Switch to v11
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47
lang/en.json
47
lang/en.json
@ -1,25 +1,28 @@
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{
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"ITEM": {
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"TypeRace": "Race",
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"TypeRole": "Role",
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"TypeAbility": "Ability",
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"TypeSpecialisation": "Specialisation",
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"TypePerk": "Perk",
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"TypePower": "Power",
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"TypeArmor": "Armor",
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"TypeShield": "Shield",
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"TypeEquipment": "Equipment",
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"TypeWeapon": "Weapon",
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"TypeEffect": "Effect",
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"TypeMoney": "Money",
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"TypeVirtue": "Virtue",
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"TypeVice": "Vice",
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"TypeVehiclehull": "Vehicule Hull",
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"TypePowercoremodule": "Power Core Module",
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"TypeMobilitymodule": "Mobility Module",
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"TypeCombatmodule": "Combat Module",
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"TypeVehiclemodule": "Vehicle Module",
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"TypeVehicleweaponmodule" : "Vehicle Weapon Module",
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"TypePropulsionmodule": "Propulsion module"
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"TYPES": {
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"Item": {
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"Race": "Race",
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"Role": "Role",
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"Ability": "Ability",
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"Specialisation": "Specialisation",
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"Perk": "Perk",
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"Power": "Power",
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"Armor": "Armor",
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"Shield": "Shield",
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"Equipment": "Equipment",
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"Weapon": "Weapon",
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"Effect": "Effect",
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"Money": "Money",
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"Virtue": "Virtue",
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"Vice": "Vice",
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"Vehiclehull": "Vehicule Hull",
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"Powercoremodule": "Power Core Module",
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"Mobilitymodule": "Mobility Module",
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"Combatmodule": "Combat Module",
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"Vehiclemodule": "Vehicle Module",
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"Vehicleweaponmodule" : "Vehicle Weapon Module",
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"Propulsionmodule": "Propulsion module"
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}
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}
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}
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@ -41,6 +41,7 @@ export class PegasusActorSheet extends ActorSheet {
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effects: this.object.effects.map(e => foundry.utils.deepClone(e.data)),
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limited: this.object.limited,
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specs: this.actor.getSpecs( ),
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config: game.system.pegasus.config,
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optionsDiceList: PegasusUtility.getOptionsDiceList(),
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optionsLevel: PegasusUtility.getOptionsLevel(),
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weapons: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getWeapons()) ),
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@ -112,6 +112,14 @@ export class PegasusActor extends Actor {
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/* -------------------------------------------- */
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prepareDerivedData() {
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if (this.system.secondary.stealthhealth) {
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this.update({"system.secondary": {"-=stealthhealth": null}} )
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}
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if (this.system.secondary.socialhealth) {
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this.update({"system.secondary": {"-=socialhealth": null}} )
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}
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if (!this.traumaState) {
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this.traumaState = "none"
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}
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@ -668,7 +676,7 @@ export class PegasusActor extends Actor {
