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18 changed files with 379 additions and 944 deletions

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@ -1,4 +0,0 @@
[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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@ -1,5 +1,6 @@
[Dolphin] [Dolphin]
SortOrder=1 SortOrder=1
Timestamp=2022,9,12,23,4,32.409 Timestamp=2022,7,27,18,56,49.607
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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@ -119,6 +119,7 @@ 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 );
@ -142,11 +143,10 @@ 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")
@ -158,9 +158,6 @@ 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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@ -63,7 +63,6 @@ export class CrucibleActor extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
computeHitPoints() { computeHitPoints() {
if (this.type == "character") {
let hp = duplicate(this.system.secondary.hp) let hp = duplicate(this.system.secondary.hp)
let max = (this.system.abilities.str.value + this.system.abilities.con.value) * 6 let max = (this.system.abilities.str.value + this.system.abilities.con.value) * 6
if (max != hp.max || hp.value > max) { if (max != hp.max || hp.value > max) {
@ -72,10 +71,8 @@ export class CrucibleActor extends Actor {
this.update({ 'system.secondary.hp': hp }) this.update({ 'system.secondary.hp': hp })
} }
} }
}
/* -------------------------------------------- */ /* -------------------------------------------- */
computeEffortPoints() { computeEffortPoints() {
if (this.type == "character") {
let effort = duplicate(this.system.secondary.effort) let effort = duplicate(this.system.secondary.effort)
let max = (this.system.abilities.con.value + this.system.abilities.int.value) * 6 let max = (this.system.abilities.con.value + this.system.abilities.int.value) * 6
if (max != effort.max || effort.value > max) { if (max != effort.max || effort.value > max) {
@ -84,7 +81,6 @@ export class CrucibleActor extends Actor {
this.update({ 'system.secondary.effort': effort }) this.update({ 'system.secondary.effort': effort })
} }
} }
}
/* -------------------------------------------- */ /* -------------------------------------------- */
prepareDerivedData() { prepareDerivedData() {
@ -503,43 +499,8 @@ export class CrucibleActor extends Actor {
} }
} }
/* -------------------------------------------- */
isForcedAdvantage() {
return this.items.find(cond => cond.type == "condition" && cond.system.advantage)
}
isForcedDisadvantage() {
return this.items.find(cond => cond.type == "condition" && cond.system.disadvantage)
}
isForcedRollAdvantage() {
return this.items.find(cond => cond.type == "condition" && cond.system.rolladvantage)
}
isForcedRollDisadvantage() {
return this.items.find(cond => cond.type == "condition" && cond.system.rolldisadvantage)
}
isNoAdvantage() {
return this.items.find(cond => cond.type == "condition" && cond.system.noadvantage)
}
isNoAction() {
return this.items.find(cond => cond.type == "condition" && cond.system.noaction)
}
isAttackDisadvantage() {
return this.items.find(cond => cond.type == "condition" && cond.system.attackdisadvantage)
}
isDefenseDisadvantage() {
return this.items.find(cond => cond.type == "condition" && cond.system.defensedisadvantage)
}
isAttackerAdvantage() {
return this.items.find(cond => cond.type == "condition" && cond.system.targetadvantage)
}
/* -------------------------------------------- */ /* -------------------------------------------- */
getCommonRollData(abilityKey = undefined) { getCommonRollData(abilityKey = undefined) {
let noAction = this.isNoAction()
if (noAction) {
ui.notifications.warn("You can't do any actions du to the condition : " + noAction.name)
return
}
let rollData = CrucibleUtility.getBasicRollData() let rollData = CrucibleUtility.getBasicRollData()
rollData.alias = this.name rollData.alias = this.name
rollData.actorImg = this.img rollData.actorImg = this.img
@ -548,42 +509,15 @@ export class CrucibleActor extends Actor {
rollData.featsDie = this.getFeatsWithDie() rollData.featsDie = this.getFeatsWithDie()
rollData.featsSL = this.getFeatsWithSL() rollData.featsSL = this.getFeatsWithSL()
rollData.armors = this.getArmors() rollData.armors = this.getArmors()
rollData.conditions = this.getConditions()
rollData.featDieName = "none" rollData.featDieName = "none"
rollData.featSLName = "none" rollData.featSLName = "none"
rollData.rollAdvantage = "none" rollData.rollAdvantage = "none"
rollData.advantage = "none" rollData.advantage = "none"
rollData.disadvantage = "none" rollData.disadvantage = "none"
rollData.forceAdvantage = this.isForcedAdvantage()
rollData.forceDisadvantage = this.isForcedDisadvantage()
rollData.forceRollAdvantage = this.isForcedRollAdvantage()
rollData.forceRollDisadvantage = this.isForcedRollDisadvantage()
rollData.noAdvantage = this.isNoAdvantage()
if (rollData.defenderTokenId) {
let defenderToken = game.canvas.tokens.get(rollData.defenderTokenId)
let defender = defenderToken.actor
// Distance management
let token = this.token
if (!token) {
let tokens = this.getActiveTokens()
token = tokens[0]
}
if (token) {
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
} else {
ui.notifications.info("No token connected to this actor, unable to compute distance.")
return
}
if (defender) {
rollData.forceAdvantage = defender.isAttackerAdvantage()
rollData.advantageFromTarget = true
}
}
if (abilityKey) { if (abilityKey) {
rollData.ability = this.getAbility(abilityKey) rollData.ability = this.getAbility(abilityKey)
//rollData.skillList = this.getRelevantSkill(abilityKey)
rollData.selectedKill = undefined rollData.selectedKill = undefined
} }
@ -641,13 +575,7 @@ 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
rollData.forceDisadvantage = this.isAttackDisadvantage()
}
/*if (rollData.weapon.system.isranged && rollData.tokensDistance > CrucibleUtility.getWeaponMaxRange(rollData.weapon) ) {
ui.notifications.warn(`Your target is out of range of your weapon (max: ${CrucibleUtility.getWeaponMaxRange(rollData.weapon)} - current : ${rollData.tokensDistance})` )
return
}*/
this.startRoll(rollData) this.startRoll(rollData)
} else { } else {
ui.notifications.warn("Unable to find the relevant skill for weapon " + weapon.name) ui.notifications.warn("Unable to find the relevant skill for weapon " + weapon.name)
@ -673,9 +601,6 @@ 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
rollData.forceDisadvantage = this.isDefenseDisadvantage()
}
this.startRoll(rollData) this.startRoll(rollData)
} else { } else {
@ -686,25 +611,6 @@ export class CrucibleActor extends Actor {
} }
} }
/* -------------------------------------------- */
rollDefenseRanged(attackRollData) {
let rollData = this.getCommonRollData()
rollData.defenderTokenId = undefined // Cleanup
rollData.mode = "rangeddefense"
if ( attackRollData) {
rollData.attackRollData = duplicate(attackRollData)
rollData.effectiveRange = CrucibleUtility.getWeaponRange(attackRollData.weapon)
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.hasCover = "none"
rollData.situational = "none"
rollData.useshield = false
rollData.shield = this.getEquippedShield()
this.startRoll(rollData)
}
/* -------------------------------------------- */ /* -------------------------------------------- */
rollShieldDie() { rollShieldDie() {
let shield = this.getEquippedShield() let shield = this.getEquippedShield()
@ -758,10 +664,10 @@ export class CrucibleActor extends Actor {
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 = Math.max(0, (Number(armorResult.text) + reduce) * multiply) let armorValue = (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 = Math.max(0, (Number(armorResult2.text) + reduce) * multiply) let armorValue2 = (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}`)
@ -776,7 +682,7 @@ export class CrucibleActor extends Actor {
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, messages: messages }
} }
return { armorIgnored: true, nbSuccess: 0, messages: ["No armor equipped."] } return { armorIgnored: true, nbSuccess: 0, messages: ["No armor equipped."] }
} }

