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9 changed files with 207 additions and 100 deletions

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@ -495,7 +495,7 @@ export class PegasusActor extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
async activateViceOrVirtue(itemId) { async activateViceOrVirtue(itemId) {
let item = this.items.find(item => item.id == itemId) let item = this.items.find(item => item.id == itemId)
if (item && item.system) { if (item?.system) {
let nrg = duplicate(this.system.nrg) let nrg = duplicate(this.system.nrg)
if (!item.system.activated) { // Current value if (!item.system.activated) { // Current value
@ -581,7 +581,7 @@ export class PegasusActor extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
async activatePower(itemId) { async activatePower(itemId) {
let item = this.items.find(item => item.id == itemId) let item = this.items.find(item => item.id == itemId)
if (item && item.system) { if (item?.system) {
let nrg = duplicate(this.system.nrg) let nrg = duplicate(this.system.nrg)
if (!item.system.activated) { // Current value if (!item.system.activated) { // Current value
@ -764,13 +764,18 @@ export class PegasusActor extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
modifyStun(incDec) { modifyStun(incDec) {
if ( incDec < 0 && (this.system.secondary.confidence.status == "anxious" || this.system.secondary.confidence.status == "lostface") ) { if (incDec < 0 && (this.system.secondary.confidence.status == "anxious" || this.system.secondary.confidence.status == "lostface")) {
ui.notifications.warn("Unable to recover STUN because of Confidence status : " + this.system.secondary.confidence.status) ui.notifications.warn("Unable to recover STUN because of Confidence status : " + this.system.secondary.confidence.status)
return return
} }
let myself = this let myself = this
let combat = duplicate(myself.system.combat) let combat = duplicate(myself.system.combat)
combat.stunlevel += incDec combat.stunlevel += incDec
let daze = this.effects.find(e => e.label == "Daze")
if (daze && combat.stunlevel == 0) {
this.deleteEmbeddedDocuments("ActiveEffect", [daze.id])
}
if (combat.stunlevel >= 0) { if (combat.stunlevel >= 0) {
myself.update({ 'system.combat': combat }) myself.update({ 'system.combat': combat })
let chatData = { let chatData = {
@ -778,10 +783,11 @@ export class PegasusActor extends Actor {
rollMode: game.settings.get("core", "rollMode"), rollMode: game.settings.get("core", "rollMode"),
whisper: [game.user.id].concat(ChatMessage.getWhisperRecipients('GM')) whisper: [game.user.id].concat(ChatMessage.getWhisperRecipients('GM'))
} }
if (!daze) {
this.createEmbeddedDocuments("ActiveEffect", [ this.createEmbeddedDocuments("ActiveEffect", [
{ label: 'EFFECT.StatusDaze', icon: 'icons/svg/daze.svg', flags: { core: { statusId: 'daze' } } } { label: 'Daze', icon: 'icons/svg/daze.svg', flags: { core: { statusId: 'daze' } } }
]) ])
}
if (incDec > 0) { if (incDec > 0) {
chatData.content = `<div>${this.name} suffered a Stun level.</div` chatData.content = `<div>${this.name} suffered a Stun level.</div`
} else { } else {
@ -805,7 +811,7 @@ export class PegasusActor extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
modifyMomentum(incDec) { modifyMomentum(incDec) {
if ( this.system.stun.value > 0 ) { if (this.system.combat.stunlevel > 0) {
ui.notifications.warn("Unable to gain/use Momentum while stunned") ui.notifications.warn("Unable to gain/use Momentum while stunned")
return return
} }
@ -1461,7 +1467,7 @@ export class PegasusActor extends Actor {
updates['system.momentum.max'] = momentum updates['system.momentum.max'] = momentum
} }
