "power17":{ }, "power18":{ }, "power19":{ }, "power20":{ }, "power21":{ }, "power22":{ }, "power23":{ }, "power24":{ }, "power25":{ }, "power26":{ }, "power27":{ }, "power28":{ }, "power29":{ }, "power30":{ } }, "skills": { "skill01": { "name":"", "enhancer":"", "text":"PS: Soldier 11-", "display":"Professional Skill", "attribute":"GENERAL", "base":"2", "levels":"0", "cost":"2" }, "skill02": { "name":"", "enhancer":"", "text":"PS: Doctor 11-", "display":"Professional Skill", "attribute":"GENERAL", "base":"0", "levels":"0", "cost":"0" }, "skill03": { "name":"Power Skill Wizardry", "enhancer":"", "text":": Wizardry 12-", "display":"Power", "attribute":"INT", "base":"3", "levels":"0", "cost":"3" }, "skill04": { "name":"", "enhancer":"", "text":"Paramedics 13-", "display":"Paramedics", "attribute":"INT", "base":"5", "levels":"1", "cost":"5" }, "skill05": { "name":"", "enhancer":"", "text":"Science Skill: Medicine 13-", "display":"Science Skill", "attribute":"GENERAL", "base":"4", "levels":"2", "cost":"4" }, "skill06": { "name":"", "enhancer":"", "text":"Science Skill: Anatomy 11-", "display":"Science Skill", "attribute":"GENERAL", "base":"2", "levels":"0", "cost":"2" }, "skill07": { "name":"", "enhancer":"", "text":"KS: Herbalism 11-", "display":"KS", "attribute":"GENERAL", "base":"2", "levels":"0", "cost":"2" }, "skill08": { "name":"", "enhancer":"", "text":"High Society 12-", "display":"High Society", "attribute":"PRE", "base":"3", "levels":"0", "cost":"3" }, "skill09": { "name":"", "enhancer":"", "text":"KS: Popular Literature 11-", "display":"KS", "attribute":"GENERAL", "base":"2", "levels":"0", "cost":"2" }, "skill10": { "name":"", "enhancer":"", "text":"CuK: Popular Entertainment 11-", "display":"Knowledge Skill", "attribute":"GENERAL", "base":"2", "levels":"0", "cost":"2" }, "skill11": { "name":"", "enhancer":"", "text":"Conversation 12-", "display":"Conversation", "attribute":"PRE", "base":"3", "levels":"0", "cost":"3" }, "skill12": { "name":"", "enhancer":"", "text":"Tactics 12-", "display":"Tactics", "attribute":"INT", "base":"3", "levels":"0", "cost":"3" }, "skill13": { "name":"", "enhancer":"", "text":"Teamwork 12-", "display":"Teamwork", "attribute":"DEX", "base":"3", "levels":"0", "cost":"3" }, "skill14": { "name":"", "enhancer":"true", "text":"Linguist", "display":"Linguist", "attribute":"", "base":"3", "levels":"0", "cost":"3" }, "skill15": { "name":"", "enhancer":"", "text":"Language: Ancient Elven (basic conversation; literate) (2 Active Points)", "display":"Language", "attribute":"GENERAL", "base":"2", "levels":"0", "cost":"1" }, "skill16": { "name":"", "enhancer":"", "text":"Language: Clans' Tongue (idiomatic; literate) (5 Active Points)", "display":"Language", "attribute":"GENERAL", "base":"5", "levels":"0", "cost":"0" }, "skill17": { "name":"", "enhancer":"", "text":"Language: King's Tongue (fluent conversation; literate) (3 Active Points)", "display":"Language", "attribute":"GENERAL", "base":"3", "levels":"0", "cost":"2" }, "skill18": { "name":"", "enhancer":"", "text":"Language: Southern Tongue (fluent conversation; literate) (3 Active Points)", "display":"Language", "attribute":"GENERAL", "base":"3", "levels":"0", "cost":"2" }, "skill19": { "name":"", "enhancer":"", "text":"WF: Common Melee Weapons", "display":"Weapon