First actor sheet

This commit is contained in:
LeRatierBretonnien 2023-02-01 12:16:04 +01:00
parent d0f8023234
commit dc27fa8ff2
12 changed files with 211 additions and 978 deletions

View File

@ -13,10 +13,10 @@ export class Hero6ActorSheet extends ActorSheet {
return mergeObject(super.defaultOptions, { return mergeObject(super.defaultOptions, {
classes: ["fvtt-hero-system-6", "sheet", "actor"], classes: ["fvtt-hero-system-6", "sheet", "actor"],
template: "systems/fvtt-hero-system-6/templates/actor-sheet.hbs", template: "systems/fvtt-hero-system-6/templates/actors/actor-sheet.hbs",
width: 960, width: 960,
height: 720, height: 720,
tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "skills" }], tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "main" }],
dragDrop: [{ dragSelector: ".item-list .item", dropSelector: null }], dragDrop: [{ dragSelector: ".item-list .item", dropSelector: null }],
editScore: true editScore: true
}); });
@ -24,8 +24,7 @@ export class Hero6ActorSheet extends ActorSheet {
/* -------------------------------------------- */ /* -------------------------------------------- */
async getData() { async getData() {
const objectData = this.object.system const objectData = duplicate(this.object.system)
let actorData = duplicate(objectData)
let formData = { let formData = {
title: this.title, title: this.title,
@ -35,24 +34,21 @@ export class Hero6ActorSheet extends ActorSheet {
name: this.actor.name, name: this.actor.name,
editable: this.isEditable, editable: this.isEditable,
cssClass: this.isEditable ? "editable" : "locked", cssClass: this.isEditable ? "editable" : "locked",
data: actorData, system: objectData,
characteristics: this.actor.prepareCharac(),
limited: this.object.limited, limited: this.object.limited,
skills: this.actor.getSkills( ), skills: this.actor.getSkills( ),
weapons: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getWeapons()) ), weapons: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getWeapons()) ),
armors: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getArmors())), armors: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getArmors())),
shields: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getShields())), shields: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getShields())),
spells: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getLore())),
equipments: this.actor.checkAndPrepareEquipments(duplicate(this.actor.getEquipmentsOnly()) ), equipments: this.actor.checkAndPrepareEquipments(duplicate(this.actor.getEquipmentsOnly()) ),
equippedWeapons: this.actor.checkAndPrepareEquipments(duplicate(this.actor.getEquippedWeapons()) ), equippedWeapons: this.actor.checkAndPrepareEquipments(duplicate(this.actor.getEquippedWeapons()) ),
equippedArmor: this.actor.getEquippedArmor(), equippedArmor: this.actor.getEquippedArmor(),
equippedShield: this.actor.getEquippedShield(), equippedShield: this.actor.getEquippedShield(),
feats: duplicate(this.actor.getFeats()),
subActors: duplicate(this.actor.getSubActors()), subActors: duplicate(this.actor.getSubActors()),
race: duplicate(this.actor.getRace()), race: duplicate(this.actor.getRace()),
moneys: duplicate(this.actor.getMoneys()), moneys: duplicate(this.actor.getMoneys()),
encCapacity: this.actor.getEncumbranceCapacity(), encCapacity: this.actor.getEncumbranceCapacity(),
saveRolls: this.actor.getSaveRoll(),
conditions: this.actor.getConditions(),
description: await TextEditor.enrichHTML(this.object.system.biodata.description, {async: true}), description: await TextEditor.enrichHTML(this.object.system.biodata.description, {async: true}),
notes: await TextEditor.enrichHTML(this.object.system.biodata.notes, {async: true}), notes: await TextEditor.enrichHTML(this.object.system.biodata.notes, {async: true}),
containersTree: this.actor.containersTree, containersTree: this.actor.containersTree,
@ -139,14 +135,9 @@ export class Hero6ActorSheet extends ActorSheet {
this.actor.incDecAmmo( li.data("item-id"), +1 ) this.actor.incDecAmmo( li.data("item-id"), +1 )
} ); } );
html.find('.roll-ability').click((event) => { html.find('.roll-charac').click((event) => {
const abilityKey = $(event.currentTarget).data("ability-key"); const characKey = $(event.currentTarget).data("charac-key");
this.actor.rollAbility(abilityKey); this.actor.rollCharac(characKey);
});
html.find('.roll-skill').click((event) => {
const li = $(event.currentTarget).parents(".item")
const skillId = li.data("item-id")
this.actor.rollSkill(skillId)
}); });
html.find('.roll-weapon').click((event) => { html.find('.roll-weapon').click((event) => {
@ -154,21 +145,6 @@ export class Hero6ActorSheet extends ActorSheet {
const skillId = li.data("item-id") const skillId = li.data("item-id")
this.actor.rollWeapon(skillId) 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;

