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6 Commits

Author SHA1 Message Date
e8bc1b9521 Minor fixes 2022-09-13 16:10:16 +02:00
f57b57e57f Minor fixes 2022-09-12 23:06:13 +02:00
cdf2248afa NPC fixes 2022-08-31 07:47:27 +02:00
b646a8c384 Add NPC sheet 2022-08-30 00:03:09 +02:00
b3e89cf135 Add NPC sheet 2022-08-29 17:39:19 +02:00
35d500f24b Fix armors 2022-08-26 18:54:40 +02:00
10 changed files with 607 additions and 274 deletions

4
images/.directory Normal file
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@ -0,0 +1,4 @@
[Dolphin]
Timestamp=2022,9,12,23,3,3.4699999999999998
Version=4
VisibleRoles=Details_text,Details_size,Details_modificationtime,Details_creationtime,CustomizedDetails

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@ -1,6 +1,5 @@
[Dolphin] [Dolphin]
SortOrder=1 SortOrder=1
Timestamp=2022,7,27,18,56,49.607 Timestamp=2022,9,12,23,4,32.409
Version=4 Version=4
ViewMode=1
VisibleRoles=Details_text,Details_size,Details_modificationtime,Details_creationtime,CustomizedDetails VisibleRoles=Details_text,Details_size,Details_modificationtime,Details_creationtime,CustomizedDetails

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@ -119,7 +119,6 @@ export class CrucibleActorSheet extends ActorSheet {
let actorId = li.data("actor-id"); let actorId = li.data("actor-id");
this.actor.delSubActor(actorId); this.actor.delSubActor(actorId);
}); });
html.find('.quantity-minus').click(event => { html.find('.quantity-minus').click(event => {
const li = $(event.currentTarget).parents(".item"); const li = $(event.currentTarget).parents(".item");
this.actor.incDecQuantity( li.data("item-id"), -1 ); this.actor.incDecQuantity( li.data("item-id"), -1 );
@ -143,10 +142,11 @@ export class CrucibleActorSheet extends ActorSheet {
this.actor.rollAbility(abilityKey); this.actor.rollAbility(abilityKey);
}); });
html.find('.roll-skill').click((event) => { html.find('.roll-skill').click((event) => {
const li = $(event.currentTarget).parents(".item"); const li = $(event.currentTarget).parents(".item")
const skillId = li.data("item-id") const skillId = li.data("item-id")
this.actor.rollSkill(skillId) this.actor.rollSkill(skillId)
}); });
html.find('.roll-weapon').click((event) => { html.find('.roll-weapon').click((event) => {
const li = $(event.currentTarget).parents(".item"); const li = $(event.currentTarget).parents(".item");
const skillId = li.data("item-id") const skillId = li.data("item-id")
@ -158,6 +158,9 @@ export class CrucibleActorSheet extends ActorSheet {
html.find('.roll-shield-die').click((event) => { html.find('.roll-shield-die').click((event) => {
this.actor.rollShieldDie() this.actor.rollShieldDie()
}); });
html.find('.roll-target-die').click((event) => {
this.actor.rollDefenseRanged()
});
html.find('.roll-save').click((event) => { html.find('.roll-save').click((event) => {
const saveKey = $(event.currentTarget).data("save-key") const saveKey = $(event.currentTarget).data("save-key")

