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@ -13,7 +13,7 @@ export class Avd12ActorSheet extends ActorSheet {
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return mergeObject(super.defaultOptions, {
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classes: ["fvtt-avd12", "sheet", "actor"],
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template: "systems/fvtt-avd12/templates/actor-sheet.html",
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template: "systems/fvtt-avd12/templates/actors/actor-sheet.hbs",
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width: 960,
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height: 720,
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tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "skills" }],
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@ -35,11 +35,12 @@ export class Avd12ActorSheet extends ActorSheet {
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cssClass: this.isEditable ? "editable" : "locked",
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system: duplicate(this.object.system),
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limited: this.object.limited,
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skills: this.actor.getSkills( ),
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modules: this.actor.getModules(),
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traits: this.actor.getTraits(),
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weapons: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getWeapons()) ),
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armors: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getArmors())),
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shields: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getShields())),
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spells: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getLore())),
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spells: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getSpells())),
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equipments: this.actor.checkAndPrepareEquipments(duplicate(this.actor.getEquipmentsOnly()) ),
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equippedWeapons: this.actor.checkAndPrepareEquipments(duplicate(this.actor.getEquippedWeapons()) ),
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equippedArmor: this.actor.getEquippedArmor(),
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@ -81,7 +82,7 @@ export class Avd12ActorSheet extends ActorSheet {
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// Delete Inventory Item
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html.find('.item-delete').click(ev => {
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const li = $(ev.currentTarget).parents(".item")
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CrucibleUtility.confirmDelete(this, li)
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Avd12Utility.confirmDelete(this, li)
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})
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html.find('.item-add').click(ev => {
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let dataType = $(ev.currentTarget).data("type")
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@ -129,14 +130,10 @@ export class Avd12ActorSheet extends ActorSheet {
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this.actor.incDecAmmo( li.data("item-id"), +1 )
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} );
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html.find('.roll-ability').click((event) => {
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const abilityKey = $(event.currentTarget).data("ability-key");
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this.actor.rollAbility(abilityKey);
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});
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html.find('.roll-skill').click((event) => {
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const li = $(event.currentTarget).parents(".item")
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const skillId = li.data("item-id")
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this.actor.rollSkill(skillId)
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let attrKey = $(event.currentTarget).data("attr-key")
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let skillKey = $(event.currentTarget).data("skill-key")
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this.actor.rollSkill(attrKey, skillKey)
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});
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html.find('.roll-weapon').click((event) => {
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@ -49,7 +49,9 @@ export class Avd12Actor extends Actor {
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/* -------------------------------------------- */
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async prepareData() {
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super.prepareData();
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super.prepareData()
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}
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/* -------------------------------------------- */
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@ -58,6 +60,23 @@ export class Avd12Actor extends Actor {
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}
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}
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/* -------------------------------------------- */
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rebuildSkills() {
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for (let attrKey in this.system.attributes) {
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let attr = this.system.attributes[attrKey]
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for (let skillKey in attr.skills) {
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let dataPath = attrKey + ".skills." + skillKey + ".modifier"
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let skill = attr.skills[skillKey]
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skill.modifier = 0
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let availableTraits = this.items.filter(t => t.type == "trait" && t.system.computebonus && t.system.bonusdata == dataPath)
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for (let trait of availableTraits) {
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skill.modifier += Number(trait.system.bonusvalue)
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}
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skill.finalvalue = skill.modifier + attr.value
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}
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}
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}
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/* -------------------------------------------- */
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prepareDerivedData() {
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@ -65,7 +84,8 @@ export class Avd12Actor extends Actor {
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this.system.encCapacity = this.getEncumbranceCapacity()
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this.buildContainerTree()
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this.computeHitPoints()
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this.computeEffortPoints()
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this.rebuildSkills()
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}
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super.prepareDerivedData();
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@ -77,6 +97,11 @@ export class Avd12Actor extends Actor {
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super._preUpdate(changed, options, user);
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}
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/*_onUpdateEmbeddedDocuments( embeddedName, ...args ) {
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this.rebuildSkills()
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super._onUpdateEmbeddedDocuments(embeddedName, ...args)
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}*/
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/* -------------------------------------------- */
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getEncumbranceCapacity() {
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return 1;
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@ -106,6 +131,10 @@ export class Avd12Actor extends Actor {
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}
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return undefined
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}
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getSpells() {
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let comp = duplicate(this.items.filter(item => item.type == 'spell') || []);
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return comp
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}
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/* -------------------------------------------- */
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getShields() {
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let comp = duplicate(this.items.filter(item => item.type == 'shield') || []);
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@ -153,15 +182,14 @@ export class Avd12Actor extends Actor {
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}
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/* -------------------------------------------- */
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getSkills() {
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let comp = duplicate(this.items.filter(item => item.type == 'skill') || [])
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for (let skill of comp) {
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Avd12Utility.updateSkill(skill)
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}
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Avd12Utility.sortArrayObjectsByName(comp)
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getModules() {
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let comp = duplicate(this.items.filter(item => item.type == 'module') || [])
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return comp
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}
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getTraits() {
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let comp = duplicate(this.items.filter(item => item.type == 'trait') || [])
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return comp
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}
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/* -------------------------------------------- */
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getRelevantAttribute(attrKey) {
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let comp = duplicate(this.items.filter(item => item.type == 'skill' && item.system.attribute == attrKey) || []);
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@ -212,6 +240,31 @@ export class Avd12Actor extends Actor {
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return duplicate(this.items.filter(item => item.type == "equipment") || [])
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}
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/* ------------------------------------------- */
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async addModuleLevel(moduleId, levelChoice) {
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for (let itemId in levelChoice.features) {
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let itemData = duplicate(levelChoice.features[itemId])
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itemData.system.moduleId = moduleId
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itemData.system.originalId = itemId
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//let item = await Item.create(itemData, { temporary: true });
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await this.createEmbeddedDocuments('Item', [itemData])
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}
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}
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/* ------------------------------------------- */
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async deleteModuleLevel(moduleId, levelChoice) {
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let toDelete = []
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for (let itemId in levelChoice.features) {
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let item = this.items.find(it => Avd12Utility.isModuleItemAllowed(it.type) && it.system.moduleId == moduleId && it.system.originalId == itemId)
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if (item) {
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toDelete.push(item.id)
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}
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}
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console.log("toele", toDelete, moduleId, levelChoice)
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if (toDelete.length > 0) {
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await this.deleteEmbeddedDocuments('Item', toDelete)
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}
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}
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/* ------------------------------------------- */
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async buildContainerTree() {
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let equipments = duplicate(this.items.filter(item => item.type == "equipment") || [])
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@ -451,59 +504,13 @@ export class Avd12Actor extends Actor {
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}
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/* -------------------------------------------- */
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getCommonRollData(abilityKey = undefined) {
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let noAction = this.isNoAction()
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if (noAction) {
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ui.notifications.warn("You can't do any actions du to the condition : " + noAction.name)
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return
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}
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getCommonRollData() {
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let rollData = Avd12Utility.getBasicRollData()
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rollData.alias = this.name
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rollData.actorImg = this.img
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rollData.actorId = this.id
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rollData.img = this.img
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rollData.featsDie = this.getFeatsWithDie()
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rollData.featsSL = this.getFeatsWithSL()
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rollData.armors = this.getArmors()
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rollData.conditions = this.getConditions()
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rollData.featDieName = "none"
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rollData.featSLName = "none"
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rollData.rollAdvantage = "none"
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rollData.advantage = "none"
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rollData.disadvantage = "none"
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rollData.forceAdvantage = this.isForcedAdvantage()
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rollData.forceDisadvantage = this.isForcedDisadvantage()
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rollData.forceRollAdvantage = this.isForcedRollAdvantage()
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rollData.forceRollDisadvantage = this.isForcedRollDisadvantage()
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rollData.noAdvantage = this.isNoAdvantage()
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if (rollData.defenderTokenId) {
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let defenderToken = game.canvas.tokens.get(rollData.defenderTokenId)
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let defender = defenderToken.actor
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// Distance management
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let token = this.token
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if (!token) {
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let tokens = this.getActiveTokens()
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token = tokens[0]
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}
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if (token) {
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const ray = new Ray(token.object?.center || token.center, defenderToken.center)
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rollData.tokensDistance = canvas.grid.measureDistances([{ ray }], { gridSpaces: false })[0] / canvas.grid.grid.options.dimensions.distance
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} else {
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ui.notifications.info("No token connected to this actor, unable to compute distance.")