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for (let spec of specThreat) {
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tl += PegasusUtility.getDiceValue(spec.system.level)
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}
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tl += this.system.nrg.absolutemax + this.system.secondary.health.max + this.system.secondary.delirium.max
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tl += this.system.nrg.absolutemax /* NO MORE USED + this.system.secondary.health.max + this.system.secondary.delirium.max*/
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tl += this.getPerks().length * 5
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let weapons = this.getWeapons()
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@ -781,11 +789,12 @@ export class PegasusActor extends Actor {
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if (stunAbove > 0) {
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ChatMessage.create({ content: `${this.name} Stun threshold has been exceeded.` })
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}
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/* NO MORE AUTOMATION HERE
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if (incDec > 0 && stunAbove > 0) {
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let delirium = duplicate(myself.system.secondary.delirium)
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delirium.value -= incDec
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myself.update({ 'system.secondary.delirium': delirium })
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}
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}*/
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}
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/* -------------------------------------------- */
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@ -1237,6 +1246,7 @@ export class PegasusActor extends Actor {
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nrg.max += item.system.features.nrgcost.value
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await this.update({ 'system.nrg': nrg })
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}
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/* NO MORE USED
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if (item.system.features.bonushealth.flag) {
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let health = duplicate(this.system.secondary.health)
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health.value -= Number(item.system.features.bonushealth.value) || 0
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@ -1254,7 +1264,7 @@ export class PegasusActor extends Actor {
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nrg.value -= Number(item.system.features.bonusnrg.value) || 0
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nrg.max -= Number(item.system.features.bonusnrg.value) || 0
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await this.update({ 'system.nrg': nrg })
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}
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}*/
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this.disableWeaverPerk(item)
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PegasusUtility.createChatWithRollMode(item.name, {
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content: await renderTemplate(`systems/fvtt-pegasus-rpg/templates/chat-perk-ready.html`, { name: this.name, perk: duplicate(item) })
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@ -1287,6 +1297,7 @@ export class PegasusActor extends Actor {
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ui.notifications.warn("Not enough NRG to activate the Perk " + item.name)
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}
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}
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/* NO MORE USED
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if (item.system.features.bonushealth.flag) {
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let health = duplicate(this.system.secondary.health)
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health.value += Number(item.system.features.bonushealth.value) || 0
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@ -1298,7 +1309,7 @@ export class PegasusActor extends Actor {
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delirium.value += Number(item.system.features.bonusdelirium.value) || 0
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delirium.max += Number(item.system.features.bonusdelirium.value) || 0
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await this.update({ 'system.secondary.delirium': delirium })
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}
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}*/
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if (item.system.features.bonusnrg.flag) {
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let nrg = duplicate(this.system.nrg)
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nrg.value += Number(item.system.features.bonusnrg.value) || 0
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@ -1335,16 +1346,13 @@ export class PegasusActor extends Actor {
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getTraumaState() {
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this.traumaState = "none"
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if (this.type == "character") {
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let negDelirium = -Math.floor((this.system.secondary.delirium.max + 1) / 2)
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if (this.type == "character") {
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if (this.system.secondary.delirium.value <= 0 && this.system.secondary.delirium.value >= negDelirium) {
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if ( this.system.secondary.delirium.status == "trauma") {
