Opposed tests, ongoing process
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@ -98,6 +98,11 @@ export class SoSActorSheet extends ActorSheet {
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const skill = this.actor.getOwnedItem(li.data("item-id"));
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this.actor.rollSkill(skill);
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});
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html.find('.weapon-label a').click((event) => {
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const li = $(event.currentTarget).parents(".item");
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const weapon = this.actor.getOwnedItem(li.data("item-id"));
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this.actor.rollWeapon(weapon);
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});
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html.find('.skill-value').change((event) => {
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let skillName = event.currentTarget.attributes.skillname.value;
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//console.log("Competence changed :", skillName);
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@ -78,9 +78,11 @@ export class SoSActor extends Actor {
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this.cardDeck.drawEdge( 1 );
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this.saveDeck();
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}
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/* -------------------------------------------- */
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resetDeck( ) {
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this.cardDeck.resetDeck();
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this.saveDeck();
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}
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/* -------------------------------------------- */
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@ -210,7 +212,6 @@ export class SoSActor extends Actor {
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}
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let html = await renderTemplate('systems/foundryvtt-shadows-over-sol/templates/dialog-flip.html', flipData);
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new SoSFlipDialog(flipData, html).render(true);
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}
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/* -------------------------------------------- */
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@ -218,6 +219,7 @@ export class SoSActor extends Actor {
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let flipData = {
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mode: 'skill',
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statList: duplicate(this.data.data.stats),
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selectedStat: 'strength',
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consequencesList: duplicate( this.getApplicableConsequences() ),
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skill: duplicate(skill),
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actor: this,
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@ -229,4 +231,40 @@ export class SoSActor extends Actor {
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let html = await renderTemplate('systems/foundryvtt-shadows-over-sol/templates/dialog-flip.html', flipData);
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new SoSFlipDialog(flipData, html).render(true);
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}
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/* -------------------------------------------- */
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async rollWeapon( weapon ) {
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let target = SoSUtility.getTarget();
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let skill, selectedStatName;
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if ( weapon.data.data.category == 'ballistic' || weapon.data.data.category == 'laser' ) {
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skill = this.data.items.find( item => item.name == 'Guns');
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selectedStatName = 'dexterity';
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} else if ( weapon.data.data.category == 'melee' ) {
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skill = this.data.items.find( item => item.name == 'Melee');
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selectedStatName = 'dexterity';
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} else if ( weapon.data.data.category == 'grenade' ) {
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skill = this.data.items.find( item => item.name == 'Athletics');
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selectedStatName = 'dexterity';
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}
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let flipData = {
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mode: 'weapon',
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weapon: duplicate(weapon.data),
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statList: duplicate(this.data.data.stats),
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target: target,
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selectedStat: selectedStatName,
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consequencesList: duplicate( this.getApplicableConsequences() ),
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skill: duplicate(skill),
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actor: this,
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modifierList: SoSUtility.fillRange(-10, +10),
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tnList: SoSUtility.fillRange(6, 20),
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malusConsequence: 0
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}
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console.log(flipData);
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flipData.statList['nostat'] = { label: "No stat (ie defaulting skills)", value: 0, cardsuit: "none" }
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let html = await renderTemplate('systems/foundryvtt-shadows-over-sol/templates/dialog-flip.html', flipData);
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new SoSFlipDialog(flipData, html).render(true);
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}
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}
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@ -1,3 +1,4 @@
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import { SoSUtility } from "./sos-utility.js";
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/* -------------------------------------------- */
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const NB_POKER_CARD = 54;
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@ -165,7 +166,7 @@ export class SoSCardDeck {
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this.setJoker( flipData );
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} else {
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console.log("First card : ", flipData.cardSlot[0].card1);
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//console.log("First card : ", flipData.cardSlot[0].card1);
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// Face check for first card
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flipData.cardSlot[0].value1 = this.getCardValue(flipData.cardSlot[0].card1.cardName);
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flipData.cardSlot[0].isFace1 = this.isCardFace(flipData.cardSlot[0].card1.cardName);
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@ -212,14 +213,21 @@ export class SoSCardDeck {
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// Card Total
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flipData.cardTotal = flipData.cardSlot[0].total;
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flipData.cardSlotIndex = 0;
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if ( flipData.fullTrump ) {
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flipData.cardTotal = flipData.cardSlot[0].total + flipData.cardSlot[1].total;
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} else if (flipData.isTrump) {
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flipData.cardTotal = (flipData.cardSlot[0].total > flipData.cardSlot[1].total) ? flipData.cardSlot[0].total : flipData.cardSlot[1].total;
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if (flipData.cardSlot[0].total > flipData.cardSlot[1].total ) {
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flipData.cardSlotIndex = 0;