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return
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}
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if (defender) {
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rollData.forceAdvantage = defender.isAttackerAdvantage()
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rollData.advantageFromTarget = true
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}
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}
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if (abilityKey) {
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rollData.ability = this.getAbility(abilityKey)
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rollData.selectedKill = undefined
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}
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console.log("ROLLDATA", rollData)
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@ -518,28 +525,22 @@ export class Avd12Actor extends Actor {
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ui.notifications.warn("You are targetting a token with a skill : please use a Weapon instead.")
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return
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}
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Avd12Utility.rollCrucible(rollData)
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Avd12Utility.rollAvd12(rollData)
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}
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/* -------------------------------------------- */
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rollSkill(skillId) {
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let skill = this.items.get(skillId)
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rollSkill(attrKey, skillKey) {
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let attr = this.system.attributes[attrKey]
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let skill = attr.skills[skillKey]
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if (skill) {
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if (skill.system.islore && skill.system.level == 0) {
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ui.notifications.warn("You can't use Lore Skills with a SL of 0.")
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return
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}
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skill = duplicate(skill)
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Avd12Utility.updateSkill(skill)
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let abilityKey = skill.system.ability
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let rollData = this.getCommonRollData(abilityKey)
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skill.name = Avd12Utility.upperFirst(skillKey)
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skill.attr = duplicate(attr)
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let rollData = this.getCommonRollData()
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rollData.mode = "skill"
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rollData.skill = skill
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rollData.title = "Roll Skill " + skill.name
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rollData.img = skill.img
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if (rollData.target) {
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ui.notifications.warn("You are targetting a token with a skill : please use a Weapon instead.")
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return
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}
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this.startRoll(rollData)
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}
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}
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@ -699,27 +700,10 @@ export class Avd12Actor extends Actor {
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return { armorIgnored: true, nbSuccess: 0, messages: ["No armor equipped."] }
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}
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/* -------------------------------------------- */
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rollSave(saveKey) {
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let saves = this.getSaveRoll()
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let save = saves[saveKey]
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if (save) {
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save = duplicate(save)
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let rollData = this.getCommonRollData()
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rollData.mode = "save"
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rollData.save = save
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if (rollData.target) {
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ui.notifications.warn("You are targetting a token with a save roll - Not authorized.")
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return
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}
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this.startRoll(rollData)
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}
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}
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/* -------------------------------------------- */
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async startRoll(rollData) {
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this.syncRoll(rollData)
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let rollDialog = await CrucibleRollDialog.create(this, rollData)
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let rollDialog = await Avd12RollDialog.create(this, rollData)
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rollDialog.render(true)
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}
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@ -1,7 +1,5 @@
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import { Avd12Utility } from "./avd12-utility.js";
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const __ALLOWED_MODULE_TYPES = { "action": 1, "reaction": 1, "freeaction": 1, "trait": 1 }
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/**
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* Extend the basic ItemSheet with some very simple modifications
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* @extends {ItemSheet}
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@ -16,11 +14,12 @@ export class Avd12ItemSheet extends ItemSheet {
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template: "systems/fvtt-avd12/templates/item-sheet.hbs",
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dragDrop: [{ dragSelector: null, dropSelector: null }],
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width: 620,
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height: 'fit-content',
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height: 480,
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tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "description" }]
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});
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}
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/* -------------------------------------------- */
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_getHeaderButtons() {
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let buttons = super._getHeaderButtons();
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@ -96,7 +95,7 @@ export class Avd12ItemSheet extends ItemSheet {
