Manage hindrance dices
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images/dice/hindrance-dice.png
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images/dice/hindrance-dice.png
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After Width: | Height: | Size: 37 KiB |
@ -114,10 +114,10 @@ export class PegasusActor extends Actor {
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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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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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this.update({ "system.secondary": { "-=socialhealth": null } })
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}
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if (!this.traumaState) {
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@ -770,7 +770,7 @@ export class PegasusActor extends Actor {
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let combat = duplicate(myself.system.combat)
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combat.stunlevel += incDec
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if (combat.stunlevel >= 0) {
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myself.update({ 'system.combat': combat } )
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myself.update({ 'system.combat': combat })
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let chatData = {
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user: game.user.id,
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rollMode: game.settings.get("core", "rollMode"),
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@ -959,7 +959,7 @@ export class PegasusActor extends Actor {
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async equipGear(equipmentId) {
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let item = this.items.find(item => item.id == equipmentId);
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if (item && item.system) {
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let update = { _id: item.id, "data.equipped": !item.system.equipped };
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let update = { _id: item.id, "system.equipped": !item.system.equipped };
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await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity
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}
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}
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@ -1154,7 +1154,7 @@ export class PegasusActor extends Actor {
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async updatePerkUsed(itemId, index, checked) {
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let item = this.items.get(itemId)
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if (item && index) {
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let key = "data.used" + index
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let key = "system.used" + index
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await this.updateEmbeddedDocuments('Item', [{ _id: itemId, [`${key}`]: checked }])
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item = this.items.get(itemId) // Refresh
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if (item.system.nbuse == "next1action" && item.system.used1) {
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@ -1346,10 +1346,10 @@ 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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if ( this.system.secondary.delirium.status == "trauma") {
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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.status == "severetrauma") {
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if (this.system.secondary.delirium.status == "severetrauma" || this.system.secondary.delirium.status == "defeated") {
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this.traumaState = "severetrauma"
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}
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}
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@ -1540,7 +1540,7 @@ export class PegasusActor extends Actor {
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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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if (this.system.secondary.health.status == "severlywounded" || this.system.secondary.health.status == "defeated") {
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hindrance += 3
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}
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}
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@ -1555,7 +1555,7 @@ export class PegasusActor extends Actor {
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/* -------------------------------------------- */
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getArmorResistanceBonus() {
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let bonus = 0
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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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@ -1567,43 +1567,52 @@ export class PegasusActor extends Actor {
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return
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}
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let updates = []
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let role = this.getRole() // Get the role for optionnal bonuses
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let roleBonus = 0
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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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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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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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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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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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if (role?.name?.toLowerCase() == "ranged") { // Add ranged bonus to ADRL
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roleBonus = this.getRoleLevel()
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}
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let weaponsRanged = this.items.filter(it => it.type == "weapon" && it.system.damagestatistic.toLowerCase() == "pre")
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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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let damage = roleBonus + 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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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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roleBonus = 0
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if (role?.name?.toLowerCase() == "defender") { // Add defender bonus to ADRL
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roleBonus = this.getRoleLevel()
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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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let adrl = roleBonus + 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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@ -1693,7 +1702,7 @@ export class PegasusActor extends Actor {