Familiarity", "attribute":"GENERAL", "base":"2", "levels":"0", "cost":"2" }, "skill20": { "name":"", "enhancer":"", "text":"+3 Long Sword", "display":"Combat Skill Levels", "attribute":"GENERAL", "base":"6", "levels":"3", "cost":"6" }, "skill21": { "name":"", "enhancer":"", "text":"Defense Maneuver I-II ", "display":"Defense Maneuver", "attribute":"GENERAL", "base":"5", "levels":"0", "cost":"5" }, "skill22": { }, "skill23": { }, "skill24": { }, "skill25": { }, "skill26": { }, "skill27": { }, "skill28": { }, "skill29": { }, "skill30": { }, "skill31": { }, "skill32": { }, "skill33": { }, "skill34": { }, "skill35": { }, "skill36": { }, "skill37": { }, "skill38": { }, "skill39": { }, "skill40": { }, "skill41": { }, "skill42": { }, "skill43": { }, "skill44": { }, "skill45": { }, "skill46": { }, "skill47": { }, "skill48": { }, "skill49": { }, "skill50": { } }, "playerName":"Test PC #2", "gmName":"Villain in Glasses", "characterFile":"Sample_Character_MA.hdc", "versionHD":"20220801", "timeStamp":"Wed, 13 Nov 2024 13:15:05", "genre":"Fantasy HERO", "campaign":"Sample", "version":"2.3", "HeroSystem6eHeroic":"true" } } \ No newline at end of file diff --git a/HeroSystem6eHeroic_HDImporter/2.3/Sample_Character_MA.hdc b/HeroSystem6eHeroic_HDImporter/2.3/Sample_Character_MA.hdc index 77acf99690b651559ecdba8cc09f19a374aea3f2..5699a64413e60eeee4994bbf8d91697b8796cebe 100644 GIT binary patch delta 11442 zcmbVR32>CxegEFd2!o8oAsNIXX(d_4#-L+YE3IN;^P(Q`_y-?(g^B ze%c$6jz+uRzW0Cs_rI_2n^)4mdUS!~^Ur>o_9Y=tiBs9X z$IrKv?YDMW!pn-8k!Jd zO&WI>%-A#%^4R=S@Ypg2hqDIaXIW?{iGsMsC@^(Yoqt+CpK8U9Q zt&u@Uei%=#@Xk2&uphsuuLCfJY4zC>;S5lDMwJAm;&$Kw0jB^oVI2x1nXtz7VWac| zu%`Wh-V-(fUK+hWU>(%w2CSVLVp9K_0={vp6nIE5jb|{Bgx+y%4O>H+A6gG>$slxD zyYZWslGkDDi`u9MKrqh?S!=O61PJbrTdOr22k$v$^1p;$m9VlK<-C1T|`Mq 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zrCHco&ad#NzzkGXiB< zBJ@a-$XOv>N)EjIm=Gb~tf9p#WC!UWHt!{dv^f9;0s*yqUKaUD52Tst*%#5S-pbWH8ptu-c46YPhZ))KqnywfxQXn55D-0pT5^A z)K8|%c+W%h?ww6)gE-DDtDN7x{`+!1J&J?&Vw7Cp8SEjCK3|rknB0my9L0rx^fAQV zh=`l;Uk8XAOyn^bloKc_UlM&k-_uH`se%8vjh5o|=T`cQ@1$>DI#&eb&{$)_^%a`4k=XmTaT914hiX z3L!MftwVM^>geWEVQx=Q*{rwLAYk{sJ$oxR)=mg1`MkD4>MZAXGgRaI7l(Ed zcH=?746|GK*srKSyNloB%mdEdvUGwU*-KZ8qlP$HgqxN<7#9rI7Ua z?t8prhpC2&8x8JqH>}q$d{W_|KU^}gub(IKL-xSR3F7JfG_2h(!n}Np*38rU{AX2O zW{iGoNL!gFYUCXo(SDE!wVwM+`qmoZ?zgC%$GfR0GV2I$A46KV{f*Xp*WRL5M|S&# z5y#{bq|;e6s*7>2 [!TIP] -> HD Importer will recognize the following key phrases if added to a piece of equipment's notes and attempts to automatically apply the value given (parentheses are not strictly required). +> HD Importer will recognize the following key phrases if added to a piece of equipment's notes and attempts to automatically apply the values given. -### (Max Range: Xm) or (max range X) -A weapon's maximum range. +### "(locations x-y, z)" or "(loc x, y-z)" +If HD Importer finds the keyword "locations" it will assign the list "x-y, z" to a piece of armor's locations. End the list with closed parentheses ")" or a semicolon ";". -### (X END/Turn) or (END/Turn: X) +### "Equipment" +A weapon with the "equipment" keyword will be imported as a piece of equipment, not a weapon. Useful for ordinary items built with attack powers. + +### "Max Range: XYZm" or "max range XYZ" +HD Importer will fill in a weapon's maximum range with XYZ. + +### "X END/Turn" or "END/Turn: X" If your campaign uses