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/* -------------------------------------------- */
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postItem() {
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let chatData = duplicate(CrucibleUtility.data(this.item));
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let chatData = duplicate(this.item)
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if (this.actor) {
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chatData.actor = { id: this.actor.id };
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}
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@ -112,7 +111,7 @@ export class Avd12ItemSheet extends ItemSheet {
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});
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renderTemplate('systems/avd12/templates/post-item.html', chatData).then(html => {
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let chatOptions = CrucibleUtility.chatDataSetup(html);
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let chatOptions = Avd12Utility.chatDataSetup(html);
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ChatMessage.create(chatOptions)
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});
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}
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@ -133,7 +132,7 @@ export class Avd12ItemSheet extends ItemSheet {
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ui.notifications.warn("Unable to find relevant item - Aborting drag&drop " + data.uuid)
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return
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}
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if (this.object.type == "module" && __ALLOWED_MODULE_TYPES[item.type]) {
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if (this.object.type == "module" && Avd12Utility.isModuleItemAllowed(item.type) ) {
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let levels = duplicate(this.object.system.levels)
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levels[levelIndex].choices[choiceIndex].features[item.id] = duplicate(item)
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this.object.update({ 'system.levels': levels })
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@ -144,13 +143,16 @@ export class Avd12ItemSheet extends ItemSheet {
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/* -------------------------------------------- */
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async viewSubitem(ev) {
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let field = $(ev.currentTarget).data('type');
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let idx = Number($(ev.currentTarget).data('index'));
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let itemData = this.object.system[field][idx];
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let levelIndex = Number($(ev.currentTarget).parents(".item").data("level-index"))
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let choiceIndex = Number($(ev.currentTarget).parents(".item").data("choice-index"))
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let featureId = $(ev.currentTarget).parents(".item").data("feature-id")
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let itemData = this.object.system.levels[levelIndex].choices[choiceIndex].features[featureId]
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if (itemData.name != 'None') {
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let spec = await Item.create(itemData, { temporary: true });
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spec.system.origin = "embeddedItem";
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new Avd12ItemSheet(spec).render(true);
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let item = await Item.create(itemData, { temporary: true });
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item.system.origin = "embeddedItem";
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new Avd12ItemSheet(item).render(true);
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}
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}
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@ -198,7 +200,7 @@ export class Avd12ItemSheet extends ItemSheet {
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let itemType = li.data("item-type");
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});
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html.find('.view-subitem').click(ev => {
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html.find('.module-feature-view').click(ev => {
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this.viewSubitem(ev);
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});
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@ -228,8 +230,15 @@ export class Avd12ItemSheet extends ItemSheet {
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for (let choice of levels[levelIndex].choices) {
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choice.selected = false // Everybody to false
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}
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levels[levelIndex].choices[choiceIndex].selected = ev.currentTarget.value
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levels[levelIndex].choices[choiceIndex].selected = ev.currentTarget.checked
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this.object.update({ 'system.levels': levels })
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if ( this.object.actor ) {
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if ( ev.currentTarget.checked ) {
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this.object.actor.addModuleLevel( this.object.id, levels[levelIndex].choices[choiceIndex] )
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} else {
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this.object.actor.deleteModuleLevel( this.object.id, levels[levelIndex].choices[choiceIndex] )
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}
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}
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})
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}
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@ -86,7 +86,7 @@ export class Avd12NPCSheet extends ActorSheet {
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// Delete Inventory Item
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html.find('.item-delete').click(ev => {
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const li = $(ev.currentTarget).parents(".item")
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CrucibleUtility.confirmDelete(this, li)
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Avd12Utility.confirmDelete(this, li)
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})
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html.find('.item-add').click(ev => {
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let dataType = $(ev.currentTarget).data("type")
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@ -6,9 +6,9 @@ export class Avd12RollDialog extends Dialog {
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static async create(actor, rollData) {
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let options = { classes: ["Avd12Dialog"], width: 540, height: 'fit-content', 'z-index': 99999 };
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let html = await renderTemplate('systems/fvtt-avd12/templates/dialogs/roll-dialog-generic.html', rollData);
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let html = await renderTemplate('systems/fvtt-avd12/templates/dialogs/roll-dialog-generic.hbs', rollData);