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this.traumaState = "trauma"
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}
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if (this.system.secondary.delirium.value < negDelirium) {
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if ( this.system.secondary.delirium.status == "severetrauma") {
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this.traumaState = "severetrauma"
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}
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}
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}
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return this.traumaState
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}
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@ -1439,6 +1447,7 @@ export class PegasusActor extends Actor {
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if (this.isOwner || game.user.isGM) {
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let updates = {}
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/* No more used
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let phyDiceValue = PegasusUtility.getDiceValue(this.system.statistics.phy.value) + this.system.secondary.health.bonus + this.system.statistics.phy.mod + PegasusUtility.getDiceValue(this.system.statistics.phy.bonuseffect);
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if (phyDiceValue != this.system.secondary.health.max) {
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updates['system.secondary.health.max'] = phyDiceValue
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@ -1467,7 +1476,7 @@ export class PegasusActor extends Actor {
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}
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if (this.computeValue) {
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updates['system.secondary.socialhealth.value'] = socDiceValue
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}
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}*/
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let nrgValue = PegasusUtility.getDiceValue(this.system.statistics.foc.value) + this.system.nrg.mod + this.system.statistics.foc.mod + PegasusUtility.getDiceValue(this.system.statistics.foc.bonuseffect)
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if (nrgValue != this.system.nrg.absolutemax) {
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@ -1511,11 +1520,11 @@ export class PegasusActor extends Actor {
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}
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let race = this.getRace()
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if (race && race.name && (race.name != this.system.biodata.racename)) {
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if (race?.name && (race.name != this.system.biodata.racename)) {
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updates['system.biodata.racename'] = race.name
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}
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let role = this.getRole()
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if (role && role.name && (role.name != this.system.biodata.rolename)) {
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if (role?.name && (role.name != this.system.biodata.rolename)) {
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updates['system.biodata.rolename'] = role.name
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}
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if (Object.entries(updates).length > 0) {
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@ -1528,22 +1537,82 @@ export class PegasusActor extends Actor {
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// Update current hindrance level
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let hindrance = this.system.combat.hindrancedice
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if (!this.checkIgnoreHealth()) {
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if (this.system.secondary.health.value < 0) {
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if (this.system.secondary.health.value < -Math.floor((this.system.secondary.health.max + 1) / 2)) { // Severe wounded
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hindrance += 3
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} else {
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if (this.system.secondary.health.status == "wounded") {
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hindrance += 1
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}
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if (this.system.secondary.health.status == "severelywounded") {
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hindrance += 3
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}
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}
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this.system.combat.hindrancedice = hindrance
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this.getTraumaState()
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this.cleanupPerksIfTrauma()
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await this.parseStatEffects()
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this.parseStatEffects()
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this.parseDamageValues()
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await this.parseStatusEffects()
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}
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}
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/* -------------------------------------------- */
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getArmorResistanceBonus() {
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let bonus = 0
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for (let a of armors) {