let mrLevel = (this.system.statistics.agi.value + this.system.statistics.str.value) - this.system.statistics.phy.value let mrLevel = (this.system.statistics.agi.value + this.system.statistics.agi.mod + this.system.statistics.str.value + this.system.statistics.str.mod) - (this.system.statistics.phy.value + this.system.statistics.phy.mod)
mrLevel = (mrLevel < 1) ? 1 : mrLevel; mrLevel = (mrLevel < 1) ? 1 : mrLevel;
if (mrLevel != this.system.mr.value) { if (mrLevel != this.system.mr.value) {
updates['system.mr.value'] = mrLevel updates['system.mr.value'] = mrLevel
@ -1496,7 +1502,7 @@ export class PegasusActor extends Actor {
} }
if (this.isOwner || game.user.isGM) { if (this.isOwner || game.user.isGM) {
// Update current hindrance level // Update current hindrance level
let hindrance = this.system.combat.hindrancedice let hindrance = 0; //this.system.combat.hindrancedice
if (!this.checkIgnoreHealth()) { if (!this.checkIgnoreHealth()) {
if (this.system.secondary.health.status == "wounded") { if (this.system.secondary.health.status == "wounded") {
hindrance += 1 hindrance += 1
@ -1511,6 +1517,11 @@ export class PegasusActor extends Actor {
let effect = await PegasusUtility.getEffectFromCompendium("Fear") let effect = await PegasusUtility.getEffectFromCompendium("Fear")
this.createEmbeddedDocuments('Item', [effect]) this.createEmbeddedDocuments('Item', [effect])
} }
} else { // Remove fear if healed
let fear = this.items.find(it => it.name.toLowerCase() == "fear" && it.type == "effect")
if (fear) {
this.deleteEmbeddedDocuments('Item', [fear.id])
}
} }
/* Manage flag state for status */ /* Manage flag state for status */
this.defeatedDisplayed = this.defeatedDisplayed && this.system.secondary.health.status != "defeated" this.defeatedDisplayed = this.defeatedDisplayed && this.system.secondary.health.status != "defeated"
@ -1567,9 +1578,11 @@ export class PegasusActor extends Actor {
for (let e of effects) { for (let e of effects) {
meleeBonus += Number(e.system.effectlevel) meleeBonus += Number(e.system.effectlevel)
} }
this.baseMDL = this.system.biodata.sizenum + this.system.biodata.sizebonus + this.system.statistics.str.value +
this.system.statistics.str.mod + this.system.statistics.str.bonuseffect + meleeBonus
let weaponsMelee = this.items.filter(it => it.type == "weapon" && it.system.damagestatistic.toLowerCase() == "str") let weaponsMelee = this.items.filter(it => it.type == "weapon" && it.system.damagestatistic.toLowerCase() == "str")
for (let w of weaponsMelee) { for (let w of weaponsMelee) {
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 let damage = this.baseMDL + Number(w.system.damage)
if (damage != w.system.mdl) { if (damage != w.system.mdl) {
updates.push({ _id: w.id, "system.mdl": damage }) updates.push({ _id: w.id, "system.mdl": damage })
} }
@ -1583,9 +1596,10 @@ export class PegasusActor extends Actor {
if (role?.name?.toLowerCase() == "ranged") { // Add ranged bonus to ADRL if (role?.name?.toLowerCase() == "ranged") { // Add ranged bonus to ADRL
roleBonus = this.getRoleLevel() roleBonus = this.getRoleLevel()
} }
this.baseRDL = roleBonus + rangedBonus
let weaponsRanged = this.items.filter(it => it.type == "weapon" && it.system.damagestatistic.toLowerCase() == "pre") let weaponsRanged = this.items.filter(it => it.type == "weapon" && it.system.damagestatistic.toLowerCase() == "pre")
for (let w of weaponsRanged) { for (let w of weaponsRanged) {
let damage = roleBonus + Number(w.system.damage) + rangedBonus let damage = this.baseRDL + Number(w.system.damage)
if (damage != w.system.rdl) { if (damage != w.system.rdl) {
updates.push({ _id: w.id, "system.rdl": damage }) updates.push({ _id: w.id, "system.rdl": damage })
} }
@ -1600,9 +1614,11 @@ export class PegasusActor extends Actor {