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return new CrucibleRollDialog(actor, rollData, html, options);
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return new Avd12RollDialog(actor, rollData, html, options);
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}
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/* -------------------------------------------- */
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@ -44,7 +44,7 @@ export class Avd12RollDialog extends Dialog {
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/* -------------------------------------------- */
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async refreshDialog() {
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const content = await renderTemplate("systems/fvtt-avd12/templates/dialogs/roll-dialog-generic.html", this.rollData)
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const content = await renderTemplate("systems/fvtt-avd12/templates/dialogs/roll-dialog-generic.hbs", this.rollData)
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this.data.content = content
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this.render(true)
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}
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@ -58,26 +58,11 @@ export class Avd12RollDialog extends Dialog {
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}
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$(function () { onLoad(); });
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html.find('#advantage').change((event) => {
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this.rollData.advantage = event.currentTarget.value
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html.find('#bonusMalusRoll').change((event) => {
|
||||
this.rollData.bonusMalusRoll = event.currentTarget.value
|
||||
})
|
||||
html.find('#disadvantage').change((event) => {
|
||||
this.rollData.disadvantage = event.currentTarget.value
|
||||
})
|
||||
html.find('#rollAdvantage').change((event) => {
|
||||
this.rollData.rollAdvantage = event.currentTarget.value
|
||||
})
|
||||
html.find('#useshield').change((event) => {
|
||||
this.rollData.useshield = event.currentTarget.checked
|
||||
})
|
||||
html.find('#hasCover').change((event) => {
|
||||
this.rollData.hasCover = event.currentTarget.value
|
||||
})
|
||||
html.find('#situational').change((event) => {
|
||||
this.rollData.situational = event.currentTarget.value
|
||||
})
|
||||
html.find('#distanceBonusDice').change((event) => {
|
||||
this.rollData.distanceBonusDice = Number(event.currentTarget.value)
|
||||
html.find('#targetCheck').change((event) => {
|
||||
this.rollData.targetCheck = event.currentTarget.value
|
||||
})
|
||||
|
||||
}
|
||||
|
@ -2,6 +2,9 @@
|
||||
import { Avd12Combat } from "./avd12-combat.js";
|
||||
import { Avd12Commands } from "./avd12-commands.js";
|
||||
|
||||
/* -------------------------------------------- */
|
||||
const __ALLOWED_MODULE_TYPES = { "action": 1, "reaction": 1, "freeaction": 1, "trait": 1 }
|
||||
|
||||
|
||||
/* -------------------------------------------- */
|
||||
export class Avd12Utility {
|
||||
@ -65,6 +68,11 @@ export class Avd12Utility {
|
||||
return duplicate(this.shieldSkills)
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static isModuleItemAllowed(type) {
|
||||
return __ALLOWED_MODULE_TYPES[type]
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static buildBonusList() {
|
||||
let bonusList = []
|
||||
@ -466,95 +474,17 @@ export class Avd12Utility {
|
||||
|
||||
let actor = game.actors.get(rollData.actorId)
|
||||
|
||||
// ability/save/size => 0
|
||||
let diceFormula
|
||||
let startFormula = "0d6cs>=5"
|
||||
if (rollData.ability) {
|
||||
startFormula = String(rollData.ability.value) + "d6cs>=5"
|
||||
}
|
||||
if (rollData.save) {
|
||||
startFormula = String(rollData.save.value) + "d6cs>=5"
|
||||
}
|
||||
if (rollData.sizeDice) {
|
||||
let nb = rollData.sizeDice.nb + rollData.distanceBonusDice + this.getDiceFromCover(rollData.hasCover) + this.getDiceFromSituational(rollData.situational)
|
||||
startFormula = String(nb) + String(rollData.sizeDice.dice) + "cs>=5"
|
||||
}
|
||||
diceFormula = startFormula
|
||||
|
||||
// skill => 2
|
||||
// feat => 4
|
||||
// bonus => 6
|
||||
// Build the dice formula
|
||||
let diceFormula = "1d12"
|
||||
if (rollData.skill) {
|
||||
let level = rollData.skill.system.level
|
||||
if (rollData.skill.system.issl2) {
|
||||
rollData.hasSLBonus = true
|
||||
level += 2
|
||||
if (level > 7) { level = 7 }
|
||||
diceFormula += "+"+rollData.skill.finalvalue
|
||||
}
|
||||
rollData.skill.system.skilldice = __skillLevel2Dice[level]
|
||||
diceFormula += "+" + String(rollData.skill.system.skilldice) + "cs>=5"
|
||||
diceFormula += "+"+rollData.bonusMalusRoll
|
||||
|
||||
if (rollData.skill.system.skilltype == "complex" && rollData.skill.system.level == 0) {
|
||||
rollData.complexSkillDisadvantage = true
|
||||
rollData.rollAdvantage = "roll-disadvantage"
|
||||
}
|
||||
|
||||
if (rollData.skill.system.isfeatdie) {
|
||||
rollData.hasFeatDie = true
|
||||
diceFormula += "+ 1d10cs>=5"
|
||||
} else {
|
||||
diceFormula += `+ 0d10cs>=5`
|
||||
}
|
||||
if (rollData.skill.system.bonusdice != "none") {
|
||||
rollData.hasBonusDice = rollData.skill.system.bonusdice
|
||||
diceFormula += `+ ${rollData.hasBonusDice}cs>=5`
|
||||
} else {
|
||||
diceFormula += `+ 0d6cs>=5`
|
||||
}
|
||||
} else {
|
||||
diceFormula += `+ 0d8cs=>5 + 0d10cs>=5 + 0d6cs>=5`
|
||||
}
|
||||
|
||||
// advantage => 8
|
||||
let advFormula = "+ 0d8cs>=5"
|
||||
if (rollData.advantage == "advantage1" || rollData.forceAdvantage) {
|
||||
advFormula = "+ 1d8cs>=5"
|
||||
}
|
||||
if (rollData.advantage == "advantage2") {
|
||||
advFormula = "+ 2d8cs>=5"
|
||||
}
|
||||
diceFormula += advFormula
|
||||
|
||||
// disadvantage => 10
|
||||
let disFormula = "- 0d8cs>=5"
|
||||
if (rollData.disadvantage == "disadvantage1" || rollData.forceDisadvantage) {
|
||||
disFormula = "- 1d8cs>=5"
|
||||
}
|
||||
if (rollData.disadvantage == "disadvantage2") {
|
||||
disFormula = "- 2d8cs>=5"
|
||||
}
|
||||
diceFormula += disFormula
|
||||
|
||||
// armor => 12
|
||||
let skillArmorPenalty = 0
|
||||
for (let armor of rollData.armors) {
|
||||
if (armor.system.equipped) {
|
||||
skillArmorPenalty += armor.system.skillpenalty
|
||||
}
|
||||
}
|
||||
if (rollData.skill && rollData.skill.system.armorpenalty && skillArmorPenalty > 0) {
|
||||
rollData.skillArmorPenalty = skillArmorPenalty
|
||||
diceFormula += `- ${skillArmorPenalty}d8cs>=5`
|
||||
} else {
|
||||
diceFormula += `- 0d8cs>=5`
|
||||
}
|
||||
|
||||
// shield => 14
|
||||
if (rollData.useshield && rollData.shield) {
|
||||
diceFormula += "+ 1" + String(rollData.shield.system.shielddie) + "cs>=5"
|
||||
} else {
|
||||
diceFormula += " + 0d6cs>=5"
|
||||
if (rollData.skill && rollData.skill.good) {
|
||||
diceFormula += "+1d4"
|
||||
}
|
||||
rollData.diceFormula = diceFormula
|
||||
|
||||
// Performs roll
|
||||
console.log("Roll formula", diceFormula)
|
||||
@ -563,74 +493,21 @@ export class Avd12Utility {
|
||||
myRoll = new Roll(diceFormula).roll({ async: false })
|
||||
await this.showDiceSoNice(myRoll, game.settings.get("core", "rollMode"))
|
||||
}
|
||||
rollData.rollOrder = 0
|
||||
rollData.roll = myRoll
|
||||
rollData.nbSuccess = myRoll.total
|
||||
|
||||
if (rollData.rollAdvantage == "none" && rollData.forceRollAdvantage) {
|
||||
rollData.rollAdvantage = "roll-advantage"
|
||||
rollData.isSuccess = false
|
||||
if ( rollData.targetCheck != "none") {
|
||||
if( myRoll.total >= Number(rollData.targetCheck)) {
|
||||
rollData.isSuccess = true
|
||||
}
|
||||
if (rollData.rollAdvantage == "none" && rollData.forceRollDisadvantage) {
