diff --git a/module/actor/actor-active-effects.js b/module/actor/actor-active-effects.js index 58a1e292..6f1a832f 100644 --- a/module/actor/actor-active-effects.js +++ b/module/actor/actor-active-effects.js @@ -115,8 +115,8 @@ export class HeroSystem6eActorActiveEffects extends ActiveEffect { }; // Temporary BLIND status/effect until enhanced senses can be fully implemented. - // When a character cannot perceive his opponent with any - // Targeting Sense, he is at ½ DCV. He’s also at ½ OCV in HTH + // When a character cannot perceive their opponent with any + // Targeting Sense, they are at ½ DCV. He’s also at ½ OCV in HTH // Combat and 0 OCV in Ranged Combat. // As a Half Phase Action, a character can attempt a PER Roll // to perceive a particular target with a Nontargeting Sense (at -5 if diff --git a/module/actor/actor.js b/module/actor/actor.js index c0069a43..38621d8c 100644 --- a/module/actor/actor.js +++ b/module/actor/actor.js @@ -45,8 +45,8 @@ export class HeroSystem6eActor extends Actor { ); if (existingEffect) { if (activeEffect.id == "knockedOut") { - //When he wakes up, his END equals his - //current STUN total. + // When they wakes up, their END equals their + // current STUN total. let newEnd = Math.min( parseInt(this.system.characteristics.stun.value), parseInt(this.system.characteristics.end.max), @@ -290,7 +290,7 @@ export class HeroSystem6eActor extends Actor { // RECOVERING // Characters use REC to regain lost STUN and expended END. // This is known as “Recovering” or “taking a Recovery.” - // When a character Recovers, add his REC to his current + // When a character Recovers, add their REC to their current // STUN and END totals (to a maximum of their full values, of // course). Characters get to Recover in two situations: Post- // Segment and when they choose to Recover as a Full Phase @@ -300,9 +300,9 @@ export class HeroSystem6eActor extends Actor { // Recovering is a Full Phase Action and occurs at the end of // the Segment (after all other characters who have a Phase that // Segment have acted). A character who Recovers during a Phase - // may do nothing else. He cannot even maintain a Constant Power + // may do nothing else. They cannot even maintain a Constant Power // or perform Actions that cost no END or take no time. However, - // he may take Zero Phase Actions at the beginning of his Phase + // they may take Zero Phase Actions at the beginning of their Phase // to turn off Powers, and Persistent Powers that don’t cost END // remain in effect. @@ -310,7 +310,7 @@ export class HeroSystem6eActor extends Actor { let speaker = ChatMessage.getSpeaker({ actor: this, token }); speaker["alias"] = this.name; - // A character who holds his breath does not get to Recover (even + // A character who holds their breath does not get to Recover (even // on Post-Segment 12) if (this.statuses.has("holdingBreath")) { const content = this.name + " is holding their breath."; @@ -357,16 +357,6 @@ export class HeroSystem6eActor extends Actor { { hideChatMessage: true }, ); - // let content = this.name + ` Takes a Recovery`; - let content = this.name + ` Takes a Recovery`; if (deltaEnd || deltaStun) { content += `, gaining ${deltaEnd} endurance and ${deltaStun} stun.`; @@ -455,7 +445,7 @@ export class HeroSystem6eActor extends Actor { // A character // who is Stunned or recovering from being // Stunned can take no Actions, take no Recoveries - // (except his free Post-Segment 12 Recovery), cannot + // (except their free Post-Segment 12 Recovery), cannot // move, and cannot be affected by Presence Attacks. // Recovering from being Stunned requires a Full diff --git a/module/combat.js b/module/combat.js index 2450de6d..3f5bd44d 100644 --- a/module/combat.js +++ b/module/combat.js @@ -489,7 +489,7 @@ export class HeroSystem6eCombat extends Combat { // STUNNING // The character remains Stunned and can take no - // Actions (not even Aborting to a defensive action) until his next + // Actions (not even Aborting to a defensive action) until their next // Phase. // Use actor.canAct to block actions // Remove STUNNED effect _onEndTurn @@ -706,10 +706,10 @@ export class HeroSystem6eCombat extends Combat { for (let combatant of this.combatants.filter((o) => !o.defeated)) { const actor = combatant.actor; - /// If this is an NPC and their STUN <= 0 then leave them be. + // If this is an NPC and their STUN <= 0 then leave them be. // Typically, you should only use the Recovery Time Table for // PCs. Once an NPC is Knocked Out below the -10 STUN level - // he should normally remain unconscious until the fight ends. + // they should normally remain unconscious until the fight ends. // ACTOR#ONUPDATE SHOULD MARK AS DEFEATED // if (actor.type != "pc" && parseInt(actor.system.characteristics.stun.value) <= -10) // { diff --git a/module/herosystem6e.js b/module/herosystem6e.js index f34afb0d..26f8ee08 100644 --- a/module/herosystem6e.js +++ b/module/herosystem6e.js @@ -732,7 +732,7 @@ Hooks.on("updateWorldTime", async (worldTime, options) => { // If this is an NPC and their STUN <= 0 then leave them be. // Typically, you should only use the Recovery Time Table for // PCs. Once an NPC is Knocked Out below the -10 STUN level - // he should normally remain unconscious until the fight ends. + // they should normally remain unconscious until the fight ends. if ( actor.type === "pc" || parseInt(actor.system.characteristics.stun.value) > -10 diff --git a/module/item/item-attack.js b/module/item/item-attack.js index ffe8e397..a5dd1dac 100644 --- a/module/item/item-attack.js +++ b/module/item/item-attack.js @@ -2728,8 +2728,8 @@ async function _calcDamage(damageResult, item, options) { `minimum damage invoked `; } diff --git a/module/utility/damage.js b/module/utility/damage.js index 29c58832..23e815a3 100644 --- a/module/utility/damage.js +++ b/module/utility/damage.js @@ -201,7 +201,7 @@ export function convertToDcFromItem(item, options) { // Move By (add in velocity) // ((STR/2) + (v/10))d6; attacker takes 1/3 damage // - // A character can accelerate at a rate of 5m per meter, up to his + // A character can accelerate at a rate of 5m per meter, up to their // maximum normal Combat Movement in meters per Phase. Thus // a character with 50m of Flight would be moving at a velocity of // 5m after traveling one meter, 10m after traveling two meters, diff --git a/module/utility/round.js b/module/utility/round.js index 89b94294..72db288b 100644 --- a/module/utility/round.js +++ b/module/utility/round.js @@ -8,7 +8,7 @@ export function RoundFavorPlayerDown(number) { // Character. For example, when calculating the cost of a Power, // it’s to the character’s advantage if the Power costs fewer CP, so a // .5 in a cost would round down; if a Combat Maneuver halves a - // character’s DCV, it’s to the character’s advantage for his DCV to + // character’s DCV, it’s to the character’s advantage for their DCV to // be as high as possible, so a .5 in that calculation would round // up. // const fraction = Math.floor((number % 1) * 10) / 10 @@ -28,7 +28,7 @@ export function RoundFavorPlayerUp(number) { // Character. For example, when calculating the cost of a Power, // it’s to the character’s advantage if the Power costs fewer CP, so a // .5 in a cost would round down; if a Combat Maneuver halves a - // character’s DCV, it’s to the character’s advantage for his DCV to + // character’s DCV, it’s to the character’s advantage for their DCV to // be as high as possible, so a .5 in that calculation would round // up. if (number % 1 < 0.5) return Math.floor(number);