if (role?.name?.toLowerCase() == "defender") { // Add defender bonus to ADRL if (role?.name?.toLowerCase() == "defender") { // Add defender bonus to ADRL
roleBonus = this.getRoleLevel() roleBonus = this.getRoleLevel()
} }
this.baseADRL = roleBonus + armorBonus + this.system.statistics.phy.value + this.system.statistics.phy.mod +
this.system.statistics.phy.bonuseffect + this.system.biodata.sizenum + this.system.biodata.sizebonus
let armors = this.items.filter(it => it.type == "armor") let armors = this.items.filter(it => it.type == "armor")
for (let a of armors) { for (let a of armors) {
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 let adrl = this.baseADRL + a.system.resistance
if (adrl != a.system.adrl) { if (adrl != a.system.adrl) {
updates.push({ _id: a.id, "system.adrl": adrl }) updates.push({ _id: a.id, "system.adrl": adrl })
} }
@ -1612,7 +1628,10 @@ export class PegasusActor extends Actor {
this.updateEmbeddedDocuments('Item', updates) this.updateEmbeddedDocuments('Item', updates)
} }
} }
/* -------------------------------------------- */
getBaseADRL() {
}
/* -------------------------------------------- */ /* -------------------------------------------- */
parseStatEffects() { parseStatEffects() {
if (this.system.biodata.noautobonus) { // If we are in "no-bonus mode if (this.system.biodata.noautobonus) { // If we are in "no-bonus mode
@ -1905,6 +1924,18 @@ export class PegasusActor extends Actor {
await this.createEmbeddedDocuments('Item', newItems) await this.createEmbeddedDocuments('Item', newItems)
} }
/* -------------------------------------------- */
checkEFfectsHindranceDeletion(statKey) {
let toRem = []
let effects = this.items.filter(effect => effect.type == 'effect' && effect.system.oneuse &&
effect.system.hindrance && (effect.system.stataffected == statKey || effect.system.stataffected == "all"))
for (let effect of effects) {
toRem.push(effect.id)
}
if (toRem.length > 0) {
this.deleteEmbeddedDocuments('Item', toRem)
}
}
/* -------------------------------------------- */ /* -------------------------------------------- */
computeCurrentHindrances(statKey) { computeCurrentHindrances(statKey) {
@ -1916,12 +1947,10 @@ export class PegasusActor extends Actor {
if (overCapacity > 0) { if (overCapacity > 0) {
hindrancesDices += overCapacity hindrancesDices += overCapacity
} }
let effects = this.items.filter(item => item.type == 'effect') let effects = this.items.filter(effect => effect.type == 'effect' && effect.system.hindrance && (effect.system.stataffected == statKey || effect.system.stataffected == "all"))
for (let effect of effects) { for (let effect of effects) {
if (effect.system.hindrance) {
hindrancesDices += effect.system.effectlevel hindrancesDices += effect.system.effectlevel
} }
}
if (statKey.toLowerCase() == "stl" && this.system.secondary.concealment.status == "exposed") { if (statKey.toLowerCase() == "stl" && this.system.secondary.concealment.status == "exposed") {
hindrancesDices += 1 hindrancesDices += 1
} }
@ -2139,6 +2168,8 @@ export class PegasusActor extends Actor {
rollData.noBonusDice = this.checkNoBonusDice() rollData.noBonusDice = this.checkNoBonusDice()
rollData.dicePool = [] rollData.dicePool = []
rollData.subKey = subKey rollData.subKey = subKey
rollData.MDL = this.baseMDL
rollData.ADRL = this.baseADRL
if (subKey == "melee-dmg" || subKey == "ranged-dmg" || subKey == "power-dmg") { if (subKey == "melee-dmg" || subKey == "ranged-dmg" || subKey == "power-dmg") {
rollData.isDamage = true rollData.isDamage = true
@ -2223,6 +2254,7 @@ export class PegasusActor extends Actor {
} }
rollData.hindranceDices = this.computeCurrentHindrances(statKey) rollData.hindranceDices = this.computeCurrentHindrances(statKey)