View File

@ -64,28 +64,8 @@ export class Hero6Actor extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
computeHitPoints() { computeHitPoints() {
if (this.type == "character") { if (this.type == "character") {
let hp = duplicate(this.system.secondary.hp)
let max = (this.system.abilities.str.value + this.system.abilities.con.value) * 6
if (max != hp.max || hp.value > max) {
hp.max = max
hp.value = max // Init case
this.update({ 'system.secondary.hp': hp })
} }
} }
}
/* -------------------------------------------- */
computeEffortPoints() {
if (this.type == "character") {
let effort = duplicate(this.system.secondary.effort)
let max = (this.system.abilities.con.value + this.system.abilities.int.value) * 6
if (max != effort.max || effort.value > max) {
effort.max = max
effort.value = max // Init case
this.update({ 'system.secondary.effort': effort })
}
}
}
/* -------------------------------------------- */ /* -------------------------------------------- */
prepareDerivedData() { prepareDerivedData() {
@ -93,7 +73,6 @@ export class Hero6Actor extends Actor {
this.system.encCapacity = this.getEncumbranceCapacity() this.system.encCapacity = this.getEncumbranceCapacity()
this.buildContainerTree() this.buildContainerTree()
this.computeHitPoints() this.computeHitPoints()
this.computeEffortPoints()
} }
super.prepareDerivedData(); super.prepareDerivedData();
@ -116,29 +95,6 @@ export class Hero6Actor extends Actor {
Hero6Utility.sortArrayObjectsByName(comp) Hero6Utility.sortArrayObjectsByName(comp)
return comp; return comp;
} }
/* -------------------------------------------- */
getFeats() {
let comp = duplicate(this.items.filter(item => item.type == 'feat') || []);
Hero6Utility.sortArrayObjectsByName(comp)
return comp;
}
/* -------------------------------------------- */
getFeatsWithDie() {
let comp = duplicate(this.items.filter(item => item.type == 'feat' && item.system.isfeatdie) || []);
Hero6Utility.sortArrayObjectsByName(comp)
return comp;
}
getFeatsWithSL() {
let comp = duplicate(this.items.filter(item => item.type == 'feat' && item.system.issl) || []);
Hero6Utility.sortArrayObjectsByName(comp)
return comp;
}
/* -------------------------------------------- */
getLore() {
let comp = duplicate(this.items.filter(item => item.type == 'spell') || []);
Hero6Utility.sortArrayObjectsByName(comp)
return comp;
}
getEquippedWeapons() { getEquippedWeapons() {
let comp = duplicate(this.items.filter(item => item.type == 'weapon' && item.system.equipped) || []); let comp = duplicate(this.items.filter(item => item.type == 'weapon' && item.system.equipped) || []);
Hero6Utility.sortArrayObjectsByName(comp) Hero6Utility.sortArrayObjectsByName(comp)
@ -211,20 +167,10 @@ export class Hero6Actor extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
getSkills() { getSkills() {
let comp = duplicate(this.items.filter(item => item.type == 'skill') || []) let comp = duplicate(this.items.filter(item => item.type == 'skill') || [])
for (let skill of comp) {
Hero6Utility.updateSkill(skill)
}
Hero6Utility.sortArrayObjectsByName(comp) Hero6Utility.sortArrayObjectsByName(comp)
return comp return comp
} }
/* -------------------------------------------- */
getRelevantAbility(statKey) {
let comp = duplicate(this.items.filter(item => item.type == 'skill' && item.system.ability == ability) || []);
return comp;
}
/* -------------------------------------------- */ /* -------------------------------------------- */
async equipItem(itemId) { async equipItem(itemId) {
let item = this.items.find(item => item.id == itemId) let item = this.items.find(item => item.id == itemId)
@ -268,27 +214,6 @@ export class Hero6Actor extends Actor {
return duplicate(this.items.filter(item => item.type == "equipment") || []) return duplicate(this.items.filter(item => item.type == "equipment") || [])
} }
/* ------------------------------------------- */
getSaveRoll() {
return {
reflex: {
"label": "Reflex Save",
"img": "systems/fvtt-hero-system-6/images/icons/saves/reflex_save.webp",
"value": this.system.abilities.agi.value + this.system.abilities.wit.value
},
fortitude: {
"label": "Fortitude Save",
"img": "systems/fvtt-hero-system-6/images/icons/saves/fortitude_save.webp",
"value": this.system.abilities.str.value + this.system.abilities.con.value
},
willpower: {
"label": "Willpower Save",
"img": "systems/fvtt-hero-system-6/images/icons/saves/will_save.webp",
"value": this.system.abilities.int.value + this.system.abilities.cha.value
}
}
}
/* ------------------------------------------- */ /* ------------------------------------------- */
async buildContainerTree() { async buildContainerTree() {
let equipments = duplicate(this.items.filter(item => item.type == "equipment") || []) let equipments = duplicate(this.items.filter(item => item.type == "equipment") || [])
@ -332,15 +257,6 @@ export class Hero6Actor extends Actor {
} }
/* -------------------------------------------- */
async rollArmor(rollData) {
let armor = this.getEquippedArmor()
if (armor) {
}
return { armor: "none" }
}
/* -------------------------------------------- */ /* -------------------------------------------- */
async incDecHP(formula) { async incDecHP(formula) {
let dmgRoll = new Roll(formula+"[dark-starsorange]").roll({ async: false }) let dmgRoll = new Roll(formula+"[dark-starsorange]").roll({ async: false })
@ -351,11 +267,6 @@ export class Hero6Actor extends Actor {
return Number(dmgRoll.total) return Number(dmgRoll.total)
} }
/* -------------------------------------------- */
getAbility(abilKey) {
return this.system.abilities[abilKey];
}
/* -------------------------------------------- */ /* -------------------------------------------- */
async addObjectToContainer(itemId, containerId) { async addObjectToContainer(itemId, containerId) {
let container = this.items.find(item => item.id == containerId && item.system.iscontainer) let container = this.items.find(item => item.id == containerId && item.system.iscontainer)
@ -429,9 +340,16 @@ export class Hero6Actor extends Actor {
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
syncRoll(rollData) { prepareCharacValues( charac) {
this.lastRollId = rollData.rollId; charac.total = charac.base+charac.value
Hero6Utility.saveRollData(rollData); charac.roll = 9 + Math.floor((charac.base+charac.value)/5)
}
prepareCharac() {
let characs = duplicate(this.system.characteristics)
for(let key in characs) {
this.prepareCharacValues( characs[key])
}
return characs
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -457,31 +375,6 @@ export class Hero6Actor extends Actor {
} }
} }
/* -------------------------------------------- */
async incrementSkillExp(skillId, inc) {
let skill = this.items.get(skillId)
if (skill) {
await this.updateEmbeddedDocuments('Item', [{ _id: skill.id, 'system.exp': skill.system.exp + inc }])
let chatData = {
user: game.user.id,
rollMode: game.settings.get("core", "rollMode"),
whisper: [game.user.id].concat(ChatMessage.getWhisperRecipients('GM')),
content: `<div>${this.name} has gained 1 exp in the skill ${skill.name} (exp = ${skill.system.exp})</div`
}
ChatMessage.create(chatData)
if (skill.system.exp >= 25) {
await this.updateEmbeddedDocuments('Item', [{ _id: skill.id, 'system.exp': 0, 'system.explevel': skill.system.explevel + 1 }])
let chatData = {
user: game.user.id,
rollMode: game.settings.get("core", "rollMode"),
whisper: [game.user.id].concat(ChatMessage.getWhisperRecipients('GM')),
content: `<div>${this.name} has gained 1 exp SL in the skill ${skill.name} (new exp SL : ${skill.system.explevel}) !</div`
}
ChatMessage.create(chatData)
}
}
}
/* -------------------------------------------- */ /* -------------------------------------------- */
async incDecQuantity(objetId, incDec = 0) { async incDecQuantity(objetId, incDec = 0) {
let objetQ = this.items.get(objetId) let objetQ = this.items.get(objetId)
@ -504,61 +397,16 @@ export class Hero6Actor extends Actor {
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
isForcedAdvantage() { getCommonRollData(chKey = undefined) {
return this.items.find(cond => cond.type == "condition" && cond.system.advantage)
}
isForcedDisadvantage() {
return this.items.find(cond => cond.type == "condition" && cond.system.disadvantage)
}
isForcedRollAdvantage() {
return this.items.find(cond => cond.type == "condition" && cond.system.rolladvantage)
}
isForcedRollDisadvantage() {
