forked from public/bol
Malus armure/bouclier et cout en PP supplementaire
This commit is contained in:
parent
e5b8c8f2c7
commit
9e5e07b227
10
css/bol.css
10
css/bol.css
@ -92,9 +92,19 @@ a:hover {
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clip: rect(0 0 0 0);
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overflow: hidden;
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}
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.roll-box {
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border-width: 1px;
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border-color: #000000;
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margin-bottom: 2px;
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}
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.hide {
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display: none;
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}
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ul.no-bullets {
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list-style-type: none; /* Remove bullets */
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padding: 0; /* Remove padding */
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margin: 0; /* Remove margins */
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}
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.ellipsis {
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text-overflow: ellipsis;
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overflow: hidden;
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@ -148,6 +148,8 @@
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"BOL.ui.status": "Status",
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"BOL.ui.toactivated": "Active (>Désactiver)",
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"BOL.ui.todeactivated": "Inactive (>Activer)",
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"BOL.ui.armorAgiMalus": "Armor+Shield Malus (Agi)",
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"BOL.ui.armorInitMalus": "Armor Malus (Init)",
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"BOL.featureCategory.origins": "Origines",
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"BOL.featureCategory.races": "Races",
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@ -150,6 +150,8 @@
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"BOL.ui.toactivated": "Active (>Désactiver)",
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"BOL.ui.todeactivated": "Inactive (>Activer)",
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"BOL.ui.status": "Statut",
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"BOL.ui.armorAgiMalus": "Malus d'Armure+Bouclier (Agi)",
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"BOL.ui.armorInitMalus": "Malus d'Armure (Init)",
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"BOL.featureCategory.origins": "Origines",
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"BOL.featureCategory.races": "Races",
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@ -172,7 +172,7 @@ export class BoLActor extends Actor {
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}
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}
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/* -------------------------------------------- */
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/*-------------------------------------------- */
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get armorMalusValue() { // used for Fight Options
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for (let armor of this.armors) {
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if (armor.data.properties.armorQuality.includes("light")) {
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@ -290,12 +290,52 @@ export class BoLActor extends Actor {
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return false
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}
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/*-------------------------------------------- */
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getPPCostArmor() {
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let armors = this.armors
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let ppCostArmor = 0
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for (let armor of armors) {
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if (armor.data.worn) {
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ppCostArmor += Number(armor.data.properties.modifiers.powercost) || 0
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}
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}
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return ppCostArmor
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}
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/*-------------------------------------------- */
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getArmorAgiMalus() {
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let malusAgi = 0
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for (let armor of this.armors) {
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if (armor.data.worn) {
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malusAgi += Number(armor.data.properties.modifiers.agility) || 0
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}
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}
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for (let shield of this.shields) {
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if (shield.data.worn) {
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malusAgi += Number(shield.data.properties.modifiers.agility) || 0
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}
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}
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return malusAgi
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}
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/*-------------------------------------------- */
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getArmorInitMalus() {
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let armors = this.armors
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let malusInit = 0
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for (let armor of armors) {
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if (armor.data.worn) {
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malusInit += Number(armor.data.properties.modifiers.init) || 0
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}
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}
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return malusInit
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}
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/*-------------------------------------------- */
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spendPowerPoint(ppCost) {
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let newPP = this.data.data.resources.power.value - ppCost
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newPP = (newPP < 0) ? 0 : newPP