rollData.minHindranceDices = rollData.hindranceDices
this.processSizeBonus(rollData) this.processSizeBonus(rollData)
this.addEffects(rollData, isInit, isPower, subKey == "power-dmg") this.addEffects(rollData, isInit, isPower, subKey == "power-dmg")
@ -2273,10 +2305,10 @@ export class PegasusActor extends Actor {
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
getExtraTICsFromEffect() { getExtraTICsFromEffect() {
let effects = this.items.filter(it => it.type == "effect" && Number(it.system.extratics)>0) let effects = this.items.filter(it => it.type == "effect" && Number(it.system.extratics) > 0)
let nbTics = 0 let nbTics = 0
for (let e of effects) { for (let e of effects) {
nbTics += Number(it.system.extratics) nbTics += Number(e.system.extratics)
} }
return nbTics return nbTics
} }
@ -2402,8 +2434,8 @@ export class PegasusActor extends Actor {
rollData.title = "MR / Initiative" rollData.title = "MR / Initiative"
rollData.nbTIC = ((this.type == "character") ? 2 : 1) + this.getExtraTICsFromEffect() rollData.nbTIC = ((this.type == "character") ? 2 : 1) + this.getExtraTICsFromEffect()
rollData.TICs = [] rollData.TICs = []
for(let i=0; i<rollData.nbTIC; i++) { for (let i = 0; i < rollData.nbTIC; i++) {
rollData.TICs.push( {text:"NONE", revealed: false, displayed: false}) rollData.TICs.push({ text: "NONE", revealed: false, displayed: false })
} }
} }
this.startRoll(rollData); this.startRoll(rollData);

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@ -16,6 +16,7 @@ export class PegasusCombatTracker extends CombatTracker {
let combatData = await super.getData() let combatData = await super.getData()
for (let t of combatData.turns) { for (let t of combatData.turns) {
let c = game.combat.combatants.get(t.id) let c = game.combat.combatants.get(t.id)
t.displayTIC = (c.actor.isOwner && c.actor.hasPlayerOwner && !game.user.isGM) || (c.actor.type == "npc" && !c.actor.hasPlayerOwner && game.user.isGM)
let TICs = c.getFlag("world", "TICs") let TICs = c.getFlag("world", "TICs")
if (TICs) { if (TICs) {
t.TICs = TICs t.TICs = TICs
@ -23,7 +24,7 @@ export class PegasusCombatTracker extends CombatTracker {
t.TICs = [] t.TICs = []
} }
} }
console.log("CBT", combatData) //console.log("CBT", combatData)
return combatData return combatData
} }
@ -88,12 +89,22 @@ export class PegasusCombat extends Combat {
selectActor(combatantId) { selectActor(combatantId) {
const combatant = game.combat.combatants.get(combatantId) const combatant = game.combat.combatants.get(combatantId)
if (combatant) { if (combatant) {
let TICs = combatant.getFlag("world", "TICs") || []
let allRevealed = true
for(let tic of TICs) {
if (!tic.revealed ) {
allRevealed = false
}
}
let msg = `<div>${combatant.actor.name} has been nominated to act, ${combatant.actor.name} choose which TIC you wish to activate!</div`
if ( allRevealed) {
msg = `<div>${combatant.actor.name} has used all its TIC's please choose a different character.</div`
}
let chatData = { let chatData = {
user: game.user.id, user: game.user.id,
alias: combatant.actor.name, alias: combatant.actor.name,
rollMode: game.settings.get("core", "rollMode"), rollMode: game.settings.get("core", "rollMode"),
whisper: [game.user.id].concat(ChatMessage.getWhisperRecipients('GM')), content: msg
content: `<div>${combatant.actor.name} has been nominated to act, ${combatant.actor.name} choose which TIC you wish to activate!</div`
} }
ChatMessage.create(chatData); ChatMessage.create(chatData);
} }
@ -123,6 +134,17 @@ export class PegasusCombat extends Combat {
if (ticData) { if (ticData) {
console.log('revealTIC', num, combatantId, ticData) console.log('revealTIC', num, combatantId, ticData)
num = Number(num) num = Number(num)
