Merge pull request #7 from Cynicide/added-skill-category-import

Added system to skill category import
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Cynicide 2022-10-25 22:05:07 +11:00 committed by GitHub
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33 changed files with 1432 additions and 1065 deletions

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@ -6,10 +6,12 @@ This is an in-development implementation of the Rolemaster Standard System for F
If you need access to the Rolemaster Standard System you may be out of luck as the system has been out of print for some time. However it's successor Rolemaster Fantasy Roleplaying is broadly compatible and can be purchased as a PDF via Drive Thru RPG here: https://www.drivethrurpg.com/product/91995/Rolemaster-Fantasy-Role-Playing?cPath=1361_6495
## How to Use
Download the latest release from this repository and then extract the rmss folder. Drag it into the systems folder of your FoundryVTT Data Directory. More detailed instructions can be found here in the docs directory.
Download the latest release from this repository and then extract the rmss folder. Drag it into the systems folder of your FoundryVTT Data Directory. More detailed instructions can be found [here](docs/INSTALL.md) in the docs directory.
If you are using this system I highly recommend the "Simple Dice Roller" module which will allow you to roll dice easily while this feature is in development. You can install it in the Foundry Modules section or you can visit the following link for more instructions: https://foundryvtt.com/packages/simple-dice-roller/
Further information on how the system works can be found [here](docs/USAGE.md)
## Goals/ToDo
Project goals include:
- A functionaing character sheet that automates some of the basic maths.

2
rmss/.gitignore vendored
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@ -1 +1,3 @@
node_modules/
.jshintrc
.eslintrc

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@ -0,0 +1 @@
<svg style="height: 512px; width: 512px;" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 512 512"><g class="" style="" transform="translate(0,0)"><path d="M488 348.78h-70.24l-15.1 87.44-48.78-87.44H169v-50h190v-157h129zm-145-273v207H158.13l-48.79 87.47-15.11-87.47H24v-207zM136.724 215.324c0-10.139-12.257-15.214-19.425-8.046-7.168 7.168-2.093 19.426 8.046 19.426 6.285 0 11.38-5.095 11.38-11.38zm60.945 0c-.068-10.12-12.32-15.122-19.452-7.943-7.131 7.18-2.047 19.399 8.073 19.399 6.314 0 11.422-5.141 11.38-11.456zm60.945 0c0-10.139-12.257-15.214-19.425-8.046-7.169 7.168-2.093 19.426 8.046 19.426 6.284 0 11.38-5.095 11.38-11.38z" fill="#fff" fill-opacity="1"></path></g></svg>

After

Width:  |  Height:  |  Size: 680 B

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@ -33,6 +33,9 @@
"stat_total": "Total"
}
},
"pc_sheet": {
"import_skillcat": "Import"
},
"pc_sheet_tabs": {
"record": "Record",
"skill_categories": "Skill Categories",
@ -128,10 +131,11 @@
"prof_bonus": "Prof Bonus",
"special_bonus": "Special Bonus",
"total_bonus": "Total Bonus",
"add_skillcat": "Add Skill Category"
"import_skillcat": "Import Skill Categories"
},
"pc_sheet_items": {
"equipped": "Equipped",
"worn": "Worn",
"favorite": "Favorite",
"quantity": "Quantity",
"item_name": "Item Name",
@ -149,6 +153,11 @@
"range": "Range",
"type": "Type"
},
"pc_sheet_language": {
"name": "Name",
"spoken": "Spoken",
"written": "Written"
},
"entity_sheet": {
"spell": "RMSS Spell",
"weapon": "RMSS Weapon",
@ -171,6 +180,7 @@
"cp": "Copper Pieces"
},
"item": {
"worn": "Worn",
"description": "Other Notes",
"quantity": "Quantity",
"weight": "Weight",
@ -245,6 +255,11 @@
"special_bonus_2": "Special Bonus 2:",
"total_bonus": "Total Bonus:",
"description": "Description:"
},
"language": {
"spoken": "Spoken",
"written": "Written",
"description": "Description"
}
}
}

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@ -1,6 +1,6 @@
.items-grid-container {
display: grid;
grid-template-columns: [name] 30% [quantity] 17% [weight] 17% [cost] 18% [controls] 18%;
grid-template-columns: [worn] 10% [name] 30% [quantity] 15% [weight] 15% [cost] 15% [controls] 15%;
}
.items-grid-container > div {
@ -16,11 +16,12 @@
justify-content: center;
}
.items-grid-container > div:nth-child(10n+1),
.items-grid-container > div:nth-child(10n+2),
.items-grid-container > div:nth-child(10n+3),
.items-grid-container > div:nth-child(10n+4),
.items-grid-container > div:nth-child(10n+5)
.items-grid-container > div:nth-child(12n+1),
.items-grid-container > div:nth-child(12n+2),
.items-grid-container > div:nth-child(12n+3),
.items-grid-container > div:nth-child(12n+4),
.items-grid-container > div:nth-child(12n+5),
.items-grid-container > div:nth-child(12n+6)
{
font-family: Signika, sans-serif;
font-size: 12px;

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@ -0,0 +1,18 @@
.resistances-grid-container {
outline: 1px solid; /* use instead of border */
margin-top: 1px;
margin-left: 1px;
padding: 5px;
display: grid;
grid-template-columns: [Name] 40% [Value] 20% [Race_Mod] 20% [Total] 20%;
}
.resistances-grid-heading {
font-weight: bold;
border-bottom: 1px solid;
background-image: linear-gradient(rgba(0, 0, 0, 0.1) 0 0);
}
.resistance-input {
width: 50%
}

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@ -27,6 +27,12 @@
padding: 1px;
}
.settings-button, .playersheet-settings {
font-family: Signika, sans-serif;
font-size: 12px;
margin-right: 6px
}
// Resource Elements in Headers
.resource-container {
@ -133,6 +139,7 @@
padding: 5px;
}
// Remove Me
.resistance-block {
outline: 1px solid; /* use instead of border */
margin-top: 1px;

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@ -9,6 +9,7 @@
@import "./actor-sheet/actor-sheet-armor.less";
@import "./actor-sheet/actor-sheet-herbs.less";
@import "./actor-sheet/actor-sheet-spells.less";
@import "./actor-sheet/actor-sheet-resistances.less";
//Skill Category Sheet

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@ -1,11 +1,11 @@
.skillcat-name, .skill-name, .item-name, .spell-name, .equipable-name{
.skillcat-name, .skill-name, .item-name, .spell-name, .equipable-name {
font-family: Signika, sans-serif;
font-size: 12px;
font-weight: bold;
text-align: center;
}
.skillcat-entry, .skill-entry, .item-entry, .spell-entry, .equipable-entry{
.skillcat-entry, .skill-entry, .item-entry, .spell-entry, .equipable-entry {
font-family: Signika, sans-serif;
font-size: 12px;
text-align: center;

