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No commits in common. "master" and "fvtt-crucible-rpg-v10.0.5" have entirely different histories.
master
...
fvtt-cruci
@ -1,4 +0,0 @@
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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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@ -1,5 +1,6 @@
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[Dolphin]
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[Dolphin]
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SortOrder=1
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SortOrder=1
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Timestamp=2022,9,12,23,4,32.409
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Timestamp=2022,7,27,18,56,49.607
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Version=4
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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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VisibleRoles=Details_text,Details_size,Details_modificationtime,Details_creationtime,CustomizedDetails
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@ -119,6 +119,7 @@ export class CrucibleActorSheet extends ActorSheet {
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let actorId = li.data("actor-id");
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let actorId = li.data("actor-id");
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this.actor.delSubActor(actorId);
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this.actor.delSubActor(actorId);
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});
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});
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html.find('.quantity-minus').click(event => {
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html.find('.quantity-minus').click(event => {
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const li = $(event.currentTarget).parents(".item");
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const li = $(event.currentTarget).parents(".item");
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this.actor.incDecQuantity( li.data("item-id"), -1 );
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this.actor.incDecQuantity( li.data("item-id"), -1 );
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@ -142,11 +143,10 @@ export class CrucibleActorSheet extends ActorSheet {
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this.actor.rollAbility(abilityKey);
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this.actor.rollAbility(abilityKey);
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});
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});
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html.find('.roll-skill').click((event) => {
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html.find('.roll-skill').click((event) => {
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const li = $(event.currentTarget).parents(".item")
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const li = $(event.currentTarget).parents(".item");
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const skillId = li.data("item-id")
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const skillId = li.data("item-id")
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this.actor.rollSkill(skillId)
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this.actor.rollSkill(skillId)
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});
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});
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html.find('.roll-weapon').click((event) => {
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html.find('.roll-weapon').click((event) => {
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const li = $(event.currentTarget).parents(".item");
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const li = $(event.currentTarget).parents(".item");
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const skillId = li.data("item-id")
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const skillId = li.data("item-id")
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@ -158,9 +158,6 @@ export class CrucibleActorSheet extends ActorSheet {
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html.find('.roll-shield-die').click((event) => {
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html.find('.roll-shield-die').click((event) => {
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this.actor.rollShieldDie()
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this.actor.rollShieldDie()
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});
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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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html.find('.roll-save').click((event) => {
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const saveKey = $(event.currentTarget).data("save-key")
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const saveKey = $(event.currentTarget).data("save-key")
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@ -63,7 +63,6 @@ export class CrucibleActor extends Actor {
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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computeHitPoints() {
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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 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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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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if (max != hp.max || hp.value > max) {
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@ -72,10 +71,8 @@ export class CrucibleActor extends Actor {
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this.update({ 'system.secondary.hp': hp })
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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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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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computeEffortPoints() {
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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 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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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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if (max != effort.max || effort.value > max) {
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@ -84,7 +81,6 @@ export class CrucibleActor extends Actor {
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this.update({ 'system.secondary.effort': effort })
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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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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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prepareDerivedData() {
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prepareDerivedData() {
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@ -333,21 +329,21 @@ export class CrucibleActor extends Actor {
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}
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}
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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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let armor = this.getEquippedArmor()
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if (armor) {
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if (armor) {
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}