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flipData.cardTotal = flipData.cardSlot[0].total;
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} else {
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flipData.cardSlotIndex = 0;
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flipData.cardTotal = flipData.cardSlot[1].total;
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}
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}
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// Compute final result and compare
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if ( flipData.mode == 'stat' ) {
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if ( flipData.mode == 'stat' || flipData.mode == 'weapon' ) {
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flipData.baseScore = flipData.stat.value + flipData.malusConsequence;
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} else if (flipData.mode == 'skill') {
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flipData.baseScore = Math.floor(flipData.stat.value/2) + flipData.skill.data.value + flipData.malusConsequence
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@ -228,13 +236,43 @@ export class SoSCardDeck {
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flipData.magnitude = flipData.finalScore - flipData.tn;
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flipData.result = (flipData.magnitude >= 0) ? "Success": "Failure";
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console.log(flipData);
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//console.log(flipData);
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this.data.actor.saveDeck();
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flipData.alias = this.data.actor.name;
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let html = await renderTemplate('systems/foundryvtt-shadows-over-sol/templates/chat-flip.html', flipData);
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ChatMessage.create( { content: html });
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if ( flipData.mode == 'weapon' && flipData.magnitude >= 0 && !flipData.isJoker) { // Success
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this.processWeapon( flipData );
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}
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if (flipData.isJoker) { // Critical mismatch !
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// TODO
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}
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}
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/* -------------------------------------------- */
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async processWeapon( flipData ) {
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flipData.damageCardsuit = flipData.cardSlot[flipData.cardSlotIndex].cardsuit;
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let damageKey = 'damage_'+ flipData.damageCardsuit;
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flipData.damageString = flipData.weapon.data[damageKey];
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let damageRegexp = flipData.damageString.match( /(\d*)([LMSC])/i );
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flipData.damageValue = damageRegexp[1];
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flipData.damageSeverity = damageRegexp[2];
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// Now process damage
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if ( flipData.target) {
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if ( game.user.isGM ) { // Direct access
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SoSUtility.applyDamage( flipData );
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} else {
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game.socket.emit("system.foundryvtt-shadows-over-sol", {
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msg: "msg_defense", data: flipData } );
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}
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} else {
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let html = await renderTemplate('systems/foundryvtt-shadows-over-sol/templates/chat-damage-only.html', flipData );
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ChatMessage.create( { content: html });
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}
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}
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/* -------------------------------------------- */
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getDeckHTML( ) {
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@ -116,6 +116,18 @@ export class SoSCombat extends Combat {
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return 0;
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}
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/* -------------------------------------------- */
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getAPFromActor( actorId ) {
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for( let combatant of this.combatants) {
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//console.log(combatant);
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if ( combatant.actor.data._id == actorId ) {
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let phase = this.phaseSetup[combatant._id];
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return phase.remainingAP;
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}
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}
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return 0;
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}
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/* -------------------------------------------- */
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async setupActorActions(actionConf) {
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console.log("Setting combat for phase : ", actionConf);
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@ -1,5 +1,7 @@
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/* -------------------------------------------- */
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import { SoSUtility } from "./sos-utility.js";
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/* -------------------------------------------- */
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export class SoSFlipDialog extends Dialog {
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/* -------------------------------------------- */
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@ -25,7 +27,7 @@ export class SoSFlipDialog extends Dialog {
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/* -------------------------------------------- */
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updateScoreBase( ) {
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let scoreBase = 0;
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if ( this.flipData.mode == 'skill') {
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if ( this.flipData.mode == 'skill' || this.flipData.mode == 'weapon' ) {
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let statKey = $('#statSelect').val();
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this.flipData.stat = duplicate( this.flipData.statList[ statKey ] );
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scoreBase = Math.floor(this.flipData.statList[ statKey ].value / 2) + this.flipData.skill.data.value;
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@ -49,14 +51,15 @@ export class SoSFlipDialog extends Dialog {
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this.updateScoreBase();
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$('.edge-card').click((event) => {
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let flipData = duplicate(this.flipData);
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let flipData = this.flipData;
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flipData.modifier = $('#modifier').val();
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flipData.tn = $('#tn').val();
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flipData.tn = (flipData.target) ? flipData.target.actor.data.data.scores.defense.value : $('#tn').val();
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flipData.edgeName = event.currentTarget.attributes['data-edge-card'].value;
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flipData.cardOrigin = "Edge";
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if ( flipData.mode == 'skill') {
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if ( flipData.mode == 'skill' || flipData.mode == 'weapon') {
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flipData.stat = duplicate( flipData.statList[ $('#statSelect').val() ] );