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@ -21,10 +21,11 @@ export class RMSSActor extends Actor {
}
/**
* Prepare Character type specific data
* Prepare Character specific data.
* @param {Actor} actorData The NPC Object to prepare data for
*/
_prepareCharacterData(actorData) {
if (actorData.type !== 'character') return;
if (actorData.type !== "character") return;
// Calculate Stat Bonuses for the Actor
this.calculateStatBonuses(actorData);
@ -40,10 +41,11 @@ export class RMSSActor extends Actor {
}
/**
* Prepare NPC type specific data.
* Prepare NPC specific data.
* @param {Actor} actorData The NPC Object to prepare data for
*/
_prepareNpcData(actorData) {
if (actorData.type !== 'npc') return;
if (actorData.type !== "npc") return;
// Make modifications to data here. For example:
const data = actorData.data;
@ -52,39 +54,111 @@ export class RMSSActor extends Actor {
// Tally each stat bonus and populate the total field.
calculateStatBonuses(actorData) {
const systemData = actorData.system;
actorData.system.stats.agility.stat_bonus = Number(systemData.stats.agility.racial_bonus)+Number(systemData.stats.agility.special_bonus)+Number(systemData.stats.agility.basic_bonus);
actorData.system.stats.constitution.stat_bonus = Number(systemData.stats.constitution.racial_bonus)+Number(systemData.stats.constitution.special_bonus)+Number(systemData.stats.constitution.basic_bonus);
actorData.system.stats.memory.stat_bonus = Number(systemData.stats.memory.racial_bonus)+Number(systemData.stats.memory.special_bonus)+Number(systemData.stats.memory.basic_bonus);
actorData.system.stats.reasoning.stat_bonus = Number(systemData.stats.reasoning.racial_bonus)+Number(systemData.stats.reasoning.special_bonus)+Number(systemData.stats.reasoning.basic_bonus);
actorData.system.stats.self_discipline.stat_bonus = Number(systemData.stats.self_discipline.racial_bonus)+Number(systemData.stats.self_discipline.special_bonus)+Number(systemData.stats.self_discipline.basic_bonus);
actorData.system.stats.empathy.stat_bonus = Number(systemData.stats.empathy.racial_bonus)+Number(systemData.stats.empathy.special_bonus)+Number(systemData.stats.empathy.basic_bonus);
actorData.system.stats.intuition.stat_bonus = Number(systemData.stats.intuition.racial_bonus)+Number(systemData.stats.intuition.special_bonus)+Number(systemData.stats.intuition.basic_bonus);
actorData.system.stats.presence.stat_bonus = Number(systemData.stats.presence.racial_bonus)+Number(systemData.stats.presence.special_bonus)+Number(systemData.stats.presence.basic_bonus);
actorData.system.stats.quickness.stat_bonus = Number(systemData.stats.quickness.racial_bonus)+Number(systemData.stats.quickness.special_bonus)+Number(systemData.stats.quickness.basic_bonus);
actorData.system.stats.strength.stat_bonus = Number(systemData.stats.strength.racial_bonus)+Number(systemData.stats.strength.special_bonus)+Number(systemData.stats.strength.basic_bonus);
actorData.system.stats.agility.stat_bonus = Number(systemData.stats.agility.racial_bonus)
+ Number(systemData.stats.agility.special_bonus)
+ Number(systemData.stats.agility.basic_bonus);
actorData.system.stats.constitution.stat_bonus = Number(systemData.stats.constitution.racial_bonus)
+ Number(systemData.stats.constitution.special_bonus)
+ Number(systemData.stats.constitution.basic_bonus);
actorData.system.stats.memory.stat_bonus = Number(systemData.stats.memory.racial_bonus)
+ Number(systemData.stats.memory.special_bonus)
+ Number(systemData.stats.memory.basic_bonus);
actorData.system.stats.reasoning.stat_bonus = Number(systemData.stats.reasoning.racial_bonus)
+ Number(systemData.stats.reasoning.special_bonus)
+ Number(systemData.stats.reasoning.basic_bonus);
actorData.system.stats.self_discipline.stat_bonus = Number(systemData.stats.self_discipline.racial_bonus)
+ Number(systemData.stats.self_discipline.special_bonus)
+ Number(systemData.stats.self_discipline.basic_bonus);
actorData.system.stats.empathy.stat_bonus = Number(systemData.stats.empathy.racial_bonus)
+ Number(systemData.stats.empathy.special_bonus)
+ Number(systemData.stats.empathy.basic_bonus);
actorData.system.stats.intuition.stat_bonus = Number(systemData.stats.intuition.racial_bonus)
+ Number(systemData.stats.intuition.special_bonus)
+ Number(systemData.stats.intuition.basic_bonus);
actorData.system.stats.presence.stat_bonus = Number(systemData.stats.presence.racial_bonus)
+ Number(systemData.stats.presence.special_bonus)
+ Number(systemData.stats.presence.basic_bonus);
actorData.system.stats.quickness.stat_bonus = Number(systemData.stats.quickness.racial_bonus)
+ Number(systemData.stats.quickness.special_bonus)
+ Number(systemData.stats.quickness.basic_bonus);
actorData.system.stats.strength.stat_bonus = Number(systemData.stats.strength.racial_bonus)
+ Number(systemData.stats.strength.special_bonus)
+ Number(systemData.stats.strength.basic_bonus);
}
// Calculate each Resistance Roll with the formula on the character sheet.
calculateResistanceRolls(actorData) { // TODO: Add Racial modifiers to resistance
calculateResistanceRolls(actorData) {
const systemData = actorData.system;
actorData.system.resistance_rolls.essence = Number(systemData.stats.empathy.stat_bonus * 3);
actorData.system.resistance_rolls.channeling = Number(systemData.stats.intuition.stat_bonus * 3);
actorData.system.resistance_rolls.mentalism = Number(systemData.stats.presence.stat_bonus * 3);
actorData.system.resistance_rolls.fear = Number(systemData.stats.self_discipline.stat_bonus * 3);
actorData.system.resistance_rolls.poison_disease = Number(systemData.stats.constitution.stat_bonus * 3);
actorData.system.resistance_rolls.chann_ess = Number(systemData.stats.intuition.stat_bonus) + Number(systemData.stats.empathy.stat_bonus);
actorData.system.resistance_rolls.chann_ment = Number(systemData.stats.intuition.stat_bonus) + Number(systemData.stats.presence.stat_bonus);
actorData.system.resistance_rolls.ess_ment = Number(systemData.stats.empathy.stat_bonus) + Number(systemData.stats.presence.stat_bonus);
actorData.system.resistance_rolls.arcane = Number(systemData.stats.empathy.stat_bonus) + Number(systemData.stats.intuition.stat_bonus) + Number(systemData.stats.presence.stat_bonus);
actorData.system.resistance_rolls.essence.value = Number(systemData.stats.empathy.stat_bonus * 3);
actorData.system.resistance_rolls.channeling.value = Number(systemData.stats.intuition.stat_bonus * 3);
actorData.system.resistance_rolls.mentalism.value = Number(systemData.stats.presence.stat_bonus * 3);
actorData.system.resistance_rolls.fear.value = Number(systemData.stats.self_discipline.stat_bonus * 3);
actorData.system.resistance_rolls.poison_disease.value = Number(systemData.stats.constitution.stat_bonus * 3);
actorData.system.resistance_rolls.chann_ess.value = Number(systemData.stats.intuition.stat_bonus)
+ Number(systemData.stats.empathy.stat_bonus);
actorData.system.resistance_rolls.chann_ment.value = Number(systemData.stats.intuition.stat_bonus)
+ Number(systemData.stats.presence.stat_bonus);
actorData.system.resistance_rolls.ess_ment.value = Number(systemData.stats.empathy.stat_bonus)
+ Number(systemData.stats.presence.stat_bonus);
actorData.system.resistance_rolls.arcane.value = Number(systemData.stats.empathy.stat_bonus)
+ Number(systemData.stats.intuition.stat_bonus)
+ Number(systemData.stats.presence.stat_bonus);
actorData.system.resistance_rolls.essence.total = actorData.system.resistance_rolls.essence.value
+ actorData.system.resistance_rolls.essence.race_mod;
actorData.system.resistance_rolls.channeling.total = actorData.system.resistance_rolls.channeling.value
+ actorData.system.resistance_rolls.channeling.race_mod;
actorData.system.resistance_rolls.mentalism.total = actorData.system.resistance_rolls.mentalism.value
+ actorData.system.resistance_rolls.mentalism.race_mod;
actorData.system.resistance_rolls.fear.total = actorData.system.resistance_rolls.fear.value
+ actorData.system.resistance_rolls.fear.race_mod;
actorData.system.resistance_rolls.poison_disease.total = actorData.system.resistance_rolls.poison_disease.value
+ actorData.system.resistance_rolls.poison_disease.race_mod;
actorData.system.resistance_rolls.chann_ess.total = actorData.system.resistance_rolls.chann_ess.value
+ actorData.system.resistance_rolls.chann_ess.race_mod;
actorData.system.resistance_rolls.chann_ment.total = actorData.system.resistance_rolls.chann_ment.value
+ actorData.system.resistance_rolls.chann_ment.race_mod;
actorData.system.resistance_rolls.ess_ment.total = actorData.system.resistance_rolls.ess_ment.value
+ actorData.system.resistance_rolls.ess_ment.race_mod;
actorData.system.resistance_rolls.arcane.total = actorData.system.resistance_rolls.arcane.value
+ actorData.system.resistance_rolls.arcane.race_mod;
}
calculateSkillBonuses() {
for (const item of this.items) {
if (item.type === "skill") {
console.log("rmss | actor.js | Calculating skill bonus for Skill: " + item.name);
console.log("rmss | actor.js | Updating Skill Category Bonus for Skill: " + item.name);
console.log(`rmss | actor.js | Calculating skill bonus for Skill: ${item.name}`);
console.log(`rmss | actor.js | Updating Skill Category Bonus for Skill: ${item.name}`);
item.calculateSelectedSkillCategoryBonus(item);
console.log("rmss | actor.js | Updating Skill Total Bonus for Skill: " + item.name);
console.log(`rmss | actor.js | Updating Skill Total Bonus for Skill: ${item.name}`);
item.calculateSkillTotalBonus(item);
}
}
@ -95,11 +169,11 @@ export class RMSSActor extends Actor {
for (const item of this.items) {
if (item.type === "skill_category") {
console.log("rmss | actor.js | Calculating Skill Category Stat Bonuses for: " + item.name);
console.log(`rmss | actor.js | Calculating Skill Category Stat Bonuses for: ${item.name}`);
// Get all the applicable stats for this skill category
var app_stat_1 = item.system.app_stat_1;
var app_stat_2 = item.system.app_stat_2;
var app_stat_3 = item.system.app_stat_3;
let app_stat_1 = item.system.app_stat_1;
let app_stat_2 = item.system.app_stat_2;
let app_stat_3 = item.system.app_stat_3;
// If the first one is None we don't need to do anything further
if (app_stat_1 === "None") {
@ -107,11 +181,11 @@ export class RMSSActor extends Actor {
}
else
{
var applicable_stat_bonus = 0;
let applicable_stat_bonus = 0;
var app_stat_1_found = false;
var app_stat_2_found = false;
var app_stat_3_found = false;
let app_stat_1_found = false;
let app_stat_2_found = false;
let app_stat_3_found = false;
// Iterate through the applicable stats and find their full names
for (const stat in CONFIG.rmss.stats) {
@ -130,11 +204,25 @@ export class RMSSActor extends Actor {
applicable_stat_bonus = applicable_stat_bonus + this.system.stats[stat].stat_bonus;
}
}
//console.log("Applicable Stat Bonus: " + applicable_stat_bonus)
if (app_stat_1_found === true && app_stat_2_found === true && app_stat_3_found === true) {
// Apply the update if we found stat bonuses for every applicable stat
item.system.stat_bonus = applicable_stat_bonus;
// Update the total in the Item
item.calculateSkillCategoryTotalBonus(item);
}
else if (app_stat_1_found === true && app_stat_2_found === true && app_stat_3_found === false) {
// Apply the update if we found stat bonuses for the first two applicable stats
item.system.stat_bonus = applicable_stat_bonus;
// Update the total in the Item
item.calculateSkillCategoryTotalBonus(item);
}
else if (app_stat_1_found === true && app_stat_2_found === false && app_stat_3_found === false) {
// Apply the update if we found stat bonuses for the first applicable stat
item.system.stat_bonus = applicable_stat_bonus;
// Update the total in the Item
item.calculateSkillCategoryTotalBonus(item);
}
@ -148,15 +236,13 @@ export class RMSSActor extends Actor {
// This is the format that the select helper on the skill sheet needs
getOwnedItemsByType(item_type) {
var ownedItems = {None: "None"};
console.log("rmss | actor.js | Getting owned " + item_type + " for: " + this.name);
let ownedItems = {None: "None"};
console.log(`rmss | actor.js | Getting owned ${item_type} for: ${this.name}`);
for (const item of this.items) {
if (item.type === item_type) {
ownedItems[item._id] = item.name;
}
}
return(ownedItems);
return (ownedItems);
}
}