return this.items.find(cond => cond.type == "condition" && cond.system.rolldisadvantage)
}
isNoAdvantage() {
return this.items.find(cond => cond.type == "condition" && cond.system.noadvantage)
}
isNoAction() {
return this.items.find(cond => cond.type == "condition" && cond.system.noaction)
}
isAttackDisadvantage() {
return this.items.find(cond => cond.type == "condition" && cond.system.attackdisadvantage)
}
isDefenseDisadvantage() {
return this.items.find(cond => cond.type == "condition" && cond.system.defensedisadvantage)
}
isAttackerAdvantage() {
return this.items.find(cond => cond.type == "condition" && cond.system.targetadvantage)
}
/* -------------------------------------------- */
getCommonRollData(abilityKey = undefined) {
let noAction = this.isNoAction()
if (noAction) {
ui.notifications.warn("You can't do any actions du to the condition : " + noAction.name)
return
}
let rollData = Hero6Utility.getBasicRollData() let rollData = Hero6Utility.getBasicRollData()
rollData.alias = this.name rollData.alias = this.name
rollData.actorImg = this.img rollData.actorImg = this.img
rollData.actorId = this.id rollData.actorId = this.id
rollData.img = this.img rollData.img = this.img
rollData.featsDie = this.getFeatsWithDie() if (chKey) {
rollData.featsSL = this.getFeatsWithSL() rollData.charac = duplicate(this.system.characteristics[chKey])
rollData.armors = this.getArmors() this.prepareCharacValues(rollData.charac)
rollData.conditions = this.getConditions() }
rollData.featDieName = "none"
rollData.featSLName = "none"
rollData.rollAdvantage = "none"
rollData.advantage = "none"
rollData.disadvantage = "none"
rollData.forceAdvantage = this.isForcedAdvantage()
rollData.forceDisadvantage = this.isForcedDisadvantage()
rollData.forceRollAdvantage = this.isForcedRollAdvantage()
rollData.forceRollDisadvantage = this.isForcedRollDisadvantage()
rollData.noAdvantage = this.isNoAdvantage()
if (rollData.defenderTokenId) { if (rollData.defenderTokenId) {
let defenderToken = game.canvas.tokens.get(rollData.defenderTokenId) let defenderToken = game.canvas.tokens.get(rollData.defenderTokenId)
let defender = defenderToken.actor let defender = defenderToken.actor
@ -581,26 +429,20 @@ export class Hero6Actor extends Actor {
rollData.advantageFromTarget = true rollData.advantageFromTarget = true
} }
} }
if (abilityKey) {
rollData.ability = this.getAbility(abilityKey)
rollData.selectedKill = undefined
}
console.log("ROLLDATA", rollData) console.log("ROLLDATA", rollData)
return rollData return rollData
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
rollAbility(abilityKey) { rollCharac(chKey) {
let rollData = this.getCommonRollData(abilityKey) let rollData = this.getCommonRollData(chKey)
rollData.mode = "ability" rollData.mode = "charac"
if (rollData.target) { if (rollData.target) {
ui.notifications.warn("You are targetting a token with a skill : please use a Weapon instead.") ui.notifications.warn("You are targetting a token with a skill : please use a Weapon instead.")
return return
} }
Hero6Utility.rollHero6(rollData) this.startRoll(rollData)
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -655,152 +497,8 @@ export class Hero6Actor extends Actor {
} }
} }
/* -------------------------------------------- */
rollDefenseMelee(attackRollData) {
let weapon = this.items.get(attackRollData.defenseWeaponId)
if (weapon) {
weapon = duplicate(weapon)
let skill = this.items.find(item => item.name.toLowerCase() == weapon.system.skill.toLowerCase())
if (skill) {
skill = duplicate(skill)
Hero6Utility.updateSkill(skill)
let abilityKey = skill.system.ability
let rollData = this.getCommonRollData(abilityKey)
rollData.defenderTokenId = undefined // Cleanup
rollData.mode = "weapondefense"
rollData.shield = this.getEquippedShield()
rollData.attackRollData = duplicate(attackRollData)
rollData.skill = skill
rollData.weapon = weapon
rollData.img = weapon.img
if (!rollData.forceDisadvantage) { // This is an attack, check if disadvantaged
rollData.forceDisadvantage = this.isDefenseDisadvantage()
}
this.startRoll(rollData)
} else {
ui.notifications.warn("Unable to find the relevant skill for weapon " + weapon.name)
}
} else {
ui.notifications.warn("Weapon not found ! ")
}
}
/* -------------------------------------------- */
rollDefenseRanged(attackRollData) {
let rollData = this.getCommonRollData()
rollData.defenderTokenId = undefined // Cleanup
rollData.mode = "rangeddefense"
if ( attackRollData) {
rollData.attackRollData = duplicate(attackRollData)
rollData.effectiveRange = Hero6Utility.getWeaponRange(attackRollData.weapon)
rollData.tokensDistance = attackRollData.tokensDistance // QoL copy
}
rollData.sizeDice = Hero6Utility.getSizeDice(this.system.biodata.size)
rollData.distanceBonusDice = 0 //Math.max(0, Math.floor((rollData.tokensDistance - rollData.effectiveRange) + 0.5))
rollData.hasCover = "none"
rollData.situational = "none"
rollData.useshield = false
rollData.shield = this.getEquippedShield()
this.startRoll(rollData)
}
/* -------------------------------------------- */
rollShieldDie() {
let shield = this.getEquippedShield()
if (shield) {
shield = duplicate(shield)
let rollData = this.getCommonRollData()
rollData.mode = "shield"
rollData.shield = shield
rollData.useshield = true
rollData.img = shield.img
this.startRoll(rollData)
}
}
/* -------------------------------------------- */
async rollArmorDie(rollData = undefined) {
let armor = this.getEquippedArmor()
if (armor) {
armor = duplicate(armor)
let reduce = 0
let multiply = 1
let disadvantage = false
let advantage = false
let messages = ["Armor applied"]
if (rollData) {
if (Hero6Utility.isArmorLight(armor) && Hero6Utility.isWeaponPenetrating(rollData.attackRollData.weapon)) {
return { armorIgnored: true, nbSuccess: 0, messages: ["Armor ignored : Penetrating weapons ignore Light Armors."] }
}
if (Hero6Utility.isWeaponPenetrating(rollData.attackRollData.weapon)) {
messages.push("Armor reduced by 1 (Penetrating weapon)")
reduce = 1
}
if (Hero6Utility.isWeaponLight(rollData.attackRollData.weapon)) {
messages.push("Armor with advantage (Light weapon)")
advantage = true
}
if (Hero6Utility.isWeaponHeavy(rollData.attackRollData.weapon)) {
messages.push("Armor with disadvantage (Heavy weapon)")
disadvantage = true
}
if (Hero6Utility.isWeaponHack(rollData.attackRollData.weapon)) {
messages.push("Armor reduced by 1 (Hack weapon)")
reduce = 1
}
if (Hero6Utility.isWeaponUndamaging(rollData.attackRollData.weapon)) {
messages.push("Armor multiplied by 2 (Undamaging weapon)")
multiply = 2
}
}
let diceColor = armor.system.absorprionroll
let armorResult = await Hero6Utility.getRollTableFromDiceColor(diceColor, false)
console.log("Armor log", armorResult)
let armorValue = Math.max(0, (Number(armorResult.text) + reduce) * multiply)
if (advantage || disadvantage) {
let armorResult2 = await Hero6Utility.getRollTableFromDiceColor(diceColor, false)
let armorValue2 = Math.max(0, (Number(armorResult2.text) + reduce) * multiply)
if (advantage) {
armorValue = (armorValue2 > armorValue) ? armorValue2 : armorValue
messages.push(`Armor advantage - Roll 1 = ${armorValue} - Roll 2 = ${armorValue2}`)
}
if (disadvantage) {
armorValue = (armorValue2 < armorValue) ? armorValue2 : armorValue
messages.push(`Armor disadvantage - Roll 1 = ${armorValue} - Roll 2 = ${armorValue2}`)
}
}
armorResult.armorValue = armorValue
if (!rollData) {
ChatMessage.create({ content: "Armor result : " + armorValue })
}
messages.push("Armor result : " + armorValue)
return { armorIgnored: false, nbSuccess: armorValue, rawArmor: armorResult.text, messages: messages }
}
return { armorIgnored: true, nbSuccess: 0, messages: ["No armor equipped."] }
}
/* -------------------------------------------- */
rollSave(saveKey) {
let saves = this.getSaveRoll()
let save = saves[saveKey]
if (save) {
save = duplicate(save)
let rollData = this.getCommonRollData()
rollData.mode = "save"
rollData.save = save
if (rollData.target) {
ui.notifications.warn("You are targetting a token with a save roll - Not authorized.")
return
}
this.startRoll(rollData)
}
}
/* -------------------------------------------- */ /* -------------------------------------------- */
async startRoll(rollData) { async startRoll(rollData) {
this.syncRoll(rollData)
let rollDialog = await Hero6RollDialog.create(this, rollData) let rollDialog = await Hero6RollDialog.create(this, rollData)
rollDialog.render(true) rollDialog.render(true)
} }