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@ -18,43 +18,30 @@ 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: true editScore: false
}); });
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
async getData() { async getData() {
const objectData = this.object.system const objectData = CrucibleUtility.data(this.object);
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: this.actor.id, id: objectData.id,
type: this.actor.type, type: objectData.type,
img: this.actor.img, img: objectData.img,
name: this.actor.name, name: objectData.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,
skills: this.actor.getSkills( ), equipments: this.actor.getEquipments(),
weapons: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getWeapons()) ), weapons: 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,
@ -62,7 +49,7 @@ export class CrucibleNPCSheet extends ActorSheet {
} }
this.formData = formData; this.formData = formData;
console.log("PC : ", formData, this.object); console.log("NPC : ", formData, this.object);
return formData; return formData;
} }
@ -74,99 +61,42 @@ 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");
let actorId = li.data("actor-id"); FraggedKingdomUtility.confirmDelete(this, li);
let actor = game.actors.get( actorId );
actor.sheet.render(true);
}); });
html.find('.subactor-delete').click(ev => { html.find('.trait-link').click((event) => {
const li = $(ev.currentTarget).parents(".item"); const itemId = $(event.currentTarget).data("item-id");
let actorId = li.data("actor-id"); const item = this.actor.getOwnedItem(itemId);
this.actor.delSubActor(actorId); item.sheet.render(true);
}); });
html.find('.quantity-minus').click(event => {
html.find('.competence-label a').click((event) => {
const li = $(event.currentTarget).parents(".item"); const li = $(event.currentTarget).parents(".item");
this.actor.incDecQuantity( li.data("item-id"), -1 ); const competenceId = li.data("item-id");
this.actor.rollSkill(competenceId);
}); });
html.find('.quantity-plus').click(event => { html.find('.weapon-label a').click((event) => {
const li = $(event.currentTarget).parents(".item"); const li = $(event.currentTarget).parents(".item");
this.actor.incDecQuantity( li.data("item-id"), +1 ); const armeId = li.data("item-id");
const statId = li.data("stat-id");
this.actor.rollWeapon(armeId, statId);
}); });
html.find('.npc-fight-roll').click((event) => {
html.find('.ammo-minus').click(event => { this.actor.rollNPCFight();
const li = $(event.currentTarget).parents(".item")
this.actor.incDecAmmo( li.data("item-id"), -1 );
}); });
html.find('.ammo-plus').click(event => { html.find('.npc-skill-roll').click((event) => {
const li = $(event.currentTarget).parents(".item") this.actor.rollGenericSkill();
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('.roll-save').click((event) => {
const saveKey = $(event.currentTarget).data("save-key")
this.actor.rollSave(saveKey)
});
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);
@ -182,12 +112,6 @@ export class CrucibleNPCSheet extends ActorSheet {
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 } );
});
} }
/* -------------------------------------------- */ /* -------------------------------------------- */