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@ -6,7 +6,7 @@ export class RMSSItem extends Item {
// the following, in order: data reset (to clear active effects),
// prepareBaseData(), prepareEmbeddedDocuments() (including active effects),
// prepareDerivedData().
console.log("rmss | item.js | prepareData for:" + this.name);
console.log(`rmss | item.js | prepareData for: ${this.name}`);
super.prepareData();
}
@ -17,25 +17,25 @@ export class RMSSItem extends Item {
// Do not set on copied items if they have a custom Icon.
if (!data.name.includes("(Copy)"))
{
if (this.type == "armor") {
if (this.type === "armor") {
await this.updateSource({img: "systems/rmss/assets/default/armor.svg"});
}
else if (this.type == "weapon") {
else if (this.type === "weapon") {
await this.updateSource({img: "systems/rmss/assets/default/weapon.svg"});
}
else if (this.type == "skill") {
else if (this.type === "skill") {
await this.updateSource({img: "systems/rmss/assets/default/skill.svg"});
}
else if (this.type == "skill_category") {
else if (this.type === "skill_category") {
await this.updateSource({img: "systems/rmss/assets/default/skill_category.svg"});
}
else if (this.type == "spell") {
else if (this.type === "spell") {
await this.updateSource({img: "systems/rmss/assets/default/spell.svg"});
}
else if (this.type == "herb_or_poison") {
else if (this.type === "herb_or_poison") {
await this.updateSource({img: "systems/rmss/assets/default/herb_or_poison.svg"});
}
else if (this.type == "transport") {
else if (this.type === "transport") {
await this.updateSource({img: "systems/rmss/assets/default/transport.svg"});
}
}
@ -48,67 +48,68 @@ export class RMSSItem extends Item {
// Make separate methods for each item type to keep things organized.
if (itemData.type === 'skill') {
if (itemData.type === "skill") {
this._prepareSkillCategoryData(itemData);
}
if (itemData.type === 'skill') {
if (itemData.type === "skill") {
this._prepareSkillData(itemData);
}
}
_prepareSkillCategoryData(itemData) {
if (itemData.type !== 'skill_category') return;
console.log("rmss | item.js | Preparing Skill Category Data for: " + itemData.name);
if (itemData.type !== "skill_category") return;
console.log(`rmss | item.js | Preparing Skill Category Data for: ${itemData.name}`);
// Calculate Skill Category Total Bonus
this.calculateSkillCategoryTotalBonus(itemData);
}
_prepareSkillData(itemData) {
if (itemData.type !== 'skill') return;
console.log("rmss | item.js | Preparing Skill Data for: " + itemData.name);
if (itemData.type !== "skill") return;
console.log(`rmss | item.js | Preparing Skill Data for: ${itemData.name}`);
// Make modifications to data here. For example:
const systemData = itemData.system;
// const systemData = itemData.system;
// Calculate Skill Category Bonus
this.calculateSelectedSkillCategoryBonus(itemData);
// Calculate Skill Total Bonus
this.calculateSkillTotalBonus(itemData);
}
calculateSkillCategoryTotalBonus(itemData) {
if (this.type === "skill_category") {
console.log("rmss | item.js | Calculating Skill Category Total Bonus for: " + itemData.name);
console.log(`rmss | item.js | Calculating Skill Category Total Bonus for: ${itemData.name}`);
const systemData = itemData.system;
itemData.system.total_bonus = Number(systemData.rank_bonus)+Number(systemData.stat_bonus)+Number(systemData.prof_bonus)+Number(systemData.special_bonus_1)+Number(systemData.special_bonus_2);
itemData.system.total_bonus = Number(systemData.rank_bonus)
+ Number(systemData.stat_bonus)
+ Number(systemData.prof_bonus)
+ Number(systemData.special_bonus_1)
+ Number(systemData.special_bonus_2);
}
}
calculateSkillTotalBonus(itemData) {
if (this.type === "skill") {
const systemData = itemData.system;
console.log("rmss | item.js | Calculating Skill Total Bonus for: " + itemData.name)
itemData.system.total_bonus = Number(systemData.rank_bonus)+Number(systemData.category_bonus)+Number(systemData.item_bonus)+Number(systemData.special_bonus_1)+Number(systemData.special_bonus_2);
console.log(`rmss | item.js | Calculating Skill Total Bonus for: ${itemData.name}`);
itemData.system.total_bonus = Number(systemData.rank_bonus)
+ Number(systemData.category_bonus)
+ Number(systemData.item_bonus)
+ Number(systemData.special_bonus_1)
+ Number(systemData.special_bonus_2);
}
}
calculateSelectedSkillCategoryBonus(itemData) {
if (this.isEmbedded === null) {
console.log("rmss | item.js | Skill " + this.name + " has no owner. Not calculating Skill Category bonus");
console.log(`rmss | item.js | Skill ${this.name} has no owner. Not calculating Skill Category bonus`);
}
else
{
const items = this.parent.items;
console.log("rmss | item.js | Skill " + this.name + " has owner, calculating skill category bonus.");
console.log(`rmss | item.js | Skill ${this.name} has owner, calculating skill category bonus.`);
for (const item of items) {
if (item.type === "skill_category" && item._id === itemData.system.category) {
console.log("rmss | item.js | Calculating Skill Category bonus for skill: " + this.name);
console.log(`rmss | item.js | Calculating Skill Category bonus for skill: ${this.name}`);
this.system.category_bonus = item.system.total_bonus;
}
}