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async modStat(key, inc = 1) {
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let stat = duplicate(this.system.statistics[key])
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stat.mod += parseInt(inc)
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await this.update({ [`data.statistics.${key}`]: stat })
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await this.update({ [`system.statistics.${key}`]: stat })
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}
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/* -------------------------------------------- */
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@ -1701,7 +1710,7 @@ export class PegasusActor extends Actor {
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key = key.toLowerCase()
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let stat = duplicate(this.system.statistics[key])
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stat.value += parseInt(inc)
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await this.update({ [`data.statistics.${key}`]: stat })
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await this.update({ [`system.statistics.${key}`]: stat })
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}
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/* -------------------------------------------- */
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@ -1709,11 +1718,11 @@ export class PegasusActor extends Actor {
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if (key == "nrg") {
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let nrg = duplicate(this.system.nrg)
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nrg.mod += parseInt(inc)
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await this.update({ [`data.nrg`]: nrg })
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await this.update({ [`system.nrg`]: nrg })
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} else {
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let status = duplicate(this.system.secondary[key])
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status.bonus += parseInt(inc)
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await this.update({ [`data.secondary.${key}`]: status })
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await this.update({ [`system.secondary.${key}`]: status })
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}
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}
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@ -1752,7 +1761,7 @@ export class PegasusActor extends Actor {
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if (objetQ) {
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let newQ = objetQ.system.quantity + incDec
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if (newQ >= 0) {
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const updated = await this.updateEmbeddedDocuments('Item', [{ _id: objetQ.id, 'system.quantity': newQ }]) // pdates one EmbeddedEntity
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await this.updateEmbeddedDocuments('Item', [{ _id: objetQ.id, 'system.quantity': newQ }]) // pdates one EmbeddedEntity
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}
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}
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}
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@ -1774,7 +1783,7 @@ export class PegasusActor extends Actor {
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ability.system = ability.data
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}
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if (ability.system.affectedstat != "notapplicable") {
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if ( ability.system.affectedstat == "mr") {
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if (ability.system.affectedstat == "mr") {
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let stat = duplicate(this.system.mr)
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stat.mod += Number(ability.system.statmodifier)
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updates[`system.mr`] = stat
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@ -1881,7 +1890,7 @@ export class PegasusActor extends Actor {
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getIncreaseStatValue(updates, statKey) {
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let stat = duplicate(this.system.statistics[statKey])
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stat.value += 1;
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updates[`data.statistics.${statKey}`] = stat
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updates[`system.statistics.${statKey}`] = stat
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}
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/* -------------------------------------------- */
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@ -1906,6 +1915,48 @@ export class PegasusActor extends Actor {
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}
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/* -------------------------------------------- */
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computeCurrentHindrances() {
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let hindrancesDices = 0
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if (this.type == "character") {
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if (this.system.combat.stunlevel > 0) {
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hindrancesDices += 2
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}
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hindrancesDices += this.system.combat.hindrancedice
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let overCapacity = Math.floor(this.encCurrent / this.getEncumbranceCapacity())
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if (overCapacity > 0) {
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hindrancesDices += overCapacity
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}
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let effects = this.items.filter(item => item.type == 'effect')
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for (let effect of effects) {
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if (effect.system.hindrance) {
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hindrancesDices += effect.system.effectlevel
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}
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}
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}
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if (this.type == "vehicle") {
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if (this.system.stun.value > 0) {
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hindrancesDices += 2
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}
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if (this.isVehicleCrawling()) {
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hindrancesDices += 3
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}
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if (this.isVehicleSlow()) {
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hindrancesDices += 1
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}
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if (this.isVehicleAverage()) {