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@ -70,15 +70,6 @@ export class CrucibleRollDialog extends Dialog {
html.find('#useshield').change((event) => { html.find('#useshield').change((event) => {
this.rollData.useshield = event.currentTarget.checked 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)
})
} }
} }

View File

@ -10,7 +10,6 @@ const __color2RollTable = {
blue: "Blue Armor Die", black: "Black Armor Die", green: "Green Armor Die", purple: "Purple Armor Die", blue: "Blue Armor Die", black: "Black Armor Die", green: "Green Armor Die", purple: "Purple Armor Die",
white: "White Armor Die", red: "Red Armor Die", blackgreen: "Black & Green Armor Dice" white: "White Armor Die", red: "Red Armor Die", blackgreen: "Black & Green Armor Dice"
} }
const __size2Dice = [ { nb: 0, dice: "d0" }, { nb: 5, dice: "d8" }, { nb: 3, dice: "d8" }, { nb: 2, dice: "d8" }, { nb: 1, dice: "d8" }, { nb: 1, dice: "d6" }, { nb: 1, noAddFirst: true, dice: "d6" }]
/* -------------------------------------------- */ /* -------------------------------------------- */
export class CrucibleUtility { export class CrucibleUtility {
@ -151,20 +150,6 @@ export class CrucibleUtility {
} }
return false return false
} }
static getWeaponRange(weapon) {
if (weapon && weapon.system.isranged) {
let rangeValue = weapon.system.range.replace(/[^0-9]/g, '')
return Number(rangeValue)
}
return false
}
static getWeaponMaxRange(weapon) {
if (weapon && weapon.system.isranged) {
let rangeValue = weapon.system.maxrange.replace(/[^0-9]/g, '')
return Number(rangeValue)
}
return false
}
/* -------------------------------------------- */ /* -------------------------------------------- */
static async getRollTableFromDiceColor(diceColor, displayChat = true) { static async getRollTableFromDiceColor(diceColor, displayChat = true) {
@ -178,10 +163,6 @@ export class CrucibleUtility {
return draw.results.length > 0 ? draw.results[0] : undefined return draw.results.length > 0 ? draw.results[0] : undefined
} }
} }
/* -------------------------------------------- */
static getSizeDice(sizeValue) {
return __size2Dice[sizeValue]
}
/* -------------------------------------------- */ /* -------------------------------------------- */
static async getCritical(level, weapon) { static async getCritical(level, weapon) {
@ -210,15 +191,6 @@ export class CrucibleUtility {
actor.rollDefenseMelee(rollData) actor.rollDefenseMelee(rollData)
} }
}) })
html.on("click", '.roll-defense-ranged', event => {
let rollId = $(event.currentTarget).data("roll-id")
let rollData = CrucibleUtility.getRollData(rollId)
let defender = game.canvas.tokens.get(rollData.defenderTokenId).actor
if (defender && (game.user.isGM || defender.isOwner)) {
defender.rollDefenseRanged(rollData)
}
})
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -323,7 +295,7 @@ export class CrucibleUtility {
if (game.user.isGM || (game.user.character && game.user.character.id == defender.id)) { if (game.user.isGM || (game.user.character && game.user.character.id == defender.id)) {
rollData.defender = defender rollData.defender = defender
rollData.defenderWeapons = defender.getEquippedWeapons() rollData.defenderWeapons = defender.getEquippedWeapons()
rollData.isRangedAttack = rollData.weapon?.system.isranged rollData.isRollTarget = rollData.weapon?.system.isranged
this.createChatWithRollMode(defender.name, { this.createChatWithRollMode(defender.name, {
name: defender.name, name: defender.name,
alias: defender.name, alias: defender.name,
@ -338,19 +310,11 @@ export class CrucibleUtility {
/* -------------------------------------------- */ /* -------------------------------------------- */
static getSuccessResult(rollData) { static getSuccessResult(rollData) {
if (rollData.sumSuccess <= -3) { if (rollData.sumSuccess <= -3) {
if (rollData.attackRollData.weapon.system.isranged ) {
return { result: "miss", fumble: true, hpLossType: "melee" }
} else {
return { result: "miss", fumble: true, attackerHPLoss: "2d3", hpLossType: "melee" } return { result: "miss", fumble: true, attackerHPLoss: "2d3", hpLossType: "melee" }
} }
}
if (rollData.sumSuccess == -2) { if (rollData.sumSuccess == -2) {
if (rollData.attackRollData.weapon.system.isranged ) {
return { result: "miss", dangerous_fumble: true }
} else {
return { result: "miss", dangerous_fumble: true, attackerHPLoss: "1d3", hpLossType: "melee" } return { result: "miss", dangerous_fumble: true, attackerHPLoss: "1d3", hpLossType: "melee" }
} }
}
if (rollData.sumSuccess == -1) { if (rollData.sumSuccess == -1) {
return { result: "miss" } return { result: "miss" }
} }
@ -516,26 +480,12 @@ export class CrucibleUtility {
skill.system.skilldice = __skillLevel2Dice[skill.system.level] skill.system.skilldice = __skillLevel2Dice[skill.system.level]
} }
/* -------------------------------------------- */
static getDiceFromCover(cover) {
if (cover == "cover50") return 1
return 0
}
/* -------------------------------------------- */
static getDiceFromSituational(cover) {
if (cover == "prone") return 1
if (cover == "dodge") return 1
if (cover == "moving") return 1
if (cover == "engaged") return 1
return 0
}
/* -------------------------------------------- */ /* -------------------------------------------- */
static async rollCrucible(rollData) { static async rollCrucible(rollData) {
let actor = game.actors.get(rollData.actorId) let actor = game.actors.get(rollData.actorId)
// ability/save/size => 0 // ability/save => 0
let diceFormula let diceFormula
let startFormula = "0d6cs>=5" let startFormula = "0d6cs>=5"
if (rollData.ability) { if (rollData.ability) {
@ -544,10 +494,6 @@ export class CrucibleUtility {
if (rollData.save) { if (rollData.save) {
startFormula = String(rollData.save.value) + "d6cs>=5" 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 diceFormula = startFormula
// skill => 2 // skill => 2
@ -586,7 +532,7 @@ export class CrucibleUtility {
// advantage => 8 // advantage => 8
let advFormula = "+ 0d8cs>=5" let advFormula = "+ 0d8cs>=5"
if (rollData.advantage == "advantage1" || rollData.forceAdvantage) { if (rollData.advantage == "advantage1") {
advFormula = "+ 1d8cs>=5" advFormula = "+ 1d8cs>=5"
} }
if (rollData.advantage == "advantage2") { if (rollData.advantage == "advantage2") {
@ -596,7 +542,7 @@ export class CrucibleUtility {
// disadvantage => 10 // disadvantage => 10
let disFormula = "- 0d8cs>=5" let disFormula = "- 0d8cs>=5"
if (rollData.disadvantage == "disadvantage1" || rollData.forceDisadvantage) { if (rollData.disadvantage == "disadvantage1") {
disFormula = "- 1d8cs>=5" disFormula = "- 1d8cs>=5"
} }
if (rollData.disadvantage == "disadvantage2") { if (rollData.disadvantage == "disadvantage2") {
@ -635,13 +581,6 @@ export class CrucibleUtility {
rollData.rollOrder = 0 rollData.rollOrder = 0
rollData.roll = myRoll rollData.roll = myRoll
rollData.nbSuccess = myRoll.total rollData.nbSuccess = myRoll.total
if (rollData.rollAdvantage == "none" && rollData.forceRollAdvantage) {
rollData.rollAdvantage = "roll-advantage"
}
if (rollData.rollAdvantage == "none" && rollData.forceRollDisadvantage) {
rollData.rollAdvantage = "roll-disadvantage"
}
if (rollData.rollAdvantage != "none") { if (rollData.rollAdvantage != "none") {
rollData.rollOrder = 1 rollData.rollOrder = 1