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this.update({ 'data.resources.power.value': newPP })
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}
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/*-------------------------------------------- */
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resetAlchemyStatus(alchemyId) {
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let alchemy = this.data.items.get(alchemyId)
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if (alchemy) {
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@ -303,6 +343,7 @@ export class BoLActor extends Actor {
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}
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}
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/*-------------------------------------------- */
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async spendAlchemyPoint(alchemyId, pcCost) {
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let alchemy = this.data.items.get(alchemyId)
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if (alchemy) {
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@ -456,14 +497,14 @@ export class BoLActor extends Actor {
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/*-------------------------------------------- */
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buildRollList() {
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let rolls = []
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for ( let key in this.data.data.attributes) {
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for (let key in this.data.data.attributes) {
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let attr = this.data.data.attributes[key]
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rolls.push( { key: key, value: attr.value, name: attr.label, type: "attribute"})
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rolls.push({ key: key, value: attr.value, name: attr.label, type: "attribute" })
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}
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for ( let key in this.data.data.aptitudes) {
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if ( key != "def") {
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for (let key in this.data.data.aptitudes) {
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if (key != "def") {
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let apt = this.data.data.aptitudes[key]
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rolls.push( { key: key, value: apt.value, name: apt.label, type: "aptitude"})
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rolls.push({ key: key, value: apt.value, name: apt.label, type: "aptitude" })
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}
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}
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return rolls
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@ -16,7 +16,7 @@ export class BoLRoll {
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}
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/* -------------------------------------------- */
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static attributeCheck(actor, key ) {
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static attributeCheck(actor, key) {
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let attribute = eval(`actor.data.data.attributes.${key}`)
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let label = (attribute.label) ? game.i18n.localize(attribute.label) : null
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@ -31,13 +31,15 @@ export class BoLRoll {
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label: label,
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careerBonus: 0,
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description: description,
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armorAgiMalus: actor.getArmorAgiMalus(),
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armorInitMalus: actor.getArmorAgiMalus(),
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mod: 0
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}
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return this.displayRollDialog( rollData )
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return this.displayRollDialog(rollData)
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}
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/* -------------------------------------------- */
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static aptitudeCheck(actor, key ) {
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static aptitudeCheck(actor, key) {
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let aptitude = eval(`actor.data.data.aptitudes.${key}`)
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let attrKey = this.getDefaultAttribute(key)
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@ -53,6 +55,8 @@ export class BoLRoll {
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aptitude: aptitude,
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attrValue: attribute.value,
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aptValue: aptitude.value,
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armorAgiMalus: actor.getArmorAgiMalus(),
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armorInitMalus: actor.getArmorAgiMalus(),
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label: label,
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careerBonus: 0,
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description: description,
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@ -70,8 +74,8 @@ export class BoLRoll {
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let aptitude = eval(`actor.data.data.aptitudes.${weaponData.properties.attackAptitude}`)
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// Manage specific case
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let fightOption= actor.getActiveFightOption()
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if ( fightOption && fightOption.data.fightoptiontype == "fulldefense") {
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let fightOption = actor.getActiveFightOption()
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if (fightOption && fightOption.data.fightoptiontype == "fulldefense") {
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ui.notifications.warn(`{{actor.name}} est en Défense Totale ! Il ne peut pas attaquer ce round.`)
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return
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}
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@ -89,6 +93,8 @@ export class BoLRoll {
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aptitude: aptitude,
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attrValue: attribute.value,
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aptValue: aptitude.value,
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armorAgiMalus: actor.getArmorAgiMalus(),
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armorInitMalus: actor.getArmorAgiMalus(),