View File

@ -3,6 +3,8 @@ export default class RMSSPlayerSheet extends ActorSheet {
// Override Default Options, Set CSS Classes, Set Default Sheet, Set up Sheet Tabs
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
width: 860,
height: 780,
template: "systems/rmss/templates/sheets/actors/rmss-character-sheet.html",
classes: ["rmss", "sheet", "actor"],
tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "features" }]
@ -10,30 +12,33 @@ export default class RMSSPlayerSheet extends ActorSheet {
}
// Make the data available to the sheet template
getData() {
async getData() {
const context = super.getData();
// Use a safe clone of the actor data for further operations.
const actorData = this.actor.toObject(false);
let enrichedDescription = await TextEditor.enrichHTML(this.actor.system.description, {async: true});
// Add the actor's data to context.data for easier access, as well as flags.
context.system = actorData.system;
context.flags = actorData.flags;
context.enrichedDescription = enrichedDescription;
// Prepare character data and items.
if (actorData.type == 'character') {
if (actorData.type === "character") {
this._prepareItems(context);
this._prepareCharacterData(context);
}
// Prepare NPC data and items.
if (actorData.type == 'npc') {
if (actorData.type === "npc") {
this._prepareItems(context);
}
return context;
}
//Override this method to check for duplicates when things are dragged to the sheet
// Override this method to check for duplicates when things are dragged to the sheet
// We don't want duplicate skills and skill categories.
async _onDropItem(event, data) {
@ -42,12 +47,12 @@ export default class RMSSPlayerSheet extends ActorSheet {
const itemData = newitem.toObject();
// To Do: Seperate Skills and Skill Categories. Increment Counts for items
if (itemData.type === "skill_category"){
if (itemData.type === "skill_category") {
// Get the already owned Items from the actor and push into an array
const owneditems = this.object.getOwnedItemsByType("skill_category");
var ownedskillcatlist = Object.values(owneditems);
let ownedskillcatlist = Object.values(owneditems);
// Check if the dragged item is not in the array and not owned
if (!ownedskillcatlist.includes(itemData.name)) {
@ -58,7 +63,7 @@ export default class RMSSPlayerSheet extends ActorSheet {
// Get the already owned Items from the actor and push into an array
const owneditems = this.object.getOwnedItemsByType("skill");
var ownedskilllist = Object.values(owneditems);
let ownedskilllist = Object.values(owneditems);
// Check if the dragged item is not in the array and not owned
if (!ownedskilllist.includes(itemData.name)) {
@ -72,10 +77,58 @@ export default class RMSSPlayerSheet extends ActorSheet {
}
_prepareCharacterData(context) {
// Calculate Power Point Exhaustion
let powerpointPercentage = (Number(context.system.attributes.power_points.current) / Number(context.system.attributes.power_points.max)) * 100;
console.log(true);
switch (true) {
case (powerpointPercentage < 25):
context.system.attributes.power_points.modifier = "PP Exhaustion Penalty: -30 ";
break;
case (powerpointPercentage < 50):
context.system.attributes.power_points.modifier = "PP Exhaustion Penalty: -20 ";
break;
case (powerpointPercentage < 75):
console.log("Less than 75");
context.system.attributes.power_points.modifier = "PP Exhaustion Penalty: -10 ";
break;
default:
console.log("Setting Default");
context.system.attributes.power_points.modifier = "PP Exhaustion Penalty: 0 ";
}
// Calculate Exhaustion Point Penalty
let exhaustionPercentage = (Number(context.system.attributes.exhaustion_points.current) / Number(context.system.attributes.exhaustion_points.max)) * 100;
console.log(true);
switch (true) {
case (exhaustionPercentage < 1):
context.system.attributes.exhaustion_points.modifier = "Exhaustion Penalty: -100 ";
break;
case (exhaustionPercentage < 10):
context.system.attributes.exhaustion_points.modifier = "Exhaustion Penalty: -60 ";
break;
case (exhaustionPercentage < 25):
context.system.attributes.exhaustion_points.modifier = "Exhaustion Penalty: -30 ";
break;
case (exhaustionPercentage < 50):
context.system.attributes.exhaustion_points.modifier = "Exhaustion Penalty: -15 ";
break;
case (exhaustionPercentage < 75):
console.log("Less than 75");
context.system.attributes.exhaustion_points.modifier = "Exhaustion Penalty: -5 ";
break;
default:
console.log("Setting Default");
context.system.attributes.exhaustion_points.modifier = "Exhaustion Penalty: 0 ";
}
}
_prepareItems(context) {
console.log("rmss | rmss_player_sheet.js | Preparing items for: "+ this.name);
console.log(`rmss | rmss_player_sheet.js | Preparing items for: ${this.name}`);
// Initialize containers.
const gear = [];
const playerskill= [];
@ -90,34 +143,34 @@ export default class RMSSPlayerSheet extends ActorSheet {
for (let i of context.items) {
i.img = i.img || DEFAULT_TOKEN;
// Append to gear.
if (i.type === 'item') {
if (i.type === "item") {
gear.push(i);
}
else if (i.type === 'weapon') {
else if (i.type === "weapon") {
weapons.push(i);
}
else if (i.type === 'herb_or_poison') {
else if (i.type === "herb_or_poison") {
herbs.push(i);
}
// Append to skill categories.
else if (i.type === 'skill_category') {
else if (i.type === "skill_category") {
skillcat.push(i);
}
// Append to playerskill
else if (i.type === 'skill') {
else if (i.type === "skill") {
playerskill.push(i);
}
else if (i.type === 'armor') {
else if (i.type === "armor") {
armor.push(i);
}
else if (i.type === 'spell') {
else if (i.type === "spell") {
spells.push(i);
}
}
// Sort Skill/Skillcat Arrays
skillcat.sort(function (a, b){
skillcat.sort(function(a, b) {
if (a.name < b.name) {
return -1;
}
@ -127,7 +180,7 @@ export default class RMSSPlayerSheet extends ActorSheet {
return 0;
});
playerskill.sort(function (a, b){
playerskill.sort(function(a, b) {
if (a.name < b.name) {
return -1;
}
@ -147,13 +200,18 @@ export default class RMSSPlayerSheet extends ActorSheet {
context.spells = spells;
}
async renderCharacterSettings(data) {
console.log(data);
const configSheet = await renderTemplate("systems/rmss/templates/sheets/actors/dialogs/actor-settings.html", data);
return (configSheet);
}
activateListeners(html) {
super.activateListeners(html);
// Render the item sheet for viewing/editing prior to the editable check.
html.find('.item-edit').click(ev => {
html.find(".item-edit").click(ev => {
const item = this.actor.items.get(ev.currentTarget.getAttribute("data-item-id"));
//console.log(this);
item.sheet.render(true);
});
@ -162,118 +220,144 @@ export default class RMSSPlayerSheet extends ActorSheet {
if (!this.isEditable) return;
// Add Item
html.find('.item-create').click(this._onItemCreate.bind(this));
html.find(".item-create").click(this._onItemCreate.bind(this));
// Delete Item
html.find('.item-delete').click(ev => {
html.find(".item-delete").click(ev => {
console.log(ev.currentTarget.getAttribute("data-item-id"));
const item = this.actor.items.get(ev.currentTarget.getAttribute("data-item-id"));
item.delete();
});
// Show Sheet Settings
html.find(".import-skillcats").click(async ev => {
let selectOptions = {};
for (const pack of game.packs) {
selectOptions[pack.metadata.id] = pack.metadata.label;
}
new game.rmss.applications.RMSSActorSheetConfig(selectOptions, this.actor).render(true);
});
// Check/Uncheck Favorite Skill
html.find('.skill-favorite').click(ev => {
html.find(".skill-favorite").click(ev => {
const item = this.actor.items.get(ev.currentTarget.getAttribute("data-item-id"));
console.log(item);
console.log("Before change: " + item.system.favorite);
console.log(`Before change: ${item.system.favorite}`);
if (item.system.favorite === true) {
console.log("Setting False");
item.update({system: {"favorite": false}});
item.update({system: {favorite: false}});
} else {
console.log("Setting True");
item.update({system: {"favorite": true}});
item.update({system: {favorite: true}});
}
console.log("After change: " + item.system.favorite);
console.log(`After change: ${item.system.favorite}`);
});
// Check/Uncheck Favorite Spell
html.find('.spell-favorite').click(ev => {
html.find(".spell-favorite").click(ev => {
const item = this.actor.items.get(ev.currentTarget.getAttribute("data-item-id"));
console.log(item);
console.log("Before change: " + item.system.favorite);
console.log(`Before change: ${item.system.favorite}`);
if (item.system.favorite === true) {
console.log("Setting False");
item.update({system: {"favorite": false}});
item.update({system: {favorite: false}});
} else {
console.log("Setting True");
item.update({system: {"favorite": true}});
item.update({system: {favorite: true}});
}
console.log("After change: " + item.system.favorite);
console.log(`After change: ${item.system.favorite}`);
});
// Equip/Unequip Item
html.find('.equippable').click(ev => {
// Equip/Unequip Weapon/Armor
html.find(".equippable").click(ev => {
const item = this.actor.items.get(ev.currentTarget.getAttribute("data-item-id"));
console.log(item);
console.log("Before change: " + item.system.equipped);
console.log(`Before change: ${item.system.equipped}`);
if (item.system.equipped === true) {
console.log("Setting False");
item.update({system: {"equipped": false}});
item.update({system: {equipped: false}});
} else {
console.log("Setting True");
item.update({system: {"equipped": true}});
item.update({system: {equipped: true}});
}
console.log("After change: " + item.system.equipped);
console.log(`After change: ${item.system.equipped}`);
});
// Wear/Remove Item
html.find(".wearable").click(ev => {
const item = this.actor.items.get(ev.currentTarget.getAttribute("data-item-id"));
console.log(item);
console.log(`Before change: ${item.system.equipped}`);
if (item.system.worn === true) {
console.log("Setting False");
item.update({system: {worn: false}});
} else {
console.log("Setting True");
item.update({system: {worn: true}});
}
console.log(`After change: ${item.system.equipped}`);
});
// Change New Ranks value when clicked in player sheet. From 0-3.
html.find('.skill-newrank').click(ev => {
html.find(".skill-newrank").click(ev => {
const item = this.actor.items.get(ev.currentTarget.getAttribute("data-item-id"));
console.log("Firing in the Player Sheet");
console.log(ev.currentTarget.getAttribute("value"));
console.log(ev.currentTarget.getAttribute("data-item-id"));
switch(ev.currentTarget.getAttribute("value")) {
switch (ev.currentTarget.getAttribute("value")) {
case "0":
console.log("Skill NewRanks is 0 setting to 1");
item.update({system: {new_ranks:{ "value": 1 }}});
item.update({system: {new_ranks: { value: 1 }}});
break;
case "1":
console.log("Skill NewRanks is 1 setting to 2");
item.update({system: {new_ranks:{ "value": 2 }}});
item.update({system: {new_ranks: { value: 2 }}});
break;
case "2":
console.log("Skill NewRanks is 2 setting to 3");
item.update({system: {new_ranks:{ "value": 3 }}});
item.update({system: {new_ranks: { value: 3 }}});
break;
case "3":
console.log("Skill NewRanks is 3 setting to 0");
item.update({system: {new_ranks:{ "value": 0 }}});
item.update({system: {new_ranks: { value: 0 }}});
break;
}
});
// Change New Ranks value when clicked in player sheet. From 0-3.
html.find('.skillcategory-newrank').click(ev => {
html.find(".skillcategory-newrank").click(ev => {
const item = this.actor.items.get(ev.currentTarget.getAttribute("data-item-id"));
console.log("Firing in the Player Sheet");
console.log(ev.currentTarget.getAttribute("value"));
console.log(ev.currentTarget.getAttribute("data-item-id"));
switch(ev.currentTarget.getAttribute("value")) {
switch (ev.currentTarget.getAttribute("value")) {
case "0":
console.log("Skill Category NewRanks is 0 setting to 1");
item.update({system: {new_ranks:{ "value": 1 }}});
item.update({system: {new_ranks: { value: 1 }}});
break;
case "1":
console.log("Skill Category NewRanks is 1 setting to 2");
item.update({system: {new_ranks:{ "value": 2 }}});
item.update({system: {new_ranks: { value: 2 }}});
break;
case "2":
console.log("Skill Category NewRanks is 2 setting to 3");
item.update({system: {new_ranks:{ "value": 3 }}});
item.update({system: {new_ranks: { value: 3 }}});
break;
case "3":
console.log("Skill Category NewRanks is 3 setting to 0");
item.update({system: {new_ranks:{ "value": 0 }}});
item.update({system: {new_ranks: { value: 0 }}});
break;
}
});

View File

@ -0,0 +1,55 @@
export default class RMSSActorSheetConfig extends FormApplication {
constructor(selectOptions, character) {
super();
this.selectOptions = selectOptions;
this.character = character;
}
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
classes: ["form"],
popOut: true,
template: "systems/rmss/templates/sheets/actors/apps/actor-settings.html"
});
}
getData() {
// Send data to the template
return {
selectOptions: this.selectOptions
};
}
activateListeners(html) {
super.activateListeners(html);
}
async _updateObject(event, formData) {
console.log("Deleting Old Skill Categories.");
for (const item of this.character.items) {
if (item.type === "skill_category") {
item.delete();
}
}
const pack = game.packs.get(formData.selectOptions);
const skillCategoryData = await pack.getIndex();
console.log("Importing New Skill Categories.");
for (const sc of skillCategoryData) {
const newitem = await pack.getDocument(sc._id);
let newDocuments = [];
if (newitem.type === "skill_category") {
console.log(newitem);
newDocuments.push(newitem);
}
if (newDocuments.length > 0) {
await Item.createDocuments(newDocuments, {parent: this.character});
}
}
}
}

