Initial dice roller

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# Rolemaster Standard System for Foundry VTT
This system is based on the video tutorials by Cédric Hauteville you can watch them here: https://www.youtube.com/playlist?list=PLFV9z59nkHDccUbRXVt623UdloPTclIrz parts of it were also lifted from the Foundry VTT Boilerplate system by XXX.
## Introduction
This is an in-development implementation of the Rolemaster Standard System for FoundryVTT. All rights to the system remain property of Iron Crown Enterprises (http://ironcrown.com/). This system will not include any of the book content and aims to provide only what is on the character sheet.
Icons have been sourced from https://game-icons.net
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
Dice shapes are licensed under Creative Commons Attribution-Noncommercial-Share Alike 3.0 License and appear from https://www.deviantart.com/jpatterson/art/Polyhedral-RPG-Gaming-Dice-Dec-2014-502024799 created by jpatterson
## 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](docs/INSTALL.md) in the docs directory.
Dice 10 Icon (https://game-icons.net/1x1/skoll/d10.html) by Skoll and licensed under CC BY 3.0 https://creativecommons.org/licenses/by/3.0/
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/
This system uses less for CSS you can see a good installation guide for VSCode at https://code.visualstudio.com/docs/languages/css#_transpiling-sass-and-less-into-css
Further information on how the system works can be found [here](docs/USAGE.md)
User Notes
## Goals/ToDo
Project goals include:
- A functionaing character sheet that automates some of the basic maths.
- A dice roller that allows you to perform the most common rolls in the system.
- A basic combat tracker
Skill Categories and Skills cannot be renamed if they are owned and you cannot drag a duplicate named skill to the sheet
I maintain a public Trello board here where I log my work items: https://trello.com/b/JkXd5EGx/rmss-for-foundryvtt-features
## About Me
My name is Anthony, I'm a DevOps Engineer who has been playing Roleplaying Games since the mid 80's. I've been involved in numerous small programming projects. This system is by far the largest thing I've done. If the code here is awful it's because I'm learning CSS/Javascript as I go.
## Credits
This system is based on:
- The Foundry VTT Boilerplate system by Asacolips. (https://gitlab.com/asacolips-projects/foundry-mods/boilerplate)
- The video tutorials by Cédric Hauteville you can watch them here: https://www.youtube.com/playlist?list=PLFV9z59nkHDccUbRXVt623UdloPTclIrz
Icons used in this system have been sourced from https://game-icons.net
This system uses less for CSS. If you change the CSS and need to rebuild it you can see a good installation guide for Less on VSCode at https://code.visualstudio.com/docs/languages/css#_transpiling-sass-and-less-into-css

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After

Width:  |  Height:  |  Size: 31 KiB

View File

@ -12,7 +12,7 @@
padding-bottom: 3px;
display: flex;
justify-content: flex-end;
flex-direction: column;
//flex-direction: column;
justify-content: center;
}
@ -37,7 +37,7 @@
padding-bottom: 3px;
display: flex;
justify-content: flex-end;
flex-direction: column;
//flex-direction: column;
justify-content: center;
background-image: linear-gradient(rgba(0, 0, 0, 0.1) 0 0);
}

View File

@ -4,6 +4,13 @@
display: flex;
}
.rm-heading {
font-size: 1.0em;
font-family: PragRoman;
border-bottom: 0px;
}
// Header CSS
.actor-icon {

View File

@ -16,5 +16,9 @@
@import "./skillcat-sheet/skillcat-sheet.less";
@import "./skillcat-sheet/applicable-stats-grid.less";
//Apps
@import "./tools/dice-roller.less";
// Generics
@import "./item-sheet.less";

View File

@ -1,3 +1,10 @@
//.skillcat-icons {
// display: flex;
// justify-content: space-around;
// flex-direction: row;
// align-items: center;
//}
.skillcat-name, .skill-name, .item-name, .spell-name, .equipable-name {
font-family: Signika, sans-serif;
font-size: 12px;

View File

@ -0,0 +1,20 @@
.dice-roller-options {
display: flex;
flex-direction: column;
}
.dice-roller-item {
display: flex;
align-items: center;
margin:5px;
}
.dice-roller-item div {
flex: 1;
}
.roll-button-container {
display: flex;
flex-direction: column;
justify-content: flex-end;
}

26
rmss/module/controls.js vendored Normal file
View File

@ -0,0 +1,26 @@
export function registerGetSceneControlButtonsHook() {
Hooks.on("getSceneControlButtons", getSceneControlButtons);
}
function getSceneControlButtons(controls) {
if (canvas == null) {
return;
}
controls.push({
name: "rmss",
title: "Rolemaster Standard System",
icon: "fas fa-r",
layer: "ControlsLayer",
tools: [
{
name: "rmmsdiceroller",
title: "Dice Roller",
icon: "fas fa-dice",
onClick: () => { return new game.rmss.applications.RMSSToolsDiceRoller().render(true); },
button: true
}
],
activeTool: "rmmsdiceroller"
});
}