View File

@ -1,9 +1,6 @@
{ {
"authors": [ "authors": [
{ {"name": "Uberwald"}
"name": "Uberwald",
"flags": {}
}
], ],
"description": "Crucible RPG system for FoundryVTT", "description": "Crucible RPG system for FoundryVTT",
"esmodules": [ "esmodules": [
@ -15,182 +12,203 @@
{ {
"lang": "en", "lang": "en",
"name": "English", "name": "English",
"path": "lang/en.json", "path": "lang/en.json"
"flags": {}
} }
], ],
"library": false,
"license": "LICENSE.txt", "license": "LICENSE.txt",
"media": [],
"name": "fvtt-crucible-rpg",
"packs": [ "packs": [
{ {
"type": "Item", "type": "Item",
"label": "Armors", "label": "Armors",
"name": "armor", "name": "armor",
"path": "packs/armor.db", "path": "./packs/armor.db",
"system": "fvtt-crucible-rpg", "system": "fvtt-crucible-rpg",
"private": false, "tags": [
"flags": {} "armour"
]
}, },
{ {
"type": "Item", "type": "Item",
"label": "Equipments", "label": "Equipments",
"name": "equipment", "name": "equipment",
"path": "packs/equipment.db", "path": "./packs/equipment.db",
"system": "fvtt-crucible-rpg", "system": "fvtt-crucible-rpg",
"private": false, "tags": [
"flags": {} "equipment"
]
}, },
{ {
"type": "Item", "type": "Item",
"label": "Shields", "label": "Shields",
"name": "shields", "name": "shields",
"path": "packs/shields.db", "path": "./packs/shields.db",
"system": "fvtt-crucible-rpg", "system": "fvtt-crucible-rpg",
"private": false, "tags": [
"flags": {} "shield"
]
}, },
{ {
"type": "Item", "type": "Item",
"label": "Weapons", "label": "Weapons",
"name": "weapons", "name": "weapons",
"path": "packs/weapons.db", "path": "./packs/weapons.db",
"system": "fvtt-crucible-rpg", "system": "fvtt-crucible-rpg",
"private": false, "tags": [
"flags": {} "weapon", "melee", "ranged"
]
}, },
{ {
"type": "Item", "type": "Item",
"label": "Conditions", "label": "Conditions",
"name": "conditions", "name": "conditions",
"path": "packs/conditions.db", "path": "./packs/conditions.db",
"system": "fvtt-crucible-rpg", "system": "fvtt-crucible-rpg",
"private": false, "tags": [
"flags": {} "condition"
]
}, },
{ {
"type": "Item", "type": "Item",
"label": "Currency", "label": "Currency",
"name": "currency", "name": "currency",
"path": "packs/currency.db", "path": "./packs/currency.db",
"system": "fvtt-crucible-rpg", "system": "fvtt-crucible-rpg",
"private": false, "tags": [
"flags": {} "currency", "money"
]
}, },
{ {
"type": "Item", "type": "Item",
"label": "Lore - Air", "label": "Lore - Air",
"name": "lore-air", "name": "lore-air",
"path": "packs/lore-air.db", "path": "./packs/lore-air.db",
"system": "fvtt-crucible-rpg", "system": "fvtt-crucible-rpg",
"private": false, "tags": [
"flags": {} "lore", "air"
]
}, },
{ {
"type": "Item", "type": "Item",
"label": "Lore - Earth", "label": "Lore - Earth",
"name": "lore-earth", "name": "lore-earth",
"path": "packs/lore-earth.db", "path": "./packs/lore-earth.db",
"system": "fvtt-crucible-rpg", "system": "fvtt-crucible-rpg",
"private": false, "tags": [
"flags": {} "lore", "earth"
]
}, },
{ {
"type": "Item", "type": "Item",
"label": "Lore - Fire", "label": "Lore - Fire",
"name": "lore-fire", "name": "lore-fire",
"path": "packs/lore-fire.db", "path": "./packs/lore-fire.db",
"system": "fvtt-crucible-rpg", "system": "fvtt-crucible-rpg",
"private": false, "tags": [
"flags": {} "lore", "fire"
]
}, },
{ {
"type": "Item", "type": "Item",
"label": "Lore - Water", "label": "Lore - Water",
"name": "lore-water", "name": "lore-water",
"path": "packs/lore-water.db", "path": "./packs/lore-water.db",
"system": "fvtt-crucible-rpg", "system": "fvtt-crucible-rpg",
"private": false, "tags": [
"flags": {} "lore", "water"
]
}, },
{ {
"type": "Item", "type": "Item",
"label": "Lore - Shadow", "label": "Lore - Shadow",
"name": "lore-shadow", "name": "lore-shadow",
"path": "packs/lore-shadow.db", "path": "./packs/lore-shadow.db",
"system": "fvtt-crucible-rpg", "system": "fvtt-crucible-rpg",
"private": false, "tags": [
"flags": {} "lore", "shadow"
]
}, },
{ {
"type": "Item", "type": "Item",
"label": "Skills", "label": "Skills",
"name": "skills", "name": "skills",
"path": "packs/skills.db", "path": "./packs/skills.db",
"system": "fvtt-crucible-rpg", "system": "fvtt-crucible-rpg",
"private": false, "tags": [
"flags": {} "skill"
]
}, },
{ {
"type": "Item", "type": "Item",
"label": "Feats", "label": "Feats",
"name": "feats", "name": "feats",
"path": "packs/feats.db", "path": "./packs/feats.db",
"system": "fvtt-crucible-rpg", "system": "fvtt-crucible-rpg",
"private": false, "tags": [
"flags": {} "feat"
]
}, },
{ {
"type": "Item", "type": "Item",
"label": "Poisons", "label": "Poisons",
"name": "poisons", "name": "poisons",
"path": "packs/poisons.db", "path": "./packs/poisons.db",
"system": "fvtt-crucible-rpg", "system": "fvtt-crucible-rpg",
"private": false, "tags": [
"flags": {} "poison"
]
}, },
{ {
"type": "Item", "type": "Item",
"label": "Powers - Class", "label": "Powers - Class",
"name": "classpowers", "name": "classpowers",
"path": "packs/classpowers.db", "path": "./packs/classpowers.db",
"system": "fvtt-crucible-rpg", "system": "fvtt-crucible-rpg",
"private": false, "tags": [
"flags": {} "powers"
]
}, },
{ {
"type": "Item", "type": "Item",
"label": "Tricks & Traps", "label": "Tricks & Traps",
"name": "trickstraps", "name": "trickstraps",
"path": "packs/trickstraps.db", "path": "./packs/trickstraps.db",
"system": "fvtt-crucible-rpg", "system": "fvtt-crucible-rpg",
"private": false, "tags": [
"flags": {} "tricks", "traps"
]
}, },
{ {
"type": "Item", "type": "Item",
"label": "Action Tokens", "label": "Action Tokens",
"name": "action-tokens", "name": "action-tokens",
"path": "packs/action-tokens.db", "path": "./packs/action-tokens.db",
"system": "fvtt-crucible-rpg", "system": "fvtt-crucible-rpg",
"private": false, "tags": [
"flags": {} "action"
]
}, },
{ {
"type": "Item", "type": "Item",
"label": "Powers - Monsters", "label": "Powers - Monsters",
"name": "monster-powers", "name": "monster-powers",
"path": "packs/monster-powers.db", "path": "./packs/monster-powers.db",
"system": "fvtt-crucible-rpg", "system": "fvtt-crucible-rpg",
"private": false, "tags": [
"flags": {} "power"
]
}, },
{ {
"type": "RollTable", "type": "RollTable",
"label": "Rolltables", "label": "Rolltables",
"name": "rolltables", "name": "rolltables",
"path": "packs/rolltables.db", "path": "./packs/rolltables.db",
"system": "fvtt-crucible-rpg", "system": "fvtt-crucible-rpg",
"private": false, "tags": [
"flags": {} "rolltable"
]
} }
], ],
"primaryTokenAttribute": "secondary.hp", "primaryTokenAttribute": "secondary.hp",
@ -199,16 +217,16 @@
"styles": [ "styles": [
"styles/simple.css" "styles/simple.css"
], ],
"version": "10.0.12", "version": "10.0.2",
"compatibility": { "compatibility": {
"minimum": "10", "minimum": "10",
"verified": "10.285", "verified": "10.276",
"maximum": "10" "maximum": "10"
}, },
"templateVersion": 20,
"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-v10.0.12.zip", "download": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg/archive/fvtt-crucible-rpg-v10.0.2.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"
} }

