Combat Tracker + power enhancements
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@ -3,12 +3,9 @@ import { Hero6Utility } from "./hero6-utility.js";
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import { Hero6RollDialog } from "./hero6-roll-dialog.js";
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/* -------------------------------------------- */
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const coverBonusTable = { "nocover": 0, "lightcover": 2, "heavycover": 4, "entrenchedcover": 6 };
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const statThreatLevel = ["agi", "str", "phy", "com", "def", "per"]
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const __subkey2title = {
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"melee-dmg": "Melee Damage", "melee-atk": "Melee Attack", "ranged-atk": "Ranged Attack",
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"ranged-dmg": "Ranged Damage", "dmg-res": "Damare Resistance"
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}
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const __speed2Segments = [[0], [7], [6, 12], [4, 8, 12], [3, 6, 9, 12], [3, 5, 8, 10, 12], [2, 4, 6, 8, 10, 12]
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[2, 4, 6, 7, 9, 11, 12], [2, 3, 5, 6, 8, 9, 11, 12], [2, 3, 4, 6, 7, 8, 10, 11, 12], [2, 3, 4, 5, 6, 8, 9, 10, 11, 12],
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[2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12], [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12]]
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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@ -67,8 +64,8 @@ export class Hero6Actor extends Actor {
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}
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}
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computeDicesValue() {
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this.system.biodata.presenceattack = Hero6Utility.getDerivatedDiceFormulas(this.system.characteristics.pre.value )
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this.system.characteristics.str.strdice = Hero6Utility.getDerivatedDiceFormulas(this.system.characteristics.str.value )
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this.system.biodata.presenceattack = Hero6Utility.getDerivatedDiceFormulas(this.system.characteristics.pre.value)
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this.system.characteristics.str.strdice = Hero6Utility.getDerivatedDiceFormulas(this.system.characteristics.str.value)
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}
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/* -------------------------------------------- */
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prepareDerivedData() {
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@ -412,13 +409,23 @@ export class Hero6Actor extends Actor {
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await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity
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}
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}
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/* -------------------------------------------- */
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getInitiativeScore(combatId, combatantId) {
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if (this.type == 'character') {
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this.rollMR(true, combatId, combatantId)
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}
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console.log("Init required !!!!")
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return -1;
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hasPhase( segmentNumber) {
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let index = Math.min( Math.max(this.system.characteristics.spd.value, 1), 12) // Security bounds
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let phases = __speed2Segments[index]
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return phases.includes(segmentNumber)
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}
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/* -------------------------------------------- */
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getSegments() {
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let index = Math.min( Math.max(this.system.characteristics.spd.value, 1), 12) // Security bounds
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return __speed2Segments[index]
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}
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/* -------------------------------------------- */
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getBaseInit() {
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let r = new Roll("1d6").roll({async: false})
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let base = this.system.characteristics.dex.value + (r.total / 10)
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return base
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}
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/* -------------------------------------------- */
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@ -1,21 +1,141 @@
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import { Hero6Utility } from "./hero6-utility.js";
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/* -------------------------------------------- */
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export class Hero6CombatTracker extends CombatTracker {
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/* -------------------------------------------- */
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static get defaultOptions() {
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var path = "systems/fvtt-hero-system-6/templates/apps/combat-tracker.hbs";
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return foundry.utils.mergeObject(super.defaultOptions, {
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template: path,
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});
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}
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}
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/* -------------------------------------------- */
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export class Hero6Combat extends Combat {
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/* -------------------------------------------- */
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async rollInitiative(ids, formula = undefined, messageOptions = {} ) {
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static init() {
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Hooks.on("getCombatTrackerEntryContext", (html, options) => { Hero6Combat.pushMenuOptions(html, options); });
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}
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/* -------------------------------------------- */
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static pushMenuOptions(html, options) {
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let newOpt
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for (let i = 0; i < options.length; i++) {
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let option = options[i];
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if (option.name == 'COMBAT.CombatantReroll') { // Replace !