the optional rule of applying END costs to armor, HD Importer will automatically apply the value X. # Help @@ -122,4 +128,4 @@ Version 2.1 -- Updated to support additional character sheet features as of shee Version 2.2 -- Fix for compound power import failure. Recognizes Mental Combat Skill Levels and assigns levels and costs. Minor update to HeroSystem6eHeroic.hde (version 2.2). Improved formatting of text in powers, talents, and complications (September 14, 2024). -Version 2.3 -- +Version 2.3 -- This version is up to date with Sheet Version 3.80. Adds special intelligence skill types with variable base cost (SPx). Adds "Native +" language skill assignment for native languages updated imitate dialects. Doubles the number of armor, weapons, and equipment imported to account for the new "A/B" sets feature of the sheet. Recognizes additional copies of weapons purchased with the quantity feature of HD. Adds recognition of the keywords and key phrases "Max Range XYZ" and "Equipment." HeroSystem6eHeroic.hde (version 2.3) updated to 50 equipment slots (November 13, 2024). diff --git a/HeroSystem6eHeroic_HDImporter/script.json b/HeroSystem6eHeroic_HDImporter/script.json index b6c873839..528a58a4a 100644 --- a/HeroSystem6eHeroic_HDImporter/script.json +++ b/HeroSystem6eHeroic_HDImporter/script.json @@ -1,7 +1,7 @@ { "name":"HeroSystem6eHeroic HDImporter", "script":"HeroSystem6eHeroic_HDImporter.js", - "version":"2.2", + "version":"2.3", "description":"HDImporter imports HERO Designer-created heroes, villains, monsters, and other characters into a HeroSystem6eHeroic Roll20 campaign. The characters must be exported from Hero Designer using the format HeroSystem6eHeroic.hde, which is a companion file in the HD Importer repository. To use, open an exported character text file and paste the contents into chat and hit enter. Full sheet instructions in the [README](https://github.com/Roll20/roll20-api-scripts/tree/master/HeroSystem6eHeroic_HDImporter). Based on BeyondImporter Version O.4.0 by Robin Kuiper, Matt DeKok, and Ammo Goettsch", "authors": "Villain In Glasses", "roll20userid":"633423", @@ -13,6 +13,6 @@ }, "conflicts":[], "previousVersions":[ - "1.0, 1.1, 2.0, 2.1" + "1.0, 1.1, 2.0, 2.1, 2.2" ] } From 35ab41c78bd57ad14bbfcfe2d976afd13b9a0bad Mon Sep 17 00:00:00 2001 From: Villain1nGlasses <85969638+Villain1nGlasses@users.noreply.github.com> Date: Wed, 13 Nov 2024 13:54:42 -0700 Subject: [PATCH 16/21] README update. --- HeroSystem6eHeroic_HDImporter/README.MD | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/HeroSystem6eHeroic_HDImporter/README.MD b/HeroSystem6eHeroic_HDImporter/README.MD index d00e05c27..b71bd8518 100644 --- a/HeroSystem6eHeroic_HDImporter/README.MD +++ b/HeroSystem6eHeroic_HDImporter/README.MD @@ -68,16 +68,16 @@ Powers that add (or subtract) characteristics, movement, and perception abilitie > [!TIP] > HD Importer will recognize the following key phrases if added to a piece of equipment's notes and attempts to automatically apply the values given. -### "(locations x-y, z)" or "(loc x, y-z)" +*"(locations x-y, z)" or "(loc x, y-z)"* If HD Importer finds the keyword "locations" it will assign the list "x-y, z" to a piece of armor's locations. End the list with closed parentheses ")" or a semicolon ";". -### "Equipment" +*"Equipment"* A weapon with the "equipment" keyword will be imported as a piece of equipment, not a weapon. Useful for ordinary items built with attack powers. -### "Max Range: XYZm" or "max range XYZ" +*"Max Range: XYZm" or "max range XYZ"* HD Importer will fill in a weapon's maximum range with XYZ. -### "X END/Turn" or "END/Turn: X" +*"X END/Turn" or "END/Turn: X"* If your campaign uses the optional rule of applying END costs to armor, HD Importer will automatically apply the value X. # Help From 1f55b8852d14195c5994cbf0708ba64facaa1134 Mon Sep 17 00:00:00 2001 From: Villain1nGlasses <85969638+Villain1nGlasses@users.noreply.github.com> Date: Wed, 13 Nov 2024 13:56:28 -0700 Subject: [PATCH 17/21] README update. --- HeroSystem6eHeroic_HDImporter/README.MD | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/HeroSystem6eHeroic_HDImporter/README.MD b/HeroSystem6eHeroic_HDImporter/README.MD index b71bd8518..4b9f56413 100644 --- a/HeroSystem6eHeroic_HDImporter/README.MD +++ b/HeroSystem6eHeroic_HDImporter/README.MD @@ -68,16 +68,16 @@ Powers that add (or subtract) characteristics, movement, and perception abilitie > [!TIP] > HD Importer will recognize the following key phrases if added to a piece of equipment's notes and attempts to automatically apply the values given. -*"(locations x-y, z)" or "(loc x, y-z)"* +#### "(locations x-y, z)" or "(loc x, y-z)" If HD Importer finds the keyword "locations" it will assign the list "x-y, z" to a piece of armor's locations. End the list with closed parentheses ")" or a semicolon ";". -*"Equipment"* +#### "Equipment" A weapon with the "equipment" keyword will be imported as a piece of equipment, not a weapon. Useful for ordinary items built with attack powers. -*"Max Range: XYZm" or "max range XYZ"* +#### "Max Range: XYZm" or "max range XYZ" HD Importer will fill in a weapon's maximum range with XYZ. -*"X END/Turn" or "END/Turn: X"* +#### "X END/Turn" or "END/Turn: X" If your campaign uses the optional rule of applying END costs to armor, HD Importer will automatically apply the value X. # Help From 508701c447af8bdf6651ab6f64025a0d6816d0a7 Mon Sep 17 00:00:00 2001 From: Villain1nGlasses <85969638+Villain1nGlasses@users.noreply.github.com> Date: Wed, 13 Nov 2024 18:35:41 -0700 Subject: [PATCH 18/21] README update. --- HeroSystem6eHeroic_HDImporter/README.MD | 14 +++++--------- 1 file changed, 5 insertions(+), 9 deletions(-) diff --git a/HeroSystem6eHeroic_HDImporter/README.MD b/HeroSystem6eHeroic_HDImporter/README.MD index 4b9f56413..0dd63e86e 100644 --- a/HeroSystem6eHeroic_HDImporter/README.MD +++ b/HeroSystem6eHeroic_HDImporter/README.MD @@ -68,17 +68,13 @@ Powers that add (or subtract) characteristics, movement, and perception abilitie > [!TIP] > HD Importer will recognize the following key phrases if added to a piece of equipment's notes and attempts to automatically apply the values given. -#### "(locations x-y, z)" or "(loc x, y-z)" -If HD Importer finds the keyword "locations" it will assign the list "x-y, z" to a piece of armor's locations. End the list with closed parentheses ")" or a semicolon ";". +- `(locations x-y, z)" or "(loc x, y-z)` : `If HD Importer finds the keyword "locations" it will assign the list "x-y, z" to a piece of armor's locations. End the list with closed parentheses ")" or a semicolon ";". -#### "Equipment" -A weapon with the "equipment" keyword