View File

@ -5,8 +5,8 @@ export class Hero6RollDialog extends Dialog {
/* -------------------------------------------- */ /* -------------------------------------------- */
static async create(actor, rollData) { static async create(actor, rollData) {
let options = { classes: ["Hero6Dialog"], width: 540, height: 340, 'z-index': 99999 }; let options = { classes: ["Hero6Dialog"], width: 460, height: 'fit-content', 'z-index': 99999 };
let html = await renderTemplate('systems/fvtt-hero-system-6/templates/roll-dialog-generic.hbs', rollData); let html = await renderTemplate('systems/fvtt-hero-system-6/templates/apps/roll-dialog-generic.hbs', rollData);
return new Hero6RollDialog(actor, rollData, html, options); return new Hero6RollDialog(actor, rollData, html, options);
} }
@ -44,7 +44,7 @@ export class Hero6RollDialog extends Dialog {
/* -------------------------------------------- */ /* -------------------------------------------- */
async refreshDialog() { async refreshDialog() {
const content = await renderTemplate("systems/fvtt-hero-system-6/templates/roll-dialog-generic.hbs", this.rollData) const content = await renderTemplate("systems/fvtt-hero-system-6/templates/apps/roll-dialog-generic.hbs", this.rollData)
this.data.content = content this.data.content = content
this.render(true) this.render(true)
} }
@ -76,8 +76,8 @@ export class Hero6RollDialog 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) => { html.find('#bonusMalus').change((event) => {
this.rollData.distanceBonusDice = Number(event.currentTarget.value) this.rollData.bonusMalus = Number(event.currentTarget.value)
}) })
} }

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@ -24,7 +24,10 @@ export class Hero6Utility {
return array.includes(val); return array.includes(val);
}) })
Handlebars.registerHelper('upper', function (text) { Handlebars.registerHelper('upper', function (text) {
if (text) {
return text.toUpperCase(); return text.toUpperCase();
}
return text
}) })
Handlebars.registerHelper('lower', function (text) { Handlebars.registerHelper('lower', function (text) {
return text.toLowerCase() return text.toLowerCase()
@ -150,7 +153,7 @@ export class Hero6Utility {
const templatePaths = [ const templatePaths = [
'systems/fvtt-hero-system-6/templates/partials/editor-notes-gm.hbs', 'systems/fvtt-hero-system-6/templates/partials/editor-notes-gm.hbs',
'systems/fvtt-hero-system-6/templates/partials/partial-roll-select.hbs', 'systems/fvtt-hero-system-6/templates/partials/partial-roll-select.hbs',
'systems/fvtt-hero-system-6/templates/partials/partial-actor-ability-block.hbs', 'systems/fvtt-hero-system-6/templates/partials/partial-actor-characteristic-block.hbs',
'systems/fvtt-hero-system-6/templates/partials/partial-actor-status.hbs', 'systems/fvtt-hero-system-6/templates/partials/partial-actor-status.hbs',
'systems/fvtt-hero-system-6/templates/partials/partial-options-abilities.hbs', 'systems/fvtt-hero-system-6/templates/partials/partial-options-abilities.hbs',
'systems/fvtt-hero-system-6/templates/partials/partial-item-nav.hbs', 'systems/fvtt-hero-system-6/templates/partials/partial-item-nav.hbs',
@ -293,93 +296,10 @@ export class Hero6Utility {
let actor = game.actors.get(rollData.actorId) let actor = game.actors.get(rollData.actorId)
// ability/save/size => 0 // ability/save/size => 0
let diceFormula let diceFormula = "3d6+" + rollData.bonusMalus
let startFormula = "0d6cs>=5[blue]" let target = 10
if (rollData.ability) { if (rollData.charac) {
startFormula = String(rollData.ability.value) + "d6cs>=5[blue]" target = rollData.charac.roll
}
if (rollData.save) {
startFormula = String(rollData.save.value) + "d6cs>=5[blue]"
}
if (rollData.sizeDice) {
let nb = rollData.sizeDice.nb + rollData.distanceBonusDice + this.getDiceFromCover(rollData.hasCover) + this.getDiceFromSituational(rollData.situational)
startFormula = String(nb) + String(rollData.sizeDice.dice) + "cs>=5[blue]"
}
diceFormula = startFormula
// skill => 2
// feat => 4
// bonus => 6
if (rollData.skill) {
let level = rollData.skill.system.level
if (rollData.skill.system.issl2) {
rollData.hasSLBonus = true
level += 2
if (level > 7) { level = 7 }
}
rollData.skill.system.skilldice = __skillLevel2Dice[level]
diceFormula += "+" + String(rollData.skill.system.skilldice) + "cs>=5[black]"
if (rollData.skill.system.skilltype == "complex" && rollData.skill.system.level == 0) {
rollData.complexSkillDisadvantage = true
rollData.rollAdvantage = "roll-disadvantage"
}
if (rollData.skill.system.isfeatdie) {
rollData.hasFeatDie = true
diceFormula += "+ 1d10cs>=5[hero6-purple]"
} else {
diceFormula += `+ 0d10cs>=5[hero6-purple]`
}
if (rollData.skill.system.bonusdice != "none") {
rollData.hasBonusDice = rollData.skill.system.bonusdice
diceFormula += `+ ${rollData.hasBonusDice}cs>=5[black]`
} else {
diceFormula += `+ 0d6cs>=5[black]`
}
} else {
diceFormula += `+ 0d8cs=>5 + 0d10cs>=5 + 0d6cs>=5`
}
// advantage => 8
let advFormula = "+ 0d8cs>=5"
if (rollData.advantage == "advantage1" || rollData.forceAdvantage) {
advFormula = "+ 1d8cs>=5[hero6-darkgreen]"
}
if (rollData.advantage == "advantage2") {
advFormula = "+ 2d8cs>=5[hero6-darkgreen]"
}
diceFormula += advFormula
// disadvantage => 10
let disFormula = "- 0d8cs>=5"
if (rollData.disadvantage == "disadvantage1" || rollData.forceDisadvantage) {
disFormula = "- 1d8cs>=5[red]"
}
if (rollData.disadvantage == "disadvantage2") {
disFormula = "- 2d8cs>=5[red]"
}
diceFormula += disFormula
// armor => 12
let skillArmorPenalty = 0
for (let armor of rollData.armors) {
if (armor.system.equipped) {
skillArmorPenalty += armor.system.skillpenalty
}
}
if (rollData.skill && rollData.skill.system.armorpenalty && skillArmorPenalty > 0) {
rollData.skillArmorPenalty = skillArmorPenalty
diceFormula += `- ${skillArmorPenalty}d8cs>=5`
} else {
diceFormula += `- 0d8cs>=5`
}
// shield => 14
if (rollData.useshield && rollData.shield) {
diceFormula += "+ 1" + String(rollData.shield.system.shielddie) + "cs>=5[yellow]"
} else {
diceFormula += " + 0d6cs>=5"
} }
// Performs roll // Performs roll
@ -389,74 +309,27 @@ export class Hero6Utility {
myRoll = new Roll(diceFormula).roll({ async: false }) myRoll = new Roll(diceFormula).roll({ async: false })
await this.showDiceSoNice(myRoll, game.settings.get("core", "rollMode")) await this.showDiceSoNice(myRoll, game.settings.get("core", "rollMode"))
} }
rollData.rollOrder = 0
rollData.roll = myRoll rollData.roll = myRoll
rollData.nbSuccess = myRoll.total rollData.target = target
rollData.diceFormula = diceFormula
if (rollData.rollAdvantage == "none" && rollData.forceRollAdvantage) { rollData.result = myRoll.total
rollData.rollAdvantage = "roll-advantage" rollData.isSuccess = false
if (rollData.result <= target) {
rollData.isSuccess = true
} }
if (rollData.rollAdvantage == "none" && rollData.forceRollDisadvantage) { if ( myRoll.terms[0].total == 3) { // Always a success
rollData.rollAdvantage = "roll-disadvantage" rollData.isSuccess = true
}
if ( myRoll.terms[0].total == 18) { // Always a failure
rollData.isSuccess = false
} }
if (rollData.rollAdvantage != "none") {
rollData.rollOrder = 1 let msg = await this.createChatWithRollMode(rollData.alias, {
rollData.rollType = (rollData.rollAdvantage == "roll-advantage") ? "Advantage" : "Disadvantage" content: await renderTemplate(`systems/fvtt-hero-system-6/templates/chat/chat-generic-result.hbs`, rollData)
this.createChatWithRollMode(rollData.alias, {
content: await renderTemplate(`systems/fvtt-hero-system-6/templates/chat-generic-result.hbs`, rollData)
})
rollData.rollOrder = 2
let myRoll2 = new Roll(diceFormula).roll({ async: false })
await this.showDiceSoNice(myRoll2, game.settings.get("core", "rollMode"))
rollData.roll = myRoll2 // Tmp switch to display the proper results
rollData.nbSuccess = myRoll2.total
this.createChatWithRollMode(rollData.alias, {
content: await renderTemplate(`systems/fvtt-hero-system-6/templates/chat-generic-result.hbs`, rollData)
})
rollData.roll = myRoll // Revert the tmp switch
rollData.nbSuccess = myRoll.total
if (rollData.rollAdvantage == "roll-advantage") {
if (myRoll2.total > rollData.nbSuccess) {
hasChanged = true
rollData.roll = myRoll2
rollData.nbSuccess = myRoll2.total
}
} else {
if (myRoll2.total < rollData.nbSuccess) {
rollData.roll = myRoll2
rollData.nbSuccess = myRoll2.total
}
}
rollData.rollOrder = 3
}
rollData.nbSuccess = Math.max(0, rollData.nbSuccess)
rollData.isFirstRollAdvantage = false
// Manage exp
if (rollData.skill && rollData.skill.system.level > 0) {
let nbSkillSuccess = rollData.roll.terms[2].total
if (nbSkillSuccess == 0 || nbSkillSuccess == rollData.skill.system.level) {
actor.incrementSkillExp(rollData.skill.id, 1)
}
}
this.saveRollData(rollData)
actor.lastRoll = rollData
this.createChatWithRollMode(rollData.alias, {
content: await renderTemplate(`systems/fvtt-hero-system-6/templates/chat-generic-result.hbs`, rollData)
}) })
msg.setFlag("world", "rolldata", rollData)
console.log("Rolldata result", rollData) console.log("Rolldata result", rollData)
// Message response
this.displayDefenseMessage(rollData)
// Manage defense result
this.processAttackDefense(rollData)
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -532,7 +405,7 @@ export class Hero6Utility {
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static createChatMessage(name, rollMode, chatOptions) { static async createChatMessage(name, rollMode, chatOptions) {
switch (rollMode) { switch (rollMode) {
case "blindroll": // GM only case "blindroll": // GM only
if (!game.user.isGM) { if (!game.user.isGM) {
@ -550,7 +423,7 @@ export class Hero6Utility {
break; break;
} }
chatOptions.alias = chatOptions.alias || name; chatOptions.alias = chatOptions.alias || name;
ChatMessage.create(chatOptions); return await ChatMessage.create(chatOptions);
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -558,7 +431,7 @@ export class Hero6Utility {
let rollData = { let rollData = {
rollId: randomID(16), rollId: randomID(16),
rollMode: game.settings.get("core", "rollMode"), rollMode: game.settings.get("core", "rollMode"),
advantage: "none" bonusMalus: 0
} }
Hero6Utility.updateWithTarget(rollData) Hero6Utility.updateWithTarget(rollData)
return rollData return rollData
@ -573,8 +446,8 @@ export class Hero6Utility {
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static createChatWithRollMode(name, chatOptions) { static async createChatWithRollMode(name, chatOptions) {
this.createChatMessage(name, game.settings.get("core", "rollMode"), chatOptions) return await this.createChatMessage(name, game.settings.get("core", "rollMode"), chatOptions)
} }
/* -------------------------------------------- */ /* -------------------------------------------- */