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option.name = "Hold action";
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option.condition = true;
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option.icon = '<i class="far fa-question-circle"></i>';
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option.callback = target => {
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Hero6Combat.holdAction(target.data('combatant-id'));
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}
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newOpt = duplicate(option)
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}
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}
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newOpt.name = "Abort action"
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newOpt.callback = target => {
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Hero6Combat.abortAction(target.data('combatant-id'));
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}
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options.push( newOpt)
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}
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/* -------------------------------------------- */
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static holdAction(combatantId) {
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console.log("Combatant HOLD : ", combatantId)
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const combatant = game.combat.combatants.get(combatantId)
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combatant.setFlag("world", "hero6-hold-action", true)
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combatant.update({name: combatant.name + " (H)"})
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console.log("HOLD", combatant)
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}
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/* -------------------------------------------- */
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static abortAction(html, combatantId) {
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console.log("Combatant ABORT : ", combatantId);
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const combatant = game.combat.combatants.get(combatantId);
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combatant.setFlag("world", "hero6-abort-action", true)
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combatant.update({name: combatant.name + " (A)"})
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console.log("ABORT", combatant)
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}
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/* -------------------------------------------- */
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constructor(data, context) {
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super(data, context);
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this.turnNumber = 1;
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this.segmentNumber = 12;
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}
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/* -------------------------------------------- */
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async computeInitiative(c) {
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let id = c._id || c.id
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if (c.actor.hasPhase(this.segmentNumber)) {
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let baseInit = c.actor ? c.actor.getBaseInit() : - 1;
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await this.updateEmbeddedDocuments("Combatant", [{ _id: id, initiative: baseInit }]);
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} else {
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await this.updateEmbeddedDocuments("Combatant", [{ _id: id, initiative: -1, visible: false, active: false }]);
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}
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console.log("Combatant", c)
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}
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/* -------------------------------------------- */
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async rollInitiative(ids, formula = undefined, messageOptions = {}) {
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ids = typeof ids === "string" ? [ids] : ids;
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for (let cId = 0; cId < ids.length; cId++) {
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const c = this.combatants.get(ids[cId]);
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let id = c._id || c.id;
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let initBonus = c.actor ? c.actor.getInitiativeScore( this.id, id ) : -1;
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await this.updateEmbeddedDocuments("Combatant", [ { _id: id, initiative: initBonus } ]);
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const c = this.combatants.get(ids[cId])
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await this.computeInitiative(c)
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}
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return this;
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}
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/* -------------------------------------------- */
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nextRound() {
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let turn = this.turn === null ? null : 0; // Preserve the fact that it's no-one's turn currently.
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if (this.settings.skipDefeated && (turn !== null)) {
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turn = this.turns.findIndex(t => !t.isDefeated);
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if (turn === -1) {
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ui.notifications.warn("COMBAT.NoneRemaining", { localize: true });
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turn = 0;
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}
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}
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let advanceTime = Math.max(this.turns.length - this.turn, 0) * CONFIG.time.turnTime;
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advanceTime += CONFIG.time.roundTime;
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let nextRound = this.round + 1;
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let turnData = this.getFlag("world", "hero6-turn-data")
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if (!turnData) {
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turnData = { turnNumber: 1, segmentNumber: 12 }
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this.setFlag("world", "hero6-turn-data", turnData)
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}
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turnData = duplicate(turnData)
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turnData.segmentNumber -= 1
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if (turnData.segmentNumber <= 0) {
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turnData.segmentNumber = 12
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turnData.turnNumber++