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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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/* -------------------------------------------- */
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/* -------------------------------------------- */
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async incDecHP(formula) {
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async incDecHP( formula ) {
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let dmgRoll = new Roll(formula).roll({ async: false })
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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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await CrucibleUtility.showDiceSoNice(dmgRoll, game.settings.get("core", "rollMode"))
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let hp = duplicate(this.system.secondary.hp)
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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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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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return Number(dmgRoll.total)
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}
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}
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@ -505,38 +501,38 @@ export class CrucibleActor extends Actor {
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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isForcedAdvantage() {
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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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}
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isForcedDisadvantage() {
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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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}
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isForcedRollAdvantage() {
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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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}
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isForcedRollDisadvantage() {
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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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}
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isNoAdvantage() {
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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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}
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isNoAction() {
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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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}
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isAttackDisadvantage() {
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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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}
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isDefenseDisadvantage() {
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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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}
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isAttackerAdvantage() {
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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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/* -------------------------------------------- */
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/* -------------------------------------------- */
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getCommonRollData(abilityKey = undefined) {
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getCommonRollData(abilityKey = undefined) {
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let noAction = this.isNoAction()
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let noAction = this.isNoAction()
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if (noAction) {
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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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ui.notifications.warn("You can't do any actions du to the condition : " + noAction.name )
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return
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return
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}
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}
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@ -559,24 +555,24 @@ export class CrucibleActor extends Actor {
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rollData.forceRollAdvantage = this.isForcedRollAdvantage()
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rollData.forceRollAdvantage = this.isForcedRollAdvantage()
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rollData.forceRollDisadvantage = this.isForcedRollDisadvantage()
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rollData.forceRollDisadvantage = this.isForcedRollDisadvantage()
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rollData.noAdvantage = this.isNoAdvantage()
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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 defenderToken = game.canvas.tokens.get(rollData.defenderTokenId)
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let defender = defenderToken.actor
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let defender = defenderToken.actor
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// Distance management
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// Distance management
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let token = this.token
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let token = this.token
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if (!token) {
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if ( !token) {
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let tokens = this.getActiveTokens()
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let tokens =this.getActiveTokens()
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token = tokens[0]
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token = tokens[0]
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}
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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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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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} else {
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ui.notifications.info("No token connected to this actor, unable to compute distance.")
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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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return
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}
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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.forceAdvantage = defender.isAttackerAdvantage()
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rollData.advantageFromTarget = true
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rollData.advantageFromTarget = true
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}
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}
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@ -641,13 +637,13 @@ export class CrucibleActor extends Actor {
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rollData.skill = skill
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rollData.skill = skill