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@ -63,22 +63,26 @@ export class CrucibleActor extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
computeHitPoints() { computeHitPoints() {
let hp = duplicate(this.system.secondary.hp) if (this.type == "character") {
let max = (this.system.abilities.str.value + this.system.abilities.con.value) * 6 let hp = duplicate(this.system.secondary.hp)
if (max != hp.max || hp.value > max) { let max = (this.system.abilities.str.value + this.system.abilities.con.value) * 6
hp.max = max if (max != hp.max || hp.value > max) {
hp.value = max // Init case hp.max = max
this.update({ 'system.secondary.hp': hp }) hp.value = max // Init case
this.update({ 'system.secondary.hp': hp })
}
} }
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
computeEffortPoints() { computeEffortPoints() {
let effort = duplicate(this.system.secondary.effort) if (this.type == "character") {
let max = (this.system.abilities.con.value + this.system.abilities.int.value) * 6 let effort = duplicate(this.system.secondary.effort)
if (max != effort.max || effort.value > max) { let max = (this.system.abilities.con.value + this.system.abilities.int.value) * 6
effort.max = max if (max != effort.max || effort.value > max) {
effort.value = max // Init case effort.max = max
this.update({ 'system.secondary.effort': effort }) effort.value = max // Init case
this.update({ 'system.secondary.effort': effort })
}
} }
} }
@ -329,21 +333,21 @@ export class CrucibleActor extends Actor {
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
async rollArmor( rollData) { async rollArmor(rollData) {
let armor = this.getEquippedArmor() let armor = this.getEquippedArmor()
if (armor) { if (armor) {
} }
return { armor: "none"} return { armor: "none" }
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
async incDecHP( formula ) { async incDecHP(formula) {
let dmgRoll = new Roll(formula).roll( {async: false}) let dmgRoll = new Roll(formula).roll({ async: false })
await CrucibleUtility.showDiceSoNice(dmgRoll, game.settings.get("core", "rollMode")) await CrucibleUtility.showDiceSoNice(dmgRoll, game.settings.get("core", "rollMode"))
let hp = duplicate(this.system.secondary.hp) let hp = duplicate(this.system.secondary.hp)
hp.value = Number(hp.value) + Number(dmgRoll.total) hp.value = Number(hp.value) + Number(dmgRoll.total)
this.update( {'system.secondary.hp': hp }) this.update({ 'system.secondary.hp': hp })
return Number(dmgRoll.total) return Number(dmgRoll.total)
} }
@ -501,38 +505,38 @@ export class CrucibleActor extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
isForcedAdvantage() { isForcedAdvantage() {
return this.items.find(cond => cond.type =="condition" && cond.system.advantage) return this.items.find(cond => cond.type == "condition" && cond.system.advantage)
} }
isForcedDisadvantage() { isForcedDisadvantage() {
return this.items.find(cond => cond.type =="condition" && cond.system.disadvantage) return this.items.find(cond => cond.type == "condition" && cond.system.disadvantage)
} }
isForcedRollAdvantage() { isForcedRollAdvantage() {
return this.items.find(cond => cond.type =="condition" && cond.system.rolladvantage) return this.items.find(cond => cond.type == "condition" && cond.system.rolladvantage)
} }
isForcedRollDisadvantage() { isForcedRollDisadvantage() {
return this.items.find(cond => cond.type =="condition" && cond.system.rolldisadvantage) return this.items.find(cond => cond.type == "condition" && cond.system.rolldisadvantage)
} }
isNoAdvantage() { isNoAdvantage() {
return this.items.find(cond => cond.type =="condition" && cond.system.noadvantage) return this.items.find(cond => cond.type == "condition" && cond.system.noadvantage)
} }
isNoAction() { isNoAction() {
return this.items.find(cond => cond.type =="condition" && cond.system.noaction) return this.items.find(cond => cond.type == "condition" && cond.system.noaction)
} }
isAttackDisadvantage() { isAttackDisadvantage() {
return this.items.find(cond => cond.type =="condition" && cond.system.attackdisadvantage) return this.items.find(cond => cond.type == "condition" && cond.system.attackdisadvantage)
} }
isDefenseDisadvantage() { isDefenseDisadvantage() {
return this.items.find(cond => cond.type =="condition" && cond.system.defensedisadvantage) return this.items.find(cond => cond.type == "condition" && cond.system.defensedisadvantage)
} }
isAttackerAdvantage() { isAttackerAdvantage() {
return this.items.find(cond => cond.type =="condition" && cond.system.targetadvantage) return this.items.find(cond => cond.type == "condition" && cond.system.targetadvantage)
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
getCommonRollData(abilityKey = undefined) { getCommonRollData(abilityKey = undefined) {
let noAction = this.isNoAction() let noAction = this.isNoAction()
if ( noAction) { if (noAction) {
ui.notifications.warn("You can't do any actions du to the condition : " + noAction.name ) ui.notifications.warn("You can't do any actions du to the condition : " + noAction.name)
return return
} }
@ -555,24 +559,24 @@ export class CrucibleActor extends Actor {
rollData.forceRollAdvantage = this.isForcedRollAdvantage() rollData.forceRollAdvantage = this.isForcedRollAdvantage()
rollData.forceRollDisadvantage = this.isForcedRollDisadvantage() rollData.forceRollDisadvantage = this.isForcedRollDisadvantage()
rollData.noAdvantage = this.isNoAdvantage() rollData.noAdvantage = this.isNoAdvantage()
if ( rollData.defenderTokenId) { if (rollData.defenderTokenId) {
let defenderToken = game.canvas.tokens.get(rollData.defenderTokenId) let defenderToken = game.canvas.tokens.get(rollData.defenderTokenId)
let defender = defenderToken.actor let defender = defenderToken.actor
// Distance management // Distance management
let token = this.token let token = this.token
if ( !token) { if (!token) {
let tokens =this.getActiveTokens() let tokens = this.getActiveTokens()
token = tokens[0] token = tokens[0]
} }
if ( token ) { if (token) {
const ray = new Ray(token.object?.center || token.center, defenderToken.center) const ray = new Ray(token.object?.center || token.center, defenderToken.center)
rollData.tokensDistance = canvas.grid.measureDistances([{ray}], {gridSpaces:false})[0] / canvas.grid.grid.options.dimensions.distance rollData.tokensDistance = canvas.grid.measureDistances([{ ray }], { gridSpaces: false })[0] / canvas.grid.grid.options.dimensions.distance
} else { } else {
ui.notifications.info("No token connected to this actor, unable to compute distance.") ui.notifications.info("No token connected to this actor, unable to compute distance.")
return return
} }
if (defender ) { if (defender) {
rollData.forceAdvantage = defender.isAttackerAdvantage() rollData.forceAdvantage = defender.isAttackerAdvantage()
rollData.advantageFromTarget = true rollData.advantageFromTarget = true
} }
@ -637,7 +641,7 @@ export class CrucibleActor extends Actor {
rollData.skill = skill rollData.skill = skill
