Compare commits
3 Commits
fvtt-cruci
...
master
Author | SHA1 | Date | |
---|---|---|---|
e8bc1b9521 | |||
f57b57e57f | |||
cdf2248afa |
4
images/.directory
Normal file
4
images/.directory
Normal file
@ -0,0 +1,4 @@
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[Dolphin]
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Timestamp=2022,9,12,23,3,3.4699999999999998
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Version=4
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VisibleRoles=Details_text,Details_size,Details_modificationtime,Details_creationtime,CustomizedDetails
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@ -1,6 +1,5 @@
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[Dolphin]
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SortOrder=1
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Timestamp=2022,7,27,18,56,49.607
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Timestamp=2022,9,12,23,4,32.409
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Version=4
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ViewMode=1
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VisibleRoles=Details_text,Details_size,Details_modificationtime,Details_creationtime,CustomizedDetails
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@ -158,6 +158,9 @@ export class CrucibleActorSheet extends ActorSheet {
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html.find('.roll-shield-die').click((event) => {
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this.actor.rollShieldDie()
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});
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html.find('.roll-target-die').click((event) => {
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this.actor.rollDefenseRanged()
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});
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html.find('.roll-save').click((event) => {
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const saveKey = $(event.currentTarget).data("save-key")
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@ -63,6 +63,7 @@ export class CrucibleActor extends Actor {
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/* -------------------------------------------- */
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computeHitPoints() {
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if (this.type == "character") {
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let hp = duplicate(this.system.secondary.hp)
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let max = (this.system.abilities.str.value + this.system.abilities.con.value) * 6
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if (max != hp.max || hp.value > max) {
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@ -71,8 +72,10 @@ export class CrucibleActor extends Actor {
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this.update({ 'system.secondary.hp': hp })
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}
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}
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}
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/* -------------------------------------------- */
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computeEffortPoints() {
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if (this.type == "character") {
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let effort = duplicate(this.system.secondary.effort)
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let max = (this.system.abilities.con.value + this.system.abilities.int.value) * 6
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if (max != effort.max || effort.value > max) {
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@ -81,6 +84,7 @@ export class CrucibleActor extends Actor {
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this.update({ 'system.secondary.effort': effort })
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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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@ -329,21 +333,21 @@ export class CrucibleActor extends Actor {
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}
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/* -------------------------------------------- */
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async rollArmor( rollData) {
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async rollArmor(rollData) {
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let armor = this.getEquippedArmor()
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if (armor) {
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}
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return { armor: "none"}
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return { armor: "none" }
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}
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/* -------------------------------------------- */
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async incDecHP( formula ) {
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let dmgRoll = new Roll(formula).roll( {async: false})
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async incDecHP(formula) {
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let dmgRoll = new Roll(formula).roll({ async: false })
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await CrucibleUtility.showDiceSoNice(dmgRoll, game.settings.get("core", "rollMode"))
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let hp = duplicate(this.system.secondary.hp)
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hp.value = Number(hp.value) + Number(dmgRoll.total)
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this.update( {'system.secondary.hp': hp })
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this.update({ 'system.secondary.hp': hp })
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return Number(dmgRoll.total)
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}
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@ -501,38 +505,38 @@ export class CrucibleActor extends Actor {
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/* -------------------------------------------- */
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isForcedAdvantage() {
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return this.items.find(cond => cond.type =="condition" && cond.system.advantage)
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return this.items.find(cond => cond.type == "condition" && cond.system.advantage)
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}
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isForcedDisadvantage() {
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return this.items.find(cond => cond.type =="condition" && cond.system.disadvantage)
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return this.items.find(cond => cond.type == "condition" && cond.system.disadvantage)
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}
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isForcedRollAdvantage() {
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return this.items.find(cond => cond.type =="condition" && cond.system.rolladvantage)
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return this.items.find(cond => cond.type == "condition" && cond.system.rolladvantage)