View File

@ -27,6 +27,8 @@ export class RMSSActor extends Actor {
_prepareCharacterData(actorData) {
if (actorData.type !== "character") return;
this.calculateBasicStatBonus(actorData);
// Calculate Stat Bonuses for the Actor
this.calculateStatBonuses(actorData);
@ -51,6 +53,56 @@ export class RMSSActor extends Actor {
const data = actorData.data;
}
// This checks to see if you have a Rollable Table called "Basic Stat Bonus Table" and uses it to calculate the basic stat bonuses.
calculateBasicStatBonus(actorData) {
const systemData = actorData.system;
for (const table of game.tables) {
if (table.name === "Basic Stat Bonus Table") {
for (const result of table.results) {
if (actorData.system.stats.agility.temp >= Number(result.range[0]) && actorData.system.stats.agility.basic_bonus <= Number(result.range[1])) {
actorData.system.stats.agility.basic_bonus = parseInt(result.text, 10);
}
if (actorData.system.stats.constitution.temp >= Number(result.range[0]) && actorData.system.stats.constitution.basic_bonus <= Number(result.range[1])) {
actorData.system.stats.constitution.basic_bonus = parseInt(result.text, 10);
}
if (actorData.system.stats.memory.temp >= Number(result.range[0]) && actorData.system.stats.memory.basic_bonus <= Number(result.range[1])) {
actorData.system.stats.memory.basic_bonus = parseInt(result.text, 10);
}
if (actorData.system.stats.reasoning.temp >= Number(result.range[0]) && actorData.system.stats.reasoning.basic_bonus <= Number(result.range[1])) {
actorData.system.stats.reasoning.basic_bonus = parseInt(result.text, 10);
}
if (actorData.system.stats.self_discipline.temp >= Number(result.range[0]) && actorData.system.stats.self_discipline.basic_bonus <= Number(result.range[1])) {
actorData.system.stats.self_discipline.basic_bonus = parseInt(result.text, 10);
}
if (actorData.system.stats.empathy.temp >= Number(result.range[0]) && actorData.system.stats.empathy.basic_bonus <= Number(result.range[1])) {
actorData.system.stats.empathy.basic_bonus = parseInt(result.text, 10);
}
if (actorData.system.stats.intuition.temp >= Number(result.range[0]) && actorData.system.stats.intuition.basic_bonus <= Number(result.range[1])) {
actorData.system.stats.intuition.basic_bonus = parseInt(result.text, 10);
}
if (actorData.system.stats.presence.temp >= Number(result.range[0]) && actorData.system.stats.presence.basic_bonus <= Number(result.range[1])) {
actorData.system.stats.presence.basic_bonus = parseInt(result.text, 10);
}
if (actorData.system.stats.quickness.temp >= Number(result.range[0]) && actorData.system.stats.quickness.basic_bonus <= Number(result.range[1])) {
actorData.system.stats.quickness.basic_bonus = parseInt(result.text, 10);
}
if (actorData.system.stats.strength.temp >= Number(result.range[0]) && actorData.system.stats.strength.basic_bonus <= Number(result.range[1])) {
actorData.system.stats.strength.basic_bonus = parseInt(result.text, 10);
}
}
}
}
}
// Tally each stat bonus and populate the total field.
calculateStatBonuses(actorData) {
const systemData = actorData.system;

View File

@ -202,7 +202,7 @@ export default class RMSSPlayerSheet extends ActorSheet {
async renderCharacterSettings(data) {
console.log(data);
const configSheet = await renderTemplate("systems/rmss/templates/sheets/actors/dialogs/actor-settings.html", data);
const configSheet = await renderTemplate("systems/rmss/templates/sheets/actors/dialogs/app_skill_category_importer.html", data);
return (configSheet);
}
@ -215,6 +215,11 @@ export default class RMSSPlayerSheet extends ActorSheet {
item.sheet.render(true);
});
html.find(".item-roll").click(ev => {
const item = this.actor.items.get(ev.currentTarget.getAttribute("data-item-id"));
new game.rmss.applications.RMSSToolsDiceRoller(item.name, item.system.total_bonus).render(true);
});
// -------------------------------------------------------------
// Everything below here is only needed if the sheet is editable
if (!this.isEditable) return;
@ -229,15 +234,14 @@ export default class RMSSPlayerSheet extends ActorSheet {
item.delete();
});
// Show Sheet Settings
// Show Skill Category Importer
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);
new game.rmss.applications.RMSSToolsSCImporter(selectOptions, this.actor).render(true);
});
// Check/Uncheck Favorite Skill

View File

@ -0,0 +1,85 @@
import {
roll_one_to_onehundred,
roll_low_open_ended,
roll_high_open_ended,
roll_open_ended
} from "./rmss_dice_roller_rolls.js";
import {
getOpenEndedRollModifier,
processOpenEndedSixtySixRoll,
processOpenEndedRoll,
processHighOpenEndedRoll,
processLowOpenEndedRoll
} from "./rmss_dice_roller_processing.js";
export default class RMSSToolsDiceRoller extends FormApplication {
constructor(itemName, characterBonus) {
super();
this.itemName = itemName;
this.characterBonus = characterBonus;
this.rollType = [
{value: "one_to_onehundred", text: "1-100", selected: false},
{value: "open_ended", text: "Open-Ended", selected: true},
{value: "high_open_ended", text: "High Open-Ended", selected: false},
{value: "low_open_ended", text: "Low Open-Ended", selected: false}
];
}
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
classes: ["form"],
title: "Rolemaster Dice Roller",
popOut: true,
width: 380,
height: 210,
template: "systems/rmss/templates/sheets/apps/app_dice_roller.html"
});
}
getData() {
// Send data to the template
return {
itemName: this.itemName,
characterBonus: this.characterBonus,
selectOptions: this.rollType,
};
}
activateListeners(html) {
super.activateListeners(html);
}
async _updateObject(event, formData) {
console.log("Rolling Dice");
console.log(formData);
console.log(event);
switch (formData.rollType) {
case "one_to_onehundred":
this.roll_one_to_onehundred();
break;
case "open_ended":
this.roll_open_ended();
break;
case "high_open_ended":
this.roll_high_open_ended();
break;
case "low_open_ended":
this.roll_low_open_ended();
break;
}
}
}
RMSSToolsDiceRoller.prototype.roll_one_to_onehundred = roll_one_to_onehundred;
RMSSToolsDiceRoller.prototype.roll_low_open_ended = roll_low_open_ended;
RMSSToolsDiceRoller.prototype.roll_high_open_ended = roll_high_open_ended;
RMSSToolsDiceRoller.prototype.roll_open_ended = roll_open_ended;
RMSSToolsDiceRoller.prototype.getOpenEndedRollModifier =
getOpenEndedRollModifier;
RMSSToolsDiceRoller.prototype.processOpenEndedSixtySixRoll =
processOpenEndedSixtySixRoll;
RMSSToolsDiceRoller.prototype.processOpenEndedRoll = processOpenEndedRoll;
RMSSToolsDiceRoller.prototype.processHighOpenEndedRoll =
processHighOpenEndedRoll;
RMSSToolsDiceRoller.prototype.processLowOpenEndedRoll = processLowOpenEndedRoll;