if ( ticData[num].revealed && ticData[num].displayed ) {
let chatData = {
user: game.user.id,
alias: combatant.actor.name,
rollMode: game.settings.get("core", "rollMode"),
whisper: [game.user.id].concat(ChatMessage.getWhisperRecipients('GM')),
content: `<div>${combatant.actor.name} : This Action has already been performed please choose a different TIC</div`
};
ChatMessage.create(chatData);
return
}
ticData[num].revealed = true ticData[num].revealed = true
ticData[num].displayed = true ticData[num].displayed = true
combatant.setFlag("world", "TICs", ticData).then(() => { combatant.setFlag("world", "TICs", ticData).then(() => {
@ -130,7 +152,6 @@ export class PegasusCombat extends Combat {
user: game.user.id, user: game.user.id,
alias: combatant.actor.name, alias: combatant.actor.name,
rollMode: game.settings.get("core", "rollMode"), rollMode: game.settings.get("core", "rollMode"),
whisper: [game.user.id].concat(ChatMessage.getWhisperRecipients('GM')),
content: `<div>${combatant.actor.name} is performing ${ticData[num].text}</div` content: `<div>${combatant.actor.name} is performing ${ticData[num].text}</div`
}; };
ChatMessage.create(chatData); ChatMessage.create(chatData);

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@ -104,6 +104,12 @@ export class PegasusRollDialog extends Dialog {
if (armor) { if (armor) {
armor.applied = toggled armor.applied = toggled
} }
this.rollData.armorUsed = false
for(let a of this.rollData.armorsList) {
if (a.applied) {
this.rollData.armorUsed = true
}
}
console.log("Armor", armorIdx, toggled) console.log("Armor", armorIdx, toggled)
PegasusUtility.updateArmorDicePool(this.rollData) PegasusUtility.updateArmorDicePool(this.rollData)
} }
@ -120,6 +126,12 @@ export class PegasusRollDialog extends Dialog {
} }
weapon.applied = toggled weapon.applied = toggled
} }
this.rollData.weaponUsed = false
for(let a of this.rollData.weaponsList) {
if (a.applied) {
this.rollData.weaponUsed = true
}
}
console.log("Weapon", weaponIdx, toggled, weapon) console.log("Weapon", weaponIdx, toggled, weapon)
PegasusUtility.updateDamageDicePool(this.rollData) PegasusUtility.updateDamageDicePool(this.rollData)
} }
@ -284,6 +296,13 @@ export class PegasusRollDialog extends Dialog {
PegasusUtility.removeFromDicePool(this.rollData, idx) PegasusUtility.removeFromDicePool(this.rollData, idx)
this.refreshDialog() this.refreshDialog()
}) })
html.find('.pool-remove-hindrance-dice').click(async (event) => {
if (this.rollData.hindranceDices > this.rollData.minHindranceDices) {
this.rollData.hindranceDices--;
}
this.refreshDialog()
})
} }

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@ -165,7 +165,8 @@ export class PegasusUtility {
static getDiceList() { static getDiceList() {
return [{ key: "d4", level: 1, img: "systems/fvtt-pegasus-rpg/images/dice/d4.webp" }, { key: "d6", level: 2, img: "systems/fvtt-pegasus-rpg/images/dice/d6.webp" }, return [{ key: "d4", level: 1, img: "systems/fvtt-pegasus-rpg/images/dice/d4.webp" }, { key: "d6", level: 2, img: "systems/fvtt-pegasus-rpg/images/dice/d6.webp" },
{ key: "d8", level: 3, img: "systems/fvtt-pegasus-rpg/images/dice/d8.webp" }, { key: "d10", level: 4, img: "systems/fvtt-pegasus-rpg/images/dice/d10.webp" }, { key: "d8", level: 3, img: "systems/fvtt-pegasus-rpg/images/dice/d8.webp" }, { key: "d10", level: 4, img: "systems/fvtt-pegasus-rpg/images/dice/d10.webp" },
{ key: "d12", level: 5, img: "systems/fvtt-pegasus-rpg/images/dice/d12.webp" }] { key: "d12", level: 5, img: "systems/fvtt-pegasus-rpg/images/dice/d12.webp" },
{ key: "hindrance", level: 0, img: "systems/fvtt-pegasus-rpg/images/dice/hindrance-dice.png"}]
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -283,12 +284,16 @@ export class PegasusUtility {