View File

@ -79,7 +79,7 @@
.window-app.sheet .window-content { .window-app.sheet .window-content {
margin: 0; margin: 0;
padding: 0; padding: 0;
color: rgba(224, 208, 197, 0.9); /*color: rgba(224, 208, 197, 0.9);*/
} }
input { input {
background: rgba(228, 240, 240, 0.75); background: rgba(228, 240, 240, 0.75);
@ -575,8 +575,8 @@ ul, li {
.list-item { .list-item {
margin: 0.125rem; margin: 0.125rem;
box-shadow: inset 0px 0px 1px #00000096; /*box-shadow: inset 0px 0px 1px #00000096;*/
border-radius: 0.25rem; /*border-radius: 0.25rem;*/
padding: 0.125rem; padding: 0.125rem;
flex: 1 1 5rem; flex: 1 1 5rem;
display: flex !important; display: flex !important;
@ -639,17 +639,6 @@ ul, li {
font-weight: bold; font-weight: bold;
flex-grow: 0; flex-grow: 0;
} }
.secondaire-label,
.arme-label,
.generic-label,
.competence-label,
.devotion-label,
.sort-label,
.technique-label,
.ability-label,
.arme-label,
.armure-label,
.equipement-label,
.description-label { .description-label {
flex-grow: 2; flex-grow: 2;
margin-left: 4px; margin-left: 4px;
@ -1327,15 +1316,15 @@ Focus FOC: #ff0084
max-width: 128px; max-width: 128px;
justify-content: flex-start; justify-content: flex-start;
} }
.ability-item { .charac-item {
flex-grow: 1; flex-grow: 1;
justify-content: flex-start; justify-content: flex-start;
margin: 2px; margin: 2px;
} }
.ability-block { .charac-block {
min-width: 160px; min-width: 160px;
} }
.ability-margin { .charac-margin {
margin-left: 4px; margin-left: 4px;
margin-top: 5px; margin-top: 5px;
} }
@ -1343,11 +1332,11 @@ Focus FOC: #ff0084
margin-left: 4px; margin-left: 4px;
margin-top: 3px; margin-top: 3px;
} }
.item-ability-roll { .item-charac-roll {
max-height: 42px; max-height: 42px;
min-height: 36px; min-height: 36px;
} }
.item-ability-roll select, .item-ability-roll input { .item-charac-roll select, .item-ability-roll input {
margin-top: 4px; margin-top: 4px;
margin-right: 2px; margin-right: 2px;
} }
@ -1434,6 +1423,12 @@ Focus FOC: #ff0084
.item-control-end { .item-control-end {
align-self: flex-end; align-self: flex-end;
} }
.margin-item-list {
margin-top: 4px;
}
.margin-image-right {
margin-right: 4px;
}
.alternate-list { .alternate-list {
margin-top: 4px; margin-top: 4px;
flex-wrap: nowrap; flex-wrap: nowrap;