View File

@ -0,0 +1,131 @@
export async function getOpenEndedRollModifier() {
return await new Roll("1d100x>95").roll({ async: true });
}
export function processOpenEndedSixtySixRoll(baseroll, rolltype) {
// Log the Roll to Chat
let chatOptions = {
type: CONST.CHAT_MESSAGE_TYPES.ROLL,
rolls: [baseroll],
flavor: rolltype,
rollMode: game.settings.get("core", "rollMode"),
content: "You rolled a 66!",
};
ChatMessage.create(chatOptions);
}
export function processOpenEndedRoll(baseroll, rolltype) {
// Define the Chat Message Template
let chatTemplate = "systems/rmss/templates/chat/chat_dice_roll.html";
// Pass the Data through to be used in the Chat Message
let chatData = {
baseroll: baseroll,
total: baseroll.result,
highopen: false,
lowopen: false,
};
// Render the Rolls to the Chat Window
renderTemplate(chatTemplate, chatData).then((html) => {
let chatOptions = {
type: CONST.CHAT_MESSAGE_TYPES.ROLL,
rolls: [baseroll],
flavor: rolltype,
rollMode: game.settings.get("core", "rollMode"),
content: html,
};
ChatMessage.create(chatOptions);
});
}
export async function processHighOpenEndedRoll(baseroll, rolltype) {
// Get the Base Roll followed by the High Open Ended Roll
let originalRoll = baseroll;
let openendedRoll = await this.getOpenEndedRollModifier();
// Create a rolls array for Dice So Nice integration.
let rolls = [originalRoll, openendedRoll];
// Create an Array to hold the High Open Ended Roll Results and set the total to base roll
let openendedResults = [];
let total = Number(originalRoll.result);
// Each time the High Open Ended Roll is triggered add the result to an array and add it to the total.
for (const rollResult of openendedRoll.dice[0].results) {
openendedResults.push(rollResult.result);
total = total + Number(rollResult.result);
}
// Define the Chat Message Template
let chatTemplate = "systems/rmss/templates/chat/chat_dice_roll.html";
// Pass the Data through to be used in the Chat Message
let chatData = {
baseroll: baseroll,
opeendedresults: [openendedResults],
highopen: true,
lowopen: false,
total: total,
};
// Render the Rolls to the Chat Window
renderTemplate(chatTemplate, chatData).then((html) => {
let chatOptions = {
type: CONST.CHAT_MESSAGE_TYPES.ROLL,
rolls: rolls,
flavor: rolltype,
rollMode: game.settings.get("core", "rollMode"),
content: html,
};
ChatMessage.create(chatOptions);
});
}
export async function processLowOpenEndedRoll(baseroll, rolltype) {
// Get the Base Roll followed by the Low Open Ended Roll
let originalRoll = baseroll;
let openendedRoll = await this.getOpenEndedRollModifier();
// Create a rolls array for Dice So Nice integration.
let rolls = [originalRoll, openendedRoll];
// Create an Array to hold the Low Open Ended Roll Results and set the total to base roll
let openendedResults = [];
let total = Number(originalRoll.result);
// Each time the Low Open Ended Roll is triggered add the result to an array and subtract it from the total.
for (const rollResult of openendedRoll.dice[0].results) {
openendedResults.push(rollResult.result);
total = total - Number(rollResult.result);
}
// Define the Chat Message Template
let chatTemplate = "systems/rmss/templates/chat/chat_dice_roll.html";
// Pass the Data through to be used in the Chat Message
let chatData = {
baseroll: baseroll,
rolls: rolls,
opeendedresults: [openendedResults],
highopen: false,
lowopen: true,
total: total,
};
// Render the Rolls to the Chat Window
renderTemplate(chatTemplate, chatData).then((html) => {
let chatOptions = {
type: CONST.CHAT_MESSAGE_TYPES.ROLL,
rolls: rolls,
flavor: rolltype,
rollMode: game.settings.get("core", "rollMode"),
content: html,
};
ChatMessage.create(chatOptions);
});
}

View File

@ -0,0 +1,71 @@
export async function roll_one_to_onehundred() {
// Construct the Roll instance
let baseroll = await new Roll("1d100 + @characterBonus", {characterBonus: this.characterBonus}).roll({async: true});
let rolltype = "Roll Type: 1-100";
// Log the Roll to Chat
let chatOptions = {
type: CONST.CHAT_MESSAGE_TYPES.ROLL,
rolls: [baseroll],
flavor: rolltype,
rollMode: game.settings.get("core", "rollMode")
};
ChatMessage.create(chatOptions);
this.close();
};
export async function roll_low_open_ended() {
// Construct the Roll instance
let baseroll = await new Roll("1d100").roll({async: true});
console.log(baseroll.result);
let rolltype = "Roll Type: Low Open-Ended";
switch (true) {
case (baseroll.result < 6):
this.processLowOpenEndedRoll(baseroll, rolltype);
break;
case (baseroll.result === 66):
this.processOpenEndedSixtySixRoll(baseroll, rolltype);
break;
default:
this.processOpenEndedRoll(baseroll, rolltype);
}
}
export async function roll_high_open_ended() {
// Construct the Roll instance
let baseroll = await new Roll("1d100").roll({async: true});
console.log(baseroll.result);
let rolltype = "Roll Type: High Open-Ended";
switch (true) {
case (baseroll.result === 66):
this.processOpenEndedSixtySixRoll(baseroll, rolltype);
break;
case (baseroll.result > 95):
this.processHighOpenEndedRoll(baseroll, rolltype);
break;
default:
this.processOpenEndedRoll(baseroll, rolltype);
}
}
export async function roll_open_ended() {
// Construct the Roll instance
let baseroll = await new Roll("1d100").roll({async: true});
console.log(baseroll.result);
let rolltype = "Roll Type: Open-Ended";
switch (true) {
case (baseroll.result < 6):
this.processLowOpenEndedRoll(baseroll, rolltype);
break;
case (baseroll.result === 66):
this.processOpenEndedSixtySixRoll(baseroll, rolltype);
break;
case (baseroll.result > 95):
this.processHighOpenEndedRoll(baseroll, rolltype);
break;
default:
this.processOpenEndedRoll(baseroll, rolltype);
}
}