rollData.weapon = weapon rollData.weapon = weapon
rollData.img = weapon.img rollData.img = weapon.img
if ( !rollData.forceDisadvantage) { // This is an attack, check if disadvantaged if (!rollData.forceDisadvantage) { // This is an attack, check if disadvantaged
rollData.forceDisadvantage = this.isAttackDisadvantage() rollData.forceDisadvantage = this.isAttackDisadvantage()
} }
/*if (rollData.weapon.system.isranged && rollData.tokensDistance > CrucibleUtility.getWeaponMaxRange(rollData.weapon) ) { /*if (rollData.weapon.system.isranged && rollData.tokensDistance > CrucibleUtility.getWeaponMaxRange(rollData.weapon) ) {
@ -669,7 +673,7 @@ export class CrucibleActor extends Actor {
rollData.skill = skill rollData.skill = skill
rollData.weapon = weapon rollData.weapon = weapon
rollData.img = weapon.img rollData.img = weapon.img
if ( !rollData.forceDisadvantage) { // This is an attack, check if disadvantaged if (!rollData.forceDisadvantage) { // This is an attack, check if disadvantaged
rollData.forceDisadvantage = this.isDefenseDisadvantage() rollData.forceDisadvantage = this.isDefenseDisadvantage()
} }
@ -687,14 +691,16 @@ export class CrucibleActor extends Actor {
let rollData = this.getCommonRollData() let rollData = this.getCommonRollData()
rollData.defenderTokenId = undefined // Cleanup rollData.defenderTokenId = undefined // Cleanup
rollData.mode = "rangeddefense" rollData.mode = "rangeddefense"
rollData.attackRollData = duplicate(attackRollData) if ( attackRollData) {
rollData.sizeDice = CrucibleUtility.getSizeDice( this.system.biodata.size ) rollData.attackRollData = duplicate(attackRollData)
rollData.effectiveRange = CrucibleUtility.getWeaponRange(attackRollData.weapon) rollData.effectiveRange = CrucibleUtility.getWeaponRange(attackRollData.weapon)
rollData.tokensDistance = attackRollData.tokensDistance // QoL copy rollData.tokensDistance = attackRollData.tokensDistance // QoL copy
}
rollData.sizeDice = CrucibleUtility.getSizeDice(this.system.biodata.size)
rollData.distanceBonusDice = 0 //Math.max(0, Math.floor((rollData.tokensDistance - rollData.effectiveRange) + 0.5)) rollData.distanceBonusDice = 0 //Math.max(0, Math.floor((rollData.tokensDistance - rollData.effectiveRange) + 0.5))
rollData.hasCover = "none" rollData.hasCover = "none"
rollData.situational = "none" rollData.situational = "none"
rollData.useshield = false rollData.useshield = false
rollData.shield = this.getEquippedShield() rollData.shield = this.getEquippedShield()
this.startRoll(rollData) this.startRoll(rollData)
} }
@ -722,54 +728,54 @@ export class CrucibleActor extends Actor {
let multiply = 1 let multiply = 1
let disadvantage = false let disadvantage = false
let advantage = false let advantage = false
let messages = ["Armor applied"] let messages = ["Armor applied"]
if (rollData) { if (rollData) {
if (CrucibleUtility.isArmorLight(armor) && CrucibleUtility.isWeaponPenetrating(rollData.attackRollData.weapon) ) { if (CrucibleUtility.isArmorLight(armor) && CrucibleUtility.isWeaponPenetrating(rollData.attackRollData.weapon)) {
return { armorIgnored: true, nbSuccess: 0, messages: ["Armor ignored : Penetrating weapons ignore Light Armors."] } return { armorIgnored: true, nbSuccess: 0, messages: ["Armor ignored : Penetrating weapons ignore Light Armors."] }
} }
if (CrucibleUtility.isWeaponPenetrating(rollData.attackRollData.weapon) ) { if (CrucibleUtility.isWeaponPenetrating(rollData.attackRollData.weapon)) {
messages.push("Armor reduced by 1 (Penetrating weapon)") messages.push("Armor reduced by 1 (Penetrating weapon)")
reduce = 1 reduce = 1
} }
if (CrucibleUtility.isWeaponLight(rollData.attackRollData.weapon) ) { if (CrucibleUtility.isWeaponLight(rollData.attackRollData.weapon)) {
messages.push("Armor with advantage (Light weapon)") messages.push("Armor with advantage (Light weapon)")
advantage = true advantage = true
} }
if (CrucibleUtility.isWeaponHeavy(rollData.attackRollData.weapon) ) { if (CrucibleUtility.isWeaponHeavy(rollData.attackRollData.weapon)) {
messages.push("Armor with disadvantage (Heavy weapon)") messages.push("Armor with disadvantage (Heavy weapon)")
disadvantage = true disadvantage = true
} }
if (CrucibleUtility.isWeaponHack(rollData.attackRollData.weapon) ) { if (CrucibleUtility.isWeaponHack(rollData.attackRollData.weapon)) {
messages.push("Armor reduced by 1 (Hack weapon)") messages.push("Armor reduced by 1 (Hack weapon)")
reduce = 1 reduce = 1
} }
if (CrucibleUtility.isWeaponUndamaging(rollData.attackRollData.weapon) ) { if (CrucibleUtility.isWeaponUndamaging(rollData.attackRollData.weapon)) {
messages.push("Armor multiplied by 2 (Undamaging weapon)") messages.push("Armor multiplied by 2 (Undamaging weapon)")
multiply = 2 multiply = 2
} }
} }
let diceColor = armor.system.absorprionroll let diceColor = armor.system.absorprionroll
let armorResult = await CrucibleUtility.getRollTableFromDiceColor( diceColor, false ) let armorResult = await CrucibleUtility.getRollTableFromDiceColor(diceColor, false)
console.log("Armor log", armorResult) console.log("Armor log", armorResult)
let armorValue = (Number(armorResult.text) - reduce) * multiply let armorValue = Math.max(0, (Number(armorResult.text) + reduce) * multiply)
if ( advantage || disadvantage) { if (advantage || disadvantage) {
let armorResult2 = await CrucibleUtility.getRollTableFromDiceColor( diceColor, false ) let armorResult2 = await CrucibleUtility.getRollTableFromDiceColor(diceColor, false)
let armorValue2 = (Number(armorResult2.text) - reduce) * multiply let armorValue2 = Math.max(0, (Number(armorResult2.text) + reduce) * multiply)
if ( advantage) { if (advantage) {
armorValue = (armorValue2 > armorValue) ? armorValue2 : armorValue armorValue = (armorValue2 > armorValue) ? armorValue2 : armorValue
messages.push(`Armor advantage - Roll 1 = ${armorValue} - Roll 2 = ${armorValue2}`) messages.push(`Armor advantage - Roll 1 = ${armorValue} - Roll 2 = ${armorValue2}`)
} }
if ( disadvantage) { if (disadvantage) {
armorValue = (armorValue2 < armorValue) ? armorValue2 : armorValue armorValue = (armorValue2 < armorValue) ? armorValue2 : armorValue
messages.push(`Armor disadvantage - Roll 1 = ${armorValue} - Roll 2 = ${armorValue2}`) messages.push(`Armor disadvantage - Roll 1 = ${armorValue} - Roll 2 = ${armorValue2}`)
} }
} }
armorResult.armorValue = armorValue armorResult.armorValue = armorValue
if ( !rollData) { if (!rollData) {
ChatMessage.create( { content: "Armor result : " + armorValue } ) ChatMessage.create({ content: "Armor result : " + armorValue })
} }
messages.push( "Armor result : " + armorValue) messages.push("Armor result : " + armorValue)
return { armorIgnored: false, nbSuccess: armorValue, rawArmor: armorResult.text, messages: messages } return { armorIgnored: false, nbSuccess: armorValue, rawArmor: armorResult.text, messages: messages }
} }
return { armorIgnored: true, nbSuccess: 0, messages: ["No armor equipped."] } return { armorIgnored: true, nbSuccess: 0, messages: ["No armor equipped."] }