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rollData.weapon = weapon
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rollData.weapon = weapon
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rollData.img = weapon.img
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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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rollData.forceDisadvantage = this.isAttackDisadvantage()
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}
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}
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/*if (rollData.weapon.system.isranged && rollData.tokensDistance > CrucibleUtility.getWeaponMaxRange(rollData.weapon) ) {
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if (rollData.weapon.system.isranged && rollData.tokensDistance > CrucibleUtility.getWeaponMaxRange(rollData.weapon) ) {
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ui.notifications.warn(`Your target is out of range of your weapon (max: ${CrucibleUtility.getWeaponMaxRange(rollData.weapon)} - current : ${rollData.tokensDistance})` )
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ui.notifications.warn(`Your target is out of range of your weapon (max: ${CrucibleUtility.getWeaponMaxRange(rollData.weapon)} - current : ${rollData.tokensDistance})` )
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return
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return
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}*/
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}
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this.startRoll(rollData)
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this.startRoll(rollData)
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} else {
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} else {
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ui.notifications.warn("Unable to find the relevant skill for weapon " + weapon.name)
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ui.notifications.warn("Unable to find the relevant skill for weapon " + weapon.name)
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@ -673,7 +669,7 @@ export class CrucibleActor extends Actor {
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rollData.skill = skill
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rollData.skill = skill
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rollData.weapon = weapon
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rollData.weapon = weapon
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rollData.img = weapon.img
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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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rollData.forceDisadvantage = this.isDefenseDisadvantage()
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}
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}
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@ -691,13 +687,11 @@ export class CrucibleActor extends Actor {
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let rollData = this.getCommonRollData()
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let rollData = this.getCommonRollData()
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rollData.defenderTokenId = undefined // Cleanup
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rollData.defenderTokenId = undefined // Cleanup
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rollData.mode = "rangeddefense"
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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.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.effectiveRange = CrucibleUtility.getWeaponRange(attackRollData.weapon)
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rollData.tokensDistance = attackRollData.tokensDistance // QoL copy
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rollData.tokensDistance = attackRollData.tokensDistance // QoL copy
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}
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rollData.distanceBonusDice = Math.max(0, Math.floor((rollData.tokensDistance - rollData.effectiveRange) + 0.5))
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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.hasCover = "none"
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rollData.situational = "none"
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rollData.situational = "none"
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rollData.useshield = false
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rollData.useshield = false
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@ -731,52 +725,52 @@ export class CrucibleActor extends Actor {
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let messages = ["Armor applied"]
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let messages = ["Armor applied"]
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if (rollData) {
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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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return { armorIgnored: true, nbSuccess: 0, messages: ["Armor ignored : Penetrating weapons ignore Light Armors."] }
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}
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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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messages.push("Armor reduced by 1 (Penetrating weapon)")
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reduce = 1
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reduce = 1
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}
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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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messages.push("Armor with advantage (Light weapon)")
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advantage = true
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advantage = true
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}
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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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messages.push("Armor with disadvantage (Heavy weapon)")
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disadvantage = true
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disadvantage = true
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}
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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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messages.push("Armor reduced by 1 (Hack weapon)")
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reduce = 1
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reduce = 1
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}
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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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messages.push("Armor multiplied by 2 (Undamaging weapon)")
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multiply = 2
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multiply = 2
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}
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}
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||||||
}
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}
|
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let diceColor = armor.system.absorprionroll
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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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console.log("Armor log", armorResult)