View File

@ -0,0 +1,56 @@
export default class RMSSToolsSCImporter extends FormApplication {
constructor(selectOptions, character) {
super();
this.selectOptions = selectOptions;
this.character = character;
}
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
classes: ["form"],
popOut: true,
title: "Import Skill Categories",
template: "systems/rmss/templates/sheets/apps/app_skill_category_importer.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

@ -0,0 +1,48 @@
{"name":"Special Attacks","type":"skill_category","img":"systems/rmss/assets/default/skill_category.svg","system":{"description":"Description here.","applicable_stats":"St/Ag/SD","app_stat_1":"St","app_stat_2":"Ag","app_stat_3":"SD","development_cost":"0","ranks":0,"new_ranks":{"value":0,"max":3,"max_default":3},"rank_bonus":0,"stat_bonus":0,"prof_bonus":0,"special_bonus_1":0,"special_bonus_2":0,"total_bonus":0,"favorite":false},"effects":[],"flags":{"core":{"sourceId":"Item.by1LH6XYGWd5d9bs"}},"_stats":{"systemId":"rmss","systemVersion":"0.0.3","coreVersion":"10.291","createdTime":1662898332987,"modifiedTime":1670979889250,"lastModifiedBy":"AKzFUDVFn0NcwQv9"},"folder":null,"sort":0,"ownership":{"default":0,"AKzFUDVFn0NcwQv9":3},"_id":"19mzrZOIjHOQMJRb"}
{"name":"Athletic • Gymnastics","type":"skill_category","img":"systems/rmss/assets/default/skill_category.svg","system":{"description":"Description here.","applicable_stats":"Ag/Qu/Ag","app_stat_1":"Ag","app_stat_2":"Qu","app_stat_3":"Ag","development_cost":"0","ranks":0,"new_ranks":{"value":0,"max":3,"max_default":3},"rank_bonus":0,"stat_bonus":0,"prof_bonus":0,"special_bonus_1":0,"special_bonus_2":0,"total_bonus":0,"favorite":false},"effects":[],"flags":{"core":{"sourceId":"Item.TASzGNEwHMQUz1AV"}},"_stats":{"systemId":"rmss","systemVersion":"0.0.3","coreVersion":"10.291","createdTime":1662897573841,"modifiedTime":1670979417390,"lastModifiedBy":"AKzFUDVFn0NcwQv9"},"folder":null,"sort":0,"ownership":{"default":0,"AKzFUDVFn0NcwQv9":3},"_id":"1pzqttjfJqGkCio2"}
{"name":"Lore • Technical","type":"skill_category","img":"systems/rmss/assets/default/skill_category.svg","system":{"description":"Description here.","applicable_stats":"Me/Re/Me","app_stat_1":"Me","app_stat_2":"Re","app_stat_3":"Me","development_cost":"0","ranks":0,"new_ranks":{"value":0,"max":3,"max_default":3},"rank_bonus":0,"stat_bonus":0,"prof_bonus":0,"special_bonus_1":0,"special_bonus_2":0,"total_bonus":0,"favorite":false},"effects":[],"flags":{"core":{"sourceId":"Item.Tw2FXIQb5HA89kbX"}},"_stats":{"systemId":"rmss","systemVersion":"0.0.3","coreVersion":"10.291","createdTime":1662898032616,"modifiedTime":1670979629255,"lastModifiedBy":"AKzFUDVFn0NcwQv9"},"folder":null,"sort":0,"ownership":{"default":0,"AKzFUDVFn0NcwQv9":3},"_id":"8b1DqVmR2w3aFZ9H"}
{"name":"Armor • Medium","type":"skill_category","img":"systems/rmss/assets/default/skill_category.svg","system":{"description":"Description here.","applicable_stats":"St/Ag/St","app_stat_1":"St","app_stat_2":"Ag","app_stat_3":"St","development_cost":"0","ranks":0,"new_ranks":{"value":0,"max":3,"max_default":3},"rank_bonus":0,"stat_bonus":0,"prof_bonus":0,"special_bonus_1":0,"special_bonus_2":0,"total_bonus":0,"favorite":false},"effects":[],"flags":{"core":{"sourceId":"Item.ENiEBop9Kgrn9pBt"}},"_stats":{"systemId":"rmss","systemVersion":"0.0.3","coreVersion":"10.291","createdTime":1662897408501,"modifiedTime":1670979376804,"lastModifiedBy":"AKzFUDVFn0NcwQv9"},"folder":null,"sort":0,"ownership":{"default":0,"AKzFUDVFn0NcwQv9":3},"_id":"9tRVGNuqiUXLkt7X"}
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{"name":"Crafts","type":"skill_category","img":"systems/rmss/assets/default/skill_category.svg","system":{"description":"Description here.","applicable_stats":"Ag/Me/SD","app_stat_1":"Ag","app_stat_2":"Me","app_stat_3":"SD","development_cost":"0","ranks":0,"new_ranks":{"value":0,"max":3,"max_default":3},"rank_bonus":0,"stat_bonus":0,"prof_bonus":0,"special_bonus_1":0,"special_bonus_2":0,"total_bonus":0,"favorite":false},"effects":[],"flags":{"core":{"sourceId":"Item.6nErPtcQ33WXkyH4"}},"_stats":{"systemId":"rmss","systemVersion":"0.0.3","coreVersion":"10.291","createdTime":1662897865848,"modifiedTime":1670979490274,"lastModifiedBy":"AKzFUDVFn0NcwQv9"},"folder":null,"sort":0,"ownership":{"default":0,"AKzFUDVFn0NcwQv9":3},"_id":"iKc4n9ZubKtG6SvK"}