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@ -18,30 +18,43 @@ export class CrucibleNPCSheet extends ActorSheet {
height: 720, height: 720,
tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "stats" }], tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "stats" }],
dragDrop: [{ dragSelector: ".item-list .item", dropSelector: null }], dragDrop: [{ dragSelector: ".item-list .item", dropSelector: null }],
editScore: false editScore: true
}); });
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
async getData() { async getData() {
const objectData = CrucibleUtility.data(this.object); const objectData = this.object.system
let actorData = duplicate(objectData)
this.actor.prepareTraitsAttributes();
let actorData = duplicate(CrucibleUtility.templateData(this.object));
let formData = { let formData = {
title: this.title, title: this.title,
id: objectData.id, id: this.actor.id,
type: objectData.type, type: this.actor.type,
img: objectData.img, img: this.actor.img,
name: objectData.name, name: this.actor.name,
editable: this.isEditable, editable: this.isEditable,
cssClass: this.isEditable ? "editable" : "locked", cssClass: this.isEditable ? "editable" : "locked",
data: actorData, data: actorData,
effects: this.object.effects.map(e => foundry.utils.deepClone(e.data)),
limited: this.object.limited, limited: this.object.limited,
equipments: this.actor.getEquipments(), skills: this.actor.getSkills( ),
weapons: this.actor.getWeapons(), weapons: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getWeapons()) ),
armors: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getArmors())),
shields: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getShields())),
spells: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getLore())),
equipments: this.actor.checkAndPrepareEquipments(duplicate(this.actor.getEquipmentsOnly()) ),
equippedWeapons: this.actor.checkAndPrepareEquipments(duplicate(this.actor.getEquippedWeapons()) ),
equippedArmor: this.actor.getEquippedArmor(),
equippedShield: this.actor.getEquippedShield(),
feats: duplicate(this.actor.getFeats()),
subActors: duplicate(this.actor.getSubActors()),
race: duplicate(this.actor.getRace()),
moneys: duplicate(this.actor.getMoneys()),
encCapacity: this.actor.getEncumbranceCapacity(),
saveRolls: this.actor.getSaveRoll(),
conditions: this.actor.getConditions(),
containersTree: this.actor.containersTree,
encCurrent: this.actor.encCurrent,
options: this.options, options: this.options,
owner: this.document.isOwner, owner: this.document.isOwner,
editScore: this.options.editScore, editScore: this.options.editScore,
@ -49,7 +62,7 @@ export class CrucibleNPCSheet extends ActorSheet {
} }
this.formData = formData; this.formData = formData;
console.log("NPC : ", formData, this.object); console.log("PC : ", formData, this.object);
return formData; return formData;
} }
@ -60,43 +73,100 @@ export class CrucibleNPCSheet extends ActorSheet {
// Everything below here is only needed if the sheet is editable // Everything below here is only needed if the sheet is editable
if (!this.options.editable) return; if (!this.options.editable) return;
html.bind("keydown", function(e) { // Ignore Enter in actores sheet
if (e.keyCode === 13) return false;
});
// Update Inventory Item // Update Inventory Item
html.find('.item-edit').click(ev => { html.find('.item-edit').click(ev => {
const li = $(ev.currentTarget).parents(".item"); const li = $(ev.currentTarget).parents(".item")
let itemId = li.data("item-id"); let itemId = li.data("item-id")
const item = this.actor.items.get( itemId ); const item = this.actor.items.get( itemId );
item.sheet.render(true); item.sheet.render(true);
}); });
// Delete Inventory Item // Delete Inventory Item
html.find('.item-delete').click(ev => { html.find('.item-delete').click(ev => {
const li = $(ev.currentTarget).parents(".item")
CrucibleUtility.confirmDelete(this, li)
})
html.find('.item-add').click(ev => {
let dataType = $(ev.currentTarget).data("type")
this.actor.createEmbeddedDocuments('Item', [{ name: "NewItem", type: dataType }], { renderSheet: true })
})
html.find('.equip-activate').click(ev => {
const li = $(ev.currentTarget).parents(".item")
let itemId = li.data("item-id")
this.actor.equipActivate( itemId)
});
html.find('.equip-deactivate').click(ev => {
const li = $(ev.currentTarget).parents(".item")
let itemId = li.data("item-id")
this.actor.equipDeactivate( itemId)
});
html.find('.subactor-edit').click(ev => {
const li = $(ev.currentTarget).parents(".item"); const li = $(ev.currentTarget).parents(".item");
FraggedKingdomUtility.confirmDelete(this, li); let actorId = li.data("actor-id");
let actor = game.actors.get( actorId );
actor.sheet.render(true);
});
html.find('.subactor-delete').click(ev => {
const li = $(ev.currentTarget).parents(".item");
let actorId = li.data("actor-id");
this.actor.delSubActor(actorId);
});
html.find('.quantity-minus').click(event => {
const li = $(event.currentTarget).parents(".item");
this.actor.incDecQuantity( li.data("item-id"), -1 );
} );
html.find('.quantity-plus').click(event => {
const li = $(event.currentTarget).parents(".item");
this.actor.incDecQuantity( li.data("item-id"), +1 );
} );
html.find('.ammo-minus').click(event => {
const li = $(event.currentTarget).parents(".item")
this.actor.incDecAmmo( li.data("item-id"), -1 );
} );
html.find('.ammo-plus').click(event => {
const li = $(event.currentTarget).parents(".item")
this.actor.incDecAmmo( li.data("item-id"), +1 )
} );
html.find('.roll-ability').click((event) => {
const abilityKey = $(event.currentTarget).data("ability-key");
this.actor.rollAbility(abilityKey);
});
html.find('.roll-skill').click((event) => {
const li = $(event.currentTarget).parents(".item")
const skillId = li.data("item-id")
this.actor.rollSkill(skillId)
});
html.find('.roll-weapon').click((event) => {
const li = $(event.currentTarget).parents(".item");
const skillId = li.data("item-id")
this.actor.rollWeapon(skillId)
});
html.find('.roll-armor-die').click((event) => {
this.actor.rollArmorDie()
});
html.find('.roll-shield-die').click((event) => {
this.actor.rollShieldDie()
});
html.find('.roll-target-die').click((event) => {
this.actor.rollDefenseRanged()
}); });
html.find('.trait-link').click((event) => { html.find('.roll-save').click((event) => {
const itemId = $(event.currentTarget).data("item-id"); const saveKey = $(event.currentTarget).data("save-key")
const item = this.actor.getOwnedItem(itemId); this.actor.rollSave(saveKey)
item.sheet.render(true);
});
html.find('.competence-label a').click((event) => {
const li = $(event.currentTarget).parents(".item");
const competenceId = li.data("item-id");
this.actor.rollSkill(competenceId);
}); });
html.find('.weapon-label a').click((event) => {
const li = $(event.currentTarget).parents(".item");
const armeId = li.data("item-id");
const statId = li.data("stat-id");
this.actor.rollWeapon(armeId, statId);
});
html.find('.npc-fight-roll').click((event) => {
this.actor.rollNPCFight();
});
html.find('.npc-skill-roll').click((event) => {
this.actor.rollGenericSkill();
});
html.find('.lock-unlock-sheet').click((event) => { html.find('.lock-unlock-sheet').click((event) => {
this.options.editScore = !this.options.editScore; this.options.editScore = !this.options.editScore;
this.render(true); this.render(true);
@ -109,9 +179,15 @@ export class CrucibleNPCSheet extends ActorSheet {
html.find('.item-equip').click(ev => { html.find('.item-equip').click(ev => {
const li = $(ev.currentTarget).parents(".item"); const li = $(ev.currentTarget).parents(".item");
this.actor.equipItem( li.data("item-id") ); this.actor.equipItem( li.data("item-id") );
this.render(true); this.render(true);
}); });
html.find('.update-field').change(ev => {
const fieldName = $(ev.currentTarget).data("field-name");
let value = Number(ev.currentTarget.value);
this.actor.update( { [`${fieldName}`]: value } );
});
} }
/* -------------------------------------------- */ /* -------------------------------------------- */