will be imported as a piece of equipment, not a weapon. Useful for ordinary items built with attack powers. +- `Equipment` : A weapon with the "equipment" keyword will be imported as a piece of equipment, not a weapon. Useful for ordinary items built with attack powers. -#### "Max Range: XYZm" or "max range XYZ" -HD Importer will fill in a weapon's maximum range with XYZ. +- `Max Range: XYZm" or "max range XYZ` : HD Importer will fill in a weapon's maximum range with XYZ. -#### "X END/Turn" or "END/Turn: X" -If your campaign uses the optional rule of applying END costs to armor, HD Importer will automatically apply the value X. +- `X END/Turn" or "END/Turn: X` : If your campaign uses the optional rule of applying END costs to armor, HD Importer will automatically apply the value X. # Help @@ -128,4 +124,4 @@ Version 2.1 -- Updated to support additional character sheet features as of shee Version 2.2 -- Fix for compound power import failure. Recognizes Mental Combat Skill Levels and assigns levels and costs. Minor update to HeroSystem6eHeroic.hde (version 2.2). Improved formatting of text in powers, talents, and complications (September 14, 2024). -Version 2.3 -- This version is up to date with Sheet Version 3.80. Adds special intelligence skill types with variable base cost (SPx). Adds "Native +" language skill assignment for native languages updated imitate dialects. Doubles the number of armor, weapons, and equipment imported to account for the new "A/B" sets feature of the sheet. Recognizes additional copies of weapons purchased with the quantity feature of HD. Adds recognition of the keywords and key phrases "Max Range XYZ" and "Equipment." HeroSystem6eHeroic.hde (version 2.3) updated to 50 equipment slots (November 13, 2024). +Version 2.3 -- This version is up to date with Sheet Version 3.80. Adds special intelligence skill types with variable base cost (SPx). Adds "Native +" language skill assignment for native languages updated to imitate dialects. Doubles the number of armor, weapons, and equipment imported to account for the new "A/B" sets feature of the sheet. Recognizes additional copies of weapons purchased with the quantity feature of HD. Adds recognition of the keywords and key phrases "Max Range XYZ" and "Equipment." HeroSystem6eHeroic.hde (version 2.3) updated to 50 equipment slots (November 13, 2024). From a441dac0140eca03049d51a6bf09b9b73772abc0 Mon Sep 17 00:00:00 2001 From: Villain1nGlasses <85969638+Villain1nGlasses@users.noreply.github.com> Date: Wed, 13 Nov 2024 18:37:22 -0700 Subject: [PATCH 19/21] README update. --- HeroSystem6eHeroic_HDImporter/README.MD | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/HeroSystem6eHeroic_HDImporter/README.MD b/HeroSystem6eHeroic_HDImporter/README.MD index 0dd63e86e..fecd2e434 100644 --- a/HeroSystem6eHeroic_HDImporter/README.MD +++ b/HeroSystem6eHeroic_HDImporter/README.MD @@ -68,13 +68,13 @@ Powers that add (or subtract) characteristics, movement, and perception abilitie > [!TIP] > HD Importer will recognize the following key phrases if added to a piece of equipment's notes and attempts to automatically apply the values given. -- `(locations x-y, z)" or "(loc x, y-z)` : `If HD Importer finds the keyword "locations" it will assign the list "x-y, z" to a piece of armor's locations. End the list with