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}
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console.log("CLICK:", flipData);
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this.flipData.actor.cardDeck.doFlipFromDeckOrEdge(flipData);
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this.onFlipClose();
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});
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@ -105,15 +108,14 @@ export class SoSFlipDialog extends Dialog {
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} );
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html.find('.class-view-deck').click((event) => {
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let flipData = duplicate(this.flipData);
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let flipData = this.flipData;
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flipData.modifier = html.find('#modifier').val();
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flipData.tn = html.find('#tn').val();
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if ( flipData.mode == 'skill') {
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if ( flipData.mode == 'skill' || flipData.mode == 'weapon') {
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let statKey = $('#statSelect').val();
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flipData.stat = duplicate( flipData.statList[ statKey ] );
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}
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flipData.cardOrigin = "Deck";
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flipData.tn = html.find('#tn').val();
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flipData.tn = (flipData.target) ? flipData.target.actor.data.data.scores.defense.value : $('#tn').val();
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dialog.flipData.actor.cardDeck.doFlipFromDeckOrEdge(flipData);
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dialog.onFlipClose();
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});
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/* -------------------------------------------- */
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import { SoSCombat } from "./sos-combat.js";
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import { SoSDialogCombatActions } from "./sos-dialog-combat-actions.js";
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/* -------------------------------------------- */
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@ -129,4 +130,102 @@ export class SoSUtility {
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});
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}
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/* -------------------------------------------- */
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static getTarget() {
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if (game.user.targets && game.user.targets.size == 1) {
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for (let target of game.user.targets) {
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return target;
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}
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}
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return undefined;
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}
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/* -------------------------------------------- */
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static increaseSeverity( severity ) {
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if ( severity == 'L') return 'M';
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if ( severity == 'M') return 'S';
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if ( severity == 'S') return 'C';
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if ( severity == 'C') return 'F';
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}
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/* -------------------------------------------- */
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static decreaseSeverity( severity ) {
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if ( severity == 'C') return 'S';
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if ( severity == 'S') return 'M';
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if ( severity == 'M') return 'L';
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if ( severity == 'L') return 'N';
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}
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/* -------------------------------------------- */
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static getSeverityLevel( severity) {
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if ( severity == 'C') return 4;
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if ( severity == 'S') return 3;
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if ( severity == 'M') return 2;
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if ( severity == 'L') return 1;
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return 0;
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}
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/* -------------------------------------------- */
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static async applyDamage( flipData ) {
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let dr = flipData.target.actor.data.data.scores.dr.value;
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let shock = flipData.target.actor.data.data.scores.shock.value;
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let defenseCritical = flipData.target.actor.data.data.scores.defense.critical;
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flipData.damageStatus = 'apply_damage';
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flipData.targetShock = shock;
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flipData.targetDR = dr;
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flipData.targetCritical = defenseCritical;
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// DR management
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if ( flipData.damageValue < dr) {
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if (flipData.damageValue < dr / 2) {
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flipData.damageStatus = "no_damage";
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// TODO : No damage !
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} else {
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flipData.damageSeverity = this.decreaseSeverity(flipData.damageSeverity );
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if ( flipData.damageSeverity == 'N') {
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flipData.damageStatus = "no_damage";
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}
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}
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}
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// Shock management
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flipData.woundsList = [];
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if ( flipData.damageValue >= shock) {
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let incSeverity = Math.floor(flipData.damageValue / shock);
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for (let i=0; i<incSeverity; i++) {
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if ( flipData.damageSeverity == 'C') {
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flipData.woundsList.push( flipData.damageSeverity );
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flipData.damageSeverity = 'L';
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} else {
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flipData.damageSeverity = this.increaseSeverity( flipData.damageSeverity );
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}
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}
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}
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flipData.woundsList.push( flipData.damageSeverity );
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flipData.nbWounds = flipData.woundsList.length;
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// Critical management
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flipData.isCritical = ( flipData.cardTotal >= defenseCritical);
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let html = await renderTemplate('systems/foundryvtt-shadows-over-sol/templates/chat-damage-target.html', flipData );
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ChatMessage.create( { content: html });
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// Is target able to dodge ??