View File

@ -91,7 +91,7 @@
"styles": [ "styles": [
"styles/simple.css" "styles/simple.css"
], ],
"version": "10.0.6", "version": "10.0.9",
"compatibility": { "compatibility": {
"minimum": "10", "minimum": "10",
"verified": "10", "verified": "10",
@ -99,7 +99,7 @@
}, },
"title": "Hero System v6 for FoundrtVTT (Official)", "title": "Hero System v6 for FoundrtVTT (Official)",
"manifest": "https://www.uberwald.me/gitea/uberwald/fvtt-hero-system-6/raw/branch/main/system.json", "manifest": "https://www.uberwald.me/gitea/uberwald/fvtt-hero-system-6/raw/branch/main/system.json",
"download": "https://www.uberwald.me/gitea/uberwald/fvtt-hero-system-6/archive/fvtt-hero-system-6-v10.0.6.zip", "download": "https://www.uberwald.me/gitea/uberwald/fvtt-hero-system-6/archive/fvtt-hero-system-6-v10.0.9.zip",
"url": "https://www.uberwald.me/gitea/uberwald/", "url": "https://www.uberwald.me/gitea/uberwald/",
"background": "images/ui/hro6_welcome_page.webp", "background": "images/ui/hro6_welcome_page.webp",
"id": "fvtt-hero-system-6" "id": "fvtt-hero-system-6"

View File

@ -23,34 +23,40 @@
"characteristics": { "characteristics": {
"str": { "str": {
"label": "Strength", "label": "Strength",
"value": 10, "value": 0,
"base": 10, "base": 10,
"category": "main",
"realcost": 0, "realcost": 0,
"activecost": 0 "activecost": 0
}, },
"dex": { "dex": {
"label": "Dexterity", "label": "Dexterity",
"value": 10, "value": 0,
"base": 10 "base": 10,
"category": "main"
}, },
"con": { "con": {
"label": "Constitution", "label": "Constitution",
"value": 10, "category": "main",
"value": 0,
"base": 10 "base": 10
}, },
"int": { "int": {
"label": "Intelligence", "label": "Intelligence",
"value": 10, "category": "main",
"value": 0,
"base": 10 "base": 10
}, },
"ego": { "ego": {
"label": "Ego", "label": "Ego",
"value": 10, "category": "main",
"value": 0,
"base": 10 "base": 10
}, },
"pre": { "pre": {
"label": "Presence", "label": "Presence",
"value": 10, "category": "main",
"value": 0,
"base": 10 "base": 10
}, },
"ocv": { "ocv": {
@ -172,15 +178,14 @@
} }
} }
}, },
"core": { "core": {}
}
}, },
"character": { "character": {
"templates": [ "templates": [
"biodata", "biodata",
"core" "characteristics"
] ],
"subactors": []
} }
}, },
"Item": { "Item": {

View File

@ -3,74 +3,23 @@
{{!-- 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 margin-image-right" src="{{img}}" data-edit="img" title="{{name}}" />
<div class="flexcol"> <div class="flexcol">
<h1 class="charname margin-image-right"><input name="name" type="text" value="{{name}}" placeholder="Name" /></h1>
<div class="flexrow"> <div class="flexrow">
<div class="ability-item"> <div class="charac-item">
<ul> <ul>
{{#each data.abilities as |ability key|}} {{#each characteristics as |charac key|}}
{{#if (eq ability.col 1)}} {{#if (eq charac.category "main")}}
{{> systems/fvtt-crucible-rpg/templates/partial-actor-ability-block.html ability=ability key=key}} {{> systems/fvtt-hero-system-6/templates/partials/partial-actor-characteristic-block.hbs charac=charac key=key}}
{{/if}} {{/if}}
{{/each}} {{/each}}
</ul> </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="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>
<div class="ability-item"> <div class="charac-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>
@ -81,9 +30,10 @@
{{!-- 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="skills">Skills</a> <a class="item" data-tab="main">Main</a>
<a class="item" data-tab="combat">Combat</a> <a class="item" data-tab="combat">Combat</a>
<a class="item" data-tab="lore">Lore</a> <a class="item" data-tab="skills">Skills</a>
<a class="item" data-tab="powers">Powers/Perks</a>
<a class="item" data-tab="equipment">Equipment</a> <a class="item" data-tab="equipment">Equipment</a>
<a class="item" data-tab="biodata">Biography</a> <a class="item" data-tab="biodata">Biography</a>
</nav> </nav>
@ -91,39 +41,9 @@
{{!-- Sheet Body --}} {{!-- Sheet Body --}}
<section class="sheet-body"> <section class="sheet-body">
{{!-- Skills Tab --}} {{!-- Main Tab --}}
<div class="tab skills" data-group="primary" data-tab="skills"> <div class="tab main" data-group="primary" data-tab="main">
<ul class="stat-list alternate-list item-list">
<li class="item flexrow list-item items-title-bg">
<span class="item-name-label-header">
<h3><label class="items-title-text">Skills</label></h3>
</span>
<span class="item-field-label-short">
<label class="short-label">Ability</label>
</span>
<span class="item-field-label-short">
<label class="short-label">Dice</label>
</span>
<span class="item-field-label-long">
<label class="short-label">Background</label>
</span>
</li>
{{#each skills as |skill key|}}
<li class="item stat flexrow list-item list-item-shadow" data-item-id="{{skill._id}}">
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
src="{{skill.img}}" /></a>
<span class="item-name-label"><a class="roll-skill">{{skill.name}}</a></span>
<span class="item-field-label-short">{{upper skill.system.ability}}</span>
<span class="item-field-label-short">{{skill.system.skilldice}}</span>
<span class="item-field-label-long">&nbsp;-&nbsp;</span>
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed">
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/each}}
</ul>
</div> </div>
{{!-- Combat Tab --}} {{!-- Combat Tab --}}
@ -221,48 +141,68 @@
</div> </div>
</div> </div>
{{!-- Skills Tab --}}
<div class="tab skills" data-group="primary" data-tab="skills">
{{!-- Lore Tab --}} <ul class="stat-list alternate-list item-list">
<div class="tab lore" data-group="primary" data-tab="lore">
<div class="flexcol">
<ul class="stat-list alternate-list">
<li class="item flexrow list-item items-title-bg"> <li class="item flexrow list-item items-title-bg">
<span class="item-name-label-header"> <span class="item-name-label-header">
<h3><label class="items-title-text">Lore</label></h3> <h3><label class="items-title-text">Skills</label></h3>
</span>
<span class="item-field-label-medium">
<label class="short-label">Lore</label>
</span> </span>
<span class="item-field-label-short"> <span class="item-field-label-short">
<label class="short-label">Circle</label> <label class="short-label">Charac.</label>
</span> </span>
<span class="item-field-label-medium"> <span class="item-field-label-short">
<label class="short-label">Range</label> <label class="short-label">Roll</label>
</span> </span>
</li> </li>
{{#each skills as |skill key|}}
{{#each spells as |spell key|}} <li class="item stat flexrow list-item list-item-shadow" data-item-id="{{skill._id}}">
<li class="item stat flexrow list-item list-item-shadow" data-item-id="{{spell._id}}">
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img" <a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
src="{{spell.img}}" /></a> src="{{skill.img}}" /></a>
<span class="item-name-label"> <span class="item-name-label"><a class="roll-skill">{{skill.name}}</a></span>
<a class="power-roll">{{spell.name}}</a> <span class="item-field-label-short">{{upper skill.system.characteristic}}</span>
</span> <span class="item-field-label-short">{{skill.system.base}}</span>
<span class="item-field-label-medium">{{upperFirst spell.system.lore}}</span> <span class="item-field-label-long">&nbsp;-&nbsp;</span>
<span class="item-field-label-short">{{upperFirst spell.system.circle}}</span>
<span class="item-field-label-medium">{{upperFirst spell.system.range}}</span>
<div class="item-filler">&nbsp;</div> <div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed"> <div class="item-controls item-controls-fixed">
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a> <a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
</div> </div>
</li> </li>
{{/each}} {{/each}}
</ul> </ul>
</div> </div>
{{!-- Skills Tab --}}
<div class="tab powers" data-group="primary" data-tab="powers">
<ul class="stat-list alternate-list item-list">
<li class="item flexrow list-item items-title-bg">
<span class="item-name-label-header">
<h3><label class="items-title-text">Powers</label></h3>
</span>
<span class="item-field-label-short">
<label class="short-label">Charac</label>
</span>
<span class="item-field-label-short">
<label class="short-label">Roll</label>
</span>
</li>
{{#each powers as |power key|}}
<li class="item stat flexrow list-item list-item-shadow" data-item-id="{{power._id}}">
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
src="{{power.img}}" /></a>
<span class="item-name-label"><a class="roll-skill">{{power.name}}</a></span>
<span class="item-field-label-short">{{upper power.system.ability}}</span>
<span class="item-field-label-short">{{power.system.skilldice}}</span>
<span class="item-field-label-long">&nbsp;-&nbsp;</span>
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed">
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/each}}
</ul>
</div> </div>
{{!-- Equipement Tab --}} {{!-- Equipement Tab --}}