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bonus += Number(a.system.resistance)
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}
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return bonus
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}
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/* -------------------------------------------- */
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parseDamageValues() {
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if (this.system.biodata.noautobonus) { // If we are in "no-bonus mode
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return
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}
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let updates = []
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/* Get MDL bonus */
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let meleeBonus = 0
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let effects = this.items.filter(effect => effect.type == "effect" && effect.system.affectstatus && effect.system.affectstatus == "mdl" && (Number(effect.system.effectlevel) > 0))
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for(let e of effects) {
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meleeBonus += Number(e.system.effectlevel)
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}
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let weaponsMelee = this.items.filter( it => it.type == "weapon" && it.system.damagestatistic.toLowerCase() == "str")
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for (let w of weaponsMelee) {
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let damage = Number(w.system.damage) + this.system.biodata.sizenum + this.system.biodata.sizebonus + this.system.statistics.str.value + this.system.statistics.str.bonuseffect + meleeBonus
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if (damage != w.system.mdl ) {
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updates.push({ _id: w.id, "system.mdl": damage })
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}
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}
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let rangedBonus = 0
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effects = this.items.filter(effect => effect.type == "effect" && effect.system.affectstatus && effect.system.affectstatus == "rdl" && (Number(effect.system.effectlevel) > 0))
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for(let e of effects) {
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rangedBonus += Number(e.system.effectlevel)
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}
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let weaponsRanged = this.items.filter( it => it.type == "weapon" && it.system.statistic.toLowerCase() == "agi")
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for (let w of weaponsRanged) {
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let damage = Number(w.system.damage) + rangedBonus
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if (damage != w.system.rdl ) {
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updates.push({ _id: w.id, "system.rdl": damage })
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}
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}
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let armorBonus = 0
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effects = this.items.filter(effect => effect.type == "effect" && effect.system.affectstatus && effect.system.affectstatus == " adrl" && (Number(effect.system.effectlevel) > 0))
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for(let e of effects) {
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armorBonus += Number(e.system.effectlevel)
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}
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let armors = this.items.filter( it => it.type == "armor")
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for (let a of armors) {
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let adrl = this.system.statistics.phy.value + this.system.statistics.phy.bonuseffect + this.system.biodata.sizenum + this.system.biodata.sizebonus + a.system.resistance + armorBonus
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if (adrl != a.system.adrl ) {
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updates.push({ _id: a.id, "system.adrl": adrl })
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}
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}
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if (updates.length > 0) {
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this.updateEmbeddedDocuments('Item', updates)
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}
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}
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/* -------------------------------------------- */
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parseStatEffects() {
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if (this.system.biodata.noautobonus) { // If we are in "no-bonus mode
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@ -1693,13 +1762,13 @@ export class PegasusActor extends Actor {
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if (objetQ) {
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let newQ = objetQ.system.ammocurrent + incDec;
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if (newQ >= 0 && newQ <= objetQ.system.ammomax) {
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const updated = await this.updateEmbeddedDocuments('Item', [{ _id: objetQ.id, 'system.ammocurrent': newQ }]); // pdates one EmbeddedEntity
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await this.updateEmbeddedDocuments('Item', [{ _id: objetQ.id, 'system.ammocurrent': newQ }]); // pdates one EmbeddedEntity