View File

@ -199,15 +199,15 @@
"styles": [ "styles": [
"styles/simple.css" "styles/simple.css"
], ],
"version": "10.0.6", "version": "10.0.12",
"compatibility": { "compatibility": {
"minimum": "10", "minimum": "10",
"verified": "10.278", "verified": "10.285",
"maximum": "10" "maximum": "10"
}, },
"title": "Crucible RPG", "title": "Crucible RPG",
"manifest": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg/raw/master/system.json", "manifest": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg/raw/master/system.json",
"download": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg/archive/fvtt-crucible-rpg-v10.0.6.zip", "download": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg/archive/fvtt-crucible-rpg-v10.0.12.zip",
"url": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg", "url": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg",
"background": "images/ui/crucible_welcome_page.webp", "background": "images/ui/crucible_welcome_page.webp",
"id": "fvtt-crucible-rpg" "id": "fvtt-crucible-rpg"

View File

@ -98,7 +98,7 @@
"templates": [ "biodata", "core" ] "templates": [ "biodata", "core" ]
}, },
"npc": { "npc": {
"templates": [ "npccore" ] "templates": [ "biodata", "core" ]
} }
}, },
"Item": { "Item": {

View File

@ -59,6 +59,12 @@
</span> </span>
</li> </li>
{{/if}} {{/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> </ul>
</div> </div>