View File

@ -8,16 +8,21 @@
<div class="flexcol"> <div class="flexcol">
{{#if sizeDice}} {{#if charac}}
<div class="flexrow"> <div class="flexrow">
<span class="roll-dialog-label">Size basic dices : </span> <span class="item-field-label-long margin-item-list">Characteristic : </span>
<span class="roll-dialog-label">{{sizeDice.nb}}{{sizeDice.dice}}</span> <span class="item-field-label-medium margin-item-list">{{charac.roll}}-</span>
</div> </div>
{{/if}}
<div class="flexrow"> <div class="flexrow">
<span class="roll-dialog-label">Distance bonus dice(s) : </span> <span class="item-field-label-long margin-item-list">Bonus/Malus : </span>
<select class="status-small-label color-class-common" type="text" id="distanceBonusDice" value="{{distanceBonusDice}}" data-dtype="String" > <select class="item-field-label-medium" type="text" id="bonusMalus" value="{{bonusMalus}}" data-dtype="Number" >
{{#select distanceBonusDice}} {{#select bonusMalus}}
<option value="-4">-4</option>
<option value="-3">-3</option>
<option value="-2">-2</option>
<option value="-1">-1</option>
<option value="0">0</option> <option value="0">0</option>
<option value="1">1</option> <option value="1">1</option>
<option value="2">2</option> <option value="2">2</option>
@ -26,141 +31,6 @@
{{/select}} {{/select}}
</select> </select>
</div> </div>
{{/if}}
{{#if hasCover}}
<div class="flexrow">
<span class="roll-dialog-label">Cover : </span>
<select class="status-small-label color-class-common" type="text" id="hasCover" value="{{hasCover}}" data-dtype="String" >
{{#select hasCover}}
<option value="none">None</option>
<option value="cover50">Cover at 50% (+1 dice)</option>
{{/select}}
</select>
</div>
{{/if}}
{{#if situational}}
<div class="flexrow">
<span class="roll-dialog-label">Situational : </span>
<select class="status-small-label color-class-common" type="text" id="situational" value="{{situational}}" data-dtype="String" >
{{#select situational}}
<option value="none">None</option>
<option value="dodge">Dodge (+1 dice)</option>
<option value="prone">Prone (+1 dice)</option>
<option value="moving">Moving (+1 dice)</option>
<option value="Engaged">Engaged (+1 dice)</option>
{{/select}}
</select>
</div>
{{/if}}
{{#if save}}
<div class="flexrow">
<span class="roll-dialog-label">{{save.label}} : </span>
<span class="roll-dialog-label">{{save.value}}d6</span>
</div>
{{/if}}
{{#if ability}}
<div class="flexrow">
<span class="roll-dialog-label">Ability : </span>
<span class="roll-dialog-label">{{ability.value}}d6</span>
</div>
{{/if}}
{{#if weapon}}
<div class="flexrow">
<span class="roll-dialog-label">Weapon : </span>
<span class="roll-dialog-label">{{weapon.name}}</span>
</div>
{{/if}}
{{#if shield}}
<div class="flexrow">
<span class="roll-dialog-label">Use shield ? : </span>
<span class="roll-dialog-label"><input type="checkbox" id="useshield" name="useshield" {{checked useshield}}/></span>
</div>
<div class="flexrow">
<span class="roll-dialog-label">{{shield.name}} : </span>
<span class="roll-dialog-label">{{shield.data.shielddie}}</span>
</div>
{{/if}}
{{#if skill}}
<div class="flexrow">
<span class="roll-dialog-label">Skill : </span>
<span class="roll-dialog-label">{{skill.name}} - {{skill.data.skilldice}}</span>
</div>
<div class="flexrow">
<span class="roll-dialog-label">Feature die or SL+2? : </span>
<span class="roll-dialog-label">{{#if skill.data.isfeatdie}} Yes {{else}} No {{/if}}</span>
</div>
{{/if}}
{{#if noAdvantage}}
<div>
<span class="roll-dialog-label">No advantage due to condition : {{noAdvantage.name}}</span>
</div>
{{else}}
<div class="flexrow">
<span class="roll-dialog-label">Advantage : </span>
<select class="status-small-label color-class-common" type="text" id="advantage" value="{{advantage}}" data-dtype="String" >
{{#select advantage}}
<option value="none">None</option>
<option value="advantage1">1 Advantage</option>
<option value="advantage2">2 Advantages</option>
{{/select}}
</select>
</div>
{{/if}}
<div class="flexrow">
<span class="roll-dialog-label">Disadvantage : </span>
<select class="status-small-label color-class-common" type="text" id="disadvantage" value="{{disadvantage}}" data-dtype="String" >
{{#select disadvantage}}
<option value="none">None</option>
<option value="disadvantage1">1 Disadvantage</option>
<option value="disadvantage2">2 Disadvantages</option>
{{/select}}
</select>
</div>
<div class="flexrow">
<span class="roll-dialog-label">Roll with Advantage/Disadvantage : </span>
<select class="status-small-label color-class-common" type="text" id="rollAdvantage" value="{{rollAdvantage}}" data-dtype="String" >
{{#select rollAdvantage}}
<option value="none">None</option>
<option value="roll-advantage">Roll with Advantage</option>
<option value="roll-disadvantage">Roll with Disadvantage</option>
{{/select}}
</select>
</div>
{{#if forceAdvantage}}
<div class="flexrow">
<span class="roll-dialog-label">1 Advantage from condition : {{forceAdvantage.name}}
{{#if advantageFromTarget}} (Provided by targetted actor) {{/if}}
</span>
</div>
{{/if}}
{{#if forceDisadvantage}}
<div class="flexrow">
<span class="roll-dialog-label">1 Disadvantage from condition : {{forceDisadvantage.name}} </span>
</div>
{{/if}}
{{#if forceRollAdvantage}}
<div class="flexrow">
<span class="roll-dialog-label">Roll Advantage from condition : {{forceRollAdvantage.name}} </span>
</div>
{{/if}}
{{#if forceRollDisadvantage}}
<div class="flexrow">
<span class="roll-dialog-label">Roll Disadvantage from condition : {{forceRollDisadvantage.name}} </span>
</div>
{{/if}}
</div> </div>