View File

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

View File

@ -59,12 +59,6 @@
</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

@ -23,9 +23,7 @@
<li>Fumble ! : {{successDetails.fumbleDetails.data.text}} </li> <li>Fumble ! : {{successDetails.fumbleDetails.data.text}} </li>
{{/if}} {{/if}}
{{#if armorResult}} {{#if armorResult}}
<li>Armor initial result : {{armorResult.rawArmor}}</li>
{{#each armorResult.messages as |message idx|}} {{#each armorResult.messages as |message idx|}}
<li>{{message}}</li> <li>{{message}}</li>
{{/each}} {{/each}}

View File

@ -25,7 +25,7 @@
<li><strong>Roll with {{rollType}} - Roll 2</strong></li> <li><strong>Roll with {{rollType}} - Roll 2</strong></li>
{{/if}} {{/if}}
{{#if (eq rollOrder 3)}} {{#if (eq rollOrder 3)}}
<li><strong>Roll with {{rollType}} - Final result !</strong></li> <li><strong>Roll with advantage - Final result !</strong></li>
{{/if}} {{/if}}
{{#if save}} {{#if save}}
@ -36,14 +36,6 @@
</li> </li>
{{/if}} {{/if}}
{{#if sizeDice}}
<li>Size/Range/Cover/Situational dices
({{#each roll.terms.0.results as |die idx|}}
{{die.result}}&nbsp;
{{/each}})
</li>
{{/if}}
{{#if ability}} {{#if ability}}
<li>Ability : {{ability.label}} - {{ability.value}}d6 <li>Ability : {{ability.label}} - {{ability.value}}d6
({{#each roll.terms.0.results as |die idx|}} ({{#each roll.terms.0.results as |die idx|}}
@ -63,10 +55,7 @@
</li> </li>
{{/if}} {{/if}}
{{#if noAdvantage}} {{#if (eq advantage "advantage1")}}
<li>No advantage due to condition : {{noAdvantage.name}}</li>
{{else}}
{{#if (or (eq advantage "advantage1") forceAdvantage)}}
<li>1 Advantage Die ! <li>1 Advantage Die !
&nbsp;({{#each roll.terms.8.results as |die idx|}} &nbsp;({{#each roll.terms.8.results as |die idx|}}
{{die.result}}&nbsp; {{die.result}}&nbsp;
@ -80,9 +69,7 @@
{{/each}}) {{/each}})
</li> </li>
{{/if}} {{/if}}
{{/if}} {{#if (eq disadvantage "disadvantage1")}}
{{#if (or (eq disadvantage "disadvantage1") forceDisadvantage)}}
<li>1 Disadvantage Die ! <li>1 Disadvantage Die !
&nbsp;({{#each roll.terms.10.results as |die idx|}} &nbsp;({{#each roll.terms.10.results as |die idx|}}
{{die.result}}&nbsp; {{die.result}}&nbsp;

View File

@ -18,16 +18,17 @@
<div> <div>
{{#if isRangedAttack}} {{#if isRollTarget}}
<div>{{defender.name}} is under Ranged attack. He must roll a Target Roll to defend himself.</div> <div>{{defender.name}} is under Ranged attack. He must roll a Target Roll to defend himself.</div>
{{else}} {{else}}
<div>{{defender.name}} is under Melee attack. He must roll a Defense Roll to defend himself.</div> <div>{{defender.name}} is under Melee attack. He must roll a Defense Roll to defend himself.</div>
{{/if}} {{/if}}
<ul> <ul>
{{#if isRangedAttack}} {{#if isRollTarget}}
<li> <li>
<button class="chat-card-button roll-defense-ranged" data-roll-id="{{@root.rollId}}">Roll Target !</button> <button class="chat-card-button roll-defense-ranged" data-defense-weapon-id="{{weapon._id}}"
data-roll-id="{{@root.rollId}}">Roll Target !</button>
</li> </li>
{{else}} {{else}}
<li> <li>