|
||||
rollData.rollAdvantage = "roll-disadvantage"
|
||||
}
|
||||
if (rollData.rollAdvantage != "none") {
|
||||
|
||||
rollData.rollOrder = 1
|
||||
rollData.rollType = (rollData.rollAdvantage == "roll-advantage") ? "Advantage" : "Disadvantage"
|
||||
this.createChatWithRollMode(rollData.alias, {
|
||||
content: await renderTemplate(`systems/fvtt-avd12/templates/chat-generic-result.html`, rollData)
|
||||
let msg = await this.createChatWithRollMode(rollData.alias, {
|
||||
content: await renderTemplate(`systems/fvtt-avd12/templates/chat/chat-generic-result.hbs`, rollData)
|
||||
})
|
||||
msg.setFlag("world", "rolldata", rollData)
|
||||
|
||||
rollData.rollOrder = 2
|
||||
let myRoll2 = new Roll(diceFormula).roll({ async: false })
|
||||
await this.showDiceSoNice(myRoll2, game.settings.get("core", "rollMode"))
|
||||
|
||||
rollData.roll = myRoll2 // Tmp switch to display the proper results
|
||||
rollData.nbSuccess = myRoll2.total
|
||||
this.createChatWithRollMode(rollData.alias, {
|
||||
content: await renderTemplate(`systems/fvtt-avd12/templates/chat-generic-result.html`, rollData)
|
||||
})
|
||||
rollData.roll = myRoll // Revert the tmp switch
|
||||
rollData.nbSuccess = myRoll.total
|
||||
|
||||
if (rollData.rollAdvantage == "roll-advantage") {
|
||||
if (myRoll2.total > rollData.nbSuccess) {
|
||||
hasChanged = true
|
||||
rollData.roll = myRoll2
|
||||
rollData.nbSuccess = myRoll2.total
|
||||
}
|
||||
} else {
|
||||
if (myRoll2.total < rollData.nbSuccess) {
|
||||
rollData.roll = myRoll2
|
||||
rollData.nbSuccess = myRoll2.total
|
||||
}
|
||||
}
|
||||
rollData.rollOrder = 3
|
||||
}
|
||||
rollData.nbSuccess = Math.max(0, rollData.nbSuccess)
|
||||
|
||||
rollData.isFirstRollAdvantage = false
|
||||
// Manage exp
|
||||
if (rollData.skill && rollData.skill.system.level > 0) {
|
||||
let nbSkillSuccess = rollData.roll.terms[2].total
|
||||
if (nbSkillSuccess == 0 || nbSkillSuccess == rollData.skill.system.level) {
|
||||
actor.incrementSkillExp(rollData.skill.id, 1)
|
||||
}
|
||||
}
|
||||
|
||||
this.saveRollData(rollData)
|
||||
actor.lastRoll = rollData
|
||||
|
||||
this.createChatWithRollMode(rollData.alias, {
|
||||
content: await renderTemplate(`systems/fvtt-avd12/templates/chat-generic-result.html`, rollData)
|
||||
})
|
||||
console.log("Rolldata result", rollData)
|
||||
|
||||
// Message response
|
||||
this.displayDefenseMessage(rollData)
|
||||
|
||||
// Manage defense result
|
||||
this.processAttackDefense(rollData)
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
@ -724,15 +601,16 @@ export class Avd12Utility {
|
||||
break;
|
||||
}
|
||||
chatOptions.alias = chatOptions.alias || name;
|
||||
ChatMessage.create(chatOptions);
|
||||
return ChatMessage.create(chatOptions);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static getBasicRollData() {
|
||||
let rollData = {
|
||||
rollId: randomID(16),
|
||||
rollMode: game.settings.get("core", "rollMode"),
|
||||
advantage: "none"
|
||||
bonusMalusRoll: 0,
|
||||
targetCheck : "none",
|
||||
rollMode: game.settings.get("core", "rollMode")
|
||||
}
|
||||
Avd12Utility.updateWithTarget(rollData)
|
||||
return rollData
|
||||
@ -748,7 +626,7 @@ export class Avd12Utility {
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static createChatWithRollMode(name, chatOptions) {
|
||||
this.createChatMessage(name, game.settings.get("core", "rollMode"), chatOptions)
|
||||
return this.createChatMessage(name, game.settings.get("core", "rollMode"), chatOptions)
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
@ -800,6 +800,10 @@ ul, li {
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
.skill-good-checkbox {
|
||||
height: 14px;
|
||||
width: 14px;
|
||||
}
|
||||
|
||||
.flex-actions-bar {
|
||||
flex-grow: 2;
|
||||
|
@ -35,7 +35,7 @@
|
||||
],
|
||||
"title": "AnyVenture D12 RPG",
|
||||
"url": "https://www.uberwald.me/gitea/public/fvtt-avd12",
|
||||
"version": "10.0.9",
|
||||
"download": "https://www.uberwald.me/gitea/public/fvtt-avd12/archive/fvtt-avd12-v10.0.9.zip",
|
||||
"version": "10.0.10",
|
||||
"download": "https://www.uberwald.me/gitea/public/fvtt-avd12/archive/fvtt-avd12-v10.0.10.zip",
|
||||
"background": "systems/fvtt-avd12/images/ui/avd12_welcome_page.webp"
|
||||
}
|
@ -30,14 +30,17 @@
|
||||
"skills": {
|
||||
"athletics": {
|
||||
"modifier": 0,
|
||||
"finalvalue": 0,
|
||||
"good": false
|
||||
},
|
||||
"block": {
|
||||
"modifier": 0,
|
||||
"finalvalue": 0,
|
||||
"good": false
|
||||
},
|
||||
"strength": {
|
||||
"modifier": 0,
|
||||
"finalvalue": 0,
|
||||
"good": false
|
||||
}
|
||||
}
|
||||
@ -52,14 +55,17 @@
|
||||
"skills": {
|
||||
"acrobatics": {
|
||||
"modifier": 0 ,
|
||||
"finalvalue": 0,
|
||||
"good": false
|
||||
},
|
||||
"stealth": {
|
||||
"modifier": 0,
|
||||
"finalvalue": 0,
|
||||
"good": false
|
||||
},
|
||||
"dodge": {
|
||||
"modifier": 0,
|
||||
"finalvalue": 0,
|
||||
"good": false
|
||||
}
|
||||
}
|
||||
@ -74,14 +80,17 @@
|
||||
"skills": {
|
||||
"concentration": {
|
||||
"modifier": 0,
|
||||
"finalvalue": 0,
|
||||
"good": false
|
||||
},
|
||||
"endurance": {
|
||||
"modifier": 0 ,
|
||||
"finalvalue": 0,
|
||||
"good": false
|
||||
},
|
||||
"resistance": {
|
||||
"modifier": 0,
|
||||
"finalvalue": 0,
|
||||
"good": false
|
||||
}
|
||||
}
|
||||
@ -96,22 +105,27 @@
|
||||
"skills": {
|
||||
"wilderness": {
|
||||
"modifier": 0,
|
||||
"finalvalue": 0,
|
||||
"good": false
|
||||
},
|
||||
"academic": {
|
||||
"modifier": 0,
|
||||
"finalvalue": 0,
|
||||
"good": false
|
||||
},
|
||||
"arcanum": {
|
||||
"modifier": 0,
|
||||
"finalvalue": 0,
|
||||
"good": false
|
||||
},
|
||||
"medicine": {
|
||||
"modifier": 0,
|
||||
"finalvalue": 0,
|
||||
"good": false
|
||||
},
|
||||
"thievery": {
|
||||
"modifier": 0,
|
||||
"finalvalue": 0,
|
||||
"good": false
|
||||
}
|
||||
}
|
||||
@ -126,18 +140,22 @@
|
||||
"skills": {
|
||||
"persuasion": {
|
||||
"modifier": 0,
|
||||
"finalvalue": 0,
|
||||
"good": false
|
||||
},
|
||||
"insight": {
|
||||
"modifier": 0,
|
||||
"finalvalue": 0,
|
||||
"good": false
|
||||
},
|
||||
"performance": {
|
||||
"modifier": 0,
|
||||
"finalvalue": 0,
|
||||
"good": false
|
||||
},
|
||||
"animals": {
|
||||
"modifier": 0,
|
||||
"finalvalue": 0,
|
||||
"good": false
|
||||
}
|
||||
}
|
||||
@ -147,10 +165,12 @@
|
||||
"skills": {
|
||||
"search": {
|
||||
"modifier": 0,
|
||||
"finalvalue": 0,
|
||||
"good": false
|
||||
},
|
||||
"initiative": {
|
||||
"modifier": 0,
|
||||
"finalvalue": 0,
|
||||
"good": false
|
||||
}
|
||||
}
|
||||
|
@ -9,68 +9,26 @@
|
||||
<div class="flexcol">
|
||||
|
||||
<div class="flexrow">
|
||||
<div class="ability-item">
|
||||
<ul>
|
||||
{{#each system.attributes as |attribute key|}}
|
||||
{{#if (eq attribute.col 1)}}
|
||||
{{> systems/fvtt-crucible-rpg/templates/actors/partial-actor-attribute-block.html attribute=attribute key=key}}
|
||||
{{/if}}
|
||||
{{#each system.attributes as |attr attrKey|}}
|
||||
<div class="flexcol">
|
||||
<div class="flerow">
|
||||
<span>{{attr.label}}</span>
|
||||
<input type="text" class="item-field-label-short" name="system.attributes.{{attrKey}}.value" value="{{attr.value}}" data-dtype="Number"/>
|
||||
</div>
|
||||
{{#each attr.skills as |skill skillKey|}}
|
||||
<div class="flexrow">
|
||||
<span class="item-field-label-medium"><a class="roll-skill" data-attr-key="{{attrKey}}" data-skill-key="{{skillKey}}">{{upperFirst skillKey}} : {{skill.finalvalue}}</a></span>
|
||||
<input type="checkbox" class="skill-good-checkbox" name="system.attributes.{{attrKey}}.skills.{{skillKey}}.good" {{checked skill.good}} />
|
||||
</div>
|
||||
{{/each}}
|
||||
</div>
|
||||
{{/each}}
|
||||
</ul>
|
||||
|
||||
<li class="item flexrow list-item" data-attr-key="class">