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}
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}
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}
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/* -------------------------------------------- */
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async applyAbility(ability, updates = [], directUpdate = false) {
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async applyAbility(ability, updates = {}, directUpdate = false) {
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// manage stat bonus
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if (!ability.system) {
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ability.system = ability.data
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@ -1722,6 +1791,7 @@ export class PegasusActor extends Actor {
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nrg.mod += Number(ability.system.statusmodifier)
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updates[`system.nrg`] = nrg
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}
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/* NO MORE USED
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if (ability.system.statusaffected == 'health') {
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let health = duplicate(this.system.secondary.health)
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health.bonus += Number(ability.system.statusmodifier)
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@ -1741,7 +1811,7 @@ export class PegasusActor extends Actor {
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let stealthhealth = duplicate(this.system.secondary.stealthhealth)
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stealthhealth.bonus += Number(ability.system.statusmodifier)
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updates[`system.secondary.stealthhealth`] = delirium
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}
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}*/
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}
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if (directUpdate) {
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await this.update(updates)
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@ -1887,12 +1957,8 @@ export class PegasusActor extends Actor {
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/* ROLL SECTION
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/* -------------------------------------------- */
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pushEffect(rollData, effect) {
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if (this.getTraumaState() == "none" && !this.checkNoBonusDice()) {
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if ( (this.getTraumaState() == "none" && !this.checkNoBonusDice()) || !effect.system.bonusdice) {
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rollData.effectsList.push({ label: effect.name, type: "effect", applied: false, effect: effect, value: effect.system.effectlevel })
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} else {
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if (!effect.system.bonusdice) { // Do not push bonus dice effect when TraumaState is activated
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rollData.effectsList.push({ label: effect.name, type: "effect", applied: false, effect: effect, value: effect.system.effectlevel })
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}
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}
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}
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30
modules/pegasus-config.js
Normal file
30
modules/pegasus-config.js
Normal file
@ -0,0 +1,30 @@
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export const PEGASUS_CONFIG = {
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healthStatus: {
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healthy: { key: "healthy", name: 'Healthy', hindrance: 0 },
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injured: { key: "injured",name: 'Injured',hindrance: 0 },
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wounded: { key: "wounded",name: 'Wounded',hindrance: 1, rolls: 'ALL' },
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severlywounded: { key: "severlywounded",name: 'Severly Wounded',hindrance: 3, rolls: 'ALL' },
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defeated: { key: "defeated",name:'Defeated',hindrance: 3, defeated: true}
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},
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deliriumStatus: {
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stable: { key:'stable', name: 'Stable', hindrance: 0 },
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unstable: { key:'unstable',name: 'Unstable', hindrance: 0 },
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trauma: { key:'trauma',name: 'Trauma', hindrance: 0, nobonusdice: true },
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severetrauma: { key:'severetrauma',name: 'Severe Trauma', hindrance: 0, nobonusdice: true, noperks: true },
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defeated: { key:'defeated',name:'Defeated',hindrance: 0, defeated: true}
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},
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concealmentStatus: {
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hidden: { key:'hidden',name: 'Hidden', hindrance: 0 },
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covered: { key:'covered',name: 'Covered', hindrance: 0 },
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exposed: { key:'exposed',name: 'Exposed', hindrance: 1, rolls: 'STL' },
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detected: { key:'detected',name: 'Detected', hindrance: 3, rolls: 'STL'},