View File

@ -36,7 +36,7 @@
<label class="attribute-value checkbox"><input type="checkbox" name="system.loosehpround" {{checked data.loosehpround}}/></label> <label class="attribute-value checkbox"><input type="checkbox" name="system.loosehpround" {{checked data.loosehpround}}/></label>
</li> </li>
{{#if data.loosehpround}} {{#if data.loosehpround}}
<li class="flexrow"><label class="generic-label">Number of HP : </label> <li class="flexrow"><label class="generic-label">Quantity</label>
<input type="text" class="input-numeric-short padd-right" name="system.loohproundvalue" value="{{data.loohproundvalue}}" data-dtype="Number"/> <input type="text" class="input-numeric-short padd-right" name="system.loohproundvalue" value="{{data.loohproundvalue}}" data-dtype="Number"/>
</li> </li>
{{/if}} {{/if}}

View File

@ -56,7 +56,7 @@
<label class="attribute-value checkbox"><input type="checkbox" name="system.isranged" {{checked data.isranged}}/></label> <label class="attribute-value checkbox"><input type="checkbox" name="system.isranged" {{checked data.isranged}}/></label>
</li> </li>
{{#if data.isranged}} {{#if data.isranged}}
<li class="flexrow"><label class="generic-label">Effective Range</label> <li class="flexrow"><label class="generic-label">Range</label>
<input type="text" class="right" name="system.range" value="{{data.range}}" data-dtype="String"/> <input type="text" class="right" name="system.range" value="{{data.range}}" data-dtype="String"/>
</li> </li>
<li class="flexrow"><label class="generic-label">Max range</label> <li class="flexrow"><label class="generic-label">Max range</label>

View File

@ -3,411 +3,182 @@
{{!-- Sheet Header --}} {{!-- Sheet Header --}}
<header class="sheet-header"> <header class="sheet-header">
<div class="header-fields"> <div class="header-fields">
<h1 class="charname margin-right"><input name="name" type="text" value="{{name}}" placeholder="Name" /></h1>
<div class="flexrow"> <div class="flexrow">
<img class="profile-img" src="{{img}}" data-edit="img" title="{{name}}" /> <img class="profile-img" src="{{img}}" data-edit="img" title="{{name}}" />
<div class="flexcol"> <h1 class="charname"><input name="name" type="text" value="{{name}}" placeholder="Name"/></h1>
<div class="flexrow">
<div class="ability-item">
<ul>
{{#each data.abilities as |ability key|}}
{{#if (eq ability.col 1)}}
{{> systems/fvtt-crucible-rpg/templates/partial-actor-ability-block.html ability=ability key=key}}
{{/if}}
{{/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="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>
</div> </div>
</header> </header>
{{!-- Sheet Tab Navigation --}} {{!-- Sheet Tab Navigation --}}
<nav class="sheet-tabs tabs" data-group="primary"> <nav class="sheet-tabs tabs" data-group="primary">
<a class="item" data-tab="details">Details</a> <a class="item" data-tab="attribute">Main</a>
<a class="item" data-tab="biodata">Biography</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> </nav>
{{!-- Sheet Body --}} {{!-- Sheet Body --}}
<section class="sheet-body"> <section class="sheet-body">
{{!-- Skills Tab --}} {{!-- Carac Tab --}}
<div class="tab skills" data-group="primary" data-tab="details"> <div class="tab items" data-group="primary" data-tab="attribute">
<span><a class="lock-unlock-sheet"><img class="small-button-container"
<ul class="stat-list alternate-list item-list"> src="systems/fvtt-fragged-kingdom/images/icons/{{#if editScore}}unlocked.svg{{else}}locked.svg{{/if}}" alt="Unlocked/Locked"
<li class="item flexrow list-item items-title-bg"> >{{#if editScore}}Unlocked{{else}}Locked{{/if}}</a>
<span class="item-name-label-header">
<h3><label class="items-title-text">Skills</label></h3>
</span> </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>
<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">&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>
</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">Weapons</label></h3>
</span>
<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>
{{#each weapons 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">{{weapon.name}}</span>
<span class="item-field-label-short"><label>{{upper weapon.system.ability}}</label></span>
<span class="item-field-label-short"><label>{{upper weapon.system.damage}}</label></span>
<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>
{{!-- Biography Tab --}}
<div class="tab biodata" data-group="primary" data-tab="biodata">
<div class="grid grid-2col"> <div class="grid grid-2col">
<div> <div class="">
<ul class="item-list alternate-list">
<li class="item flexrow"> <span class="generic-label"><h3>Type</h3>