View File

@ -13,18 +13,18 @@ export default class RMSSArmorSheet extends ItemSheet {
// If our sheet is called here it is.
get template() {
return `systems/rmss/templates/sheets/items/rmss-armor-sheet.html`;
return "systems/rmss/templates/sheets/items/rmss-armor-sheet.html";
}
// Make the data available to the sheet template
async getData() {
const baseData = await super.getData();
var enrichedDescription = await TextEditor.enrichHTML(this.item.system.description, {async: true});
let enrichedDescription = await TextEditor.enrichHTML(this.item.system.description, {async: true});
let sheetData = {
owner: this.item.isOwner,
editable :this.isEditable,
editable: this.isEditable,
item: baseData.item,
system: baseData.item.system,
config: CONFIG.rmss,

View File

@ -13,18 +13,18 @@ export default class RMSSHerbAndPoisonSheet extends ItemSheet {
// If our sheet is called here it is.
get template() {
return `systems/rmss/templates/sheets/items/rmss-herb-or-poison-sheet.html`;
return "systems/rmss/templates/sheets/items/rmss-herb-or-poison-sheet.html";
}
// Make the data available to the sheet template
async getData() {
const baseData = await super.getData();
var enrichedDescription = await TextEditor.enrichHTML(this.item.system.description, {async: true});
let enrichedDescription = await TextEditor.enrichHTML(this.item.system.description, {async: true});
let sheetData = {
owner: this.item.isOwner,
editable :this.isEditable,
editable: this.isEditable,
item: baseData.item,
system: baseData.item.system,
config: CONFIG.rmss,

View File

@ -13,18 +13,18 @@ export default class RMSSItemSheet extends ItemSheet {
// If our sheet is called here it is.
get template() {
return `systems/rmss/templates/sheets/items/rmss-item-sheet.html`;
return "systems/rmss/templates/sheets/items/rmss-item-sheet.html";
}
// Make the data available to the sheet template
async getData() {
const baseData = await super.getData();
var enrichedDescription = await TextEditor.enrichHTML(this.item.system.description, {async: true});
let enrichedDescription = await TextEditor.enrichHTML(this.item.system.description, {async: true});
let sheetData = {
owner: this.item.isOwner,
editable :this.isEditable,
editable: this.isEditable,
item: baseData.item,
system: baseData.item.system,
config: CONFIG.rmss,

View File

@ -13,18 +13,18 @@ export default class RMSSTransportSheet extends ItemSheet {
// If our sheet is called here it is.
get template() {
return `systems/rmss/templates/sheets/items/rmss-transport-sheet.html`;
return "systems/rmss/templates/sheets/items/rmss-transport-sheet.html";
}
// Make the data available to the sheet template
async getData() {
const baseData = await super.getData();
var enrichedDescription = await TextEditor.enrichHTML(this.item.system.description, {async: true});
let enrichedDescription = await TextEditor.enrichHTML(this.item.system.description, {async: true});
let sheetData = {
owner: this.item.isOwner,
editable :this.isEditable,
editable: this.isEditable,
item: baseData.item,
system: baseData.item.system,
config: CONFIG.rmss,

View File

@ -13,18 +13,18 @@ export default class RMSSWeaponSheet extends ItemSheet {
// If our sheet is called here it is.
get template() {
return `systems/rmss/templates/sheets/items/rmss-weapon-sheet.html`;
return "systems/rmss/templates/sheets/items/rmss-weapon-sheet.html";
}
// Make the data available to the sheet template
async getData() {
const baseData = await super.getData();
var enrichedDescription = await TextEditor.enrichHTML(this.item.system.description, {async: true});
let enrichedDescription = await TextEditor.enrichHTML(this.item.system.description, {async: true});
let sheetData = {
owner: this.item.isOwner,
editable :this.isEditable,
editable: this.isEditable,
item: baseData.item,
system: baseData.item.system,
config: CONFIG.rmss,

View File

@ -13,7 +13,7 @@ export default class RMSSSkillCategorySheet extends ItemSheet {
// If our sheet is called here it is.
get template() {
return `systems/rmss/templates/sheets/skills/rmss-skill-category-sheet.html`;
return "systems/rmss/templates/sheets/skills/rmss-skill-category-sheet.html";
}
// Make the data available to the sheet template
@ -21,22 +21,23 @@ export default class RMSSSkillCategorySheet extends ItemSheet {
const context = await super.getData();
// Get a list of stats that can be used as applicable stats
var applicableStatList = this.prepareApplicableStatNames(CONFIG);
let applicableStatList = this.prepareApplicableStatNames(CONFIG);
//Get the currently selected value for all three applicable stats
var firstApplicableStat = this.prepareApplicableSelectedStat("app_stat_1");
var secondApplicableStat = this.prepareApplicableSelectedStat("app_stat_2");
var thirdApplicableStat = this.prepareApplicableSelectedStat("app_stat_3");
// Get the currently selected value for all three applicable stats
let firstApplicableStat = this.prepareApplicableSelectedStat("app_stat_1");
let secondApplicableStat = this.prepareApplicableSelectedStat("app_stat_2");
let thirdApplicableStat = this.prepareApplicableSelectedStat("app_stat_3");
// Build and apply the display string for Applicable Stats
var applicableStatText = this.buildApplicableStatsText(firstApplicableStat, secondApplicableStat, thirdApplicableStat);
let applicableStatText =
this.buildApplicableStatsText(firstApplicableStat, secondApplicableStat, thirdApplicableStat);
context.item.system.applicable_stats = applicableStatText;
var enrichedDescription = await TextEditor.enrichHTML(this.item.system.description, {async: true});
let enrichedDescription = await TextEditor.enrichHTML(this.item.system.description, {async: true});
let sheetData = {
owner: this.item.isOwner,
editable :this.isEditable,
editable: this.isEditable,
item: context.item,
system: context.item.system,
config: CONFIG.rmss,
@ -51,8 +52,8 @@ export default class RMSSSkillCategorySheet extends ItemSheet {
async _setApplicableStat(item, ev) {
// Build a JSON Object from the selected tag value and selected name (item data attribute key)
var updateKey = ev.currentTarget.getAttribute("name");
var updateData = ev.target.value;
let updateKey = ev.currentTarget.getAttribute("name");
let updateData = ev.target.value;
// Update Item Data
await item.update({[updateKey]: updateData});
@ -61,7 +62,7 @@ export default class RMSSSkillCategorySheet extends ItemSheet {
// Each Skill Category can have up to three Applicable Stats that apply to it. We need to get a list of
// the Stat Shortnames from Config so the user can select which stats are applicable to this Skill Category
prepareApplicableStatNames(config) {
var applicableStatList = {None: "None"};
let applicableStatList = {None: "None"};
for (const item in config.rmss.stats) {
applicableStatList[config.rmss.stats[item].shortname] = config.rmss.stats[item].shortname;
}
@ -71,7 +72,7 @@ export default class RMSSSkillCategorySheet extends ItemSheet {
// Get the values for the currently selected Applicable Stat so we can display it on the Skill Category Sheet
// If nothing is selected return an empty string.
prepareApplicableSelectedStat(appStat) {
var applicableStatSelected = "";
let applicableStatSelected = "";
applicableStatSelected = this.item.system[appStat];
return applicableStatSelected;
}
@ -81,19 +82,19 @@ export default class RMSSSkillCategorySheet extends ItemSheet {
// it can be displayed to the user.
buildApplicableStatsText(firstAppStat, secondAppStat, thirdAppStat) {
if (firstAppStat === "None") {
return("None");
return ("None");
}
else if (firstAppStat !== "None" && secondAppStat === "None") {
return(firstAppStat);
return (firstAppStat);
}
else if (firstAppStat !== "None" && secondAppStat !== "None" && thirdAppStat === "None" ) {
return(firstAppStat + "/" + secondAppStat );
return (`${firstAppStat}/${secondAppStat}`);
}
else if (firstAppStat !== "None" && secondAppStat !== "None" && thirdAppStat !== "None" ) {
return(firstAppStat + "/" + secondAppStat + "/" + thirdAppStat );
return (`${firstAppStat}/${secondAppStat}/${thirdAppStat}`);
}
else {
return("None");
return ("None");
}
}
@ -106,25 +107,25 @@ export default class RMSSSkillCategorySheet extends ItemSheet {
// Every time the user selects one of the Applicable Stat dropdowns
// fire an event to change the value in the Skill Category
html.find('.stat-selector').change(ev => {
html.find(".stat-selector").change(ev => {
this._setApplicableStat(this.item, ev);
});
// Catch the event when the user clicks one of the New Ranks Checkboxes in a Skill Category.
// It will increment by one or wrap back to zero on a value of three
html.find('.skillcategorysheet-newrank').click(ev => {
switch(ev.currentTarget.getAttribute("value")) {
html.find(".skillcategorysheet-newrank").click(ev => {
switch (ev.currentTarget.getAttribute("value")) {
case "0":
this.object.update({system: {new_ranks:{ "value": 1 }}});
this.object.update({system: {new_ranks: { value: 1 }}});
break;
case "1":
this.object.update({system: {new_ranks:{ "value": 2 }}});
this.object.update({system: {new_ranks: { value: 2 }}});
break;
case "2":
this.object.update({system: {new_ranks:{ "value": 3 }}});
this.object.update({system: {new_ranks: { value: 3 }}});
break;
case "3":
this.object.update({system: {new_ranks:{ "value": 0 }}});
this.object.update({system: {new_ranks: { value: 0 }}});
break;
}
});