{"name":"Science/Analytic • Engineering","type":"skill_category","img":"systems/rmss/assets/default/skill_category.svg","system":{"description":"Description here.","applicable_stats":"Me/Re/In","app_stat_1":"Me","app_stat_2":"Re","app_stat_3":"In","development_cost":"0","ranks":0,"new_ranks":{"value":0,"max":3,"max_default":3},"rank_bonus":0,"stat_bonus":0,"prof_bonus":0,"special_bonus_1":0,"special_bonus_2":0,"total_bonus":0,"favorite":false},"effects":[],"flags":{"core":{"sourceId":"Item.BfDFjciYPFezmes0"}},"_stats":{"systemId":"rmss","systemVersion":"0.0.3","coreVersion":"10.291","createdTime":1662898290307,"modifiedTime":1670979792357,"lastModifiedBy":"AKzFUDVFn0NcwQv9"},"folder":null,"sort":0,"ownership":{"default":0,"AKzFUDVFn0NcwQv9":3},"_id":"jT4YOfJEKXOjW7yN"}
{"name":"Technical/Trade • General","type":"skill_category","img":"systems/rmss/assets/default/skill_category.svg","system":{"description":"Description here.","applicable_stats":"Re/Me/SD","app_stat_1":"Re","app_stat_2":"Me","app_stat_3":"SD","development_cost":"0","ranks":0,"new_ranks":{"value":0,"max":3,"max_default":3},"rank_bonus":0,"stat_bonus":0,"prof_bonus":0,"special_bonus_1":0,"special_bonus_2":0,"total_bonus":0,"favorite":false},"effects":[],"flags":{"core":{"sourceId":"Item.1td9QGD20b4nkD6h"}},"_stats":{"systemId":"rmss","systemVersion":"0.0.3","coreVersion":"10.291","createdTime":1662898674902,"modifiedTime":1670979941026,"lastModifiedBy":"AKzFUDVFn0NcwQv9"},"folder":null,"sort":0,"ownership":{"default":0,"AKzFUDVFn0NcwQv9":3},"_id":"k1fYuSWiGncFKqYq"}
{"name":"Artistic • Active","type":"skill_category","img":"systems/rmss/assets/default/skill_category.svg","system":{"description":"Description here.","applicable_stats":"Pr/Em/Ag","app_stat_1":"Pr","app_stat_2":"Em","app_stat_3":"Ag","development_cost":"0","ranks":0,"new_ranks":{"value":0,"max":3,"max_default":3},"rank_bonus":0,"stat_bonus":0,"prof_bonus":0,"special_bonus_1":0,"special_bonus_2":0,"total_bonus":0,"favorite":false},"effects":[],"flags":{"core":{"sourceId":"Item.cEffILww7nn8vqJ7"}},"_stats":{"systemId":"rmss","systemVersion":"0.0.3","coreVersion":"10.291","createdTime":1662897441727,"modifiedTime":1670979378056,"lastModifiedBy":"AKzFUDVFn0NcwQv9"},"folder":null,"sort":0,"ownership":{"default":0,"AKzFUDVFn0NcwQv9":3},"_id":"mM8gBxoxUWs9JwaZ"}
{"name":"Subterfuge • Attack","type":"skill_category","img":"systems/rmss/assets/default/skill_category.svg","system":{"description":"Description here.","applicable_stats":"Ag/SD/In","app_stat_1":"Ag","app_stat_2":"SD","app_stat_3":"In","development_cost":"0","ranks":0,"new_ranks":{"value":0,"max":3,"max_default":3},"rank_bonus":0,"stat_bonus":0,"prof_bonus":0,"special_bonus_1":0,"special_bonus_2":0,"total_bonus":0,"favorite":false},"effects":[],"flags":{"core":{"sourceId":"Item.Zva3DO0Zmk3G5xWT"}},"_stats":{"systemId":"rmss","systemVersion":"0.0.3","coreVersion":"10.291","createdTime":1662898559045,"modifiedTime":1670979909587,"lastModifiedBy":"AKzFUDVFn0NcwQv9"},"folder":null,"sort":0,"ownership":{"default":0,"AKzFUDVFn0NcwQv9":3},"_id":"nel3MMlV6G6UbUqz"}
{"name":"Armor • Light","type":"skill_category","img":"systems/rmss/assets/default/skill_category.svg","system":{"description":"Description here.","applicable_stats":"Ag/St/Ag","app_stat_1":"Ag","app_stat_2":"St","app_stat_3":"Ag","development_cost":"0","ranks":0,"new_ranks":{"value":0,"max":3,"max_default":3},"rank_bonus":0,"stat_bonus":0,"prof_bonus":0,"special_bonus_1":0,"special_bonus_2":0,"total_bonus":0,"favorite":false},"effects":[],"flags":{"core":{"sourceId":"Item.TMGapmlYutNuQaw8"}},"_stats":{"systemId":"rmss","systemVersion":"0.0.3","coreVersion":"10.291","createdTime":1662897388838,"modifiedTime":1670979375450,"lastModifiedBy":"AKzFUDVFn0NcwQv9"},"folder":null,"sort":0,"ownership":{"default":0,"AKzFUDVFn0NcwQv9":3},"_id":"oUBH3ZiQhwgyEwuC"}