<label class="generic-label">Origin</label> <select class="competence-base flexrow" type="text" name="data.npctype" value="{{data.npctype}}" data-dtype="String" {{#unless @root.editScore}}disabled{{/unless}}>
<input type="text" class="" name="system.biodata.origin" value="{{data.biodata.origin}}" {{#select data.npctype}}
data-dtype="String" /> <option value="henchman">Henchman</option>
</li> <option value="drone">Troop</option>
<li class="item flexrow">
<label class="generic-label">Age</label>
<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}}
</select> </select> </span>
</li>
<li class="flexrow item"> <button class="npc-skill-roll">Generic Skill roll</button>
<label class="generic-label">Sex</label>
<input type="text" class="" name="system.biodata.sex" value="{{data.biodata.sex}}" data-dtype="String" /> <div>
</li> <span class="generic-label"><h3>Traits List</h3></span>
<li class="flexrow item"> <ul>
<label class="generic-label">Preferred Hand</label> {{#each traits as |trait key|}}
<input type="text" class="" name="system.biodata.preferredhand" value="{{data.biodata.preferredhand}}" <li class="item flexrow list-item" data-item-id="{{trait.id}}">
data-dtype="String" /> <img class="sheet-competence-img" src="{{trait.img}}"/>
</li> <span class="competence-label">{{trait.name}}</span>
<li class="flexrow item" data-item-id="{{race._id}}"> <span class="competence-label">{{trait.data.data.type}}</span>
<label class="generic-label">Race</label> <div class="item-controls">
<a class="item-edit"><img class="stat-icon" src="{{race.img}}"></a> <a class="item-control item-edit" title="Edit Item"><i class="fas fa-edit"></i></a>
<input type="text" class="" name="system.biodata.racename" value="{{data.biodata.racename}}" data-dtype="String" /> <a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
</div>
</li> </li>
{{/each}}
</ul> </ul>
</div> </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> </div>
<hr> {{!-- Defence Tab --}}
<h3>Background : </h3> <div class="tab defence" data-group="primary" data-tab="defence">
<div class="flexcol">
<div class="">
{{#each data.fight as |fight key|}}
<ul>
<li class="item flexrow list-item stack-left">
<span class="stat-label padd-right"><strong>{{fight.label}}</strong></span>
<input type="text" class="input-numeric-short padd-right" name="data.fight.{{key}}.value" value="{{fight.value}}" data-dtype="Number"/>
</li>
{{#each fight.derivated as |derivated keydev|}}
<li class="item flexrow list-item">
<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>
{{/each}}
</ul>
{{/each}}
</div>
<span class="generic-label"><h3>Weapons</h3></span>
<ul class="stat-list alternate-list">
{{#each weapons as |weapon key|}}
<li class="item stat flexrow list-item" data-arme-id="{{weapon.id}}" data-item-id="{{weapon.id}}">
<img class="sheet-competence-img" src="{{weapon.img}}"/>
<span class="stat-label">{{weapon.name}}</span>
<div class="item-controls">
<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>
<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>
<li class="item stat flexrow list-item stats-table" data-armure-id="{{weapon.id}}" data-item-id="{{weapon.id}}">
{{#each weapon.data.data.weaponstats as |weaponstat statkey|}}
<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>
</li>
<li>{{> "systems/fvtt-fragged-kingdom/templates/weapon-stats-section.html" stats=weaponstat.data.statstotal isfinal=false header=true}}
</li>
</ul>
{{/each}}
</li>
{{/each}}
</ul>
</div>
</div>
{{!-- Traits Tab --}}
<div class="tab traits" data-group="primary" data-tab="traits">
</div>
{{!-- Features Tab --}}
<div class="tab equipment" data-group="primary" data-tab="equipment">
<div class="flexcol">
<div><h4>Equipment</h4></div>
<ul class="item-list alternate-list">
<li class="item flexrow list-item">
<span class="equipement-label">Name</span>
<span class="equipement-label">Type</span>
<div class="item-controls">
<span class="equipement-label">&nbsp;</span>
<span class="equipement-label">&nbsp;</span>
<span class="equipement-label">&nbsp;</span>
</div>
</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>
</div>
</div>
{{!-- Notes Tab --}}
<div class="tab notes" data-group="primary" data-tab="notes">
<article class="flexcol">
<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> </div>
<hr> <hr>
<h3>Notes : </h3> <h3>Notes : </h3>
<div class="form-group editor"> <div class="form-group editor">
{{editor data.biodata.notes target="system.biodata.notes" button=true owner=owner editable=editable}} {{editor content=data.notes target="data.notes" button=true owner=owner editable=editable}}
</div> </div>
<hr> <hr>
{{>"systems/fvtt-fragged-kingdom/templates/editor-notes-gm.html"}}
</article> </article>
</div> </div>
</section> </section>
</form> </form>