View File

@ -13,24 +13,24 @@ export default class RMSSSkillSheet extends ItemSheet {
// If our sheet is called here it is.
get template() {
return `systems/rmss/templates/sheets/skills/rmss-skill-sheet.html`;
return "systems/rmss/templates/sheets/skills/rmss-skill-sheet.html";
}
// Make the data available to the sheet template
async getData() {
const baseData = await super.getData();
var enrichedDescription = await TextEditor.enrichHTML(this.item.system.description, {async: true});
let enrichedDescription = await TextEditor.enrichHTML(this.item.system.description, {async: true});
// Get a list of the parent item's skill categories for the dropdown
var ownedSkillCategories = this.prepareSkillCategoryValues();
let ownedSkillCategories = this.prepareSkillCategoryValues();
// Figure out if a valid Skill Category is already selected
var selectedSkillCategory = this.prepareSelectedSkillCategory(ownedSkillCategories, this.object.system.category);
let selectedSkillCategory = this.prepareSelectedSkillCategory(ownedSkillCategories, this.object.system.category);
let sheetData = {
owner: this.item.isOwner,
editable :this.isEditable,
editable: this.isEditable,
item: baseData.item,
system: baseData.item.system,
config: CONFIG.rmss,
@ -48,19 +48,19 @@ export default class RMSSSkillSheet extends ItemSheet {
// Catch the event when the user clicks one of the New Ranks Checkboxes in a Skill.
// It will increment by one or wrap back to zero on a value of three
html.find('.skillsheet-newrank').click(ev => {
switch(ev.currentTarget.getAttribute("value")) {
html.find(".skillsheet-newrank").click(ev => {
switch (ev.currentTarget.getAttribute("value")) {
case "0":
this.object.update({system: {new_ranks:{ "value": 1 }}});
this.object.update({system: {new_ranks: { value: 1 }}});
break;
case "1":
this.object.update({system: {new_ranks:{ "value": 2 }}});
this.object.update({system: {new_ranks: { value: 2 }}});
break;
case "2":
this.object.update({system: {new_ranks:{ "value": 3 }}});
this.object.update({system: {new_ranks: { value: 3 }}});
break;
case "3":
this.object.update({system: {new_ranks:{ "value": 0 }}});
this.object.update({system: {new_ranks: { value: 0 }}});
break;
}
});
@ -70,32 +70,32 @@ export default class RMSSSkillSheet extends ItemSheet {
// If this Skill is owned then we will return a list of Skill Categories and allow them to choose
// Otherwise we'll just return 'Skill has no owner'
prepareSkillCategoryValues() {
var skillNoOwner = {None: "Skill Has No Owner", };
let skillNoOwner = {None: "Skill Has No Owner"};
if (this.item.isEmbedded === null) {
return(skillNoOwner);
return (skillNoOwner);
}
else
{
const skillCategories = this.item.parent.getOwnedItemsByType("skill_category");
return(skillCategories);
return (skillCategories);
}
}
// Determine which Skill Category is selected and test that it is in the current list of categories.
// If it isn't set it to None.
prepareSelectedSkillCategory(ownedSkillCategories, selectedSkillCategory) {
var defaultSelectedCategory = "None";
let defaultSelectedCategory = "None";
if (Object.keys(ownedSkillCategories).includes(selectedSkillCategory)) {
return(selectedSkillCategory);
return (selectedSkillCategory);
} else {
return(defaultSelectedCategory);
return (defaultSelectedCategory);
}
}
// Populate the Skill Category Bonus field on the Skill Sheet.
// Iterate through the owned skill categories and if one of them matches the item id of currently select skill category
// then set the Skill Category Bonus field to the Total Bonus field of the Skill Category
// Iterate through the owned skill categories and if one of them matches the item id of currently
// selected skill category then set the Skill Category Bonus field to the Total Bonus field of the Skill Category
prepareSelectedSkillCategoryBonus(selected_skillcat) {
if (this.item.isEmbedded === null) {
console.log("Skill has no owner");
@ -106,7 +106,7 @@ export default class RMSSSkillSheet extends ItemSheet {
for (const item of items) {
if (item.type === "skill_category" && item._id === selected_skillcat) {
console.log("rmss | rmss_skill_sheet | Calculating Skill Category bonus for skill: " + this.object.name);
console.log(`rmss | rmss_skill_sheet | Calculating Skill Category bonus for skill: ${this.object.name}`);
this.object.system.category_bonus = item.system.total_bonus;
}
}

View File

@ -12,18 +12,18 @@ export default class RMSSSpellSheet extends ItemSheet {
// If our sheet is called here it is.
get template() {
return `systems/rmss/templates/sheets/spells/rmss-spell-sheet.html`;
return "systems/rmss/templates/sheets/spells/rmss-spell-sheet.html";
}
// Make the data available to the sheet template
async getData() {
const baseData = await super.getData();
var enrichedDescription = await TextEditor.enrichHTML(this.item.system.description, {async: true});
let enrichedDescription = await TextEditor.enrichHTML(this.item.system.description, {async: true});
let sheetData = {
owner: this.item.isOwner,
editable :this.isEditable,
editable: this.isEditable,
item: baseData.item,
system: baseData.item.system,
config: CONFIG.rmss,

View File

@ -65,6 +65,12 @@
align-items: center;
padding: 1px;
}
.settings-button,
.playersheet-settings {
font-family: Signika, sans-serif;
font-size: 12px;
margin-right: 6px;
}
.resource-container {
display: flex;
flex-direction: row;
@ -231,7 +237,7 @@
}
.items-grid-container {
display: grid;
grid-template-columns: [name] 30% [quantity] 17% [weight] 17% [cost] 18% [controls] 18%;
grid-template-columns: [worn] 10% [name] 30% [quantity] 15% [weight] 15% [cost] 15% [controls] 15%;
}
.items-grid-container > div {
font-family: Signika, sans-serif;
@ -245,11 +251,12 @@
flex-direction: row;
justify-content: center;
}
.items-grid-container > div:nth-child(10n+1),
.items-grid-container > div:nth-child(10n+2),
.items-grid-container > div:nth-child(10n+3),
.items-grid-container > div:nth-child(10n+4),
.items-grid-container > div:nth-child(10n+5) {
.items-grid-container > div:nth-child(12n+1),
.items-grid-container > div:nth-child(12n+2),
.items-grid-container > div:nth-child(12n+3),
.items-grid-container > div:nth-child(12n+4),
.items-grid-container > div:nth-child(12n+5),
.items-grid-container > div:nth-child(12n+6) {
font-family: Signika, sans-serif;
font-size: 12px;
text-align: center;
@ -431,6 +438,23 @@
border-bottom: 1px solid;
background-image: linear-gradient(rgba(0, 0, 0, 0.1) 0 0);
}
.resistances-grid-container {
outline: 1px solid;
/* use instead of border */
margin-top: 1px;
margin-left: 1px;
padding: 5px;
display: grid;
grid-template-columns: [Name] 40% [Value] 20% [Race_Mod] 20% [Total] 20%;
}
.resistances-grid-heading {
font-weight: bold;
border-bottom: 1px solid;
background-image: linear-gradient(rgba(0, 0, 0, 0.1) 0 0);
}
.resistance-input {
width: 50%;
}
.skillcat-name,
.skill-name,
.item-name,

