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No commits in common. "master" and "fvtt-crucible-rpg-v10.0.8" 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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@ -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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@ -691,12 +687,10 @@ 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.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.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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@ -758,10 +752,10 @@ export class CrucibleActor extends Actor {
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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 )
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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) {
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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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@ -18,7 +18,7 @@ export class CrucibleNPCSheet extends ActorSheet {
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height: 720,
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height: 720,
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tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "stats" }],
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tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "stats" }],
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dragDrop: [{ dragSelector: ".item-list .item", dropSelector: null }],
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dragDrop: [{ dragSelector: ".item-list .item", dropSelector: null }],
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editScore: true
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editScore: false
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});
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});
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}
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}
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@ -157,9 +157,6 @@ export class CrucibleNPCSheet 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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@ -199,15 +199,15 @@
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"styles": [
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"styles": [
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"styles/simple.css"
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"styles/simple.css"
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],
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],
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"version": "10.0.12",
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"version": "10.0.8",
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"compatibility": {
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"compatibility": {
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"minimum": "10",
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"minimum": "10",
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"verified": "10.285",
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"verified": "10.279",
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"maximum": "10"
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"maximum": "10"
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},
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},
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"title": "Crucible RPG",
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"title": "Crucible RPG",
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"manifest": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg/raw/master/system.json",
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"manifest": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg/raw/master/system.json",
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"download": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg/archive/fvtt-crucible-rpg-v10.0.12.zip",
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"download": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg/archive/fvtt-crucible-rpg-v10.0.8.zip",
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"url": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg",
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"url": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg",
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"background": "images/ui/crucible_welcome_page.webp",
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"background": "images/ui/crucible_welcome_page.webp",
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"id": "fvtt-crucible-rpg"
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"id": "fvtt-crucible-rpg"
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@ -59,12 +59,6 @@
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</span>
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</span>
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</li>
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</li>
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{{/if}}
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{{/if}}
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<li class="item flexrow list-item" data-attr-key="class">
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<img class="sheet-competence-img" src="systems/fvtt-crucible-rpg/images/icons/feats/Marksman (Ballistic).webp" />
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<span class="ability-label " name="rollTarget">
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<h4 class="ability-text-white ability-margin"><a class="roll-target-die ability-margin">Target Roll</a></h4>
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</span>
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</li>
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</ul>
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</ul>
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</div>
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</div>
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@ -24,7 +24,6 @@
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</span>
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</span>
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<select class="competence-base flexrow" type="text" name="system.biodata.class" value="{{data.biodata.class}}" data-dtype="String">
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<select class="competence-base flexrow" type="text" name="system.biodata.class" value="{{data.biodata.class}}" data-dtype="String">
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{{#select data.biodata.class}}
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{{#select data.biodata.class}}
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<option value="none">None</option>
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<option value="chaplain">Chaplain</option>
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<option value="chaplain">Chaplain</option>
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<option value="magus">Magus</option>
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<option value="magus">Magus</option>
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<option value="martial">Martial</option>
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<option value="martial">Martial</option>
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@ -60,12 +59,6 @@
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</span>
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</span>
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</li>
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</li>
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{{/if}}
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{{/if}}
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<li class="item flexrow list-item" data-attr-key="class">
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<img class="sheet-competence-img" src="systems/fvtt-crucible-rpg/images/icons/feats/Marksman (Ballistic).webp" />
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<span class="ability-label " name="rollTarget">
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<h4 class="ability-text-white ability-margin"><a class="roll-target-die ability-margin">Target Roll</a></h4>
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</span>
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</li>
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</ul>
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</ul>
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</div>
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</div>
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@ -126,7 +119,7 @@
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<ul class="stat-list alternate-list">
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<ul class="stat-list alternate-list">
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<li class="item flexrow list-item items-title-bg">