closed parentheses ")" or a semicolon ";". +- `(locations x-y, z) or (loc x, y-z)` : `If HD Importer finds the keyword "locations" it will assign the list "x-y, z" to a piece of armor's locations. End the list with closed parentheses ")" or a semicolon ";". - `Equipment` : A weapon with the "equipment" keyword will be imported as a piece of equipment, not a weapon. Useful for ordinary items built with attack powers. -- `Max Range: XYZm" or "max range XYZ` : HD Importer will fill in a weapon's maximum range with XYZ. +- `Max Range: XYZm or max range XYZ` : HD Importer will fill in a weapon's maximum range with XYZ. -- `X END/Turn" or "END/Turn: X` : If your campaign uses the optional rule of applying END costs to armor, HD Importer will automatically apply the value X. +- `X END/Turn or END/Turn: X` : If your campaign uses the optional rule of applying END costs to armor, HD Importer will automatically apply the value X. # Help From 8bb299d9c36d323ab51dedf886da16df6c7790fe Mon Sep 17 00:00:00 2001 From: Villain1nGlasses <85969638+Villain1nGlasses@users.noreply.github.com> Date: Wed, 13 Nov 2024 22:27:58 -0700 Subject: [PATCH 20/21] README update. --- HeroSystem6eHeroic_HDImporter/README.MD | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/HeroSystem6eHeroic_HDImporter/README.MD b/HeroSystem6eHeroic_HDImporter/README.MD index fecd2e434..457c34347 100644 --- a/HeroSystem6eHeroic_HDImporter/README.MD +++ b/HeroSystem6eHeroic_HDImporter/README.MD @@ -68,7 +68,7 @@ Powers that add (or subtract) characteristics, movement, and perception abilitie > [!TIP] > HD Importer will recognize the following key phrases if added to a piece of equipment's notes and attempts to automatically apply the values given. -- `(locations x-y, z) or (loc x, y-z)` : `If HD Importer finds the keyword "locations" it will assign the list "x-y, z" to a piece of armor's locations. End the list with closed parentheses ")" or a semicolon ";". +- `(locations x-y, z) or (loc x, y-z)` : If HD Importer finds the keyword "locations" it will assign the list "x-y, z" to a piece of armor's locations. End the list with closed parentheses ")" or a semicolon ";". - `Equipment` : A weapon with the "equipment" keyword will be imported as a piece of equipment, not a weapon. Useful for ordinary items built with attack powers. From 60bca4e632638b4809299c056bfb52754e308640 Mon Sep 17 00:00:00 2001 From: Villain1nGlasses <85969638+Villain1nGlasses@users.noreply.github.com> Date: Wed, 13 Nov 2024 22:32:06 -0700 Subject: [PATCH 21/21] Sample Character Update --- .../2.3/Sample_Character.hdc | Bin 166000 -> 165894 bytes 1 file changed, 0 insertions(+), 0 deletions(-) diff --git a/HeroSystem6eHeroic_HDImporter/2.3/Sample_Character.hdc b/HeroSystem6eHeroic_HDImporter/2.3/Sample_Character.hdc index 93ee772548bb55683af82c54698f08f8c5266d2d..1b41f82862279e34a618fe2e0eb5a8fc18b3afc0 100644 GIT binary patch delta 118 zcmew`fvar-7xTaW3>%qZ7&o6`oWjT*%#g^C%TU0O!;sos%e=joneo0PzbS(mgE@mK z5Lz-AGZ;?(C?Gw#;G5obtBZ_W?fYaIx9^i>YKh@R(#sG(x$vX#cAqMyQ@qo4I+$dp Oi*+!GP50s=Wl7y=ml8G;x>7~+B0mBAOt_hE1Zvuzoa7(9StK|mD> z3@!|*48;tY4CxGcKvofhK2Q!s=Q9K|R03s6fV^A=Gav~Q&tynu&|}D8NCAo|0Zq_n zuw&q5-~zG~7;G4v89X)@Fg7#FIs=U;0veIWpbj)f0Vt6VG^l_f5hzmG{Eun-KPJZe zlKdtN77QS4#$e81$Y3;C!BKj8KO3Xo^xYR2x!Ubz8MoWZGPT5Tx&Sp60d3CQ{-~1a YH1G72?M!0R*S0gsOuygGq|V3y01Ev%x&QzG