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}
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this.setFlag("world", "hero6-turn-data", turnData)
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this.turnNumber = turnData.turnNumber;
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this.segmentNumber = turnData.segmentNumber;
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// Re-compute init of actors
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for (let c of this.combatants) {
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this.computeInitiative(c)
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}
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// Update the document, passing data through a hook first
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const updateData = { round: nextRound, turn, segmentNumber: turnData.segmentNumber, turnNumber: turnData.turnNumber };
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const updateOptions = { advanceTime, direction: 1 };
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Hooks.callAll("combatRound", this, updateData, updateOptions);
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return this.update(updateData, updateOptions);
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}
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/* -------------------------------------------- */
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async _onCreateEmbeddedDocuments(type, documents, result, options, userId) {
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console.log(">>>>", documents)
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super._onCreateEmbeddedDocuments(type, documents, result, options, userId)
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}
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/* -------------------------------------------- */
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_onUpdate(changed, options, userId) {
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}
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@ -48,5 +48,11 @@ export const Hero6_CONFIG = {
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powerSenseAffecting: {
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"none": "None",
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"senseaffecting": "Sense-Affecting",
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},
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powerEffectRoll: {
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"standard": "Standard",
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"normal": "Normal",
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"killing": "Killing",
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"countbody": "Killing (Count BODY)"
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}
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}
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@ -13,7 +13,7 @@ import { Hero6ItemSheet } from "./hero6-item-sheet.js";
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import { Hero6ActorSheet } from "./hero6-actor-sheet.js";
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import { Hero6NPCSheet } from "./hero6-npc-sheet.js";
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import { Hero6Utility } from "./hero6-utility.js";
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import { Hero6Combat } from "./hero6-combat.js";
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import { Hero6Combat, Hero6CombatTracker } from "./hero6-combat.js";
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import { Hero6Item } from "./hero6-item.js";
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import { Hero6Hotbar } from "./hero6-hotbar.js"
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import { Hero6Commands } from "./hero6-commands.js"
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@ -41,7 +41,7 @@ Hooks.once("init", async function () {
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// Set an initiative formula for the system
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CONFIG.Combat.initiative = {
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formula: "1d6",
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decimals: 1
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decimals: 3
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};
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/* -------------------------------------------- */
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@ -54,6 +54,8 @@ Hooks.once("init", async function () {
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CONFIG.Combat.documentClass = Hero6Combat
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CONFIG.Actor.documentClass = Hero6Actor
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CONFIG.Item.documentClass = Hero6Item
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CONFIG.ui.combat = Hero6CombatTracker;
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/* -------------------------------------------- */
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// Register sheet application classes
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@ -65,6 +67,7 @@ Hooks.once("init", async function () {
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Items.registerSheet("fvtt-hero-system-6", Hero6ItemSheet, { makeDefault: true });
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Hero6Utility.init()
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Hero6Combat.init()
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});
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/* -------------------------------------------- */
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@ -179,7 +179,8 @@ export class Hero6Utility {
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'systems/fvtt-hero-system-6/templates/partials/partial-power-equipment-cost.hbs',
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'systems/fvtt-hero-system-6/templates/partials/partial-item-hasroll.hbs',
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'systems/fvtt-hero-system-6/templates/partials/partial-actor-equipment.hbs',
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'systems/fvtt-hero-system-6/templates/partials/partial-actor-equipment-section.hbs'
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'systems/fvtt-hero-system-6/templates/partials/partial-actor-equipment-section.hbs',
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'systems/fvtt-hero-system-6/templates/partials/partial-power-maneuver-effect.hbs'
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]
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return loadTemplates(templatePaths);
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}
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@ -91,7 +91,7 @@
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"styles": [
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"styles/simple.css"
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],
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"version": "10.0.33",
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"version": "10.0.34",
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"compatibility": {
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"minimum": "10",