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hindrancesDices += 1
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}
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if (this.isVehicleFast()) {
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hindrancesDices += 3
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}
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if (this.isVehicleExFast()) {
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hindrancesDices += 5
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}
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}
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return hindrancesDices
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}
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/* -------------------------------------------- */
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addHindrancesList(effectsList) {
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@ -1957,7 +2008,7 @@ 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()) || !effect.system.bonusdice) {
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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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}
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}
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@ -1993,7 +2044,7 @@ export class PegasusActor extends Actor {
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rollData.effectsList.push({ label: "Ranged Role Bonus", type: "effect", applied: true, isdynamic: true, value: this.getRoleLevel() })
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rollData.dicePool = rollData.dicePool.concat(PegasusUtility.buildDicePool("effect-bonus-dice", this.getRoleLevel(), 0, "Ranged Role Bonus"))
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}
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if (role && role.name.toLowerCase() == "defender" && subKey == "defence") {
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if (role && role.name.toLowerCase() == "defender" && (subKey == "defence" || subKey == "dmg-res")) {
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rollData.effectsList.push({ label: "Defender Role Bonus", type: "effect", applied: true, isdynamic: true, value: this.getRoleLevel() })
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rollData.dicePool = rollData.dicePool.concat(PegasusUtility.buildDicePool("effect-bonus-dice", this.getRoleLevel(), 0, "Defender Role Bonus"))
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}
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@ -2179,6 +2230,8 @@ export class PegasusActor extends Actor {
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}
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}
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rollData.hindranceDices = this.computeCurrentHindrances()
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this.processSizeBonus(rollData)
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this.addEffects(rollData, isInit, isPower, subKey == "power-dmg")
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this.addArmorsShields(rollData, statKey, useShield, subKey)
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@ -72,9 +72,22 @@ export class PegasusUtility {
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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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//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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Handlebars.registerHelper('valueAtIndex', function (arr, idx) {
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return arr[idx];
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})
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Handlebars.registerHelper('for', function (from, to, incr, block) {
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let accum = '';
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for (let i = from; i <= to; i += incr)
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accum += block.fn(i);
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return accum;
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})
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Handlebars.registerHelper('isGM', function () {
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return game.user.isGM
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})
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}
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@ -136,10 +149,10 @@ export class PegasusUtility {
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let diceKey = PegasusUtility.getDiceFromLevel(level)
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let diceList = diceKey.split(" ")
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for (let myDice of diceList) {
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myDice = myDice.trim()
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let myDiceTrim = myDice.trim()
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let newDice = {
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name: name, key: myDice, level: PegasusUtility.getLevelFromDice(myDice), mod: mod, effect: effectName,
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img: `systems/fvtt-pegasus-rpg/images/dice/${myDice}.webp`
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name: name, key: myDiceTrim, level: PegasusUtility.getLevelFromDice(myDiceTrim), mod: mod, effect: effectName,
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img: `systems/fvtt-pegasus-rpg/images/dice/${myDiceTrim}.webp`
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}
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dicePool.push(newDice)
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mod = 0 // Only first dice has modifier
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@ -151,10 +164,10 @@ export class PegasusUtility {
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static updateEffectsBonusDice(rollData) {
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let newDicePool = rollData.dicePool.filter(dice => dice.name != "effect-bonus-dice")
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for (let effect of rollData.effectsList) {
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if (effect && effect.applied && effect.type == "effect" && !effect.effect?.system?.hindrance && effect.effect && effect.effect.system.bonusdice) {
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if (effect?.applied && effect.type == "effect" && !effect.effect?.system?.hindrance && effect.effect && effect.effect.system.bonusdice) {
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newDicePool = newDicePool.concat(this.buildDicePool("effect-bonus-dice", effect.effect.system.effectlevel, 0, effect.effect.name))
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}
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if (effect && effect.applied && effect.type == "effect" && effect.value && effect.isdynamic && !effect.effect?.system?.hindrance) {
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if (effect?.applied && effect.type == "effect" && effect.value && effect.isdynamic && !effect.effect?.system?.hindrance) {
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newDicePool = newDicePool.concat(this.buildDicePool("effect-bonus-dice", effect.value, 0, effect.name))
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}
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}