|
||||
<span class="ability-label " name="class">
|
||||
<h4 class="ability-text-white ability-margin">Class</h4>
|
||||
</span>
|
||||
<select class="competence-base flexrow" type="text" name="system.biodata.class" value="{{data.biodata.class}}" data-dtype="String">
|
||||
{{#select data.biodata.class}}
|
||||
<option value="chaplain">Chaplain</option>
|
||||
<option value="magus">Magus</option>
|
||||
<option value="martial">Martial</option>
|
||||
<option value="skalawag">Skalawag</option>
|
||||
<option value="warden">Warden</option>
|
||||
{{/select}}
|
||||
</select>
|
||||
</li>
|
||||
|
||||
</div>
|
||||
|
||||
<div class="ability-item">
|
||||
<ul>
|
||||
{{#each data.abilities as |ability key|}}
|
||||
{{#if (eq ability.col 2)}}
|
||||
{{> systems/fvtt-crucible-rpg/templates/partial-actor-ability-block.html ability=ability key=key}}
|
||||
{{/if}}
|
||||
{{/each}}
|
||||
|
||||
{{#if equippedArmor}}
|
||||
<li class="item flexrow list-item" data-attr-key="class">
|
||||
<img class="sheet-competence-img" src="{{equippedArmor.img}}" />
|
||||
<span class="ability-label " name="class">
|
||||
<h4 class="ability-text-white ability-margin"><a class="roll-armor-die ability-margin">{{equippedArmor.name}}</a></h4>
|
||||
</span>
|
||||
</li>
|
||||
{{/if}}
|
||||
{{#if equippedShield}}
|
||||
<li class="item flexrow list-item" data-attr-key="class">
|
||||
<img class="sheet-competence-img" src="{{equippedShield.img}}" />
|
||||
<span class="ability-label " name="equippedShield">
|
||||
<h4 class="ability-text-white ability-margin"><a class="roll-shield-die ability-margin">{{equippedShield.name}}</a></h4>
|
||||
</span>
|
||||
</li>
|
||||
{{/if}}
|
||||
<li class="item flexrow list-item" data-attr-key="class">
|
||||
<img class="sheet-competence-img" src="systems/fvtt-crucible-rpg/images/icons/feats/Marksman (Ballistic).webp" />
|
||||
<span class="ability-label " name="rollTarget">
|
||||
<h4 class="ability-text-white ability-margin"><a class="roll-target-die ability-margin">Target Roll</a></h4>
|
||||
</span>
|
||||
</li>
|
||||
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
<div class="ability-item status-block">
|
||||
{{> systems/fvtt-crucible-rpg/templates/partial-actor-status.html}}
|
||||
</div>
|
||||
|
||||
</div>
|
||||
@ -81,10 +39,13 @@
|
||||
|
||||
{{!-- Sheet Tab Navigation --}}
|
||||
<nav class="sheet-tabs tabs" data-group="primary">
|
||||
<a class="item" data-tab="skills">Skills</a>
|
||||
<a class="item" data-tab="combat">Combat</a>
|
||||
<a class="item" data-tab="lore">Lore</a>
|
||||
<a class="item" data-tab="main">Main</a>
|
||||
<a class="item" data-tab="modules">Modules</a>
|
||||
<a class="item" data-tab="spells">Spells</a>
|
||||
<a class="item" data-tab="moves">Moves</a>
|
||||
<a class="item" data-tab="traits">Traits</a>
|
||||
<a class="item" data-tab="equipment">Equipment</a>
|
||||
<a class="item" data-tab="crafting">Crafting</a>
|
||||
<a class="item" data-tab="biodata">Biography</a>
|
||||
</nav>
|
||||
|
||||
@ -92,7 +53,7 @@
|
||||
<section class="sheet-body">
|
||||
|
||||
{{!-- Skills Tab --}}
|
||||
<div class="tab skills" data-group="primary" data-tab="skills">
|
||||
<div class="tab main" data-group="primary" data-tab="main">
|
||||
|
||||
<ul class="stat-list alternate-list item-list">
|
||||
<li class="item flexrow list-item items-title-bg">
|
||||
@ -127,31 +88,20 @@
|
||||
</div>
|
||||
|
||||
{{!-- Combat Tab --}}
|
||||
<div class="tab combat" data-group="primary" data-tab="combat">
|
||||
<div class="tab modules" data-group="primary" data-tab="modules">
|
||||
|
||||
<div class="flexcol">
|
||||
|
||||
<div>
|
||||
<ul class="stat-list alternate-list">
|
||||
<li class="item flexrow list-item items-title-bg">
|
||||
<span class="item-name-label-header-long">
|
||||
<h3><label class="items-title-text">Weapons</label></h3>
|
||||
</span>
|
||||
<span class="item-field-label-short">
|
||||
<label class="short-label">Ability</label>
|
||||
</span>
|
||||
<span class="item-field-label-medium">
|
||||
<label class="short-label">Range</label>
|
||||
<h3><label class="items-title-text">Modules</label></h3>
|
||||
</span>
|
||||
</li>
|
||||
{{#each equippedWeapons as |weapon key|}}
|
||||
<li class="item flexrow list-item list-item-shadow" data-item-id="{{weapon._id}}">
|
||||
{{#each modules as |module key|}}
|
||||
<li class="item flexrow list-item list-item-shadow" data-item-id="{{module._id}}">
|
||||
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
|
||||
src="{{weapon.img}}" /></a>
|
||||
<span class="item-name-label-long"><a class ="roll-weapon">{{weapon.name}}</a></span>
|
||||
|
||||
<span class="item-field-label-short">{{weapon.system.ability}}</span>
|
||||
|
||||
<span class="item-field-label-medium">{{perk.system.range}}</span>
|
||||
src="{{module.img}}" /></a>
|
||||
<span class="item-name-label-long"><a class ="item-edit">{{module.name}}</a></span>
|
||||
|
||||
<div class="item-filler"> </div>
|
||||
<div class="item-controls item-controls-fixed">
|
||||
@ -162,84 +112,24 @@
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
<div>
|
||||
<ul class="stat-list alternate-list">
|
||||
<li class="item flexrow list-item items-title-bg">
|
||||
<span class="item-name-label-header-long">
|
||||
<h3><label class="items-title-text">Feats</label></h3>
|
||||
</span>
|
||||
<span class="item-field-label-medium">
|
||||
<label class="short-label">Feature Die?</label>
|
||||
</span>
|
||||
<span class="item-field-label-medium">
|
||||
<label class="short-label">SL?</label>
|
||||
</span>
|
||||
<span class="item-field-label-medium">
|
||||
<label class="short-label">SL</label>
|
||||
</span>
|
||||
</li>
|
||||
{{#each feats as |feat key|}}
|
||||
<li class="item flexrow list-item list-item-shadow" data-item-id="{{feat._id}}">
|
||||
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
|
||||
src="{{feat.img}}" /></a>
|
||||
<span class="item-name-label-long">{{feat.name}}</span>
|
||||
|
||||
<span class="item-field-label-medium">{{upperFirst feat.system.isfeatdie}}</span>
|
||||
<span class="item-field-label-medium">{{upperFirst feat.system.issl}}</span>
|
||||
<span class="item-field-label-medium">{{feat.system.sl}}</span>
|
||||
|
||||
<div class="item-filler"> </div>
|
||||
<div class="item-controls item-controls-fixed">
|
||||
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
|
||||
</div>
|
||||
</li>
|
||||
{{/each}}
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
<div>
|
||||
<ul class="stat-list alternate-list">
|
||||
<li class="item flexrow list-item items-title-bg">
|
||||
<span class="item-name-label-header-long">
|
||||
<h3><label class="items-title-text">Conditions</label></h3>
|
||||
</span>
|
||||
</li>
|
||||
{{#each conditions as |condition key|}}
|
||||
<li class="item flexrow list-item list-item-shadow" data-item-id="{{condition._id}}">
|
||||
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
|
||||
src="{{condition.img}}" /></a>
|
||||
<span class="item-name-label-long">{{condition.name}}</span>
|
||||
<div class="item-filler"> </div>
|
||||
<div class="item-controls item-controls-fixed">
|
||||
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
|
||||
</div>
|
||||
</li>
|
||||
{{/each}}
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
|
||||
|
||||
{{!-- Lore Tab --}}
|
||||
<div class="tab lore" data-group="primary" data-tab="lore">
|
||||
{{!-- Spells Tab --}}
|
||||
<div class="tab spells" data-group="primary" data-tab="spells">
|
||||
|
||||
<div class="flexcol">
|
||||
|
||||
<ul class="stat-list alternate-list">
|
||||
<li class="item flexrow list-item items-title-bg">
|
||||
<span class="item-name-label-header">
|
||||
<h3><label class="items-title-text">Lore</label></h3>
|
||||
<h3><label class="items-title-text">Name</label></h3>