View File

@ -1,184 +1,413 @@
<form class="{{cssClass}}" autocomplete="off"> <form class="{{cssClass}}" autocomplete="off">
{{!-- Sheet Header --}} {{!-- Sheet Header --}}
<header class="sheet-header"> <header class="sheet-header">
<div class="header-fields"> <div class="header-fields">
<div class="flexrow"> <h1 class="charname margin-right"><input name="name" type="text" value="{{name}}" placeholder="Name" /></h1>
<img class="profile-img" src="{{img}}" data-edit="img" title="{{name}}" /> <div class="flexrow">
<h1 class="charname"><input name="name" type="text" value="{{name}}" placeholder="Name"/></h1> <img class="profile-img" src="{{img}}" data-edit="img" title="{{name}}" />
</div>
</div>
</header>
{{!-- Sheet Tab Navigation --}}
<nav class="sheet-tabs tabs" data-group="primary">
<a class="item" data-tab="attribute">Main</a>
<a class="item" data-tab="defence">Defence/Weapons</a>
<a class="item" data-tab="equipment">Equipment</a>
<a class="item" data-tab="notes">Notes</a>
</nav>
{{!-- Sheet Body --}}
<section class="sheet-body">
{{!-- Carac Tab --}}
<div class="tab items" data-group="primary" data-tab="attribute">
<span><a class="lock-unlock-sheet"><img class="small-button-container"
src="systems/fvtt-fragged-kingdom/images/icons/{{#if editScore}}unlocked.svg{{else}}locked.svg{{/if}}" alt="Unlocked/Locked"
>{{#if editScore}}Unlocked{{else}}Locked{{/if}}</a>
</span>
<div class="grid grid-2col">
<div class="">
<span class="generic-label"><h3>Type</h3>
<select class="competence-base flexrow" type="text" name="data.npctype" value="{{data.npctype}}" data-dtype="String" {{#unless @root.editScore}}disabled{{/unless}}>
{{#select data.npctype}}
<option value="henchman">Henchman</option>
<option value="drone">Troop</option>
{{/select}}
</select> </span>
<button class="npc-skill-roll">Generic Skill roll</button>
<div>
<span class="generic-label"><h3>Traits List</h3></span>
<ul>
{{#each traits as |trait key|}}
<li class="item flexrow list-item" data-item-id="{{trait.id}}">
<img class="sheet-competence-img" src="{{trait.img}}"/>
<span class="competence-label">{{trait.name}}</span>
<span class="competence-label">{{trait.data.data.type}}</span>
<div class="item-controls">
<a class="item-control item-edit" title="Edit Item"><i class="fas fa-edit"></i></a>
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/each}}
</ul>
</div>
</div>
<div class="">
<span class="generic-label"><h3>Stats & Numbers</h3></span>
<ul>
{{#each data.spec as |spec key|}}
<li class="item flexrow list-item stack-left" data-attr-key="{{key}}">
<span class="stat-label padd-right npc-stat-label" name="{{key}}">{{spec.label}}</span>
<input type="text" class="input-numeric-short padd-right" name="data.spec.{{key}}.value" value="{{spec.value}}" data-dtype="Number" {{#unless @root.editScore}}disabled{{/unless}}/>
</li>
{{/each}}
</ul>
</div>
</div>
</div>
{{!-- Defence Tab --}}
<div class="tab defence" data-group="primary" data-tab="defence">
<div class="flexcol"> <div class="flexcol">
<div class=""> <div class="flexrow">
{{#each data.fight as |fight key|}} <div class="ability-item">
<ul> <ul>
<li class="item flexrow list-item stack-left"> {{#each data.abilities as |ability key|}}
<span class="stat-label padd-right"><strong>{{fight.label}}</strong></span> {{#if (eq ability.col 1)}}
<input type="text" class="input-numeric-short padd-right" name="data.fight.{{key}}.value" value="{{fight.value}}" data-dtype="Number"/> {{> systems/fvtt-crucible-rpg/templates/partial-actor-ability-block.html ability=ability key=key}}
</li> {{/if}}
{{#each fight.derivated as |derivated keydev|}} {{/each}}
<li class="item flexrow list-item"> </ul>
<span class="stat-label flexrow ">{{derivated.label}}</span>
<input type="text" class="input-numeric-short padd-right" name="data.fight.{{key}}.derivated.{{keydev}}.value" value="{{derivated.value}}" data-dtype="Number"/> <li class="item flexrow list-item" data-attr-key="class">
</li> <span class="ability-label " name="class">
{{/each}} <h4 class="ability-text-white ability-margin">Class</h4>
</ul> </span>
{{/each}} <select class="competence-base flexrow" type="text" name="system.biodata.class" value="{{data.biodata.class}}" data-dtype="String">
</div> {{#select data.biodata.class}}
<option value="none">None</option>
<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>
</div>
</div>
</div>
</header>
{{!-- Sheet Tab Navigation --}}
<nav class="sheet-tabs tabs" data-group="primary">
<a class="item" data-tab="details">Details</a>
<a class="item" data-tab="biodata">Biography</a>
</nav>
{{!-- Sheet Body --}}
<section class="sheet-body">
{{!-- Skills Tab --}}
<div class="tab skills" data-group="primary" data-tab="details">
<ul class="stat-list alternate-list item-list">
<li class="item flexrow list-item items-title-bg">
<span class="item-name-label-header">
<h3><label class="items-title-text">Skills</label></h3>
</span>
<span class="item-field-label-short">
<label class="short-label">Ability</label>
</span>
<span class="item-field-label-short">
<label class="short-label">Dice</label>
</span>
<span class="item-field-label-long">
<label class="short-label">Background</label>
</span>
</li>
{{#each skills as |skill key|}}
<li class="item stat flexrow list-item list-item-shadow" data-item-id="{{skill._id}}">
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
src="{{skill.img}}" /></a>
<span class="item-name-label"><a class="roll-skill">{{skill.name}}</a></span>
<span class="item-field-label-short">{{upper skill.system.ability}}</span>
<span class="item-field-label-short">{{skill.system.skilldice}}</span>
<span class="item-field-label-long">&nbsp;-&nbsp;</span>
<div class="item-filler">&nbsp;</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>
<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">Combat</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>
</span>
</li>
{{#each equippedWeapons as |weapon key|}}
<li class="item flexrow list-item list-item-shadow" data-item-id="{{weapon._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>
<div class="item-filler">&nbsp;</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>
<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">Monster Powers</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">&nbsp;</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>
<span class="generic-label"><h3>Weapons</h3></span>
<ul class="stat-list alternate-list"> <ul class="stat-list alternate-list">
{{#each weapons as |weapon key|}} <li class="item flexrow list-item items-title-bg">
<li class="item stat flexrow list-item" data-arme-id="{{weapon.id}}" data-item-id="{{weapon.id}}"> <span class="item-name-label-header-long">
<img class="sheet-competence-img" src="{{weapon.img}}"/> <h3><label class="items-title-text">Conditions</label></h3>
<span class="stat-label">{{weapon.name}}</span> </span>
<div class="item-controls"> </li>
<a class="item-control item-equip" title="Worn">{{#if weapon.data.data.equipped}}<i class="fas fa-circle"></i>{{else}}<i class="fas fa-genderless"></i>{{/if}}</a> {{#each conditions as |condition key|}}
<a class="item-control item-edit" title="Edit Item"><i class="fas fa-edit"></i></a> <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">&nbsp;</div>
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed">
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a> <a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
</div> </div>
</li> </li>
<li class="item stat flexrow list-item stats-table" data-armure-id="{{weapon.id}}" data-item-id="{{weapon.id}}"> {{/each}}
{{#each weapon.data.data.weaponstats as |weaponstat statkey|}} </ul>
<ul>
<li class="item stat flexrow list-item" data-item-id="{{weapon.id}}" data-stat-id={{statkey}}><span class="stat-label weapon-label"><a name="{{weapon.name}}">Attack with {{weaponstat.name}}</a></span> <ul class="item-list alternate-list">
</li> <li class="item flexrow list-item items-title-bg">
<li>{{> "systems/fvtt-fragged-kingdom/templates/weapon-stats-section.html" stats=weaponstat.data.statstotal isfinal=false header=true}} <span class="item-name-label-header">
</li> <h3><label class="items-title-text">Weapons</label></h3>
</ul> </span>
{{/each}} <span class="item-field-label-short">
<label class="short-label">Attack</label>
</span>
<span class="item-field-label-short">
<label class="short-label">Damage</label>
</span>
<div class="item-controls item-controls-fixed">