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}
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isForcedRollDisadvantage() {
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return this.items.find(cond => cond.type =="condition" && cond.system.rolldisadvantage)
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return this.items.find(cond => cond.type == "condition" && cond.system.rolldisadvantage)
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}
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isNoAdvantage() {
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return this.items.find(cond => cond.type =="condition" && cond.system.noadvantage)
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return this.items.find(cond => cond.type == "condition" && cond.system.noadvantage)
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}
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isNoAction() {
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return this.items.find(cond => cond.type =="condition" && cond.system.noaction)
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return this.items.find(cond => cond.type == "condition" && cond.system.noaction)
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}
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isAttackDisadvantage() {
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return this.items.find(cond => cond.type =="condition" && cond.system.attackdisadvantage)
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return this.items.find(cond => cond.type == "condition" && cond.system.attackdisadvantage)
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}
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isDefenseDisadvantage() {
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return this.items.find(cond => cond.type =="condition" && cond.system.defensedisadvantage)
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return this.items.find(cond => cond.type == "condition" && cond.system.defensedisadvantage)
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}
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isAttackerAdvantage() {
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return this.items.find(cond => cond.type =="condition" && cond.system.targetadvantage)
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return this.items.find(cond => cond.type == "condition" && cond.system.targetadvantage)
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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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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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@ -555,24 +559,24 @@ export class CrucibleActor extends Actor {
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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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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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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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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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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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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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@ -637,7 +641,7 @@ export class CrucibleActor extends Actor {
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rollData.skill = skill
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rollData.weapon = weapon
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rollData.img = weapon.img
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if ( !rollData.forceDisadvantage) { // This is an attack, check if disadvantaged
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if (!rollData.forceDisadvantage) { // This is an attack, check if disadvantaged
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rollData.forceDisadvantage = this.isAttackDisadvantage()
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}
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/*if (rollData.weapon.system.isranged && rollData.tokensDistance > CrucibleUtility.getWeaponMaxRange(rollData.weapon) ) {
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@ -669,7 +673,7 @@ export class CrucibleActor extends Actor {
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rollData.skill = skill
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rollData.weapon = weapon
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rollData.img = weapon.img
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if ( !rollData.forceDisadvantage) { // This is an attack, check if disadvantaged
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if (!rollData.forceDisadvantage) { // This is an attack, check if disadvantaged
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rollData.forceDisadvantage = this.isDefenseDisadvantage()
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}
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@ -687,10 +691,12 @@ export class CrucibleActor extends Actor {
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let rollData = this.getCommonRollData()
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rollData.defenderTokenId = undefined // Cleanup
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rollData.mode = "rangeddefense"
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if ( attackRollData) {
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rollData.attackRollData = duplicate(attackRollData)
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rollData.sizeDice = CrucibleUtility.getSizeDice( this.system.biodata.size )
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rollData.effectiveRange = CrucibleUtility.getWeaponRange(attackRollData.weapon)
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rollData.tokensDistance = attackRollData.tokensDistance // QoL copy
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}
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rollData.sizeDice = CrucibleUtility.getSizeDice(this.system.biodata.size)
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rollData.distanceBonusDice = 0 //Math.max(0, Math.floor((rollData.tokensDistance - rollData.effectiveRange) + 0.5))
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rollData.hasCover = "none"
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rollData.situational = "none"
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@ -725,51 +731,51 @@ export class CrucibleActor extends Actor {
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let messages = ["Armor applied"]
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if (rollData) {
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if (CrucibleUtility.isArmorLight(armor) && CrucibleUtility.isWeaponPenetrating(rollData.attackRollData.weapon) ) {
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if (CrucibleUtility.isArmorLight(armor) && CrucibleUtility.isWeaponPenetrating(rollData.attackRollData.weapon)) {
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return { armorIgnored: true, nbSuccess: 0, messages: ["Armor ignored : Penetrating weapons ignore Light Armors."] }
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}