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let defender = game.actors.get( flipData.target.actor._id);
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flipData.coverConsequence = defender.data.items.find( item => item.type == 'consequence' && item.name == 'Cover');
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flipData.APavailable = game.combat.getAPFromActor( defender.data._id );
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console.log("FLIPDATE : ", flipData);
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if ( flipData.APavailable > 0) {
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if ( (flipData.weapon.data.category == 'melee' ) || ( (flipData.weapon.data.category == 'laser' || flipData.weapon.data.category == 'ballistic') &&
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flipData.coverConsequence.data.severity != 'none') ) {
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flipData.coverSeverityLevel = this.getSeverityLevel( flipData.coverConsequence.data.severity ) * 2;
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flipData.coverSeverityFlag = (flipData.coverSeverityLevel > 0);
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flipData.isMelee = (flipData.weapon.data.category == 'melee' );
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let melee = defender.data.items.find( item => item.type == 'skill' && item.name == 'Melee');
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flipData.defenderMelee = melee.data.value;
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let html = await renderTemplate('systems/foundryvtt-shadows-over-sol/templates/chat-damage-request-dodge.html', flipData );
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ChatMessage.create( { content: html, whisper: [ChatMessage.getWhisperRecipients(flipData.target.actor.name), ChatMessage.getWhisperRecipients("GM") ] } );
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}
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}
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}
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}
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"name": "foundryvtt-shadows-over-sol",
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"title": "Shadows over Sol",
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"description": "Shadows over Sol for FoundryVTT",
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"version": "0.0.20",
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"version": "0.0.21",
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"manifestPlusVersion": "1.0.0",
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"minimumCoreVersion": "0.7.5",
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"compatibleCoreVersion": "0.7.9",
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@ -192,7 +192,7 @@
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{{#each data.weapons as |weapon key|}}
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<li class="item flexrow list-item" data-item-id="{{weapon._id}}">
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<img class="sheet-skill-img" src="{{weapon.img}}"/>
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<span class="conseq-label"><a>{{weapon.name}}</a></span>
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<span class="weapon-label"><a>{{weapon.name}}</a></span>
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<div class="item-controls">
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<a class="item-control item-equip" title="Equipped">{{#if weapon.data.equiped}}<i class="fas fa-circle"></i>{{else}}<i class="fas fa-genderless"></i>{{/if}}</a>
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<a class="item-control item-edit" title="Edit Item"><i class="fas fa-edit"></i></a>
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@ -206,7 +206,7 @@
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{{#each data.armors as |armor key|}}
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<li class="item flexrow list-item" data-item-id="{{armor._id}}">
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<img class="sheet-skill-img" src="{{armor.img}}"/>
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<span class="conseq-label"><a>{{armor.name}}</a></span>
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<span class="armor-label">{{armor.name}}</span>
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<div class="item-controls">
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<a class="item-control item-worn" title="Worn">{{#if armor.data.worn}}<i class="fas fa-circle"></i>{{else}}<i class="fas fa-genderless"></i>{{/if}}</a>
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<a class="item-control item-edit" title="Edit Item"><i class="fas fa-edit"></i></a>
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@ -220,7 +220,7 @@
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{{#each data.gears as |gear key|}}
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<li class="item flexrow list-item" data-item-id="{{gear._id}}">