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"verified": "10",
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@ -99,7 +99,7 @@
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},
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"title": "Hero System v6 for FoundrtVTT (Official)",
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"manifest": "https://www.uberwald.me/gitea/uberwald/fvtt-hero-system-6/raw/branch/main/system.json",
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"download": "https://www.uberwald.me/gitea/uberwald/fvtt-hero-system-6/archive/fvtt-hero-system-6-v10.0.33.zip",
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"download": "https://www.uberwald.me/gitea/uberwald/fvtt-hero-system-6/archive/fvtt-hero-system-6-v10.0.34.zip",
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"url": "https://www.uberwald.me/gitea/uberwald/",
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"background": "images/ui/hro6_welcome_page.webp",
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"id": "fvtt-hero-system-6"
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@ -346,6 +346,9 @@
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"hasroll": false,
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"roll": 0,
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"computebody": false,
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"haseffectroll": false,
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"effectroll": "standard",
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"effectrollformula": "",
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"items": {}
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}
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},
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127
templates/apps/combat-tracker.hbs
Normal file
127
templates/apps/combat-tracker.hbs
Normal file
@ -0,0 +1,127 @@
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<section class="{{cssClass}} directory flexcol" id="{{cssId}}" data-tab="{{tabName}}">
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<header class="combat-tracker-header">
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{{#if user.isGM}}
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<nav class="encounters flexrow" aria-label="COMBAT.NavLabel">
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<a class="combat-button combat-create" data-tooltip="COMBAT.Create">
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<i class="fas fa-plus"></i>
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</a>
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{{#if combatCount}}
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<a class="combat-button combat-cycle" data-tooltip="COMBAT.EncounterPrevious"
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{{#if previousId}}data-document-id="{{previousId}}"{{else}}disabled{{/if}}>
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<i class="fas fa-caret-left"></i>
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</a>
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<h4 class="encounter">{{localize "COMBAT.Encounter"}} {{currentIndex}} / {{combatCount}}</h4>
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<a class="combat-button combat-cycle" data-tooltip="COMBAT.EncounterNext"
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{{#if nextId}}data-document-id="{{nextId}}"{{else}}disabled{{/if}}>
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<i class="fas fa-caret-right"></i>
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</a>
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{{/if}}
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<a class="combat-button combat-control" data-tooltip="COMBAT.Delete" data-control="endCombat" {{#unless combatCount}}disabled{{/unless}}>
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<i class="fas fa-trash"></i>
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</a>
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</nav>
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{{/if}}
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<div class="encounter-controls flexrow {{#if hasCombat}}combat{{/if}}">
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{{#if user.isGM}}
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<a class="combat-button combat-control" data-tooltip="COMBAT.RollAll" data-control="rollAll" {{#unless turns}}disabled{{/unless}}>
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<i class="fas fa-users"></i>
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</a>
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<a class="combat-button combat-control" data-tooltip="COMBAT.RollNPC" data-control="rollNPC" {{#unless turns}}disabled{{/unless}}>
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<i class="fas fa-users-cog"></i>
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</a>
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{{/if}}
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{{#if combatCount}}
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{{#if combat.round}}
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<h3 class="encounter-title noborder">Turn {{combat.turnNumber}} Segment {{combat.segmentNumber}}</h3>
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{{else}}
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<h3 class="encounter-title noborder">{{localize 'COMBAT.NotStarted'}}</h3>
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{{/if}}
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{{else}}
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<h3 class="encounter-title noborder">{{localize "COMBAT.None"}}</h3>
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{{/if}}
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{{#if user.isGM}}
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<a class="combat-button combat-control" data-tooltip="COMBAT.InitiativeReset" data-control="resetAll"
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{{#unless hasCombat}}disabled{{/unless}}>
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<i class="fas fa-undo"></i>
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</a>
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<a class="combat-button combat-control" data-tooltip="{{labels.scope}}"
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data-control="toggleSceneLink" {{#unless hasCombat}}disabled{{/unless}}>
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<i class="fas fa-{{#unless linked}}un{{/unless}}link"></i>
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</a>
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<a class="combat-button combat-settings" data-tooltip="COMBAT.Settings" data-control="trackerSettings">
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<i class="fas fa-cog"></i>
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</a>
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{{/if}}
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</div>
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</header>
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<ol id="combat-tracker" class="directory-list">
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{{#each turns}}
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{{#if (ne this.initiative "-1")}}