/* -------------------------------------------- */ /* -------------------------------------------- */
static addDicePool(rollData, diceKey, level) { static addDicePool(rollData, diceKey, level) {
if (diceKey == "hindrance") {
rollData.hindranceDices +=1
} else {
let newDice = { let newDice = {
name: "dice-click", key: diceKey, level: level, name: "dice-click", key: diceKey, level: level,
img: `systems/fvtt-pegasus-rpg/images/dice/${diceKey}.webp` img: `systems/fvtt-pegasus-rpg/images/dice/${diceKey}.webp`
} }
rollData.dicePool.push(newDice) rollData.dicePool.push(newDice)
} }
}
/*-------------------------------------------- */ /*-------------------------------------------- */
static removeFromDicePool(rollData, diceIdx) { static removeFromDicePool(rollData, diceIdx) {
@ -787,7 +792,7 @@ export class PegasusUtility {
// De-actived used effects from perks // De-actived used effects from perks
let toRem = [] let toRem = []
for (let effect of rollData.effectsList) { for (let effect of rollData.effectsList) {
if (effect.effect && effect.effect.system.isUsed && effect.effect.system.oneuse) { if (effect?.effect?.system.isUsed && effect.effect.system.oneuse) {
effect.defenderTokenId = rollData.defenderTokenId effect.defenderTokenId = rollData.defenderTokenId
if (effect.foreign) { if (effect.foreign) {
if (game.user.isGM) { if (game.user.isGM) {
@ -801,11 +806,11 @@ export class PegasusUtility {
} }
} }
} }
if (toRem.length > 0) {
//console.log("Going to remove one use effects", toRem)
let actor = game.actors.get(rollData.actorId) let actor = game.actors.get(rollData.actorId)
if (toRem.length > 0) {
actor.deleteEmbeddedDocuments('Item', toRem) actor.deleteEmbeddedDocuments('Item', toRem)
} }
actor.checkEFfectsHindranceDeletion(rollData.statKey)
} }
/* -------------------------------------------- */ /* -------------------------------------------- */

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@ -1537,3 +1537,12 @@ Focus FOC: #ff0084
max-height: 48px; max-height: 48px;
flex-grow: 0; flex-grow: 0;
} }
.dice-pool-image-add {
border: 0;
margin-left: 4px;
min-width: 32px;
min-height: 32px;
max-width: 32px;
max-height: 32px;
flex-grow: 0;
}

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@ -244,15 +244,15 @@
"flags": {} "flags": {}
} }
], ],
"primaryTokenAttribute": "secondary.health.status", "primaryTokenAttribute": "",
"secondaryTokenAttribute": "secondary.delirium.status", "secondaryTokenAttribute": "",
"socket": true, "socket": true,
"styles": [ "styles": [
"styles/simple.css" "styles/simple.css"
], ],
"title": "Pegasus RPG", "title": "Pegasus RPG",
"url": "https://www.uberwald.me/data/files/fvtt-pegasus-rpg", "url": "https://www.uberwald.me/data/files/fvtt-pegasus-rpg",
"version": "11.0.10", "version": "11.0.23",
"download": "https://www.uberwald.me/gitea/uberwald/fvtt-pegasus-rpg/archive/fvtt-pegasus-rpg-v11.0.10.zip", "download": "https://www.uberwald.me/gitea/uberwald/fvtt-pegasus-rpg/archive/fvtt-pegasus-rpg-v11.0.23.zip",
"background": "systems/fvtt-pegasus-rpg/images/ui/pegasus_welcome_page.webp" "background": "systems/fvtt-pegasus-rpg/images/ui/pegasus_welcome_page.webp"
} }

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@ -57,7 +57,16 @@
{{/if}} {{/if}}
{{/if}} {{/if}}
{{#if (eq subKey "melee-dmg")}}
{{#if (not weaponUsed)}}
<li>MDL : {{MDL}}</li>
{{/if}}
{{/if}}
{{#if (eq subKey "dmg-res")}} {{#if (eq subKey "dmg-res")}}
{{#if (not armorUsed)}}
<li>ADRL : {{ADRL}}</li>
{{/if}}
{{#each armorsList as |armor idx|}} {{#each armorsList as |armor idx|}}
{{#if armor.applied}} {{#if armor.applied}}
<li>ADRL: {{armor.adrl}}</li> <li>ADRL: {{armor.adrl}}</li>

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@ -100,9 +100,13 @@