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if (CrucibleUtility.isWeaponPenetrating(rollData.attackRollData.weapon) ) {
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if (CrucibleUtility.isWeaponPenetrating(rollData.attackRollData.weapon)) {
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messages.push("Armor reduced by 1 (Penetrating weapon)")
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reduce = 1
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}
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if (CrucibleUtility.isWeaponLight(rollData.attackRollData.weapon) ) {
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if (CrucibleUtility.isWeaponLight(rollData.attackRollData.weapon)) {
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messages.push("Armor with advantage (Light weapon)")
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advantage = true
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}
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if (CrucibleUtility.isWeaponHeavy(rollData.attackRollData.weapon) ) {
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if (CrucibleUtility.isWeaponHeavy(rollData.attackRollData.weapon)) {
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messages.push("Armor with disadvantage (Heavy weapon)")
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disadvantage = true
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}
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if (CrucibleUtility.isWeaponHack(rollData.attackRollData.weapon) ) {
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if (CrucibleUtility.isWeaponHack(rollData.attackRollData.weapon)) {
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messages.push("Armor reduced by 1 (Hack weapon)")
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reduce = 1
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}
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if (CrucibleUtility.isWeaponUndamaging(rollData.attackRollData.weapon) ) {
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if (CrucibleUtility.isWeaponUndamaging(rollData.attackRollData.weapon)) {
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messages.push("Armor multiplied by 2 (Undamaging weapon)")
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multiply = 2
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}
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}
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let diceColor = armor.system.absorprionroll
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let armorResult = await CrucibleUtility.getRollTableFromDiceColor( diceColor, false )
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let armorResult = await CrucibleUtility.getRollTableFromDiceColor(diceColor, false)
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console.log("Armor log", armorResult)
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let armorValue = (Number(armorResult.text) + reduce) * multiply
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if ( advantage || disadvantage) {
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let armorResult2 = await CrucibleUtility.getRollTableFromDiceColor( diceColor, false )
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let armorValue2 = (Number(armorResult2.text) + reduce) * multiply
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if ( advantage) {
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let armorValue = Math.max(0, (Number(armorResult.text) + reduce) * multiply)
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if (advantage || disadvantage) {
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let armorResult2 = await CrucibleUtility.getRollTableFromDiceColor(diceColor, false)
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let armorValue2 = Math.max(0, (Number(armorResult2.text) + reduce) * multiply)
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if (advantage) {
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armorValue = (armorValue2 > armorValue) ? armorValue2 : armorValue
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messages.push(`Armor advantage - Roll 1 = ${armorValue} - Roll 2 = ${armorValue2}`)
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}
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if ( disadvantage) {
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if (disadvantage) {
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armorValue = (armorValue2 < armorValue) ? armorValue2 : armorValue
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messages.push(`Armor disadvantage - Roll 1 = ${armorValue} - Roll 2 = ${armorValue2}`)
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}
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}
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armorResult.armorValue = armorValue
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if ( !rollData) {
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ChatMessage.create( { content: "Armor result : " + armorValue } )
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if (!rollData) {
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ChatMessage.create({ content: "Armor result : " + armorValue })
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}
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messages.push( "Armor result : " + armorValue)
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messages.push("Armor result : " + armorValue)
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return { armorIgnored: false, nbSuccess: armorValue, rawArmor: armorResult.text, messages: messages }
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}
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return { armorIgnored: true, nbSuccess: 0, messages: ["No armor equipped."] }
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@ -157,6 +157,9 @@ export class CrucibleNPCSheet extends ActorSheet {
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html.find('.roll-shield-die').click((event) => {
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this.actor.rollShieldDie()
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});
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html.find('.roll-target-die').click((event) => {
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this.actor.rollDefenseRanged()
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});
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html.find('.roll-save').click((event) => {
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const saveKey = $(event.currentTarget).data("save-key")
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@ -199,15 +199,15 @@
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"styles": [
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"styles/simple.css"
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],
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"version": "10.0.9",
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"version": "10.0.12",
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"compatibility": {
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"minimum": "10",
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"verified": "10.279",
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"verified": "10.285",
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"maximum": "10"