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<li class="item flexrow list-item items-title-bg">
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<span class="item-name-label-header-long">
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<span class="item-name-label-header-long">
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<h3><label class="items-title-text">Combat</label></h3>
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<h3><label class="items-title-text">Weapons</label></h3>
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</span>
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</span>
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<span class="item-field-label-short">
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<span class="item-field-label-short">
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<label class="short-label">Ability</label>
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<label class="short-label">Ability</label>
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@ -197,9 +190,68 @@
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<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
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<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
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src="{{condition.img}}" /></a>
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src="{{condition.img}}" /></a>
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<span class="item-name-label-long">{{condition.name}}</span>
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<span class="item-name-label-long">{{condition.name}}</span>
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<div class="item-filler"> </div> {{!-- Equipement Tab --}}
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<div class="tab equipment" data-group="primary" data-tab="equipment">
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<div class="flexrow">
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<h3>Encumbrance</h3>
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<span class="small-label">Current : {{encCurrent}}</span>
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<span class="small-label">Capacity : {{encCapacity}}</span>
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</div>
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<ul class="item-list alternate-list">
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<li class="item flexrow list-item items-title-bg">
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<span class="item-name-label-header">
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<h3><label class="items-title-text">Money</label></h3>
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</span>
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<span class="item-field-label-long">
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<label class="short-label">Qty</label>
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</span>
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<span class="item-field-label-medium">
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<label class="short-label">Weight</label>
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</span>
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<span class="item-field-label-medium">
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<label class="short-label">IDR</label>
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</span>
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<div class="item-filler"> </div>
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<div class="item-controls item-controls-fixed">
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<a class="item-control item-add" data-type="money" title="Create Item"><i class="fas fa-plus"></i></a>
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</div>
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</li>
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{{#each moneys as |money key|}}
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<li class="item flexrow list-item list-item-shadow" data-item-id="{{money._id}}">
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<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
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src="{{money.img}}" /></a>
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<span class="item-name-label">{{money.name}}</span>
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<span class="item-field-label-long"><label>
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{{money.system.quantity}}
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(<a class="quantity-minus plus-minus-button"> -</a>/<a class="quantity-plus plus-minus-button">+</a>)
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</label>
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</span>
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<span class="item-field-label-medium">
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<label>{{money.system.weight}}</label>
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</span>
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<span class="item-field-label-medium">
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{{#if money.system.idrDice}}
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<a class="roll-idr" data-dice-value="{{money.data.idrDice}}">{{money.system.idrDice}}</a>
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{{else}}
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-
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{{/if}}
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</span>
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<div class="item-filler"> </div>
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<div class="item-filler"> </div>
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<div class="item-filler"> </div>
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<div class="item-controls item-controls-fixed">
|
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<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
|
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</div>
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</li>
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{{/each}}
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</ul>
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<hr>
|
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<div class="item-controls item-controls-fixed">
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<div class="item-controls item-controls-fixed">
|
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<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
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<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
|
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</div>
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</div>
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@ -3,25 +3,15 @@
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<span class="ability-label " name="hp">
|
<span class="ability-label " name="hp">
|
||||||
<h4 class="ability-text-white ability-margin">HP</h4>
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<h4 class="ability-text-white ability-margin">HP</h4>
|
||||||
</span>
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</span>
|
||||||
<span class="ability-label ability-margin">
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<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>
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|
||||||
{{#if (eq type "character")}}
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|
||||||
<span class="ability-label ability-margin"> / {{data.secondary.hp.max}}</span>
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<span class="ability-label ability-margin"> / {{data.secondary.hp.max}}</span>
|
||||||
{{else}}
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|
||||||
<span class="ability-label ability-margin">/<input class="input-numeric-short" name="system.secondary.hp.max" value="{{data.secondary.hp.max}}"></span>
|
|
||||||
{{/if}}
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|
||||||
</li>
|
</li>
|
||||||
<li class="item flexrow list-item" data-attr-key="hp">
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<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")}}
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|
||||||
<span class="ability-label ability-margin"> / {{data.secondary.effort.max}}</span>
|
<span class="ability-label ability-margin"> / {{data.secondary.effort.max}}</span>
|
||||||
{{else}}
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|
||||||
<span class="ability-label ability-margin">/<input class="input-numeric-short" name="system.secondary.effort.max" value="{{data.secondary.effort.max}}"></span>
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|
||||||
{{/if}}
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|
||||||
</li>
|
</li>
|
||||||
|
|
||||||
<li> </li>
|
<li> </li>
|
||||||
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