{"name":"Athletic • Brawn","type":"skill_category","img":"systems/rmss/assets/default/skill_category.svg","system":{"description":"Description here.","applicable_stats":"St/Co/Ag","app_stat_1":"St","app_stat_2":"Co","app_stat_3":"Ag","development_cost":"0","ranks":0,"new_ranks":{"value":0,"max":3,"max_default":3},"rank_bonus":0,"stat_bonus":0,"prof_bonus":0,"special_bonus_1":0,"special_bonus_2":0,"total_bonus":0,"favorite":false},"effects":[],"flags":{"core":{"sourceId":"Item.VufLKW42mP7RtinG"}},"_stats":{"systemId":"rmss","systemVersion":"0.0.3","coreVersion":"10.291","createdTime":1662897509473,"modifiedTime":1670979414458,"lastModifiedBy":"AKzFUDVFn0NcwQv9"},"folder":null,"sort":0,"ownership":{"default":0,"AKzFUDVFn0NcwQv9":3},"_id":"omcYQ5goZenLxv1d"}
{"name":"Awareness • Searching","type":"skill_category","img":"systems/rmss/assets/default/skill_category.svg","system":{"description":"Description here.","applicable_stats":"In/Re/SD","app_stat_1":"In","app_stat_2":"Re","app_stat_3":"SD","development_cost":"0","ranks":0,"new_ranks":{"value":0,"max":3,"max_default":3},"rank_bonus":0,"stat_bonus":0,"prof_bonus":0,"special_bonus_1":0,"special_bonus_2":0,"total_bonus":0,"favorite":false},"effects":[],"flags":{"core":{"sourceId":"Item.NZl30XPdtYjHqtwp"}},"_stats":{"systemId":"rmss","systemVersion":"0.0.3","coreVersion":"10.291","createdTime":1662897647294,"modifiedTime":1670979422361,"lastModifiedBy":"AKzFUDVFn0NcwQv9"},"folder":null,"sort":0,"ownership":{"default":0,"AKzFUDVFn0NcwQv9":3},"_id":"pa35A84DZkI6I611"}
{"name":"Weapon • Support","type":"skill_category","img":"systems/rmss/assets/default/skill_category.svg","system":{"description":"Description here.","applicable_stats":"Ag/St/Ag","app_stat_1":"Ag","app_stat_2":"St","app_stat_3":"Ag","development_cost":"0","ranks":0,"new_ranks":{"value":0,"max":3,"max_default":3},"rank_bonus":0,"stat_bonus":0,"prof_bonus":0,"special_bonus_1":0,"special_bonus_2":0,"total_bonus":0,"favorite":false},"effects":[],"flags":{"core":{"sourceId":"Item.8a1d0Z2MfJe0R1Eb"}},"_stats":{"systemId":"rmss","systemVersion":"0.0.3","coreVersion":"10.291","createdTime":1662898823756,"modifiedTime":1670980279746,"lastModifiedBy":"AKzFUDVFn0NcwQv9"},"folder":null,"sort":0,"ownership":{"default":0,"AKzFUDVFn0NcwQv9":3},"_id":"pkxuna2rIm1ZjyEK"}
{"name":"Armor • Heavy","type":"skill_category","img":"systems/rmss/assets/default/skill_category.svg","system":{"description":"Description here.","applicable_stats":"St/Ag/St","app_stat_1":"St","app_stat_2":"Ag","app_stat_3":"St","development_cost":"0","ranks":0,"new_ranks":{"value":0,"max":3,"max_default":3},"rank_bonus":0,"stat_bonus":0,"prof_bonus":0,"special_bonus_1":0,"special_bonus_2":0,"total_bonus":0,"favorite":false},"effects":[],"flags":{"core":{"sourceId":"Item.7UA8xwzcBrKZfFk9"}},"_stats":{"systemId":"rmss","systemVersion":"0.0.3","coreVersion":"10.291","createdTime":1662897366792,"modifiedTime":1670979372753,"lastModifiedBy":"AKzFUDVFn0NcwQv9"},"folder":null,"sort":0,"ownership":{"default":0,"AKzFUDVFn0NcwQv9":3},"_id":"r6D1tALgD1wR0GGj"}
{"name":"Weapon • 2-H Energy","type":"skill_category","img":"systems/rmss/assets/default/skill_category.svg","system":{"description":"Description here.","applicable_stats":"Ag/Ag/Ag","app_stat_1":"Ag","app_stat_2":"Ag","app_stat_3":"Ag","development_cost":"0","ranks":0,"new_ranks":{"value":0,"max":3,"max_default":3},"rank_bonus":0,"stat_bonus":0,"prof_bonus":0,"special_bonus_1":0,"special_bonus_2":0,"total_bonus":0,"favorite":false},"effects":[],"flags":{"core":{"sourceId":"Item.CXllZNGgTe80uZRQ"}},"_stats":{"systemId":"rmss","systemVersion":"0.0.3","coreVersion":"10.291","createdTime":1662898744329,"modifiedTime":1670980272057,"lastModifiedBy":"AKzFUDVFn0NcwQv9"},"folder":null,"sort":0,"ownership":{"default":0,"AKzFUDVFn0NcwQv9":3},"_id":"rw987ZssCMcfx8n7"}
{"name":"Urban","type":"skill_category","img":"systems/rmss/assets/default/skill_category.svg","system":{"description":"Description here.","applicable_stats":"In/Pr/Re","app_stat_1":"In","app_stat_2":"Pr","app_stat_3":"Re","development_cost":"0","ranks":0,"new_ranks":{"value":0,"max":3,"max_default":3},"rank_bonus":0,"stat_bonus":0,"prof_bonus":0,"special_bonus_1":0,"special_bonus_2":0,"total_bonus":0,"favorite":false},"effects":[],"flags":{"core":{"sourceId":"Item.JAY4cM0lv1wZm3vo"}},"_stats":{"systemId":"rmss","systemVersion":"0.0.3","coreVersion":"10.291","createdTime":1662898721300,"modifiedTime":1670980058009,"lastModifiedBy":"AKzFUDVFn0NcwQv9"},"folder":null,"sort":0,"ownership":{"default":0,"AKzFUDVFn0NcwQv9":3},"_id":"sV50mwPLEO7ju9nT"}