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mod: 0,
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modRanged: 0,
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label: (weapon.name) ? weapon.name : game.i18n.localize('BOL.ui.noWeaponName'),
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@ -132,6 +138,8 @@ export class BoLRoll {
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pcCost: Number(alchemyData.properties.pccost),
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pcCostCurrent: Number(alchemyData.properties.pccurrent),
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mod: Number(alchemyData.properties.difficulty),
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armorAgiMalus: actor.getArmorAgiMalus(),
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armorInitMalus: actor.getArmorAgiMalus(),
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label: alchemy.name,
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description: game.i18n.localize('BOL.ui.makeAlchemy') + "+" + alchemy.name,
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}
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@ -162,8 +170,11 @@ export class BoLRoll {
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aptValue: 0,
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ppCurrent: Number(actor.data.data.resources.power.value),
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careerBonus: actor.getSorcererBonus(),
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ppCostArmor: actor.getPPCostArmor(),
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ppCost: Number(spell.data.data.properties.ppcost),
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mod: Number(spellData.properties.difficulty),
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armorAgiMalus: actor.getArmorAgiMalus(),
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armorInitMalus: actor.getArmorAgiMalus(),
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label: spell.name,
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description: game.i18n.localize('BOL.ui.focusSpell') + " : " + spell.name,
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}
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@ -173,28 +184,32 @@ export class BoLRoll {
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/* -------------------------------------------- */
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static updateTotalDice() {
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this.updateArmorMalus(this.rollData)
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this.updatePPCost(this.rollData)
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this.rollData.bmDice = this.rollData.nbBoons - this.rollData.nbFlaws + this.rollData.bDice - this.rollData.mDice
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this.rollData.nbDice = 2 + Math.abs(this.rollData.bmDice)
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if (this.rollData.bmDice == 0 ) {
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$('#roll-nbdice').val( "2" )
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if (this.rollData.bmDice == 0) {
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$('#roll-nbdice').val("2")
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} else {
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let letter = (this.rollData.bmDice > 0) ? "B" : "M"
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$('#roll-nbdice').val( "2 + " + String(Math.abs(this.rollData.bmDice)) + letter )
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$('#roll-nbdice').val("2 + " + String(Math.abs(this.rollData.bmDice)) + letter)
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}
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$('#roll-modifier').val( this.rollData.attrValue + "+" + this.rollData.aptValue + "+" + this.rollData.careerBonus + "+" + this.rollData.mod + "+" +
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$('#roll-modifier').val(this.rollData.attrValue + "+" + this.rollData.aptValue + "+" + this.rollData.careerBonus + "+" + this.rollData.mod + "+" +
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this.rollData.modRanged + "+" + this.rollData.weaponModifier + "-" + this.rollData.defence + "-" + this.rollData.modArmorMalus + "-" +
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this.rollData.shieldMalus + "+" + this.rollData.attackModifier )
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this.rollData.shieldMalus + "+" + this.rollData.attackModifier + "+" + this.rollData.appliedArmorMalus)
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}
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/* -------------------------------------------- */
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static preProcessFightOption( rollData) {
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static preProcessFightOption(rollData) {
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rollData.damagesIgnoresArmor = false // Always reset flags
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rollData.modArmorMalus = 0
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rollData.attackModifier = 0
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let fgItem = rollData.fightOption
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if (fgItem ) {
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if (fgItem) {
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console.log(fgItem)
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if (fgItem.data.properties.fightoptiontype == "armordefault") {
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rollData.modArmorMalus = rollData.armorMalus // Activate the armor malus
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@ -214,16 +229,37 @@ export class BoLRoll {
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}
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}
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}
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/* -------------------------------------------- */
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static updateArmorMalus(rollData) {
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rollData.appliedArmorMalus = 0
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if (rollData.attribute.key == "agility") {
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$("#armor-agi-malus").show()
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rollData.appliedArmorMalus += rollData.armorAgiMalus
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} else {
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$("#armor-agi-malus").hide()
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}
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if (rollData.aptitude && rollData.aptitude.key == "init") {
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$("#armor-init-malus").show()
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rollData.appliedArmorMalus += rollData.armorInitMalus
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} else {
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$("#armor-init-malus").hide()