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<li class="combatant actor directory-item flexrow {{this.css}}" data-combatant-id="{{this.id}}">
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<img class="token-image" data-src="{{this.img}}" alt="{{this.name}}"/>
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<div class="token-name flexcol">
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<h4>{{this.name}} {{log this}} {{#if this.holdAction}}(H){{/if}}</h4>
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<div class="combatant-controls flexrow">
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{{#if ../user.isGM}}
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<a class="combatant-control {{#if this.hidden}}active{{/if}}" data-tooltip="COMBAT.ToggleVis" data-control="toggleHidden">
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<i class="fas fa-eye-slash"></i>
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</a>
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<a class="combatant-control {{#if this.defeated}}active{{/if}}" data-tooltip="COMBAT.ToggleDead" data-control="toggleDefeated">
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<i class="fas fa-skull"></i>
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</a>
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{{/if}}
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{{#if this.canPing}}
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<a class="combatant-control" data-tooltip="COMBAT.PingCombatant" data-control="pingCombatant">
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<i class="fa-solid fa-bullseye-arrow"></i>
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</a>
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{{/if}}
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<div class="token-effects">
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{{#each this.effects}}
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<img class="token-effect" src="{{this}}"/>
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{{/each}}
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</div>
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</div>
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</div>
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{{#if this.hasResource}}
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<div class="token-resource">
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<span class="resource">{{this.resource}}</span>
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</div>
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{{/if}}
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<div class="token-initiative">
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{{#if this.hasRolled}}
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<span class="initiative">{{this.initiative}}</span>
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{{else if this.owner}}
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<a class="combatant-control roll" data-tooltip="COMBAT.InitiativeRoll" data-control="rollInitiative"></a>
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{{/if}}
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</div>
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</li>
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{{/if}}
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{{/each}}
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</ol>
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<nav id="combat-controls" class="directory-footer flexrow" data-tooltip-direction="UP">
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{{#if hasCombat}}
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{{#if user.isGM}}
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{{#if round}}
|
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<a class="combat-control" data-tooltip="COMBAT.RoundPrev" data-control="previousRound"><i class="fas fa-step-backward"></i></a>
|
||||
<a class="combat-control" data-tooltip="COMBAT.TurnPrev" data-control="previousTurn"><i class="fas fa-arrow-left"></i></a>
|
||||
<a class="combat-control center" data-control="endCombat">{{localize 'COMBAT.End'}}</a>
|
||||
<a class="combat-control" data-tooltip="COMBAT.TurnNext" data-control="nextTurn"><i class="fas fa-arrow-right"></i></a>
|
||||
<a class="combat-control" data-tooltip="COMBAT.RoundNext" data-control="nextRound"><i class="fas fa-step-forward"></i></a>
|
||||
{{else}}
|
||||
<a class="combat-control center" data-control="startCombat">{{localize 'COMBAT.Begin'}}</a>
|
||||
{{/if}}
|
||||
{{else if control}}
|
||||
<a class="combat-control" data-tooltip="COMBAT.TurnPrev" data-control="previousTurn"><i class="fas fa-arrow-left"></i></a>
|
||||
<a class="combat-control center" data-control="nextTurn">{{localize 'COMBAT.TurnEnd'}}</a>
|
||||
<a class="combat-control" data-tooltip="COMBAT.TurnNext" data-control="nextTurn"><i class="fas fa-arrow-right"></i></a>
|
||||
{{/if}}
|
||||
{{/if}}
|
||||
</nav>
|
||||
</section>
|
@ -27,6 +27,8 @@
|
||||
</select>
|
||||
</li>
|
||||
|
||||
{{> systems/fvtt-hero-system-6/templates/partials/partial-power-maneuver-effect.hbs}}
|
||||
|
||||
<li class="flexrow"><label class="item-field-label-medium">Is stock ?</label>
|
||||
<label class="item-field-label-medium"><input type="checkbox" name="system.isstock" {{checked system.isstock}}/></label>
|
||||
</li>
|
||||
@ -46,6 +48,7 @@
|
||||
<li class="flexrow"><label class="item-field-label-medium">Effects</label>
|
||||
<input type="text" class="item-field-label-long" name="system.effects" value="{{system.effects}}" data-dtype="String"/>
|
||||
</li>
|
||||
|
||||
{{> systems/fvtt-hero-system-6/templates/partials/partial-item-cost.hbs}}
|
||||
|
||||
</ul>
|
||||
|
@ -18,6 +18,8 @@
|
||||
<ul>
|
||||
{{> systems/fvtt-hero-system-6/templates/partials/partial-item-hasroll.hbs}}
|
||||
|
||||
{{> systems/fvtt-hero-system-6/templates/partials/partial-power-maneuver-effect.hbs}}
|
||||
|
||||
{{> systems/fvtt-hero-system-6/templates/partials/partial-power-equipment-cost.hbs}}
|
||||
|
||||
{{> systems/fvtt-hero-system-6/templates/partials/partial-item-cost.hbs}}
|
||||
|
20
templates/partials/partial-power-maneuver-effect.hbs
Normal file
20
templates/partials/partial-power-maneuver-effect.hbs
Normal file
@ -0,0 +1,20 @@
|
||||
<li class="flexrow"><label class="item-field-label-long">Has Effect Roll ?</label>
|
||||
<label class="item-field-label-medium"><input type="checkbox" name="system.haseffectroll" {{checked
|
||||
system.haseffectroll}} /></label>
|
||||
</li>
|
||||
|
||||
{{#if system.haseffectroll}}
|
||||
<li class="flexrow"><label class="item-field-label-long">Effect Roll</label>
|
||||
<select class="item-field-label-long" type="text" name="system.effectroll" value="{{system.effectroll}}"
|
||||
data-dtype="String">
|
||||
{{#select system.effectroll}}
|
||||
{{#each config.powerEffectRoll as |name key|}}
|
||||
<option value="{{key}}">{{name}}</option>
|
||||
{{/each}}
|
||||
{{/select}}
|
||||
</select>
|
||||
</li>
|
||||
<li class="flexrow"><label class="item-field-label-long">Effect roll formula</label>
|
||||
<input type="text" class="item-field-label-long" name="system.effectrollformula" value="{{system.effectrollformula}}" data-dtype="String"/>
|
||||
</li>
|
||||
{{/if}}
|
Loading…
Reference in New Issue
Block a user