<button class="combat-tracker-tic-button"><a class="combat-tracker-tic" data-tic-num="{{index}}" data-combatant-id="{{../id}}"> <button class="combat-tracker-tic-button"><a class="combat-tracker-tic" data-tic-num="{{index}}" data-combatant-id="{{../id}}">
{{#if tic.revealed}} {{#if tic.revealed}}
ACTED ACTED
{{else}}
{{#if ../displayTIC}}
{{tic.text}}
{{else}} {{else}}
TIC: {{add index 1}} TIC: {{add index 1}}
{{/if}} {{/if}}
{{/if}}
</a></button> </a></button>
{{/each}} {{/each}}
</div> </div>

View File

@ -71,12 +71,24 @@
</span> </span>
<div class="flexrow dice-pool-stack"> <div class="flexrow dice-pool-stack">
{{#each dicePool as |dice idx|}} {{#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" <span><a class="pool-remove-dice" data-dice-idx="{{idx}}" data-dice-level="{{dice.level}}"
src="{{dice.img}}" alt="dices"></a></span> data-dice-key="{{dice.key}}"><img class="dice-pool-image" src="{{dice.img}}" alt="dices"></a></span>
{{/each}} {{/each}}
</div> </div>
</div> </div>
<div class="dice-pool-div">
<span>
<h3 class="dice-pool-label">Hindrance Dice</h3>
</span>
<div class="flexrow dice-pool-stack">
{{#for 1 hindranceDices 1}}
<span><a class="pool-remove-hindrance-dice" 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 noBonusDice}} {{#if noBonusDice}}
<div class="flexrow"> <div class="flexrow">
No bonus dice due to effect ! No bonus dice due to effect !
@ -84,25 +96,12 @@
{{else}} {{else}}
<div class="flexrow"> <div class="flexrow">
{{#each diceList as |dice idx|}} {{#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" <span><a class="pool-add-dice" data-dice-key="{{dice.key}}" data-dice-level="{{dice.level}}"><img
src="{{dice.img}}" alt="dices"></a></span> class="dice-pool-image-add" src="{{dice.img}}" alt="dices"></a></span>
{{/each}} {{/each}}
</div> </div>
{{/if}} {{/if}}
{{#if hindranceDices}}
<div class="dice-pool-div">
<span>
<h3 class="dice-pool-label">Hindrance Dice</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"> <div class="flexrow">
@ -129,18 +128,27 @@
<option value="d6">Outnumbered 2 Extra Allies d6</option> <option value="d6">Outnumbered 2 Extra Allies d6</option>
<option value="d8">Outnumbered 3 Extra Allies d8</option> <option value="d8">Outnumbered 3 Extra Allies d8</option>
<option value="d10">Outnumbered 4 Extra Allies d10</option> <option value="d10">Outnumbered 4 Extra Allies d10</option>
<option value="d12">Outnumbered 5 Extra Allies d12<option> <option value="d12">Outnumbered 5 Extra Allies d12
<option>
<option value="none4">===== Called DMG Shot Bonus</option> <option value="none4">===== Called DMG Shot Bonus</option>
<option value="d12">Eyes/head d12<option> <option value="d12">Eyes/head d12
<option>
<option value="none4">===== Impact DMG Bonus</option> <option value="none4">===== Impact DMG Bonus</option>
<option value="d4">Soft d4<option> <option value="d4">Soft d4
<option value="d6">Thin/Flimsy d6<option> <option>
<option value="d8">Solid Furniture d8<option> <option value="d6">Thin/Flimsy d6
<option value="d10">Thin Metal/Thick Wood d10<option> <option>
<option value="d12">Solid Object/Concrete d12<option> <option value="d8">Solid Furniture d8
<option>
<option value="d10">Thin Metal/Thick Wood d10
<option>
<option value="d12">Solid Object/Concrete d12
<option>
<option value="none5">===== Other Circumstances</option> <option value="none5">===== Other Circumstances</option>
<option value="d4">Concentrated<option> <option value="d4">Concentrated
<option value="d4">Off Hand d4<option> <option>
<option value="d4">Off Hand d4
<option>
<option value="d6">Higher Ground d6</option> <option value="d6">Higher Ground d6</option>
{{/select}} {{/select}}
</select> </select>