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}
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}
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/* ------------------------------ -------------- */
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static updatePPCost(rollData) {
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$('#ppcost').html(rollData.ppCost + " + Armor(" + rollData.ppCostArmor + ")=" + Number(rollData.ppCost + rollData.ppCostArmor))
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}
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/* ------------------------------ -------------- */
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static rollDialogListener(html) {
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this.updateTotalDice()
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html.find('#optcond').change((event) => { // Dynamic change of PP cost of spell
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let pp = BoLUtility.computeSpellCost(this.rollData.spell, event.currentTarget.selectedOptions.length)
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$('#ppcost').html(pp)
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this.rollData.ppCost = pp
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this.updatePPCost( this.rollData)
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})
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html.find('#mod').change((event) => {
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@ -240,15 +276,15 @@ export class BoLRoll {
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this.rollData.attribute = duplicate(this.rollData.actor.data.data.attributes[attrKey])
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this.rollData.attrValue = this.rollData.actor.data.data.attributes[attrKey].value
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this.updateTotalDice()
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} )
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})
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html.find('#apt').change((event) => {
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let aptKey = event.currentTarget.value
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this.rollData.aptitude = duplicate(this.rollData.actor.data.data.aptitudes[aptKey])
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this.rollData.aptValue = this.rollData.actor.data.data.aptitudes[aptKey].value
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this.updateTotalDice()
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} )
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})
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html.find('#applyShieldMalus').click( (event) => {
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html.find('#applyShieldMalus').click((event) => {
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if (event.currentTarget.checked) {
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this.rollData.shieldMalus = this.rollData.shieldAttackMalus
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} else {
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@ -284,7 +320,7 @@ export class BoLRoll {
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}
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/* -------------------------------------------- */
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static preProcessWeapon( rollData) {
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static preProcessWeapon(rollData) {
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if (rollData.mode == "weapon") {
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rollData.weaponModifier = rollData.weapon.data.data.properties.attackModifiers ?? 0;
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rollData.attackBonusDice = rollData.weapon.data.data.properties.attackBonusDice
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@ -334,6 +370,8 @@ export class BoLRoll {
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// Specific stuff
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this.preProcessWeapon(rollData)
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this.preProcessFightOption(rollData)
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this.updateArmorMalus(rollData)
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this.updatePPCost(rollData)
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// Save
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this.rollData = rollData
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console.log("ROLLDATA", rollData)
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@ -366,7 +404,7 @@ export class BoLRoll {
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const isMalus = rollData.mDice > 0
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rollData.nbDice += (rollData.attackBonusDice) ? 1 : 0
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const modifiers = rollData.attrValue + rollData.aptValue + rollData.careerBonus + rollData.mod + rollData.weaponModifier - rollData.defence - rollData.modArmorMalus + rollData.shieldMalus + rollData.attackModifier
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const modifiers = rollData.attrValue + rollData.aptValue + rollData.careerBonus + rollData.mod + rollData.weaponModifier - rollData.defence - rollData.modArmorMalus + rollData.shieldMalus + rollData.attackModifier + rollData.appliedArmorMalus
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const formula = (isMalus) ? rollData.nbDice + "d6kl2 + " + modifiers : rollData.nbDice + "d6kh2 + " + modifiers
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rollData.formula = formula
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rollData.modifiers = modifiers
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@ -384,6 +422,7 @@ export class BoLRoll {
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}
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}
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/* -------------------------------------------- */
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export class BoLDefaultRoll {
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constructor(rollData) {
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@ -404,6 +443,7 @@ export class BoLDefaultRoll {
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this.rollData.applyId = randomID(16)
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}
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/* -------------------------------------------- */
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async roll() {
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const r = new Roll(this.rollData.formula)
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@ -425,7 +465,7 @@ export class BoLDefaultRoll {
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this.rollData.actor.registerInit(r.total, this.rollData.isCritical, this.rollData.isFumble)
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}