View File

@ -1,14 +1,11 @@
// Import Configuration Object
console.log("rmss | Importing configuration javascript");
import {rmss} from "./module/config.js";
import { rmss } from "./module/config.js";
// Import document classes.
console.log("rmss | Importing document classes");
import { RMSSActor } from "./module/documents/actor.js";
import { RMSSItem } from "./module/documents/item.js";
// Import Sheets
console.log("rmss | Importing actor and item sheet");
import RMSSItemSheet from "./module/sheets/items/rmss_item_sheet.js";
import RMSSArmorSheet from "./module/sheets/items/rmss_armor_sheet.js";
import RMSSTransportSheet from "./module/sheets/items/rmss_transport_sheet.js";
@ -19,8 +16,9 @@ import RMSSSkillCategorySheet from "./module/sheets/skills/rmss_skill_category_s
import RMSSSkillSheet from "./module/sheets/skills/rmss_skill_sheet.js";
import RMSSPlayerSheet from "./module/sheets/actors/rmss_player_sheet.js";
import RMSSActorSheetConfig from "./module/sheets/actors/rmss_player_sheet_config.js";
// Preload handlebars templates for character sheets
/** Preload handlebars templates for character sheets */
async function preloadHandlebarsTemplates() {
const templatePaths = [
"systems/rmss/templates/sheets/actors/parts/actor-stats.html",
@ -42,20 +40,24 @@ async function preloadHandlebarsTemplates() {
"systems/rmss/templates/sheets/actors/parts/actor-herbs.html",
"systems/rmss/templates/sheets/actors/parts/actor-spells.html",
"systems/rmss/templates/sheets/actors/parts/actor-fav-spells.html",
"systems/rmss/templates/sheets/actors/parts/actor-fav-items.html"
"systems/rmss/templates/sheets/actors/parts/actor-fav-items.html",
"systems/rmss/templates/sheets/actors/apps/actor-settings.html"
];
return loadTemplates(templatePaths);
}
// Hook the init function and set up our system
Hooks.once("init", function () {
Hooks.once("init", function() {
console.log("rmss | Initialising Rolemaster Standard System");
// Load our custom actor and item classes
console.log("rmss | Loading Rolemaster Actor and Item classes");
game.rmss = {
RMSSActor,
RMSSItem
RMSSItem,
applications: {
RMSSActorSheetConfig
}
};
// Define custom Document classes
@ -75,34 +77,34 @@ Hooks.once("init", function () {
console.log("rmss | Registering RMSS sheets");
// Items
Items.registerSheet("rmss", RMSSItemSheet, {makeDefault: true, label: "rmss.entity_sheet.item", types: ['item']});
Items.registerSheet("rmss", RMSSArmorSheet, {makeDefault: true, label: "rmss.entity_sheet.armor", types: ['armor']});
Items.registerSheet("rmss", RMSSTransportSheet, {makeDefault: true, label: "rmss.entity_sheet.transport", types: ['transport']});
Items.registerSheet("rmss", RMSSWeaponSheet, {makeDefault: true, label: "rmss.entity_sheet.weapon", types: ['weapon']});
Items.registerSheet("rmss", RMSSHerbOrPoisonSheet, {makeDefault: true, label: "rmss.entity_sheet.herb_or_poison", types: ['herb_or_poison']});
Items.registerSheet("rmss", RMSSItemSheet, {makeDefault: true, label: "rmss.entity_sheet.item", types: ["item"]});
Items.registerSheet("rmss", RMSSArmorSheet, {makeDefault: true, label: "rmss.entity_sheet.armor", types: ["armor"]});
Items.registerSheet("rmss", RMSSTransportSheet, {makeDefault: true, label: "rmss.entity_sheet.transport", types: ["transport"]});
Items.registerSheet("rmss", RMSSWeaponSheet, {makeDefault: true, label: "rmss.entity_sheet.weapon", types: ["weapon"]});
Items.registerSheet("rmss", RMSSHerbOrPoisonSheet, {makeDefault: true, label: "rmss.entity_sheet.herb_or_poison", types: ["herb_or_poison"]});
// Spells
Items.registerSheet("rmss", RMSSSpellSheet, {makeDefault: true, label: "rmss.entity_sheet.spell", types: ['spell']});
Items.registerSheet("rmss", RMSSSpellSheet, {makeDefault: true, label: "rmss.entity_sheet.spell", types: ["spell"]});
// Skills
Items.registerSheet("rmss", RMSSSkillCategorySheet, {makeDefault: true, label: "rmss.entity_sheet.skill_category", types: ['skill_category']});
Items.registerSheet("rmss", RMSSSkillSheet, {makeDefault: true, label: "rmss.entity_sheet.skill", types: ['skill']});
Items.registerSheet("rmss", RMSSSkillCategorySheet, {makeDefault: true, label: "rmss.entity_sheet.skill_category", types: ["skill_category"]});
Items.registerSheet("rmss", RMSSSkillSheet, {makeDefault: true, label: "rmss.entity_sheet.skill", types: ["skill"]});
// Actors
Actors.registerSheet("rmss", RMSSPlayerSheet, {makeDefault: true, label: "rmss.entity_sheet.player_characrer", types: ['character']});
Actors.registerSheet("rmss", RMSSPlayerSheet, {makeDefault: true, label: "rmss.entity_sheet.player_characrer", types: ["character"]});
// Preload Handlebars Templates
console.log("rmss | Preloading Handlebars Templates");
preloadHandlebarsTemplates();
// Handlebars Helpers
Handlebars.registerHelper('switch', function(value, options) {
Handlebars.registerHelper("switch", function(value, options) {
this.switch_value = value;
return options.fn(this);
});
Handlebars.registerHelper('case', function(value, options) {
if (value == this.switch_value) {
Handlebars.registerHelper("case", function(value, options) {
if (value === this.switch_value) {
return options.fn(this);
}
});

View File

@ -3,7 +3,7 @@
"title": "Rolemaster Standard System",
"description": "The Rolemaster Standard System system for FoundryVTT.",
"author": "Cynicide",
"version": "0.0.2",
"version": "0.0.3",
"minimumCoreVersion": "0.8.6",
"compatibleCoreVersion": "10",
"esmodules":[

View File

@ -54,15 +54,51 @@
},
"resistance_rolls": {
"resistance_rolls": {
"channeling": 0,
"essence": 0,
"mentalism": 0,
"chann_ess": 0,
"chann_ment": 0,
"ess_ment": 0,
"arcane": 0,
"poison_disease": 0,
"fear": 0
"channeling": {
"value": 0,
"race_mod": 0,
"total": 0
},
"essence": {
"value": 0,
"race_mod": 0,
"total": 0
},
"mentalism": {
"value": 0,
"race_mod": 0,
"total": 0
},
"chann_ess": {
"value": 0,
"race_mod": 0,
"total": 0
},
"chann_ment": {
"value": 0,
"race_mod": 0,
"total": 0
},
"ess_ment": {
"value": 0,
"race_mod": 0,
"total": 0
},
"arcane": {
"value": 0,
"race_mod": 0,
"total": 0
},
"poison_disease": {
"value": 0,
"race_mod": 0,
"total": 0
},
"fear": {
"value": 0,
"race_mod": 0,
"total": 0
}
}
},
"background": {
@ -184,9 +220,8 @@
}
}
},
"character": {
"templates": ["background", "stats", "resistance_rolls", "armor_info", "fixed_info", "race_stat_fixed_info", "role_traits", "money"],
"templates": ["background", "stats", "resistance_rolls", "armor_info", "fixed_info", "race_stat_fixed_info", "role_traits", "money", "description"],
"attributes": {
"level": {
"value": 1
@ -206,11 +241,12 @@
"experience_points": {
"value": 0
}
}
},
"description": ""
}
},
"Item": {
"types": ["item", "skill_category", "skill", "armor", "weapon", "transport", "herb_or_poison", "spell"],
"types": ["item", "skill_category", "skill", "armor", "weapon", "transport", "herb_or_poison", "spell", "language"],
"templates": {
"base": {
"description": "Description here."
@ -218,6 +254,7 @@
},
"item": {
"templates": ["base"],
"worn": false,
"quantity": 1,
"weight": 0,
"cost": 0,
@ -270,7 +307,7 @@
"category" : "",
"ranks": 0,
"new_ranks": {
"value": [0],
"value": 0,
"max": 3,
"max_default": 3
},

View File

@ -0,0 +1,17 @@
<form>
<div>
<h3>Import Skill Categories</h3>
<div>
WARNING: This will erase your existing Skill Categories and import all Skill Categories from the selected Compendium.
</div>
<div>
Select Compendium:
<select name="selectOptions" class="compendium-selector" value="None" itemid="blah">
{{selectOptions selectOptions}}
</select></div>
<div>
<button class="import-skillcats" title="Import">Import</button>
</div>
</div>
</form>

View File

@ -2,6 +2,7 @@
<!-- LOCALIZE THE LAST STRINGS IN THIS PAGE. ALSO SKILLS AND SKILL CATEGORIES-->
<div class="items-grid-heading">{{ localize "rmss.pc_sheet_items.item_name" }}</div>
<div class="items-grid-heading">{{ localize "rmss.pc_sheet_items.worn" }}</div>
<div class="items-grid-heading">{{ localize "rmss.pc_sheet_items.quantity" }}</div>
<div class="items-grid-heading">{{ localize "rmss.pc_sheet_items.weight" }}</div>
<div class="items-grid-heading">{{ localize "rmss.pc_sheet_items.cost" }}</div>
@ -10,6 +11,11 @@
</div>
{{#each gear as |item id|}}
<div>{{item.name}}</div>
{{#if item.system.worn}}
<div><a class="wearable" data-item-id="{{item._id}}"><i class="fa-regular fa-square-check"></i></a></div>
{{else}}
<div><a class="wearable" data-item-id="{{item._id}}"><i class="fa-regular fa-square"></i></a></div>
{{/if}}
<div>{{item.system.quantity}}</div>
<div>{{item.system.weight}}</div>
<div>{{item.system.cost}}</div>

View File

@ -0,0 +1,19 @@
<table>
<th><div class="language-name language-headeritem">{{ localize "rmss.pc_sheet_language.name" }}</div></th>
<th><div class="language-entry language-headeritem">{{ localize "rmss.pc_sheet_language.spoken" }}</div></th>
<th><div class="language-entry language-headeritem">{{ localize "rmss.pc_sheet_language.written" }}</div></th>
<th><div class="language-entry language-headeritem"> </div></th>
{{#each languages as |language id|}}
<tr class="item" data-item-id="{{language._id}}">
<td><div class="language-name">
<h4>{{language.name}}</h4>
</div></td>
<td><div class="language-entry item-prop">{{language.system.spoken}}</div></td>
<td><div class="language-entry item-prop">{{language.system.written}}</div></td>
<td><div class="language-entry item-prop">
<a class="item-edit" title="Edit Language" data-item-id="{{language._id}}"><i class="fas fa-edit"></i></a>
<a class="item-delete" title="Delete Language" data-item-id="{{language._id}}"><i class="fas fa-trash"></i></a>
</div></td>
</tr>
{{/each}}
</table>