{"name":"Communcations","type":"skill_category","img":"systems/rmss/assets/default/skill_category.svg","system":{"description":"Description here.","applicable_stats":"Re/Me/Em","app_stat_1":"Re","app_stat_2":"Me","app_stat_3":"Em","development_cost":"0","ranks":0,"new_ranks":{"value":0,"max":3,"max_default":3},"rank_bonus":0,"stat_bonus":0,"prof_bonus":0,"special_bonus_1":0,"special_bonus_2":0,"total_bonus":0,"favorite":false},"effects":[],"flags":{"core":{"sourceId":"Item.fh63pdckz6VYGAFc"}},"_stats":{"systemId":"rmss","systemVersion":"0.0.3","coreVersion":"10.291","createdTime":1662897838640,"modifiedTime":1670979489034,"lastModifiedBy":"AKzFUDVFn0NcwQv9"},"folder":null,"sort":0,"ownership":{"default":0,"AKzFUDVFn0NcwQv9":3},"_id":"tXyzk5v0PTLAxmFk"}
{"name":"Body Development","type":"skill_category","img":"systems/rmss/assets/default/skill_category.svg","system":{"description":"Description here.","applicable_stats":"Co/SD/Co","app_stat_1":"Co","app_stat_2":"SD","app_stat_3":"Co","development_cost":"0","ranks":0,"new_ranks":{"value":0,"max":3,"max_default":3},"rank_bonus":0,"stat_bonus":0,"prof_bonus":0,"special_bonus_1":0,"special_bonus_2":0,"total_bonus":0,"favorite":false},"effects":[],"flags":{"core":{"sourceId":"Item.cWtQ0YU3kGBhL8iR"}},"_stats":{"systemId":"rmss","systemVersion":"0.0.3","coreVersion":"10.291","createdTime":1662897724809,"modifiedTime":1670979475450,"lastModifiedBy":"AKzFUDVFn0NcwQv9"},"folder":null,"sort":0,"ownership":{"default":0,"AKzFUDVFn0NcwQv9":3},"_id":"y6Tq2DSvZm0dIZ7A"}
{"name":"Science/Analytic • Specialized","type":"skill_category","img":"systems/rmss/assets/default/skill_category.svg","system":{"description":"Description here.","applicable_stats":"Re/Me/Re","app_stat_1":"Re","app_stat_2":"Me","app_stat_3":"Re","development_cost":"0","ranks":0,"new_ranks":{"value":0,"max":3,"max_default":3},"rank_bonus":0,"stat_bonus":0,"prof_bonus":0,"special_bonus_1":0,"special_bonus_2":0,"total_bonus":0,"favorite":false},"effects":[],"flags":{"core":{"sourceId":"Item.BfDFjciYPFezmes0"}},"_stats":{"systemId":"rmss","systemVersion":"0.0.3","coreVersion":"10.291","createdTime":1662898290307,"modifiedTime":1670979851643,"lastModifiedBy":"AKzFUDVFn0NcwQv9"},"folder":null,"sort":0,"ownership":{"default":0,"AKzFUDVFn0NcwQv9":3},"_id":"yHwwkDNq6DuylHYa"}
{"name":"Science/Analytic • Technical","type":"skill_category","img":"systems/rmss/assets/default/skill_category.svg","system":{"description":"Description here.","applicable_stats":"Re/Me/Ag","app_stat_1":"Re","app_stat_2":"Me","app_stat_3":"Ag","development_cost":"0","ranks":0,"new_ranks":{"value":0,"max":3,"max_default":3},"rank_bonus":0,"stat_bonus":0,"prof_bonus":0,"special_bonus_1":0,"special_bonus_2":0,"total_bonus":0,"favorite":false},"effects":[],"flags":{"core":{"sourceId":"Item.BfDFjciYPFezmes0"}},"_stats":{"systemId":"rmss","systemVersion":"0.0.3","coreVersion":"10.291","createdTime":1662898290307,"modifiedTime":1670979874641,"lastModifiedBy":"AKzFUDVFn0NcwQv9"},"folder":null,"sort":0,"ownership":{"default":0,"AKzFUDVFn0NcwQv9":3},"_id":"z1Z1K02tzG1JU5wN"}
{"name":"Mind Point Development","type":"skill_category","img":"systems/rmss/assets/default/skill_category.svg","system":{"description":"Description here.","applicable_stats":"SD","app_stat_1":"SD","app_stat_2":"None","app_stat_3":"None","development_cost":"0","ranks":0,"new_ranks":{"value":0,"max":3,"max_default":3},"rank_bonus":0,"stat_bonus":0,"prof_bonus":0,"special_bonus_1":0,"special_bonus_2":0,"total_bonus":0,"favorite":false},"effects":[],"flags":{"core":{"sourceId":"Item.Q7rKLS4gJwH2Lygw"}},"_stats":{"systemId":"rmss","systemVersion":"0.0.3","coreVersion":"10.291","createdTime":1662898277091,"modifiedTime":1670979677773,"lastModifiedBy":"AKzFUDVFn0NcwQv9"},"folder":null,"sort":0,"ownership":{"default":0,"AKzFUDVFn0NcwQv9":3},"_id":"zYUB46z7lYODAIK2"}