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<img class="sheet-skill-img" src="{{gear.img}}"/>
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<span class="conseq-label"><a>{{gear.name}}</a></span>
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<span class="conseq-label">{{gear.name}}</span>
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<div class="item-controls">
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<a class="item-control item-equip" title="Worn">{{#if armor.data.worn}}<i class="fas fa-circle"></i>{{else}}<i class="fas fa-genderless"></i>{{/if}}</a>
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<a class="item-control item-edit" title="Edit Item"><i class="fas fa-edit"></i></a>
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8
templates/chat-damage-only.html
Normal file
8
templates/chat-damage-only.html
Normal file
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<h4>{{alias}} has made damages with its weapon {{weapon.name}} !</h4>
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<div class="flexcol">
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<label>Card color : {{damageCardsuit}}</label>
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<label>Damage value: {{damageValue}}</label>
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<label>Damage Severity : {{damageSeverity}} </label>
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<label>No target has been selected, you must apply damages manually, by comparing the value above with the DR and the Shock of the target,
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as per rules p.117.</label>
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</div>
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10
templates/chat-damage-request-dodge.html
Normal file
10
templates/chat-damage-request-dodge.html
Normal file
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|
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<h4>{{target.actor.name}} has {{remainingAP}} AP and can react to the attack from {{actor.name}} !</h4>
|
||||
<div class="flexcol">
|
||||
{{#if coverSeverityFlag}}
|
||||
<label>Add cover consequence bonus * 2 to your defense : {{coverSeverityLevel}}</label>
|
||||
{{/if}}
|
||||
{{#if isMelee}}
|
||||
<label>Add Melee level to your defense : {{defenderMelee}}</label>
|
||||
{{/if}}
|
||||
<label>Do not dodge and get the hit ! </label>
|
||||
</div>
|
17
templates/chat-damage-target.html
Normal file
17
templates/chat-damage-target.html
Normal file
@ -0,0 +1,17 @@
|
||||
<h4>{{alias}} has made damages with its weapon {{weapon.name}} against
|
||||
{{target.actor.name}} !</h4>
|
||||
<div class="flexcol">
|
||||
<label>Score : {{finalScore}} - Target defense : {{tn}} / {{targetCritical}}</label>
|
||||
<label>Target DR : {{targetDR}} - Target Shock : {{targetShock}} </label>
|
||||
<label>Card color : {{damageCardsuit}}</label>
|
||||
<label>Damage value: {{damageValue}}</label>
|
||||
{{#if isCritical}}
|
||||
<label><strong>This is a critical hit !</strong></label>
|
||||
{{/if}}
|
||||
<label>Number of Wounds : {{nbWounds}}</label>
|
||||
<ul>
|
||||
{{#each woundsList as |severity key|}}
|
||||
<li> 1 Wound of severity {{severity}}</li>
|
||||
{{/each}}
|
||||
</ul>
|
||||
</div>
|
@ -18,7 +18,7 @@
|
||||
<select name="stat" id="statSelect" data-dtype="String">
|
||||
{{#select statList}}
|
||||
{{#each statList as |stat key|}}
|
||||
<option value={{key}}>{{localize stat.label}} : {{stat.value}} - {{stat.cardsuit}} </option>
|
||||
<option value={{key}} {{#if (eq key ../selectedStat)}}selected{{/if}}>{{localize stat.label}} : {{stat.value}} - {{stat.cardsuit}} </option>
|
||||
{{/each}}
|
||||
{{/select}}
|
||||
</select>
|
||||
@ -43,10 +43,19 @@
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{{#if target}}
|
||||
<div>
|
||||
<h4>Target : {{target.actor.name}} - Defense : {{target.actor.data.data.scores.defense.value}}/{{target.actor.data.data.scores.defense.critical}}</h4>
|
||||
</div>
|
||||
{{/if}}
|
||||
|
||||
<section class="sheet-body">
|
||||
<div class="tab" data-group="primary">
|
||||
<div class="flexrow">
|
||||
<label for="categorie generic-label">Target Number (TN) : </label>
|
||||
<label for="categorie" class="generic-label">Target Number (TN) : </label>
|
||||
{{#if target}}
|
||||
<label for="categorie" class="generic-label"> {{target.actor.data.data.scores.defense.value}} </label>
|
||||
{{else}}
|
||||
<select name="tn" id="tn" data-dtype="number">
|
||||
{{#select tn}}
|
||||
{{#each tnList as |key|}}
|
||||
@ -54,9 +63,10 @@
|
||||
{{/each}}
|
||||
{{/select}}
|
||||
</select>
|
||||
{{/if}}
|
||||
</div>
|
||||
<div class="flexrow">
|
||||
<label for="categorie generic-label">Flip Modifier</label>
|
||||
<label for="categorie" class="generic-label">Flip Modifier</label>
|
||||
<select name="modifier" id="modifier" data-dtype="number">
|
||||
{{#select modifier}}
|
||||
{{#each modifierList as |key|}}
|
||||
|
Loading…
Reference in New Issue
Block a user