|
||||
</span>
|
||||
<span class="item-field-label-medium">
|
||||
<label class="short-label">Lore</label>
|
||||
</span>
|
||||
<span class="item-field-label-short">
|
||||
<label class="short-label">Circle</label>
|
||||
<label class="short-label">Type</label>
|
||||
</span>
|
||||
<span class="item-field-label-medium">
|
||||
<label class="short-label">Range</label>
|
||||
<label class="short-label">Level</label>
|
||||
</span>
|
||||
</li>
|
||||
|
||||
@ -248,11 +138,88 @@
|
||||
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
|
||||
src="{{spell.img}}" /></a>
|
||||
<span class="item-name-label">
|
||||
<a class="power-roll">{{spell.name}}</a>
|
||||
<a class="spell-roll">{{spell.name}}</a>
|
||||
</span>
|
||||
<span class="item-field-label-medium">{{upperFirst spell.system.lore}}</span>
|
||||
<span class="item-field-label-short">{{upperFirst spell.system.circle}}</span>
|
||||
<span class="item-field-label-medium">{{upperFirst spell.system.range}}</span>
|
||||
<span class="item-field-label-medium">{{upperFirst spell.system.spelltype}}</span>
|
||||
<span class="item-field-label-medium">{{upperFirst spell.system.level}}</span>
|
||||
<div class="item-filler"> </div>
|
||||
<div class="item-controls item-controls-fixed">
|
||||
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
|
||||
</div>
|
||||
</li>
|
||||
{{/each}}
|
||||
|
||||
</ul>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{{!-- moves Tab --}}
|
||||
<div class="tab moves" data-group="primary" data-tab="moves">
|
||||
|
||||
<div class="flexcol">
|
||||
|
||||
<ul class="stat-list alternate-list">
|
||||
<li class="item flexrow list-item items-title-bg">
|
||||
<span class="item-name-label-header">
|
||||
<h3><label class="items-title-text">Name</label></h3>
|
||||
</span>
|
||||
<span class="item-field-label-medium">
|
||||
<label class="short-label">Type</label>
|
||||
</span>
|
||||
<span class="item-field-label-medium">
|
||||
<label class="short-label">Level</label>
|
||||
</span>
|
||||
</li>
|
||||
|
||||
{{#each spells as |spell key|}}
|
||||
<li class="item stat flexrow list-item list-item-shadow" data-item-id="{{spell._id}}">
|
||||
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
|
||||
src="{{spell.img}}" /></a>
|
||||
<span class="item-name-label">
|
||||
<a class="spell-roll">{{spell.name}}</a>
|
||||
</span>
|
||||
<span class="item-field-label-medium">{{upperFirst spell.system.spelltype}}</span>
|
||||
<span class="item-field-label-medium">{{upperFirst spell.system.level}}</span>
|
||||
<div class="item-filler"> </div>
|
||||
<div class="item-controls item-controls-fixed">
|
||||
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
|
||||
</div>
|
||||
</li>
|
||||
{{/each}}
|
||||
|
||||
</ul>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{{!-- traits Tab --}}
|
||||
<div class="tab traits" data-group="primary" data-tab="traits">
|
||||
|
||||
<div class="flexcol">
|
||||
|
||||
<ul class="stat-list alternate-list">
|
||||
<li class="item flexrow list-item items-title-bg">
|
||||
<span class="item-name-label-header">
|
||||
<h3><label class="items-title-text">Name</label></h3>
|
||||
</span>
|
||||
<span class="item-field-label-medium">
|
||||
<label class="short-label">Type</label>
|
||||
</span>
|
||||
<span class="item-field-label-medium">
|
||||
<label class="short-label">Level</label>
|
||||
</span>
|
||||
</li>
|
||||
|
||||
{{#each traits as |trait key|}}
|
||||
<li class="item stat flexrow list-item list-item-shadow" data-item-id="{{trait._id}}">
|
||||
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
|
||||
src="{{trait.img}}" /></a>
|
||||
<span class="item-name-label">
|
||||
<a class="spell-roll">{{trait.name}}</a>
|
||||
</span>
|
||||
<span class="item-field-label-medium">{{upperFirst trait.system.spelltype}}</span>
|
||||
<span class="item-field-label-medium">{{upperFirst trait.system.level}}</span>
|
||||
<div class="item-filler"> </div>
|
||||
<div class="item-controls item-controls-fixed">
|
||||
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
|
||||
|
@ -18,131 +18,22 @@
|
||||
|
||||
<div>
|
||||
<ul>
|
||||
{{#if (eq rollOrder 1)}}
|
||||
<li><strong>Roll with {{rollType}} - Roll 1</strong></li>
|
||||
{{/if}}
|
||||
{{#if (eq rollOrder 2)}}
|
||||
<li><strong>Roll with {{rollType}} - Roll 2</strong></li>
|
||||
{{/if}}
|
||||
{{#if (eq rollOrder 3)}}
|
||||
<li><strong>Roll with {{rollType}} - Final result !</strong></li>
|
||||
{{/if}}
|
||||
|
||||
{{#if save}}
|
||||
<li>Save : {{save.label}} - {{save.value}}d6
|
||||
({{#each roll.terms.0.results as |die idx|}}
|
||||
{{die.result}}
|
||||
{{/each}})
|
||||
</li>
|
||||
{{/if}}
|
||||
|
||||
{{#if sizeDice}}
|
||||
<li>Size/Range/Cover/Situational dices
|
||||
({{#each roll.terms.0.results as |die idx|}}
|
||||
{{die.result}}
|
||||
{{/each}})
|
||||
</li>
|
||||
{{/if}}
|
||||
|
||||
{{#if ability}}
|
||||
<li>Ability : {{ability.label}} - {{ability.value}}d6
|
||||
({{#each roll.terms.0.results as |die idx|}}
|
||||
{{die.result}}
|
||||
{{/each}})
|
||||
</li>
|
||||
{{/if}}
|
||||
|
||||
{{#if skill}}
|
||||
<li>Skill : {{skill.name}} - {{skill.data.skilldice}}
|
||||
{{#if featSL}}
|
||||
- with Feat SL +{{featSL}}
|
||||
{{/if}}
|
||||
({{#each roll.terms.2.results as |die idx|}}
|
||||
{{die.result}}
|
||||
{{/each}})
|
||||
<li>Skill : {{skill.name}} ({{skill.finalvalue}})
|
||||
</li>
|
||||
{{/if}}
|
||||
|
||||
{{#if noAdvantage}}
|
||||
<li>No advantage due to condition : {{noAdvantage.name}}</li>
|
||||
<li>Dice Formula {{diceFormula}} </li>
|
||||
<li>Result {{roll.total}} </li>
|
||||
|
||||
{{#if (ne targetCheck "none")}}
|
||||
{{#if isSuccess}}
|
||||
<li><strong>Success !</strong></li>
|
||||
{{else}}
|
||||
{{#if (or (eq advantage "advantage1") forceAdvantage)}}
|
||||
<li>1 Advantage Die !
|
||||
({{#each roll.terms.8.results as |die idx|}}
|
||||
{{die.result}}
|
||||
{{/each}})
|
||||
</li>
|
||||
{{/if}}
|
||||
{{#if (eq advantage "advantage2") }}
|
||||
<li>2 Advantage Dice !
|
||||
({{#each roll.terms.8.results as |die idx|}}
|
||||
{{die.result}}
|
||||
{{/each}})
|
||||
</li>
|
||||
<li><strong>Failure !</strong></li>
|
||||
{{/if}}
|
||||
{{/if}}
|
||||
|
||||
{{#if (or (eq disadvantage "disadvantage1") forceDisadvantage)}}
|
||||
<li>1 Disadvantage Die !
|
||||
({{#each roll.terms.10.results as |die idx|}}
|
||||
{{die.result}}
|
||||
{{/each}})
|
||||
</li>
|
||||
{{/if}}
|
||||
{{#if (eq disadvantage "disadvantage2")}}
|
||||
<li>2 Disadvantage Dice !
|
||||
({{#each roll.terms.10.results as |die idx|}}
|
||||
{{die.result}}
|
||||
{{/each}})
|
||||
</li>
|
||||
{{/if}}
|
||||
{{#if (eq rollAdvantage "roll-advantage")}}
|
||||
<li>Roll with Advantage !</li>
|
||||
{{/if}}
|
||||
{{#if (eq rollAdvantage "roll-disadvantage")}}
|
||||
<li>Roll with Disadvantage !</li>
|
||||
{{/if}}
|
||||
|
||||
{{#if skillArmorPenalty}}
|
||||
<li>Armor Penalty : {{skillArmorPenalty}} Disadvantage Dice
|
||||
({{#each roll.terms.12.results as |die idx|}}
|
||||
{{die.result}}
|
||||
{{/each}})
|
||||
</li>
|
||||
{{/if}}
|
||||
|
||||
{{#if hasBonusDice}}
|
||||
<li>Skill bonus dice : {{hasBonusDice}}
|
||||
({{#each roll.terms.6.results as |die idx|}}
|
||||
{{die.result}}
|
||||
{{/each}})
|
||||
</li>
|
||||
{{/if}}
|
||||
|
||||
{{#if complexSkillDisadvantage}}
|
||||
<li>Roll with Disadvantage because of Complex Skill at SL 0 !</li>
|
||||
{{/if}}
|
||||
|
||||
{{#if hasFeatDie}}
|
||||
<li>Feat Die : d10
|
||||
({{#each roll.terms.4.results as |die idx|}}
|
||||
{{die.result}}
|
||||
{{/each}})
|
||||
</li>
|
||||
{{/if}}
|
||||
|
||||
{{#if useshield}}
|
||||
<li>Shield : {{shield.name}} - {{shield.data.shielddie}}
|
||||
({{#each roll.terms.14.results as |die idx|}}
|
||||
{{die.result}}
|
||||
{{/each}})
|
||||