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if (this.rollData.isSuccess && this.rollData.mode == "spell") { // PP cost management
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this.rollData.actor.spendPowerPoint(this.rollData.ppCost)
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this.rollData.actor.spendPowerPoint(this.rollData.ppCost + this.rollData.ppCostArmor)
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}
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if (this.rollData.mode == "alchemy") { // PP cost management
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this.rollData.actor.resetAlchemyStatus(this.rollData.alchemy.id)
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@ -434,6 +474,7 @@ export class BoLDefaultRoll {
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await this.sendChatMessage()
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}
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/* -------------------------------------------- */
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async sendChatMessage() {
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this._buildChatMessage(this.rollData).then(msgFlavor => {
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this.rollData.roll.toMessage({
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@ -445,6 +486,7 @@ export class BoLDefaultRoll {
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});
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}
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/* -------------------------------------------- */
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upgradeToCritical() {
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// Force to Critical roll
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this.rollData.isCritical = true
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@ -457,10 +499,12 @@ export class BoLDefaultRoll {
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this.sendChatMessage()
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}
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/* -------------------------------------------- */
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setSuccess(flag) {
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this.rollData.isSuccess = flag
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}
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/* -------------------------------------------- */
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async sendDamageMessage() {
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this._buildDamageChatMessage(this.rollData).then(msgFlavor => {
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this.rollData.damageRoll.toMessage({
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@ -472,6 +516,7 @@ export class BoLDefaultRoll {
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});
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}
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/* -------------------------------------------- */
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getDamageAttributeValue(attrDamage) {
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let attrDamageValue = 0
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if (attrDamage.includes("vigor")) {
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@ -483,6 +528,7 @@ export class BoLDefaultRoll {
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return attrDamageValue
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}
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/* -------------------------------------------- */
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async rollDamage() {
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if (this.rollData.mode != "weapon") { // Only specific process in Weapon mode
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return;
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@ -498,7 +544,7 @@ export class BoLDefaultRoll {
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bonusDmg = 12
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}
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let attrDamageValue = this.getDamageAttributeValue(this.rollData.weapon.data.data.properties.damageAttribute)
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let weaponFormula = BoLUtility.getDamageFormula(this.rollData.weapon.data.data, this.rollData.fightOption )
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let weaponFormula = BoLUtility.getDamageFormula(this.rollData.weapon.data.data, this.rollData.fightOption)
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let damageFormula = weaponFormula + "+" + bonusDmg + "+" + attrDamageValue
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console.log("DAMAGE !!!", damageFormula, attrDamageValue, this.rollData)
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@ -514,11 +560,13 @@ export class BoLDefaultRoll {
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}
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}
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/* -------------------------------------------- */
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_buildDamageChatMessage(rollData) {
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const rollMessageTpl = 'systems/bol/templates/chat/rolls/damage-roll-card.hbs';
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return renderTemplate(rollMessageTpl, rollData)
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
_buildChatMessage(rollData) {
|
||||
const rollMessageTpl = 'systems/bol/templates/chat/rolls/default-roll-card.hbs';
|
||||
return renderTemplate(rollMessageTpl, rollData);
|
||||
|
@ -190,10 +190,11 @@ export class BoLUtility {
|
||||
});
|
||||
|
||||
html.on("click", '.damage-handling', event => {
|
||||
event.preventDefault();
|
||||
let attackId = event.currentTarget.attributes['data-attack-id'].value;
|
||||
let defenseMode = event.currentTarget.attributes['data-defense-mode'].value;
|
||||
event.preventDefault()
|
||||
let attackId = event.currentTarget.attributes['data-attack-id'].value
|
||||
let defenseMode = event.currentTarget.attributes['data-defense-mode'].value
|
||||
let weaponId = (event.currentTarget.attributes['data-weapon-id']) ? event.currentTarget.attributes['data-weapon-id'].value : -1
|
||||
console.log("Process handling !!! -> socket emit")
|
||||
if (game.user.isGM) {
|
||||
BoLUtility.processDamageHandling(event, attackId, defenseMode, weaponId)
|
||||
} else {
|
||||
@ -209,7 +210,7 @@ export class BoLUtility {
|
||||
}
|
||||
BoLUtility.removeChatMessageId(BoLUtility.findChatMessageId(event.currentTarget));
|
||||
|
||||
//console.log("Damage Handling", event, attackId, defenseMode, weaponId)
|
||||
console.log("Damage Handling", event, attackId, defenseMode, weaponId)
|
||||
// Only GM process this
|
||||
let attackDef = this.attackStore[attackId]
|
||||
if (attackDef) {
|
||||
@ -365,6 +366,7 @@ export class BoLUtility {
|
||||
BoLUtility.processAttackSuccess(sockmsg.data);
|
||||
}
|
||||
if (sockmsg.name == "msg_damage_handling") {
|
||||
console.log("Msg received !!!!")