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},
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"title": "Crucible RPG",
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"manifest": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg/raw/master/system.json",
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"download": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg/archive/fvtt-crucible-rpg-v10.0.9.zip",
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"download": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg/archive/fvtt-crucible-rpg-v10.0.12.zip",
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"url": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg",
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"background": "images/ui/crucible_welcome_page.webp",
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"id": "fvtt-crucible-rpg"
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@ -59,6 +59,12 @@
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</span>
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</li>
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{{/if}}
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<li class="item flexrow list-item" data-attr-key="class">
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<img class="sheet-competence-img" src="systems/fvtt-crucible-rpg/images/icons/feats/Marksman (Ballistic).webp" />
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<span class="ability-label " name="rollTarget">
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<h4 class="ability-text-white ability-margin"><a class="roll-target-die ability-margin">Target Roll</a></h4>
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</span>
|
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</li>
|
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|
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</ul>
|
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</div>
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@ -60,6 +60,12 @@
|
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</span>
|
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</li>
|
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{{/if}}
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<li class="item flexrow list-item" data-attr-key="class">
|
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<img class="sheet-competence-img" src="systems/fvtt-crucible-rpg/images/icons/feats/Marksman (Ballistic).webp" />
|
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<span class="ability-label " name="rollTarget">
|
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<h4 class="ability-text-white ability-margin"><a class="roll-target-die ability-margin">Target Roll</a></h4>
|
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</span>
|
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</li>
|
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|
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</ul>
|
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</div>
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@ -120,7 +126,7 @@
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<ul class="stat-list alternate-list">
|
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<li class="item flexrow list-item items-title-bg">
|
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<span class="item-name-label-header-long">
|
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<h3><label class="items-title-text">Weapons</label></h3>
|
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<h3><label class="items-title-text">Combat</label></h3>
|
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</span>
|
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<span class="item-field-label-short">
|
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<label class="short-label">Ability</label>
|
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@ -191,68 +197,9 @@
|
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<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
|
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src="{{condition.img}}" /></a>
|
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<span class="item-name-label-long">{{condition.name}}</span>
|
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<div class="item-filler"> </div> {{!-- Equipement Tab --}}
|
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<div class="tab equipment" data-group="primary" data-tab="equipment">
|
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|
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<div class="flexrow">
|
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<h3>Encumbrance</h3>
|
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<span class="small-label">Current : {{encCurrent}}</span>
|
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<span class="small-label">Capacity : {{encCapacity}}</span>
|
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</div>
|
||||
|
||||
<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">Money</label></h3>
|
||||
</span>
|
||||
<span class="item-field-label-long">
|
||||
<label class="short-label">Qty</label>
|
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</span>
|
||||
<span class="item-field-label-medium">
|
||||
<label class="short-label">Weight</label>
|
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</span>
|
||||
<span class="item-field-label-medium">
|
||||
<label class="short-label">IDR</label>
|
||||
</span>
|
||||
<div class="item-filler"> </div>
|
||||
<div class="item-controls item-controls-fixed">
|
||||
<a class="item-control item-add" data-type="money" title="Create Item"><i class="fas fa-plus"></i></a>
|
||||
</div>
|
||||
</li>
|
||||
{{#each moneys as |money key|}}
|
||||
<li class="item flexrow list-item list-item-shadow" data-item-id="{{money._id}}">
|
||||
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
|
||||
src="{{money.img}}" /></a>
|
||||
<span class="item-name-label">{{money.name}}</span>
|
||||
|
||||
<span class="item-field-label-long"><label>
|
||||
{{money.system.quantity}}
|
||||
(<a class="quantity-minus plus-minus-button"> -</a>/<a class="quantity-plus plus-minus-button">+</a>)
|
||||
</label>
|
||||
</span>
|
||||
<span class="item-field-label-medium">
|
||||
<label>{{money.system.weight}}</label>
|
||||
</span>
|
||||
<span class="item-field-label-medium">
|
||||
{{#if money.system.idrDice}}
|
||||
<a class="roll-idr" data-dice-value="{{money.data.idrDice}}">{{money.system.idrDice}}</a>
|
||||
{{else}}
|
||||
-
|
||||
{{/if}}
|
||||
</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>
|
||||
|
||||
|
||||
<hr>
|
||||
|
||||
|
||||
<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>
|
||||
|
@ -3,15 +3,25 @@
|
||||
<span class="ability-label " name="hp">
|
||||
<h4 class="ability-text-white ability-margin">HP</h4>
|
||||
</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">
|
||||
<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 class="item flexrow list-item" data-attr-key="hp">
|
||||
<span class="ability-label " name="hp">
|
||||
<h4 class="ability-text-white ability-margin">Effort</h4>
|
||||
</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>
|
||||
{{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>
|
||||
|
Loading…
Reference in New Issue
Block a user