|
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let armorValue = Math.max(0, (Number(armorResult.text) + reduce) * multiply)
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let armorValue = (Number(armorResult.text) - reduce) * multiply
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||||||
if (advantage || disadvantage) {
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if ( advantage || disadvantage) {
|
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let armorResult2 = await CrucibleUtility.getRollTableFromDiceColor(diceColor, false)
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let armorResult2 = await CrucibleUtility.getRollTableFromDiceColor( diceColor, false )
|
||||||
let armorValue2 = Math.max(0, (Number(armorResult2.text) + reduce) * multiply)
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let armorValue2 = (Number(armorResult2.text) - reduce) * multiply
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||||||
if (advantage) {
|
if ( advantage) {
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armorValue = (armorValue2 > armorValue) ? armorValue2 : armorValue
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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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messages.push(`Armor advantage - Roll 1 = ${armorValue} - Roll 2 = ${armorValue2}`)
|
||||||
}
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}
|
||||||
if (disadvantage) {
|
if ( disadvantage) {
|
||||||
armorValue = (armorValue2 < armorValue) ? armorValue2 : armorValue
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armorValue = (armorValue2 < armorValue) ? armorValue2 : armorValue
|
||||||
messages.push(`Armor disadvantage - Roll 1 = ${armorValue} - Roll 2 = ${armorValue2}`)
|
messages.push(`Armor disadvantage - Roll 1 = ${armorValue} - Roll 2 = ${armorValue2}`)
|
||||||
}
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}
|
||||||
}
|
}
|
||||||
armorResult.armorValue = armorValue
|
armorResult.armorValue = armorValue
|
||||||
if (!rollData) {
|
if ( !rollData) {
|
||||||
ChatMessage.create({ content: "Armor result : " + armorValue })
|
ChatMessage.create( { content: "Armor result : " + armorValue } )
|
||||||
}
|
}
|
||||||
messages.push("Armor result : " + armorValue)
|
messages.push( "Armor result : " + armorValue)
|
||||||
return { armorIgnored: false, nbSuccess: armorValue, rawArmor: armorResult.text, messages: messages }
|
return { armorIgnored: false, nbSuccess: armorValue, messages: messages }
|
||||||
}
|
}
|
||||||
return { armorIgnored: true, nbSuccess: 0, messages: ["No armor equipped."] }
|
return { armorIgnored: true, nbSuccess: 0, messages: ["No armor equipped."] }
|
||||||
}
|
}
|
||||||
|
@ -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('.ammo-minus').click(event => {
|
|
||||||
const li = $(event.currentTarget).parents(".item")
|
|
||||||
this.actor.incDecAmmo( li.data("item-id"), -1 );
|
|
||||||
} );
|
|
||||||
html.find('.ammo-plus').click(event => {
|
|
||||||
const li = $(event.currentTarget).parents(".item")
|
|
||||||
this.actor.incDecAmmo( li.data("item-id"), +1 )
|
|
||||||
} );
|
|
||||||
|
|
||||||
html.find('.roll-ability').click((event) => {
|
|
||||||
const abilityKey = $(event.currentTarget).data("ability-key");
|
|
||||||
this.actor.rollAbility(abilityKey);
|
|
||||||
});
|
});
|
||||||
html.find('.roll-skill').click((event) => {
|
html.find('.npc-fight-roll').click((event) => {
|
||||||
const li = $(event.currentTarget).parents(".item")
|
this.actor.rollNPCFight();
|
||||||
const skillId = li.data("item-id")
|
|
||||||
this.actor.rollSkill(skillId)
|
|
||||||
});
|
});
|
||||||
|
html.find('.npc-skill-roll').click((event) => {
|
||||||
html.find('.roll-weapon').click((event) => {
|
this.actor.rollGenericSkill();
|
||||||
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 } );
|
|
||||||
});
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/* -------------------------------------------- */
|
/* -------------------------------------------- */
|
||||||
|
@ -76,9 +76,6 @@ export class CrucibleRollDialog extends Dialog {
|
|||||||
html.find('#situational').change((event) => {
|
html.find('#situational').change((event) => {
|
||||||
this.rollData.situational = event.currentTarget.value
|
this.rollData.situational = event.currentTarget.value
|
||||||
})
|
})
|
||||||
html.find('#distanceBonusDice').change((event) => {
|
|
||||||
this.rollData.distanceBonusDice = Number(event.currentTarget.value)
|
|
||||||
})
|
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -338,19 +338,11 @@ 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" }
|
||||||
}
|
}
|
||||||
|
@ -199,15 +199,15 @@
|
|||||||
"styles": [
|
"styles": [
|
||||||
"styles/simple.css"
|
"styles/simple.css"
|
||||||
],
|
],
|
||||||
"version": "10.0.12",
|
"version": "10.0.5",
|
||||||
"compatibility": {
|
"compatibility": {
|
||||||
"minimum": "10",
|
"minimum": "10",
|
||||||
"verified": "10.285",
|
"verified": "10.278",
|
||||||
"maximum": "10"
|
"maximum": "10"
|
||||||
},
|
},
|
||||||
"title": "Crucible RPG",
|
"title": "Crucible RPG",
|
||||||
"manifest": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg/raw/master/system.json",
|
"manifest": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg/raw/master/system.json",
|
||||||
"download": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg/archive/fvtt-crucible-rpg-v10.0.12.zip",
|
"download": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg/archive/fvtt-crucible-rpg-v10.0.5.zip",
|
||||||
"url": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg",
|
"url": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg",
|
||||||
"background": "images/ui/crucible_welcome_page.webp",
|
"background": "images/ui/crucible_welcome_page.webp",
|
||||||
"id": "fvtt-crucible-rpg"
|
"id": "fvtt-crucible-rpg"
|
||||||
|
@ -98,7 +98,7 @@
|
|||||||
"templates": [ "biodata", "core" ]
|
"templates": [ "biodata", "core" ]
|
||||||
},
|
},
|
||||||
"npc": {
|
"npc": {
|
||||||
"templates": [ "biodata", "core" ]
|
"templates": [ "npccore" ]
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
"Item": {
|
"Item": {
|
||||||
|
@ -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>
|
||||||
|
@ -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}}
|
||||||
|
@ -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"> - </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>
|
|
||||||
|
|
||||||
<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"> </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"> </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"> </div>
|
|
||||||
<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>
|
|
||||||
|
|
||||||
<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"> </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"> </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"> </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"> </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"> </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"> </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"> </span>
|
||||||
|
<span class="equipement-label"> </span>
|
||||||
|
<span class="equipement-label"> </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>
|
||||||
|
|
||||||
|
@ -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> </li>
|
<li> </li>
|
||||||
|
@ -16,15 +16,7 @@
|
|||||||
|
|
||||||
<div class="flexrow">
|
<div class="flexrow">
|
||||||
<span class="roll-dialog-label">Distance bonus dice(s) : </span>
|
<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" >
|
<span class="roll-dialog-label">{{distanceBonusDice}}</span>
|
||||||
{{#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>
|
</div>
|
||||||
{{/if}}
|
{{/if}}
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user