|
||||
BoLUtility.processDamageHandling(sockmsg.data.event, sockmsg.data.attackId, sockmsg.data.defenseMode)
|
||||
}
|
||||
}
|
||||
|
@ -1,4 +1,4 @@
|
||||
<div class="flexrow" style="margin-bottom: 1px;">
|
||||
<div class="flexrow box-roll">
|
||||
<div class="flex1 center bg-darkred">
|
||||
<label for="attr">{{localize 'BOL.ui.attribute'}}</label>
|
||||
</div>
|
||||
|
@ -1,5 +1,5 @@
|
||||
{{#if (count boons)}}
|
||||
<div class="flexrow" style="margin-bottom: 1px;">
|
||||
<div class="flexrow roll-box" >
|
||||
<div class="flex1 center bg-darkred">
|
||||
<label for="mod">{{localize 'BOL.ui.boons'}}</label>
|
||||
</div>
|
||||
|
@ -1,5 +1,5 @@
|
||||
{{#if careers}}
|
||||
<div class="flexrow" style="margin-bottom: 1px;">
|
||||
<div class="flexrow roll-box">
|
||||
<div class="flex1 center bg-darkred">
|
||||
<label for="mod">{{localize 'BOL.ui.careers'}}</label>
|
||||
</div>
|
||||
|
@ -1,5 +1,5 @@
|
||||
{{#if fightOption}}
|
||||
<div class="flexrow" style="margin-bottom: 1px;">
|
||||
<div class="flexrow roll-box">
|
||||
<div class="flex1 center bg-darkred">
|
||||
<label for="fg">{{localize 'BOL.ui.fightOption'}}</label>
|
||||
</div>
|
||||
|
@ -1,5 +1,5 @@
|
||||
{{#if (count flaws)}}
|
||||
<div class="flexrow" style="margin-bottom: 1px;">
|
||||
<div class="flexrow roll-box">
|
||||
<div class="flex1 center bg-darkred">
|
||||
<label for="mod">{{localize 'BOL.ui.flaws'}}</label>
|
||||
</div>
|
||||
|
@ -1,5 +1,5 @@
|
||||
{{#if isRanged}}
|
||||
<div class="flexrow" style="margin-bottom: 1px;">
|
||||
<div class="flexrow roll-box">
|
||||
<div class="flex1 center bg-darkred">
|
||||
<label for="modRanged">{{localize 'BOL.ui.rangeModifiers'}}</label>
|
||||
</div>
|
||||
@ -19,7 +19,25 @@
|
||||
</div>
|
||||
{{/if}}
|
||||
|
||||
<div class="flexrow" style="margin-bottom: 1px;">
|
||||
<div class="flexrow roll-box hide" id="armor-agi-malus">
|
||||
<div class="flex1 center bg-darkred">
|
||||
<label for="mod">{{localize 'BOL.ui.armorAgiMalus'}}</label>
|
||||
</div>
|
||||
<div class="flex1 center cell">
|
||||
<label>{{armorAgiMalus}}</label>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="flexrow roll-box hide" id="armor-init-malus">
|
||||
<div class="flex1 center bg-darkred">
|
||||
<label for="mod">{{localize 'BOL.ui.armorInitMalus'}}</label>
|
||||
</div>
|
||||
<div class="flex1 center cell">
|
||||
<label>{{armorInitMalus}}</label>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="flexrow roll-box" >
|
||||
<div class="flex1 center bg-darkred">
|
||||
<label for="mod">{{localize 'BOL.ui.modifiers'}}</label>
|
||||
</div>
|
||||
|
@ -10,41 +10,43 @@
|
||||
|
||||
{{> "systems/bol/templates/dialogs/attribute-roll-part.hbs"}}
|
||||
|
||||
<div class="flexrow" style="margin-bottom: 1px;">
|
||||
<div class="flexrow roll-box">
|
||||
<div class="flex1 center bg-darkred">
|
||||
<label for="mod">{{localize 'BOL.ui.sorcererRank'}}</label>
|
||||
</div>
|
||||
<div class="flex1 center cell">{{careerBonus}}</div>
|
||||
</div>
|
||||
|
||||
<div class="flexrow" style="margin-bottom: 1px;">
|
||||
<div class="flexrow roll-box" >
|
||||
<div class="flex1 center bg-darkred">
|
||||
<label for="mod">{{localize 'BOL.ui.ppcost'}}</label>
|
||||
</div>
|
||||
<div class="flex1 center cell" id="ppcost">{{ppCost}}</div>
|
||||
</div>