View File

@ -11,7 +11,6 @@
padding-bottom: 3px;
display: flex;
justify-content: flex-end;
flex-direction: column;
justify-content: center;
}
.skillcat-grid-container > div:nth-child(24n+1),
@ -34,7 +33,6 @@
padding-bottom: 3px;
display: flex;
justify-content: flex-end;
flex-direction: column;
justify-content: center;
background-image: linear-gradient(rgba(0, 0, 0, 0.1) 0 0);
}
@ -46,6 +44,11 @@
.container {
display: flex;
}
.rm-heading {
font-size: 1em;
font-family: PragRoman;
border-bottom: 0px;
}
.actor-icon {
flex-shrink: 1;
}
@ -505,6 +508,23 @@
flex-direction: column;
justify-content: center;
}
.dice-roller-options {
display: flex;
flex-direction: column;
}
.dice-roller-item {
display: flex;
align-items: center;
margin: 5px;
}
.dice-roller-item div {
flex: 1;
}
.roll-button-container {
display: flex;
flex-direction: column;
justify-content: flex-end;
}
.sheet form {
display: flex;
flex-direction: column;

View File

@ -1,5 +1,6 @@
// Import Configuration Object
import { rmss } from "./module/config.js";
//import { registerGetSceneControlButtonsHook } from "./module/controls.js";
// Import document classes.
import { RMSSActor } from "./module/documents/actor.js";
@ -16,7 +17,8 @@ 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";
import RMSSToolsSCImporter from "./module/sheets/apps/rmss_import_skill_categories.js";
import RMSSToolsDiceRoller from "./module/sheets/apps/rmss_dice_roller.js";
/** Preload handlebars templates for character sheets */
async function preloadHandlebarsTemplates() {
@ -41,11 +43,14 @@ async function preloadHandlebarsTemplates() {
"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/apps/actor-settings.html"
"systems/rmss/templates/sheets/apps/app_skill_category_importer.html"
];
return loadTemplates(templatePaths);
}
// Register Scene Controls
// registerGetSceneControlButtonsHook();
// Hook the init function and set up our system
Hooks.once("init", function() {
console.log("rmss | Initialising Rolemaster Standard System");
@ -56,7 +61,8 @@ Hooks.once("init", function() {
RMSSActor,
RMSSItem,
applications: {
RMSSActorSheetConfig
RMSSToolsSCImporter,
RMSSToolsDiceRoller
}
};
@ -64,6 +70,14 @@ Hooks.once("init", function() {
CONFIG.Actor.documentClass = RMSSActor;
CONFIG.Item.documentClass = RMSSItem;
// Add PragRoman Font
CONFIG.fontDefinitions["PragRoman"] = {
editor: true,
fonts: [
{urls: ["systems/rmss/assets/fonts/PragRoman.woff2"]}
]
};
// Make Config Data Available
CONFIG.rmss = rmss;

View File

@ -2,19 +2,31 @@
"name": "rmss",
"title": "Rolemaster Standard System",
"description": "The Rolemaster Standard System system for FoundryVTT.",
"author": "Cynicide",
"authors": [{
"name": "Cynicide"
}],
"version": "0.0.3",
"minimumCoreVersion": "0.8.6",
"compatibleCoreVersion": "10",
"compatibility": {
"minimum": 10,
"verified": "11.315",
"maximum": 11
},
"esmodules":[
"rmss.js"
],
"styles": ["rmss.css"],
"packs": [ {
"name": "skill_categories",
"label": "Skill Categories",
"name": "rmss_skill_categories",
"label": "RMSS Skill Categories",
"system": "rmss",
"path": "./packs/skill_categories.db",
"path": "./packs/rmss_skill_categories.db",
"type": "Item"
},
{
"name": "smss_skill_categories",
"label": "Spacemaster Skill Categories",
"system": "rmss",
"path": "./packs/smss_skill_categories.db",
"type": "Item"
}
],

View File

@ -0,0 +1,28 @@
<div class="dice-roll">
<div class="dice-result">
Original Roll:
<h4 class="dice-total" >{{ baseroll.result }}</h4>
</div>
{{#if highopen }}
<div class=dice-result>
Rolled over 95 - High Open-Ended!
{{#each opeendedresults as |rollresult|}}
<h4 class="dice-total" >{{ rollresult }}</h4>
{{/each}}
</div>
{{/if}}
{{#if lowopen }}
<div class=dice-result>
Rolled under 6 - Low Open-Ended!
{{#each opeendedresults as |rollresult|}}
<h4 class="dice-total" >{{ rollresult }}</h4>
{{/each}}
</div>
{{/if}}
<div class="dice-result">
Total:
<h4 class="dice-total" >{{ total }}</h4>
</div>
</div>

View File

@ -34,9 +34,10 @@
<div>{{skill_category.system.special_bonus_1}}</div>
<div>{{skill_category.system.special_bonus_2}}</div>
<div>{{skill_category.system.total_bonus}}</div>
<div>
<div class="skillcat-icons">
<a class="item-edit" title="Edit Category" data-item-id="{{skill_category._id}}"><i class="fas fa-edit"></i></a>
<a class="item-delete item" title="Delete Category" data-item-id="{{skill_category._id}}"><i class="fas fa-trash"></i></a>
<a class="item-roll" title="Roll Check" data-item-id="{{skill_category._id}}"><i class="fas fa-dice"></i></a>
</div>
{{/each}}
</div>

View File

@ -0,0 +1,27 @@
<form>
<div class="dice-roller-container">
<div class="dice-roller-options">
<div class="dice-roller-item">
<div>Rolling for:</div><div>{{itemName}}</div>
</div>
<div class="dice-roller-item">
<div>Character Bonus:</div><div>{{characterBonus}}</div>
</div>
<div class="dice-roller-item">
<div>Misc Bonus:</div><div><input name="miscBonus" value="0" /></div>
</div>
<div class="dice-roller-item">
<div>Select Roll Type:</div>
<div>
<select name="rollType" value="None" itemid="blah">
{{#each selectOptions as |option|}}
<option value="{{option.value}}" {{#if option.selected}}selected{{/if}}>{{option.text}}</option>
{{/each}}
</select>
</div>
</div>
<div class="roll-button-container">
<button type="submit">Roll</button>
</div>
</div>
</form>

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>