<a class="item-control item-add" data-type="weapon" title="Create Item"><i class="fas fa-plus"></i></a>
</div>
</li> </li>
{{/each}} {{#each weapons as |weapon key|}}
</ul> <li class="item flexrow list-item list-item-shadow" data-item-id="{{weapon._id}}">
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
</div> src="{{weapon.img}}" /></a>
</div> <span class="item-name-label">{{weapon.name}}</span>
<span class="item-field-label-short"><label>{{upper weapon.system.ability}}</label></span>
{{!-- Traits Tab --}} <span class="item-field-label-short"><label>{{upper weapon.system.damage}}</label></span>
<div class="tab traits" data-group="primary" data-tab="traits">
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed">
<a class="item-control item-equip" title="Worn">{{#if weapon.system.equipped}}<i
class="fas fa-circle"></i>{{else}}<i class="fas fa-genderless"></i>{{/if}}</a>
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/each}}
</ul>
<ul class="item-list alternate-list">
<li class="item flexrow list-item items-title-bg">
<span class="item-name-label-header">
<h3><label class="items-title-text">Armors</label></h3>
</span>
<span class="item-field-label-short">
<label class="short-label">Type</label>
</span>
<span class="item-field-label-short">
<label class="short-label">Absorption</label>
</span>
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed">
<a class="item-control item-add" data-type="armor" title="Create Item"><i class="fas fa-plus"></i></a>
</div>
</li>
{{#each armors as |armor key|}}
<li class="item list-item flexrow list-item-shadow" data-item-id="{{armor._id}}">
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
src="{{armor.img}}" /></a>
<span class="item-name-label">{{armor.name}}</span>
<span class="item-field-label-short">{{upper armor.system.armortype}}</span>
<span class="item-field-label-short">{{armor.system.absorprionroll}}</span>
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed">
<a class="item-control item-equip" title="Worn">{{#if armor.system.equipped}}<i
class="fas fa-circle"></i>{{else}}<i class="fas fa-genderless"></i>{{/if}}</a>
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/each}}
</ul>
<ul class="item-list alternate-list">
<li class="item flexrow list-item items-title-bg">
<span class="item-name-label-header">
<h3><label class="items-title-text">Shields</label></h3>
</span>
<span class="item-field-label-short">
<label class="short-label">Dice</label>
</span>
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed">
<a class="item-control item-add" data-type="shield" title="Create Item"><i class="fas fa-plus"></i></a>
</div>
</li>
{{#each shields as |shield key|}}
<li class="item flexrow list-item list-item-shadow" data-item-id="{{shield._id}}">
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
src="{{shield.img}}" /></a>
<span class="item-name-label">{{shield.name}}</span>
<span class="item-field-label-short">{{shield.system.levelDice}}</span>
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed">
<a class="item-control item-equip" title="Worn">{{#if shield.system.equipped}}<i
class="fas fa-circle"></i>{{else}}<i class="fas fa-genderless"></i>{{/if}}</a>
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/each}}
</ul>
<ul class="item-list alternate-list">
<li class="item flexrow list-item items-title-bg">
<span class="item-name-label-header">
<h3><label class="items-title-text">Equipment</label></h3>
</span>
<span class="item-field-label-long">
<label class="short-label">Quantity</label>
</span>
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed">
<a class="item-control item-add" data-type="equipment" title="Create Item"><i class="fas fa-plus"></i></a>
</div>
</li>
{{#each containersTree as |equip key|}}
{{> systems/fvtt-crucible-rpg/templates/partial-actor-equipment.html equip=equip level=1}}
<ul class="item-list list-item-shadow2 list-item-margin1">
{{#each equip.data.contents as |subgear key|}}
{{> systems/fvtt-crucible-rpg/templates/partial-actor-equipment.html equip=subgear level=2}}
{{/each}}
</ul>
{{/each}}
</ul>
</div>
</div> </div>
{{!-- Features Tab --}} {{!-- Biography Tab --}}
<div class="tab equipment" data-group="primary" data-tab="equipment"> <div class="tab biodata" data-group="primary" data-tab="biodata">
<div class="flexcol"> <div class="grid grid-2col">
<div>
<div><h4>Equipment</h4></div>
<ul class="item-list alternate-list"> <ul class="item-list alternate-list">
<li class="item flexrow list-item"> <li class="item flexrow">
<span class="equipement-label">Name</span> <label class="generic-label">Origin</label>
<span class="equipement-label">Type</span> <input type="text" class="" name="system.biodata.origin" value="{{data.biodata.origin}}"
<div class="item-controls"> data-dtype="String" />
<span class="equipement-label">&nbsp;</span> </li>
<span class="equipement-label">&nbsp;</span> <li class="item flexrow">
<span class="equipement-label">&nbsp;</span> <label class="generic-label">Age</label>
</div> <input type="text" class="" name="system.biodata.age" value="{{data.biodata.age}}" data-dtype="String" />
</li>
<li class="item flexrow">
<label class="generic-label">Height</label>
<input type="text" class="" name="system.biodata.height" value="{{data.biodata.height}}" data-dtype="String" />
</li>
<li class="item flexrow">
<label class="generic-label">Eyes</label>
<input type="text" class="" name="system.biodata.eyes" value="{{data.biodata.eyes}}" data-dtype="String" />
</li>
<li class="item flexrow">
<label class="generic-label">Hair</label>
<input type="text" class="" name="system.biodata.hair" value="{{data.biodata.hair}}" data-dtype="String" />
</li>
</ul>
</div>
<div>
<ul>
<li class="flexrow item">
<label class="generic-label">Size</label>
<select class="competence-base flexrow" type="text" name="system.biodata.size" value="{{data.biodata.size}}" data-dtype="Number">
{{#select data.biodata.size}}
<option value="1">Tiny</option>
<option value="2">Small</option>
<option value="3">Medium</option>
<option value="4">Large</option>
<option value="5">Huge</option>
<option value="6">Gargantuan</option>
{{/select}}
</select>
</li>
<li class="flexrow item">
<label class="generic-label">Sex</label>
<input type="text" class="" name="system.biodata.sex" value="{{data.biodata.sex}}" data-dtype="String" />
</li>
<li class="flexrow item">
<label class="generic-label">Preferred Hand</label>
<input type="text" class="" name="system.biodata.preferredhand" value="{{data.biodata.preferredhand}}"
data-dtype="String" />
</li>
<li class="flexrow item" data-item-id="{{race._id}}">
<label class="generic-label">Race</label>
<a class="item-edit"><img class="stat-icon" src="{{race.img}}"></a>
<input type="text" class="" name="system.biodata.racename" value="{{data.biodata.racename}}" data-dtype="String" />
</li> </li>
{{#each equipments as |equip key|}}
<li class="item flexrow list-item" data-item-id="{{equip.id}}">
<img class="sheet-competence-img" src="{{equip.img}}"/>
<span class="equipement-label">{{equip.name}}</span>
<span class="equipement-label">{{equip.type}}</span>
<div class="item-controls">
<a class="item-control item-equip" title="Worn">{{#if equip.data.data.equipped}}<i class="fas fa-circle"></i>{{else}}<i class="fas fa-genderless"></i>{{/if}}</a>
<a class="item-control item-edit" title="Edit Item"><i class="fas fa-edit"></i></a>
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/each}}
</ul> </ul>
</div> </div>
</div> </div>
{{!-- Notes Tab --}}
<div class="tab notes" data-group="primary" data-tab="notes"> <hr>
<article class="flexcol"> <h3>Background : </h3>
<h3>Description : </h3> <div class="form-group editor">
<div class="form-group editor"> {{editor data.biodata.description target="system.biodata.description" button=true owner=owner
{{editor content=data.description target="data.description" button=true owner=owner editable=editable}} editable=editable}}
</div>
<hr>
<h3>Notes : </h3>
<div class="form-group editor">
{{editor content=data.notes target="data.notes" button=true owner=owner editable=editable}}
</div>
<hr>
{{>"systems/fvtt-fragged-kingdom/templates/editor-notes-gm.html"}}
</article>
</div> </div>
<hr>
<h3>Notes : </h3>
<div class="form-group editor">
{{editor data.biodata.notes target="system.biodata.notes" button=true owner=owner editable=editable}}
</div>
<hr>
</article>
</div>
</section> </section>
</form> </form>