View File

@ -18,130 +18,17 @@
<div> <div>
<ul> <ul>
{{#if (eq rollOrder 1)}} <li>Target Roll : {{target}}-
<li><strong>Roll with {{rollType}} - Roll 1</strong></li> </li>
{{/if}}
{{#if (eq rollOrder 2)}}
<li><strong>Roll with {{rollType}} - Roll 2</strong></li>
{{/if}}
{{#if (eq rollOrder 3)}}
<li><strong>Roll with {{rollType}} - Final result !</strong></li>
{{/if}}
{{#if save}} {{#if charac}}
<li>Save : {{save.label}} - {{save.value}}d6 <li>Charac : {{charac.label}}
({{#each roll.terms.0.results as |die idx|}}
{{die.result}}&nbsp;
{{/each}})
</li> </li>
{{/if}} {{/if}}
<li>Bonus/Malus : {{bonusMalus}}
{{#if sizeDice}}
<li>Size/Range/Cover/Situational dices
({{#each roll.terms.0.results as |die idx|}}
{{die.result}}&nbsp;
{{/each}})
</li> </li>
{{/if}}
{{#if ability}} <li><strong>Result : {{result}}</strong> ({{#if isSuccess}}Success!!{{else}}Failure!{{/if}})</li>
<li>Ability : {{ability.label}} - {{ability.value}}d6
({{#each roll.terms.0.results as |die idx|}}
{{die.result}}&nbsp;
{{/each}})
</li>
{{/if}}
{{#if skill}}
<li>Skill : {{skill.name}} - {{skill.data.skilldice}}
{{#if featSL}}
- with Feat SL +{{featSL}}
{{/if}}
&nbsp;({{#each roll.terms.2.results as |die idx|}}
{{die.result}}&nbsp;
{{/each}})
</li>
{{/if}}
{{#if noAdvantage}}
<li>No advantage due to condition : {{noAdvantage.name}}</li>
{{else}}
{{#if (or (eq advantage "advantage1") forceAdvantage)}}
<li>1 Advantage Die !
&nbsp;({{#each roll.terms.8.results as |die idx|}}
{{die.result}}&nbsp;
{{/each}})
</li>
{{/if}}
{{#if (eq advantage "advantage2") }}
<li>2 Advantage Dice !
&nbsp;({{#each roll.terms.8.results as |die idx|}}
{{die.result}}&nbsp;
{{/each}})
</li>
{{/if}}
{{/if}}
{{#if (or (eq disadvantage "disadvantage1") forceDisadvantage)}}
<li>1 Disadvantage Die !
&nbsp;({{#each roll.terms.10.results as |die idx|}}
{{die.result}}&nbsp;
{{/each}})
</li>
{{/if}}
{{#if (eq disadvantage "disadvantage2")}}
<li>2 Disadvantage Dice !
&nbsp;({{#each roll.terms.10.results as |die idx|}}
{{die.result}}&nbsp;
{{/each}})
</li>
{{/if}}
{{#if (eq rollAdvantage "roll-advantage")}}
<li>Roll with Advantage !</li>
{{/if}}
{{#if (eq rollAdvantage "roll-disadvantage")}}
<li>Roll with Disadvantage !</li>
{{/if}}
{{#if skillArmorPenalty}}
<li>Armor Penalty : {{skillArmorPenalty}} Disadvantage Dice
&nbsp;({{#each roll.terms.12.results as |die idx|}}
{{die.result}}&nbsp;
{{/each}})
</li>
{{/if}}
{{#if hasBonusDice}}
<li>Skill bonus dice : {{hasBonusDice}}
&nbsp;({{#each roll.terms.6.results as |die idx|}}
{{die.result}}&nbsp;
{{/each}})
</li>
{{/if}}
{{#if complexSkillDisadvantage}}
<li>Roll with Disadvantage because of Complex Skill at SL 0 !</li>
{{/if}}
{{#if hasFeatDie}}
<li>Feat Die : d10
&nbsp;({{#each roll.terms.4.results as |die idx|}}
{{die.result}}&nbsp;
{{/each}})
</li>
{{/if}}
{{#if useshield}}
<li>Shield : {{shield.name}} - {{shield.data.shielddie}}
({{#each roll.terms.14.results as |die idx|}}
{{die.result}}&nbsp;
{{/each}})
</li>
{{/if}}
<li><strong>Number of successes</strong> {{nbSuccess}} </li>
<!-- <button class="chat-card-button reroll-level-remaining" data-roll-id="{{rollId}}">Reroll</button> -->
</ul> </ul>
</div> </div>

View File

@ -1,19 +0,0 @@
<li class="item flexrow list-item item-ability-roll" data-attr-key="{{key}}">
<span class="ability-label ability-margin" name="{{key}}">
<h4 class="ability-text-white ability-margin"><a class="roll-ability ability-margin" data-ability-key="{{key}}">{{ability.label}}</a></h4>
</span>
<select class="status-small-label color-class-common" type="text" name="system.abilities.{{key}}.value" value="{{ability.value}}"
data-dtype="Number" {{#unless @root.editScore}}disabled{{/unless}}>
{{#select ability.value}}
<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>
<option value="5">5</option>
<option value="6">6</option>
<option value="7">7</option>
<option value="8">8</option>
{{/select}}
</select>
</li>

View File

@ -0,0 +1,8 @@
<li class="item flexrow list-item" data-attr-key="{{key}}">
<span class="item-field-label-medium" name="{{key}}">
<h4 class="item-field-label-medium margin-item-list"><a class="roll-charac" data-charac-key="{{key}}">{{charac.label}}</a></h4>
</span>
<input type="text" class="item-field-label-short" name="system.characteristics.{{key}}.value" value="{{charac.value}}" data-dtype="Number"/>
<h4 class="item-field-label-short margin-item-list">{{charac.total}}</h4>
<h4 class="item-field-label-short margin-item-list"><a class="roll-charac" data-charac-key="{{key}}">{{charac.roll}}-</a></h4>
</li>