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located: { key:'located',name: 'Located', hindrance: 0 }
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},
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confidenceStatus: {
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confident: { key:'confident',name: 'Confident', hindrance: 0 },
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uncertain: { key:'uncertain',name: 'Uncertain', hindrance: 0 },
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shaken: { key:'shaken',name: 'Shaken', hindrance: 0, hasfear: true },
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anxious: { key:'anxious',name: 'Anxious', hindrance: 0, nostunrecover: true },
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lostface: { key:'lostface',name: 'Lost Face', hindrance: 0 }
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}
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}
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@ -423,7 +423,6 @@ export class PegasusItemSheet extends ItemSheet {
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}
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}
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/* -------------------------------------------- */
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async _onDrop(event) {
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@ -17,6 +17,7 @@ import { PegasusUtility } from "./pegasus-utility.js";
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import { PegasusCombat } from "./pegasus-combat.js";
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import { PegasusItem } from "./pegasus-item.js";
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import { PegasusToken } from "./pegasus-token.js";
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import { PEGASUS_CONFIG } from "./pegasus-config.js"
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/* -------------------------------------------- */
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/* Foundry VTT Initialization */
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@ -58,7 +59,8 @@ Hooks.once("init", async function () {
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CONFIG.Actor.documentClass = PegasusActor
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CONFIG.Item.documentClass = PegasusItem
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game.system.pegasus = {
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utility: PegasusUtility
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utility: PegasusUtility,
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config: PEGASUS_CONFIG
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}
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/* -------------------------------------------- */
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@ -70,6 +70,11 @@ export class PegasusUtility {
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Handlebars.registerHelper('getDice', function (a) {
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return PegasusUtility.getDiceFromLevel(a)
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})
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Handlebars.registerHelper('getStatusConfig', function (a) {
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let key = a + "Status"
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console.log("TABE", key, game.system.pegasus.config[key] )
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return game.system.pegasus.config[key]
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})
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}
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@ -1282,9 +1287,9 @@ export class PegasusUtility {
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this.lastRoleEffectProcess = now
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console.log("=========================+> Searching/Processing roles effects")
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await this.processTactician()
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/*NO MORE USED : await this.processTactician()*/
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await this.processEnhancer()
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||||
await this.processAgitator()
|
||||
/*NO MORE USED : await this.processAgitator()*/
|
||||
|
||||
}
|
||||
|
||||
|
@ -23,8 +23,7 @@
|
||||
"manifest": "https://www.uberwald.me/gitea/uberwald/fvtt-pegasus-rpg/raw/branch/master/system.json",
|
||||
"compatibility": {
|
||||
"minimum": "10",
|
||||
"verified": "10",
|
||||
"maximum": "10"
|
||||
"verified": "11"
|
||||
},
|
||||
"id": "fvtt-pegasus-rpg",
|
||||
"packs": [
|
||||
@ -253,7 +252,7 @@
|
||||
],
|
||||
"title": "Pegasus RPG",
|
||||
"url": "https://www.uberwald.me/data/files/fvtt-pegasus-rpg",
|
||||
"version": "10.2.7",
|
||||
"download": "https://www.uberwald.me/gitea/uberwald/fvtt-pegasus-rpg/archive/fvtt-pegasus-rpg-v10.2.7.zip",
|
||||
"version": "11.0.3",
|
||||
"download": "https://www.uberwald.me/gitea/uberwald/fvtt-pegasus-rpg/archive/fvtt-pegasus-rpg-v10.2.8.zip",
|
||||
"background": "systems/fvtt-pegasus-rpg/images/ui/pegasus_welcome_page.webp"
|
||||
}
|
@ -171,6 +171,7 @@
|
||||
"type": "value",
|
||||
"ismax": true,
|
||||
"iscombat": true,
|
||||
"status": "healthy",
|
||||
"bonus": 0,
|
||||
"max": 0
|
||||
},
|
||||
@ -180,22 +181,25 @@
|
||||
"type": "value",
|
||||
"ismax": true,
|
||||
"iscombat": true,
|
||||
"status": "stable",
|
||||
"bonus": 0,
|
||||
"max": 0
|
||||
},
|
||||
"stealthhealth": {
|
||||
"label": "STL Health",
|
||||
"concealment": {
|
||||
"label": "Concealment",
|
||||
"type": "value",
|
||||
"value": 0,
|
||||
"ismax": true,
|
||||
"status": "hidden",
|
||||
"bonus": 0,
|
||||
"max": 0
|
||||
},
|
||||
"socialhealth": {
|
||||
"label": "SOC Health",
|
||||
"confidence": {
|
||||
"label": "Confidence",