</li>
|
||||
{{/if}}
|
||||
|
||||
<li><strong>Number of successes</strong> {{nbSuccess}} </li>
|
||||
|
||||
<!-- <button class="chat-card-button reroll-level-remaining" data-roll-id="{{rollId}}">Reroll</button> -->
|
||||
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
|
@ -8,160 +8,44 @@
|
||||
|
||||
<div class="flexcol">
|
||||
|
||||
{{#if sizeDice}}
|
||||
<div class="flexrow">
|
||||
<span class="roll-dialog-label">Size basic dices : </span>
|
||||
<span class="roll-dialog-label">{{sizeDice.nb}}{{sizeDice.dice}}</span>
|
||||
</div>
|
||||
|
||||
<div class="flexrow">
|
||||
<span class="roll-dialog-label">Distance bonus dice(s) : </span>
|
||||
<select class="status-small-label color-class-common" type="text" id="distanceBonusDice" value="{{distanceBonusDice}}" data-dtype="String" >
|
||||
{{#select distanceBonusDice}}
|
||||
<option value="0">0</option>
|
||||
<option value="1">1</option>
|
||||
<option value="2">2</option>
|
||||
<option value="3">3</option>
|
||||
<option value="4">4</option>
|
||||
{{/select}}
|
||||
</select>
|
||||
</div>
|
||||
{{/if}}
|
||||
|
||||
{{#if hasCover}}
|
||||
<div class="flexrow">
|
||||
<span class="roll-dialog-label">Cover : </span>
|
||||
<select class="status-small-label color-class-common" type="text" id="hasCover" value="{{hasCover}}" data-dtype="String" >
|
||||
{{#select hasCover}}
|
||||
<option value="none">None</option>
|
||||
<option value="cover50">Cover at 50% (+1 dice)</option>
|
||||
{{/select}}
|
||||
</select>
|
||||
</div>
|
||||
{{/if}}
|
||||
|
||||
{{#if situational}}
|
||||
<div class="flexrow">
|
||||
<span class="roll-dialog-label">Situational : </span>
|
||||
<select class="status-small-label color-class-common" type="text" id="situational" value="{{situational}}" data-dtype="String" >
|
||||
{{#select situational}}
|
||||
<option value="none">None</option>
|
||||
<option value="dodge">Dodge (+1 dice)</option>
|
||||
<option value="prone">Prone (+1 dice)</option>
|
||||
<option value="moving">Moving (+1 dice)</option>
|
||||
<option value="Engaged">Engaged (+1 dice)</option>
|
||||
{{/select}}
|
||||
</select>
|
||||
</div>
|
||||
{{/if}}
|
||||
|
||||
|
||||
{{#if save}}
|
||||
<div class="flexrow">
|
||||
<span class="roll-dialog-label">{{save.label}} : </span>
|
||||
<span class="roll-dialog-label">{{save.value}}d6</span>
|
||||
</div>
|
||||
{{/if}}
|
||||
|
||||
{{#if ability}}
|
||||
<div class="flexrow">
|
||||
<span class="roll-dialog-label">Ability : </span>
|
||||
<span class="roll-dialog-label">{{ability.value}}d6</span>
|
||||
</div>
|
||||
{{/if}}
|
||||
|
||||
{{#if weapon}}
|
||||
<div class="flexrow">
|
||||
<span class="roll-dialog-label">Weapon : </span>
|
||||
<span class="roll-dialog-label">{{weapon.name}}</span>
|
||||
</div>
|
||||
{{/if}}
|
||||
|
||||
{{#if shield}}
|
||||
<div class="flexrow">
|
||||
<span class="roll-dialog-label">Use shield ? : </span>
|
||||
<span class="roll-dialog-label"><input type="checkbox" id="useshield" name="useshield" {{checked useshield}}/></span>
|
||||
</div>
|
||||
<div class="flexrow">
|
||||
<span class="roll-dialog-label">{{shield.name}} : </span>
|
||||
<span class="roll-dialog-label">{{shield.data.shielddie}}</span>
|
||||
</div>
|
||||
{{/if}}
|
||||
|
||||
{{#if skill}}
|
||||
<div class="flexrow">
|
||||
<span class="roll-dialog-label">Skill : </span>
|
||||
<span class="roll-dialog-label">{{skill.name}} - {{skill.data.skilldice}}</span>
|
||||
</div>
|
||||
<div class="flexrow">
|
||||
<span class="roll-dialog-label">Feature die or SL+2? : </span>
|
||||
<span class="roll-dialog-label">{{#if skill.data.isfeatdie}} Yes {{else}} No {{/if}}</span>
|
||||
</div>
|
||||
{{/if}}
|
||||
|
||||
{{#if noAdvantage}}
|
||||
<div>
|
||||
<span class="roll-dialog-label">No advantage due to condition : {{noAdvantage.name}}</span>
|
||||
</div>
|
||||
{{else}}
|
||||
<div class="flexrow">
|
||||
<span class="roll-dialog-label">Advantage : </span>
|
||||
<select class="status-small-label color-class-common" type="text" id="advantage" value="{{advantage}}" data-dtype="String" >
|
||||
{{#select advantage}}
|
||||
<option value="none">None</option>
|
||||
<option value="advantage1">1 Advantage</option>
|
||||
<option value="advantage2">2 Advantages</option>
|
||||
{{/select}}
|
||||
</select>
|
||||
<span class="roll-dialog-label">{{skill.name}} ({{skill.finalvalue}})</span>
|
||||
</div>
|
||||
{{/if}}
|
||||
|
||||
<div class="flexrow">
|
||||
<span class="roll-dialog-label">Disadvantage : </span>
|
||||
<select class="status-small-label color-class-common" type="text" id="disadvantage" value="{{disadvantage}}" data-dtype="String" >
|
||||
{{#select disadvantage}}
|
||||
<option value="none">None</option>
|
||||
<option value="disadvantage1">1 Disadvantage</option>
|
||||
<option value="disadvantage2">2 Disadvantages</option>
|
||||
<span class="roll-dialog-label">Bonus/Malus : </span>
|
||||
<select id="bonusMalusRoll" name="bonusMalusRoll">
|
||||
{{#select bonusMalusRoll}}
|
||||
<option value="-4">-4</option>
|
||||
<option value="-3">-3</option>
|
||||
<option value="-2">-2</option>
|
||||
<option value="-1">-1</option>
|
||||
<option value="0">0</option>
|
||||
<option value="1">+1</option>
|
||||
<option value="2">+2</option>
|
||||
<option value="3">+3</option>
|
||||
<option value="4">+4</option>
|
||||
{{/select}}
|
||||
</select>
|
||||
</div>
|
||||
|
||||
<div class="flexrow">
|
||||
<span class="roll-dialog-label">Roll with Advantage/Disadvantage : </span>
|
||||
<select class="status-small-label color-class-common" type="text" id="rollAdvantage" value="{{rollAdvantage}}" data-dtype="String" >
|
||||
{{#select rollAdvantage}}
|
||||
<span class="roll-dialog-label">Target check : </span>
|
||||
<select id="targetCheck" name="targetCheck">
|
||||
{{#select targetCheck}}
|
||||
<option value="none">None</option>
|
||||
<option value="roll-advantage">Roll with Advantage</option>
|
||||
<option value="roll-disadvantage">Roll with Disadvantage</option>
|
||||
<option value="5">5 (Trivial)</option>
|
||||
<option value="7">7 (Easy)</option>
|
||||
<option value="10">10 (Regular)</option>
|
||||
<option value="14">14 (Difficult)</option>
|
||||
<option value="20">20 (Heroic)</option>
|
||||
{{/select}}
|
||||
</select>
|
||||
</div>
|
||||
|
||||
{{#if forceAdvantage}}
|
||||
<div class="flexrow">
|
||||
<span class="roll-dialog-label">1 Advantage from condition : {{forceAdvantage.name}}
|
||||
{{#if advantageFromTarget}} (Provided by targetted actor) {{/if}}
|
||||
</span>
|
||||
</div>
|
||||
{{/if}}
|
||||
{{#if forceDisadvantage}}
|
||||
<div class="flexrow">
|
||||
<span class="roll-dialog-label">1 Disadvantage from condition : {{forceDisadvantage.name}} </span>
|
||||
</div>
|
||||
{{/if}}
|
||||
{{#if forceRollAdvantage}}
|
||||
<div class="flexrow">
|
||||
<span class="roll-dialog-label">Roll Advantage from condition : {{forceRollAdvantage.name}} </span>
|
||||
</div>
|
||||
{{/if}}
|
||||
{{#if forceRollDisadvantage}}
|
||||
<div class="flexrow">
|
||||
<span class="roll-dialog-label">Roll Disadvantage from condition : {{forceRollDisadvantage.name}} </span>
|
||||
</div>
|
||||
{{/if}}
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
</form>
|
@ -46,6 +46,7 @@
|
||||
<li class="flexrow item" data-level-index="{{@../../index}}" data-choice-index="{{choiceIndex}}" data-feature-id="{{feature._id}}" >
|
||||
<label class="item-field-label-long2">{{feature.name}}</label>
|
||||
<div class="item-controls item-controls-fixed">
|
||||
<a class="item-control module-feature-view" title="Edit Feature"><i class="fas fa-edit"></i></a>
|
||||
<a class="item-control module-feature-delete" title="Delete Feature"><i class="fas fa-trash"></i></a>
|
||||
</div>
|
||||
</li>
|
||||
|
Reference in New Issue
Block a user