|
||||
|
||||
<div class="flexrow" style="margin-bottom: 1px;">
|
||||
<div class="flexrow roll-box" >
|
||||
<div class="flex1 center bg-darkred">
|
||||
<label for="mod">{{localize 'BOL.ui.ppAvailable'}}</label>
|
||||
</div>
|
||||
<div class="flex1 center cell">{{ppCurrent}}</div>
|
||||
</div>
|
||||
|
||||
<div class="flexrow" style="margin-bottom: 1px;">
|
||||
<div class="flexrow roll-box" >
|
||||
<div class="flex1 center bg-darkred">
|
||||
<label for="mod">{{localize 'BOL.ui.mandatoryconditions'}}</label>
|
||||
</div>
|
||||
<div class="flex1 center cell">
|
||||
<ul class="no-bullets">
|
||||
{{#each spell.data.data.properties.mandatoryconditions as | cond idx|}}
|
||||
{{#if (lt idx @root.spell.data.data.properties.nbmandatoryconditions)}}
|
||||
<label for="mod">{{cond}}</label>
|
||||
<li><label for="mod">{{cond}}</label></li>
|
||||
{{/if}}
|
||||
{{/each}}
|
||||
</ul>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="flexrow" style="margin-bottom: 1px;">
|
||||
<div class="flexrow roll-box" >
|
||||
<div class="flex1 center bg-darkred">
|
||||
<label for="mod">{{localize 'BOL.ui.optionnalconditions'}}</label>
|
||||
</div>
|
||||
|
@ -1,4 +1,4 @@
|
||||
<div class="flexrow" style="margin-bottom: 1px;">
|
||||
<div class="flexrow roll-box" >
|
||||
<div class="flex1 center bg-darkred">
|
||||
<label for="mod">{{localize 'BOL.ui.nbdices'}}</label>
|
||||
</div>
|
||||
@ -6,7 +6,7 @@
|
||||
<input class="flex1" type="text" id="roll-nbdice" value="2" disabled>
|
||||
</div>
|
||||
</div>
|
||||
<div class="flexrow" style="margin-bottom: 1px;">
|
||||
<div class="flexrow roll-box" >
|
||||
<div class="flex1 center bg-darkred">
|
||||
<label for="mod">{{localize 'BOL.ui.totalmod'}}</label>
|
||||
</div>
|
||||
|
@ -12,14 +12,14 @@
|
||||
|
||||
{{> "systems/bol/templates/dialogs/aptitude-roll-part.hbs"}}
|
||||
|
||||
<div class="flexrow" style="margin-bottom: 1px;">
|
||||
<div class="flexrow roll-box" >
|
||||
<div class="flex1 center bg-darkred">
|
||||
<label for="mod">{{localize 'BOL.ui.targetDefence'}}</label>
|
||||
</div>
|
||||
<div class="flex1 center cell">{{defence}}</div>
|
||||
</div>
|
||||
{{#if (eq shieldBlock 'blockall')}}
|
||||
<div class="flexrow" style="margin-bottom: 1px;">
|
||||
<div class="flexrow roll-box" >
|
||||
<div class="flex1 center bg-darkred">
|
||||
<label for="mod">{{localize 'BOL.ui.shieldMalus'}}</label>
|
||||
</div>
|
||||
@ -27,7 +27,7 @@
|
||||
</div>
|
||||
{{/if}}
|
||||
{{#if (eq shieldBlock 'blockone')}}
|
||||
<div class="flexrow" style="margin-bottom: 1px;">
|
||||
<div class="flexrow roll-box" >
|
||||
<div class="flex1 center bg-darkred">
|
||||
<label for="mod">{{localize 'BOL.ui.shieldMalus'}}</label>
|
||||
</div>
|
||||
|
@ -83,7 +83,7 @@
|
||||
<div class="form-group">
|
||||
<label class="property-label">{{localize "BOL.itemModifiers.init"}}</label>
|
||||
<div class="form-fields">
|
||||
<input class="field-value" type="text" name="data.properties.modifiers.init" value="{{data.properties.modifiers.init}}" data-dtype="Number"/>
|
||||
<input class="field-value" type="text" name="data.properties.modifiers.init" value="{{data.properties.modifiers.c}}" data-dtype="Number"/>
|
||||
</div>
|
||||
</div>
|
||||
<div class="form-group">
|
||||
|
Loading…
Reference in New Issue
Block a user