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@ -165,7 +178,7 @@ export class PegasusUtility {
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static updateHindranceBonusDice(rollData) {
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let newDicePool = rollData.dicePool.filter(dice => dice.name != "effect-hindrance")
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for (let hindrance of rollData.effectsList) {
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if (hindrance && hindrance.applied && (hindrance.type == "hindrance" || (hindrance.type == "effect" && hindrance.effect?.system?.hindrance))) {
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if (hindrance?.applied && (hindrance.type == "hindrance" || (hindrance.type == "effect" && hindrance.effect?.system?.hindrance))) {
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console.log("Adding Hindrance 1", hindrance, newDicePool)
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newDicePool = newDicePool.concat(this.buildDicePool("effect-hindrance", (hindrance.value) ? hindrance.value : hindrance.effect.system.effectlevel, 0, hindrance.name))
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console.log("Adding Hindrance 2", newDicePool)
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@ -826,9 +839,19 @@ export class PegasusUtility {
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let myRoll = rollData.roll
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if (!myRoll || rollData.rerollHero || rollData.rerollMomentum) { // New rolls only of no rerolls
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myRoll = new Roll(diceFormula).roll({ async: false })
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await this.showDiceSoNice(myRoll, game.settings.get("core", "rollMode"))
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rollData.roll = myRoll
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}
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if ( rollData.hindranceDices > 0) {
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rollData.hindranceRoll = new Roll(rollData.hindranceDices + "d6").roll({ async: false })
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this.showDiceSoNice(rollData.hindranceRoll, game.settings.get("core", "rollMode"))
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for (let res of rollData.hindranceRoll.terms[0].results) {
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if (res.result == 6) {
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rollData.hindranceFailure = true
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}
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}
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}
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await this.showDiceSoNice(myRoll, game.settings.get("core", "rollMode"))
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// Final score and keep data
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rollData.finalScore = myRoll.total
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@ -1048,7 +1071,7 @@ export class PegasusUtility {
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}
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//rollData.attackerId = this.id
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console.log("Target/DEFENDER", defenderActor)
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defenderActor.addHindrancesList(rollData.effectsList)
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//defenderActor.addHindrancesList(rollData.effectsList) /* No more used */
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}
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}
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@ -252,7 +252,7 @@
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],
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"title": "Pegasus RPG",
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"url": "https://www.uberwald.me/data/files/fvtt-pegasus-rpg",
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"version": "11.0.3",
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"download": "https://www.uberwald.me/gitea/uberwald/fvtt-pegasus-rpg/archive/fvtt-pegasus-rpg-v11.0.3.zip",
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"version": "11.0.4",
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"download": "https://www.uberwald.me/gitea/uberwald/fvtt-pegasus-rpg/archive/fvtt-pegasus-rpg-v11.0.4.zip",
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||||
"background": "systems/fvtt-pegasus-rpg/images/ui/pegasus_welcome_page.webp"
|
||||
}
|
@ -56,13 +56,13 @@
|
||||
<li>Power Damage type : {{power.system.powerdamagetype}} {{power.system.powerdamagetypelevel}}</li>
|
||||
{{/if}}
|
||||
|
||||
{{#if isResistance}}
|
||||
<li><strong>Defense Result : {{finalScore}}</strong>
|
||||
{{#if hindranceFailure}}
|
||||
<li><strong>Failed due to Hindrance Dice(s) !!</strong>
|
||||
{{else}}
|
||||
{{#if isDamage}}
|
||||
<li><strong>Damages : {{finalScore}}</strong>
|
||||
{{#if isResistance}}
|
||||
<li><strong>Defense Result : {{finalScore}}</strong>
|
||||
{{else}}
|
||||
<li><strong>Final Result : {{finalScore}}</strong>
|
||||
<li><strong>Final Result : {{finalScore}}</strong>
|
||||
{{/if}}
|
||||
{{/if}}
|
||||
|
||||
|
@ -26,7 +26,7 @@
|
||||
</select>
|
||||
</li>
|
||||
|
||||
<li class="flexrow"><label class="generic-label">DMG RES Dice</label>
|
||||
<li class="flexrow"><label class="generic-label">Damage Resistance</label>
|
||||
<select class="competence-base flexrow" type="text" name="system.resistance" value="{{data.resistance}}" data-dtype="Number">
|
||||
{{#select data.resistance}}
|
||||
{{{optionsDiceList}}}
|
||||
|
@ -44,7 +44,7 @@
|
||||
<label class="competence-base">{{data.mdl}}</label>
|
||||
</li>
|
||||
{{/if}}
|
||||
{{#if (and owner (eq data.statistic "agi"))}}
|
||||
{{#if (and owner (eq data.damagestatistic "pre"))}}
|
||||
<li class="flexrow">
|
||||
<label class="generic-label">RDL</label>
|
||||
<label class="competence-base">{{data.rdl}}</label>
|
||||
|
@ -87,7 +87,7 @@
|
||||
<div class="flexrow dice-pool-stack">
|
||||
{{#each dicePool as |dice idx|}}
|
||||
<span><a class="pool-remove-dice" data-dice-idx="{{idx}}" data-dice-level="{{dice.level}}" data-dice-key="{{dice.key}}"><img class="dice-pool-image"
|
||||
src="{{dice.img}}"></a></span>
|
||||
src="{{dice.img}}" alt="dices"></a></span>
|
||||
{{/each}}
|
||||
</div>
|
||||
</div>
|
||||
@ -100,11 +100,25 @@
|
||||
<div class="flexrow">
|
||||
{{#each diceList as |dice idx|}}
|
||||
<span><a class="pool-add-dice" data-dice-key="{{dice.key}}" data-dice-level="{{dice.level}}"><img class="dice-pool-image"
|
||||
src="{{dice.img}}"></a></span>
|
||||
src="{{dice.img}}" alt="dices"></a></span>
|
||||
{{/each}}
|
||||
</div>
|
||||
{{/if}}
|
||||
|
||||
{{#if hindranceDices}}
|
||||
<div class="dice-pool-div">
|
||||
<span>
|
||||
<h3 class="dice-pool-label">Hindrance Dices</h3>
|
||||
</span>
|
||||
<div class="flexrow dice-pool-stack">
|
||||
{{#for 1 hindranceDices 1}}
|
||||
<span><a class="" data-dice-idx="{{idx}}" data-dice-level="2" data-dice-key="d6"><img class="dice-pool-image"
|
||||
src="systems/fvtt-pegasus-rpg/images/dice/hindrance-dice.png" alt="dices"></a></span>
|
||||
{{/for}}
|
||||
</div>
|
||||
</div>
|
||||
{{/if}}
|
||||
|
||||
<div class="flexrow">
|
||||
|
||||
<span class="roll-dialog-label">Modifiers : </span>
|
||||
|
Loading…
Reference in New Issue
Block a user