View File

@ -1,84 +1,53 @@
<section class="resistance-block">
<ol class="labels-list">
<li class="stat flexrow" >
<div class="label-name">
<h4>{{ localize "rmss.pc_sheet_resistances.channeling" }}</h4>
</div>
<div class="label-name">
<h4>{{system.resistance_rolls.channeling}}</h4>
</div>
</li>
<section class="resistances-grid-container">
<li class="stat flexrow" >
<div class="label-name">
<h4>{{ localize "rmss.pc_sheet_resistances.essence" }}</h4>
</div>
<div class="label-name">
<h4>{{system.resistance_rolls.essence}}</h4>
</div>
</li>
<div class="resistances-grid-heading">Name</div>
<div class="resistances-grid-heading">Value</div>
<div class="resistances-grid-heading">Racial Mod</div>
<div class="resistances-grid-heading">Total</div>
<li class="stat flexrow" >
<div class="label-name">
<h4>{{ localize "rmss.pc_sheet_resistances.mentalism" }}</h4>
</div>
<div class="label-name">
<h4>{{system.resistance_rolls.mentalism}}</h4>
</div>
</li>
<div>{{ localize "rmss.pc_sheet_resistances.channeling" }}</div>
<div>{{system.resistance_rolls.channeling.value}}</div>
<div class="resistance-input"><input type="text" name="system.resistance_rolls.channeling.race_mod" value="{{system.resistance_rolls.channeling.race_mod}}" data-dtype="Number"/></div>
<div>{{system.resistance_rolls.channeling.total}}</div>
<li class="stat flexrow" >
<div class="label-name">
<h4>{{ localize "rmss.pc_sheet_resistances.chann_ess" }}</h4>
</div>
<div class="label-name">
<h4>{{system.resistance_rolls.chann_ess}}</h4>
</div>
</li>
<div>{{ localize "rmss.pc_sheet_resistances.essence" }}</div>
<div>{{system.resistance_rolls.essence.value}}</div>
<div class="resistance-input"><input type="text" name="system.resistance_rolls.essence.race_mod" value="{{system.resistance_rolls.essence.race_mod}}" data-dtype="Number"/></div>
<div>{{system.resistance_rolls.essence.total}}</div>
<li class="stat flexrow" >
<div class="label-name">
<h4>{{ localize "rmss.pc_sheet_resistances.chann_ment" }}</h4>
</div>
<div class="label-name">
<h4>{{system.resistance_rolls.chann_ment}}</h4>
</div>
</li>
<div>{{ localize "rmss.pc_sheet_resistances.mentalism" }}</div>
<div>{{system.resistance_rolls.mentalism.value}}</div>
<div class="resistance-input"><input type="text" name="system.resistance_rolls.mentalism.race_mod" value="{{system.resistance_rolls.mentalism.race_mod}}" data-dtype="Number"/></div>
<div>{{system.resistance_rolls.mentalism.total}}</div>
<li class="stat flexrow" >
<div class="label-name">
<h4>{{ localize "rmss.pc_sheet_resistances.ess_ment" }}</h4>
</div>
<div class="label-name">
<h4>{{system.resistance_rolls.ess_ment}}</h4>
</div>
</li>
<div>{{ localize "rmss.pc_sheet_resistances.chann_ess" }}</div>
<div>{{system.resistance_rolls.chann_ess.value}}</div>
<div class="resistance-input"><input type="text" name="system.resistance_rolls.chann_ess.race_mod" value="{{system.resistance_rolls.chann_ess.race_mod}}" data-dtype="Number"/></div>
<div>{{system.resistance_rolls.chann_ess.total}}</div>
<li class="stat flexrow" >
<div class="label-name">
<h4>{{ localize "rmss.pc_sheet_resistances.arcane" }}</h4>
</div>
<div class="label-name">
<h4>{{system.resistance_rolls.arcane}}</h4>
</div>
</li>
<div>{{ localize "rmss.pc_sheet_resistances.chann_ment" }}</div>
<div>{{system.resistance_rolls.chann_ment.value}}</div>
<div class="resistance-input"><input type="text" name="system.resistance_rolls.chann_ment.race_mod" value="{{system.resistance_rolls.chann_ment.race_mod}}" data-dtype="Number"/></div>
<div>{{system.resistance_rolls.chann_ment.total}}</div>
<li class="stat flexrow" >
<div class="label-name">
<h4>{{ localize "rmss.pc_sheet_resistances.poison_disease" }}</h4>
</div>
<div class="label-name">
<h4>{{system.resistance_rolls.poison_disease}}</h4>
</div>
</li>
<div>{{ localize "rmss.pc_sheet_resistances.ess_ment" }}</div>
<div>{{system.resistance_rolls.ess_ment.value}}</div>
<div class="resistance-input"><input type="text" name="system.resistance_rolls.ess_ment.race_mod" value="{{system.resistance_rolls.ess_ment.race_mod}}" data-dtype="Number"/></div>
<div>{{system.resistance_rolls.ess_ment.total}}</div>
<div>{{ localize "rmss.pc_sheet_resistances.arcane" }}</div>
<div>{{system.resistance_rolls.arcane.value}}</div>
<div class="resistance-input"><input type="text" name="system.resistance_rolls.arcane.race_mod" value="{{system.resistance_rolls.arcane.race_mod}}" data-dtype="Number"/></div>
<div>{{system.resistance_rolls.arcane.total}}</div>
<div>{{ localize "rmss.pc_sheet_resistances.poison_disease" }}</div>
<div>{{system.resistance_rolls.poison_disease.value}}</div>
<div class="resistance-input"><input type="text" name="system.resistance_rolls.poison_disease.race_mod" value="{{system.resistance_rolls.poison_disease.race_mod}}" data-dtype="Number"/></div>
<div>{{system.resistance_rolls.poison_disease.total}}</div>
<div>{{ localize "rmss.pc_sheet_resistances.fear" }}</div>
<div>{{system.resistance_rolls.fear.value}}</div>
<div class="resistance-input"><input type="text" name="system.resistance_rolls.fear.race_mod" value="{{system.resistance_rolls.fear.race_mod}}" data-dtype="Number"/></div>
<div>{{system.resistance_rolls.fear.total}}</div>
<li class="stat flexrow" >
<div class="label-name">
<h4>Fear</h4>
</div>
<div class="label-name">
<h4>{{system.resistance_rolls.fear}}</h4>
</div>
</li>
</ol>
</section>

View File

@ -11,7 +11,9 @@
<div class="skillcat-grid-heading">{{ localize "rmss.pc_sheet_skill_categories.special_bonus" }}</div>
<div class="skillcat-grid-heading">{{ localize "rmss.pc_sheet_skill_categories.total_bonus" }}</div>
<div class="skillcat-grid-heading">
<!-- <a class="item-create" title="Create Skill Category" data-type="skill_category"><i class="fas fa-plus"></i>{{ localize "rmss.pc_sheet_skill_categories.add_skillcat" }}</a>-->
<div class="settings-button">
<button type="button" class="import-skillcats" title="Import" acotr_id="">{{ localize "rmss.pc_sheet.import_skillcat" }}</button>
</div>
</div>
{{#each skillcat as |skill_category id|}}
<div>{{skill_category.name}}</div>

View File

@ -6,10 +6,11 @@
<div class="container">
<!-- Actor Icon Section-->
<div>
<div class="actor-icon">
<img src="{{actor.img}}" data-edit="img" title="{{actor.name}}" height="64" width="64"/>
</div>
</div>
<!-- Resource Boxes Section-->
@ -17,17 +18,27 @@
<div class="resource-entry">
{{ localize "rmss.player_character.resources.hits" }}
<h4><input name="system.attributes.hits.current" type="text" value="{{system.attributes.hits.current}}"/>/<input name="system.attributes.hits.max" type="text" value="{{system.attributes.hits.max}}"/></h4>
<h4><input name="system.attributes.hits.current" type="Number" value="{{system.attributes.hits.current}}"/>/<input name="system.attributes.hits.max" type="Number" value="{{system.attributes.hits.max}}"/></h4>
</div>
<div class="resource-entry">
<div class="exhaustion-resources">
{{ localize "rmss.player_character.resources.exhaustion_points" }}
<h4><input name="system.attributes.exhaustion_points.current" type="text" value="{{system.attributes.exhaustion_points.current}}"/>/<input name="system.attributes.exhaustion_points.max" type="text" value="{{system.attributes.exhaustion_points.max}}"/></h4>
<h4><input name="system.attributes.exhaustion_points.current" type="Number" value="{{system.attributes.exhaustion_points.current}}"/>/<input name="system.attributes.exhaustion_points.max" type="Number" value="{{system.attributes.exhaustion_points.max}}"/></h4>
</div>
<div class="exhaustion-modifier">
<label>{{system.attributes.exhaustion_points.modifier}}</label>
</div>
</div>
<div class="resource-entry">
<div class="pp-resources">
{{ localize "rmss.player_character.resources.power_points" }}
<h4><input name="system.attributes.power_points.current" type="text" value="{{system.attributes.power_points.current}}"/>/<input name="system.attributes.power_points.max" type="text" value="{{system.attributes.power_points.max}}"/></h4>
<h4><input name="system.attributes.power_points.current" type="Number" value="{{system.attributes.power_points.current}}"/>/<input name="system.attributes.power_points.max" type="Number" value="{{system.attributes.power_points.max}}"/></h4>
</div>
<div class="pp-exhaustion">
<label>{{system.attributes.power_points.modifier}}</label>
</div>
</div>
</div>
@ -41,12 +52,12 @@
<div class="header-text flexrow">
<label for="level">{{ localize "rmss.player_character.level" }}</label>
<input name="level" type="text" value="{{system.attributes.level.value}}"/>
<input name="system.attributes.level.value" type="text" value="{{system.attributes.level.value}}"/>
</div>
<div class="header-text flexrow">
<label for="experience">{{ localize "rmss.player_character.experience" }}</label>
<input name="experience" type="text" value="{{system.attributes.experience_points.value}}"/>
<input name="system.attributes.experience_points.value" type="text" value="{{system.attributes.experience_points.value}}"/>
</div>
</div>
@ -88,6 +99,8 @@
{{> "systems/rmss/templates/sheets/actors/parts/actor-fav-spells.html" }}
<h2>Equipped Items</h2>
{{> "systems/rmss/templates/sheets/actors/parts/actor-fav-items.html" }}
<h2>Description</h2>
{{editor enrichedDescription target="system.description" button=true owner=owner editable=editable}}
</div>
</div>

View File

@ -7,11 +7,15 @@
<div>
<table>
<tr>
<th>{{localize "rmss.item.worn"}}</th>
<th>{{localize "rmss.item.quantity"}}</th>
<th>{{localize "rmss.item.weight"}}</th>
<th>{{localize "rmss.item.cost"}}</th>
<th>{{localize "rmss.item.prod_time"}}</th>
</tr>
<td>
<input type="checkbox" name="system.worn" {{checked system.worn}}/>
</td>
<td>
<input name="system.quantity" type="text" value="{{system.quantity}}" data-dtype="Number"/>
</td>