|
||||
"type": "value",
|
||||
"value": 0,
|
||||
"ismax": true,
|
||||
"status": "confident",
|
||||
"bonus": 0,
|
||||
"max": 0
|
||||
}
|
||||
@ -595,6 +599,7 @@
|
||||
"armor": {
|
||||
"statistic": "",
|
||||
"resistance": "",
|
||||
"adrl": 0,
|
||||
"weight": 0,
|
||||
"cost": 0,
|
||||
"idr": "",
|
||||
@ -645,6 +650,8 @@
|
||||
"weapon": {
|
||||
"statistic": "",
|
||||
"damagestatistic": "",
|
||||
"mdl": 0,
|
||||
"rdl": 0,
|
||||
"damage": "",
|
||||
"canbethrown": false,
|
||||
"cost": 0,
|
||||
|
@ -59,12 +59,6 @@
|
||||
<div class="stat-item status-block">
|
||||
{{> systems/fvtt-pegasus-rpg/templates/partial-actor-status.html}}
|
||||
</div>
|
||||
|
||||
<!--
|
||||
<label class="status-small-label">Active NRG</label>
|
||||
<input type="text" class="padd-right status-small-label no-grow" name="system.nrg.activated" value="{{data.nrg.activated}}" data-dtype="Number"/>
|
||||
-->
|
||||
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
@ -26,6 +26,7 @@
|
||||
{{/if}}
|
||||
{{#if isResistance}}
|
||||
<li>Armor Resistance Dice : {{armor.system.resistanceDice}}</li>
|
||||
<li>ADRL : {{armor.system.adrl}}</li>
|
||||
{{/if}}
|
||||
{{#if stat}}
|
||||
<li>Statistic : {{stat.label}}</li>
|
||||
@ -38,6 +39,12 @@
|
||||
<li>Weapon : {{weaponName}}</li>
|
||||
{{/if}}
|
||||
{{#if weapon}}
|
||||
{{#if (eq weapon.weapon.system.damagestatistic "str")}}
|
||||
<li>MDL : {{weapon.weapon.system.mdl}}</li>
|
||||
{{/if}}
|
||||
{{#if (eq weapon.weapon.system.statistic "agi")}}
|
||||
<li>RDL : {{weapon.weapon.system.rdl}}</li>
|
||||
{{/if}}
|
||||
{{#if vehicle}}
|
||||
<li>Damage type : {{weapon.weapon.system.damagetype}}</li>
|
||||
{{else}}
|
||||
|
@ -33,6 +33,14 @@
|
||||
{{/select}}
|
||||
</select>
|
||||
</li>
|
||||
|
||||
{{#if owner}}
|
||||
<li class="flexrow">
|
||||
<label class="generic-label">ADRL</label>
|
||||
<label class="generic-label">{{data.adrl}}</label>
|
||||
</li>
|
||||
{{/if}}
|
||||
|
||||
<li class="flexrow"><label class="generic-label">Location Protected</label>
|
||||
<input type="text" class="" name="system.locationprotected" value="{{data.locationprotected}}" data-dtype="String"/>
|
||||
</li>
|
||||
|
@ -93,13 +93,12 @@
|
||||
<label class="attribute-value checkbox"><input type="checkbox" name="system.affectstatus" {{checked data.affectstatus}}/></label>
|
||||
</li>
|
||||
{{#if data.affectstatus}}
|
||||
<li class="flexrow"><label class="generic-label">Affected status</label>
|
||||
<li class="flexrow"><label class="generic-label">Affected status/Auto damage</label>
|
||||
<select class="competence-base flexrow" type="text" name="system.affectedstatus" value="{{data.affectedstatus}}" data-dtype="String">
|
||||
{{#select data.affectedstatus}}
|
||||
<option value="health">Health</option>
|
||||
<option value="delirium">Delirium</option>
|
||||
<option value="socialhealth">Social Health</option>
|
||||
<option value="stealthhealth">Stealth Health</option>
|
||||
<option value="mdl">MDL</option>
|
||||
<option value="rdl">RDL</option>
|
||||
<option value="adrl">ADRL</option>
|
||||
<option value="nrg">NRG</option>
|
||||
<option value="mt">MT</option>
|
||||
<option value="kbv">KBV</option>
|
||||
|
@ -38,6 +38,19 @@
|
||||
</select>
|
||||
</li>
|
||||
|
||||
{{#if (and owner (eq data.damagestatistic "str"))}}
|
||||
<li class="flexrow">
|
||||
<label class="generic-label">MDL</label>
|
||||
<label class="competence-base">{{data.mdl}}</label>
|
||||
</li>
|
||||
{{/if}}
|
||||
{{#if (and owner (eq data.statistic "agi"))}}
|
||||
<li class="flexrow">
|
||||
<label class="generic-label">RDL</label>
|
||||
<label class="competence-base">{{data.rdl}}</label>
|
||||
</li>
|
||||
{{/if}}
|
||||
|
||||
<li class="flexrow"><label class="generic-label">Item size</label>
|
||||
<input type="text" class="" name="system.itemsize" value="{{data.itemsize}}" data-dtype="String"/>
|
||||
</li>
|
||||
|
@ -1,25 +1,17 @@
|
||||
<ul class="status-block">
|
||||
<li class="item flexrow">
|
||||
<span class="stat-label status-small-label status-col-name"><label class="status-small-label"><strong>Status</strong></label></span>
|
||||
<span class="status-header-label status-small-label no-grow"><label class="status-small-label">Cur</label></span>
|
||||
<span class="status-header-label status-small-label no-grow"><label class="status-small-label">Mod</label></span>
|
||||
<span class="status-header-label status-small-label no-grow"><label class="status-small-label">Max</label></span>
|
||||
<span class="status-header-label status-small-label no-grow"><label class="status-medium-label">State</label></span>
|
||||
</li>
|
||||
{{#each data.secondary as |stat2 key|}}
|
||||
<li class="item flexrow " data-attr-key="{{key}}">
|
||||
<span class="stat-label flexrow status-col-name" name="{{key}}">
|
||||
<label class="status-small-label"><strong>{{stat2.label}}</strong><br>
|
||||
{{#if (eq key "health")}}
|
||||
(KOV -{{stat2.max}})
|
||||
{{/if}}
|
||||
{{#if (eq key "delirium")}}
|
||||
(MV -{{stat2.max}})
|
||||
{{/if}}
|
||||
</label>
|
||||
</span>
|
||||
<input type="text" class="padd-right status-small-label no-grow" name="system.secondary.{{key}}.value" value="{{stat2.value}}" data-dtype="Number"/>
|
||||
<input type="text" class="padd-right status-small-label no-grow" name="system.secondary.{{key}}.bonus" value="{{stat2.bonus}}" data-dtype="Number" {{@root.disabledBonus}}/>
|
||||
<input type="text" class="padd-right status-small-label no-grow" name="system.secondary.{{key}}.max" value="{{stat2.max}}" data-dtype="Number"/>
|
||||
<select class="padd-right status-small-label" type="text" name="system.secondary.{{key}}.status" value="{{stat2.status}}" data-dtype="String">
|
||||
{{selectOptions (getStatusConfig key) selected=stat2.status nameAttr="key" labelAttr="name" }}
|
||||
</select>
|
||||
</li>
|
||||
{{/each}}
|
||||
<li class="item flexrow " data-key="nrg">
|
||||
|
Loading…
Reference in New Issue
Block a user