View File

@ -3,25 +3,15 @@
<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"> <span class="ability-label ability-margin"><input class="input-numeric-short" name="system.secondary.hp.value" value="{{data.secondary.hp.value}}"></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> <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"> <span class="ability-label ability-margin"><input class="input-numeric-short" name="system.secondary.effort.value" value="{{data.secondary.effort.value}}"></span>
<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>

View File

@ -8,54 +8,6 @@
<div class="flexcol"> <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}} {{#if save}}
<div class="flexrow"> <div class="flexrow">
<span class="roll-dialog-label">{{save.label}} : </span> <span class="roll-dialog-label">{{save.label}} : </span>
@ -99,11 +51,6 @@
</div> </div>
{{/if}} {{/if}}
{{#if noAdvantage}}
<div>
<span class="roll-dialog-label">No advantage due to condition : {{noAdvantage.name}}</span>
</div>
{{else}}
<div class="flexrow"> <div class="flexrow">
<span class="roll-dialog-label">Advantage : </span> <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 class="status-small-label color-class-common" type="text" id="advantage" value="{{advantage}}" data-dtype="String" >
@ -114,7 +61,6 @@
{{/select}} {{/select}}
</select> </select>
</div> </div>
{{/if}}
<div class="flexrow"> <div class="flexrow">
<span class="roll-dialog-label">Disadvantage : </span> <span class="roll-dialog-label">Disadvantage : </span>
@ -138,30 +84,6 @@
</select> </select>
</div> </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> </div>
</form> </form>