View File

@ -3,15 +3,25 @@
<span class="ability-label " name="hp"> <span class="ability-label " name="hp">
<h4 class="ability-text-white ability-margin">HP</h4> <h4 class="ability-text-white ability-margin">HP</h4>
</span> </span>
<span class="ability-label ability-margin"><input class="input-numeric-short" name="system.secondary.hp.value" value="{{data.secondary.hp.value}}"></span> <span class="ability-label ability-margin">
<span class="ability-label ability-margin"> / {{data.secondary.hp.max}}</span> <input class="input-numeric-short" name="system.secondary.hp.value" value="{{data.secondary.hp.value}}"></span>
{{#if (eq type "character")}}
<span class="ability-label ability-margin"> / {{data.secondary.hp.max}}</span>
{{else}}
<span class="ability-label ability-margin">/<input class="input-numeric-short" name="system.secondary.hp.max" value="{{data.secondary.hp.max}}"></span>
{{/if}}
</li> </li>
<li class="item flexrow list-item" data-attr-key="hp"> <li class="item flexrow list-item" data-attr-key="hp">
<span class="ability-label " name="hp"> <span class="ability-label " name="hp">
<h4 class="ability-text-white ability-margin">Effort</h4> <h4 class="ability-text-white ability-margin">Effort</h4>
</span> </span>
<span class="ability-label ability-margin"><input class="input-numeric-short" name="system.secondary.effort.value" value="{{data.secondary.effort.value}}"></span> <span class="ability-label ability-margin">
<input class="input-numeric-short" name="system.secondary.effort.value" value="{{data.secondary.effort.value}}"></span>
{{#if (eq type "character")}}
<span class="ability-label ability-margin"> / {{data.secondary.effort.max}}</span> <span class="ability-label ability-margin"> / {{data.secondary.effort.max}}</span>
{{else}}
<span class="ability-label ability-margin">/<input class="input-numeric-short" name="system.secondary.effort.max" value="{{data.secondary.effort.max}}"></span>
{{/if}}
</li> </li>
<li>&nbsp;</li> <li>&nbsp;</li>